This Wednesday, McGonigal is launching Urgent Evoke, a new MMO-ARG (Alternate Reality Game) hybrid that she hopes will "help empower young people all over the world, and especially young people in Africa, to come up with creative solutions to our most urgent social problems," according to the official blog. The upcoming game offers players the chance to earn tangible rewards—scholarships and venture capital, for example—by performing real-world "quests" like volunteer work and career-building tasks. The concept might not seem that enticing to conventional gamers, but it's an early, real-world application of what McGonigal believes social gaming can help achieve.
Quest to Learn Schools - 0 views
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Quest to Learn supports a uniquely vibrant learning community that brings together students, educators, game designers, curriculum specialists and parents. - See more at: http://q2l.org/about#sthash.zlTuuiwE.dpuf
Quest to Learn - Learning through Play - 1 views
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"Quest supports a dynamic curriculum that uses the underlying design principles of games to create academically challenging, immersive, game-like learning experiences for students. Games and other forms of digital media also model the complexity and promise of "systems." Understanding and accounting for this complexity is a fundamental literacy of the 21st century."
Why Everything Is Becoming a Game - 1 views
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Over the last year, he started grading two of his classes (both involved with game design) using a system based on “experience points,” or XP, similar to the way gamers in World of Warcraft and other massively multiplayer games award points for various tasks. Students started the year at level one, with zero XP, and then gained points — and higher grades — by completing “quests” and “crafting,” which corresponded to giving presentations and doing exams and quizzes. Students also formed “guilds” similar to the gaming groups that rule WoW and other multiplayer games. Sheldon says that his students seemed far more engaged than they had been before.
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The bottom line is that good games take advantage of people’s innate desire to compete with each other, but balance that with their need to receive rewards, including the approval of their peers — rewards that in some cases can be used to modify their behavior in certain ways. T
5 Top Social Games and Why They're So Successful - 2 views
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68.7 million Americans will be playing social games by 2012
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In 3 out of 5 of these games users work on quest-like activities - Wow is #5; Mafia Wars is #4 & Farmville is #1. The other 2 resemble typical socialization when playing a game in person - "bragging rights" and playing a board game. They all seem to touch on at least one of the 3 components from Ryan & Deci - relatedness, competence, and/or autonomy.
Chicago Quest: School based on video gaming technology and theory coming to Chicago - c... - 1 views
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