"The Institute of the Future will soon be launching what it calls the first massively multiplayer forecast game, billed as The Superstruct Game. According to the game's FAQ, the idea is to 'imagine how we might solve the problems we'll face.' Interestingly, the game itself is meant to be played 'on forums, blogs, videos, wikis, and other familiar online spaces.' From the IFTF website's sneak peak, the game is set in the year 2019, where the Global Extinction Awareness System (GEAS) has forecast the possibility of human extinction by the year 2042 as the result of five simultaneous 'super-threats:' Quarantine, which is a result from 'declining health and pandemic disease;' Ravenous, which relates to the global collapse of the world food system; Power Struggle, related to the flux of power 'as nations fight for energy supremacy and the world searches for alternative energy solutions;' Outlaw Planet, covering increased surveillance and loss of liberties; and, lastly, Generation Exile, which covers the massive increase in refugees."
Reality-based play-it-forward games
Karma points are like experience points. Before launching in 2009, we'll be adding new game features including badges, rewards, and virtual currency. We'll also be improving our scoring system. So beta players should be prepared to see some changes as the game evolves. We appreciate your help in making sure the game is lots of fun.
PMOG is an infinite game built on individual network histories, transforming our web surfing into ongoing social play. With a game head-up display in Firefox, players can bomb each other, wage war over web sites, and lead other users on web missions. Ordinary web sites become caches for items and currency. PMOG fuses an MMO into our WWW.
PMOG stands for Passively Multiplayer Online Game. Players play without playing; clicking around the internet turns into experience points and currency.
This unconventional massively multiplayer online game merges your web life with an alternate, hidden reality. The mundane takes on a layer of fantastic achievement. Player behavior generates characters and alliances, triggers interactions in the environment, and earns the player points to spend online beefing up their inventory. Suddenly the internet is not a series of untouchable exhibits, but a hackable, rewarding environment.
Despite significant advancement in technology and tools, building ontologies, annotating data, and aligning multiple ontologies remain tasks that highly depend on human intelligence, both as a source of domain expertise and for making conceptual choices. This means that people need to contribute time, and sometimes other resources, to this endeavor.
As a novel solution, we have proposed to masquerade core tasks of weaving the Semantic Web behind on-line, multi-player game scenarios, in order to create proper incentives for humans to contribute. Doing so, we adopt the findings from the already famous "games with a purpose" by von Ahn, who has shown that presenting a useful task, which requires human intelligence, in the form of an on-line game can motivate a large amount of people to work heavily on this task, and this for free.
This fall, the Institute for the Future invites you to play Superstruct, the world's first massively multiplayer forecasting game. It's not just about envisioning the future-it's about inventing the future. Everyone is welcome to join the game. Watch for the opening volley of threats and survival stories, September 2008.
DiGRA is the association for academics and professionals who research digital games and associated phenomena. It encourages high-quality research on games, and promotes collaboration and dissemination of work by its members
From the start of the 21st century, a new form of employment has emerged in developing countries. It employs hundreds of thousands of people and earns hundreds of millions of dollars annually. Yet it has been almost invisible to both the academic and development communities. It is the phenomenon of "gold farming": the production of virtual goods and services for players of online games. China is the employment epicentre but the sub-sector has spread to other Asian nations and will spread further as online games-playing grows. It is the first example of a likely future development trend in online employment. It is also one of a few emerging examples in developing countries of "liminal ICT work"; jobs associated with digital technologies that are around or just below the threshold of what is deemed socially-acceptable and/or formally-legal.
MindCanvas is a research service to help companies gather insights about customers' thoughts & feelings. We use Game-like Elicitation Methods (GEMs) to let online users participate in answering the complex questions that you face in designing a product or service.
Proceedings of the First International Workshop on Story-Telling and Educational Games (STEG'08)
The power of narration and imagination in technology enhanced learning, September 16, 2008
You'd think being seriously wounded on the battlefield would be the most painful thing a soldier could go through, but the recovery from burns can take months of agonizing physical therapy that prolongs the suffering. In some cases, healing can be more painful than the original trauma. What if you could take patients away from their immediate surroundings when cleaning their burns or stretching the skin during physical therapy? A virtual reality game created to help patients deal with pain hopes to do just that.
What lies at the intersection of journalism and videogames?
This research project seeks to understand the ways videogames can be used in the field of journalism, providing examples, theoretical approaches, speculative ideas, and practical advice about the past, present, and future of games and journalism.
This article explores relationships between players and the owners of the massively multiplayer online games (MMOG) they inhabit. Much of the language around these large scale communities currently focuses on "management." Viewing these complex social systems as essentially mechanical in nature has led to a preoccupation with creating or retrofitting systems which can be constantly monitored, tuned, regulated, and controlled. Though the language often turns to things like "cheating," "griefing," and "disruption of the magic circle," the underlying anxiety about unruliness, transgressiveness, and the emergent nature of these spaces as sites of culture needs to be more fully addressed, as well as the early formulations of the "imagined player" that shape the design process. Players are central productive agents in game culture and more progressive models are needed for understanding and integrating their work in these spaces. Drawing on the long tradition of participatory design this piece explores some alternative frameworks for understanding the designer/player relationship are proposed.
Scratch is a simple, easy-to-learn programming language designed at MIT's Media Lab that lets anyone create and share video games and animated stories. Introduced just over a year ago, it has already attracted a wide following--particularly among kids aged 8 to 15--and a variety of uses that its creators never imagined. Now, Scratch users from around the world are gathering for the first of what is planned as an annual conference to discuss the software and its uses and to share ideas.
Yes, good money can actually be made in the rapidly-growing world of free-to-play massive multiplayer online games (MMOs), but just how much can micro-transactions actually generate?