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Derek Gittler

Gamers succeed where scientists fail - University of Washington - washington.edu - 0 views

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    Gamers have solved the structure of a retrovirus enzyme whose configuration had stumped scientists for more than a decade. The gamers achieved their discovery by playing Foldit, an online game that allows players to collaborate and compete in predicting the structure of protein molecules.
bartmon

Ian Bogost - Gamification is Bullshit - 3 views

  • The title of this symposium shorthands these points for me: the slogan "For the Win," accompanied by a turgid budgetary arrow and a tumescent rocket, suggesting the inevitable priapism this powerful pill will bring about—a Viagra for engagement dysfunction, engorgement guaranteed for up to one fiscal quarter.
  • Exploitationware captures gamifiers' real intentions: a grifter's game, pursued to capitalize on a cultural moment, through services about which they have questionable expertise, to bring about results meant to last only long enough to pad their bank accounts before the next bullshit trend comes along.
  • Gamification seems to me to take the least interesting thing about games and try to shoehorn it into other areas of life. Points and upgrades... bleah, I get enough of that from my frequent flyer program. Where's the imaginary world? Where are the characters to care about, the story to follow? Where are the viscerally meaningful consequences of my decisions?

    WHERE'S MY GODDAMNED MAGIC SWORD?

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    I'm not certain I agree with Bogost, but he does raise some interesting points (and he's approaching this from a similar viewpoint; tenured faculty at georgia tech). The most interesting dialog takes place in the comments...
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    It seems like he wrote this in reaction to the activity of fly-by-night business consultants. Personally, I see a lot of value in gamification in education. Stubbs and I participated in writing the ELI white paper about gamification: http://www.educause.edu/Resources/7ThingsYouShouldKnowAboutGamif/233416
bartmon

Entertainment Software Association's annual video game report - 0 views

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    Average age of gamers continues to rise (now 37). Female population continues to rise due to casual/mobile games (42%). Who buys most games? 41 year olds (was 39 last year). Males average 13 years of gaming, females 10 years.

    Lots of good data points, but they ALWAYS fail to answer a huge question about methods: how do you define a gamer? Depending on how you define a gamer dictates who is included/excluded in these types of studies and drastically impacts all the age/gender data.
bartmon

The seduction secrets of video game designers | Technology | The Observer - 2 views

  • Central to it all is a simple theory – that games are fun because they teach us interesting things and they do it in a way that our brains prefer – through systems and puzzles
  • "An effective learning environment, and for that matter an effective creative environment, is one in which failure is OK – it's even welcomed,"
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    Interesting read on some of the hooks game designers use to keep people motivated and engaged, with a few plugs from educators on how we can use things like autonomy and agency to better engage.
bkozlek

Dan Milward: Games Powered By WordPress « WordPress.tv - 0 views

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    PResentation by the creator of the social game creation site, double happy 
bkozlek

Double Happy | Home - 0 views

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    A marriage of flixel game creator and wordpress social networking. On this site you can create games, publish and share them, and discuss them.
bkozlek

Milwaukee 7th-grader among winners in national video game design contest - JSOnline - 0 views

  • A seventh-grader from Milwaukee Montessori School is among the winners of a nationwide video game design challenge launched at the White House last fall.

    Shireen Zaineb created a game called "Discover.." that earned her a victory in the National STEM Video Game Challenge, which was designed to generate interest in science, technology, engineering and math, also known as STEM.

    Zaineb's Web-based game teaches players about concepts such as mass, friction, weight and gravity through a series of platforming challenges in which players must jump a character through 2-D environments and collect items.

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