adamcrowe + thegamingofeverydaylife   249

Nir and Far -- Want To Hook Users? Drive Them Crazy
'...feedback loops aren’t cutting it. Users are increasingly inundated with distractions, and companies find they need to hook users quickly if they want to stay in business. Today, companies are using more than feedback loops. They are deploying desire engines. Desire engines go beyond reinforcing behavior; they create habits, spurring users to act on their own, without the need for expensive external stimuli like advertising. Desire engines are at the heart of many of today’s most habit-forming technologies. Social media, online games, and even good ol’ email utilize desire engines to compel us to use them. -- Humans, like the mice in Skinner’s box, crave predictability and struggle to find patterns, even when none exist. Variability is the brain’s cognitive nemesis and our minds make deduction of cause and effect a priority over other functions like self-control and moderation. If you’ve ever asked someone a question while he or she was engrossed in a video game, only to receive a mumbled “sure, ok, whatever,” you’ve seen this mental state. Players will agree to almost anything to get rid of distraction and keep playing. Variable rewards seem to keep the brain occupied, removing its defenses and providing an opportunity to plant the seeds of new habits.'
marketing  engagement  thegamingofeverydaylife  intermittentvariablerewards  addiction 
6 weeks ago by adamcrowe
YouTube -- LBSstudentView: Gamification and its shortcomings with Dr Richard Bartle
"Games are play at which you can lose." -- "Gamified activities are not play ... it's just an activity; and you can't lose it." -- Intrinsic vs Extrinsic Rewards: "Games, when they offer extrinsic rewards ... that's typically for things you've already found fun." -- "Gamification is basically bribery." -- "...until people learn that all these points and badges are worthless, there's a big opportunity to make some money out of it."
thegamingofeverydaylife  gaming  play  rewards  badges  RichardBartle 
11 weeks ago by adamcrowe
Gamasutra -- Gamification Dynamics: Choice and Competition by Tony Ventrice (Badgeville)
'Without competition, the emotions of games are largely vicarious: the player feels empathy for a protagonist. With competition, the protagonist is the self and the empathy is direct. In a way, competition is a vehicle for emotion (particularly drama). Once competition enters the picture, many people can't seem to emotionally separate reality and fiction; we project ourselves into the game so completely that there is no longer an emotional distance between participant and game. And this is what makes competition so powerful. Competition is raw emotion. Anticipation, Anxiety, Fear, and Elation all come bursting out uncontrolled, an emotional rollercoaster that is as exciting as it is unpredictable. Anything that can be measured can be competitive but once one gets down to categorizing, competition seems to fit into seven broad dimensions: #Physical skill: Competitions of strength, speed and accuracy; #Creative skill: The goal is to innovate and please the sensibilities of a group of judges; #Mental tactics. A broad category that includes anything strategic that involves reading and predicting the behaviors of a system; #Diplomacy: A form of strategy that involves reading and predicting the behaviors of potential allies and acting with the intent of influencing opinions; #Knowledge. The accumulation and mastery of rules or facts... if the rules of a system can not be deduced, optimal strategies can be observed and memorized; #Time. Competitions of persistence or patience, measured by time and participation; #Luck: ...given structured analysis, statistical odds become predictable and, over multiple trials, luck games will evolve into contests of statistical knowledge. -- ...competition is the aspect of fun most strongly associated with games. If there is one thing competition does to a non-game activity, it's make it feel like a game. It's also incredibly easy to accomplish – simply measuring a behavior and comparing it between participants implies a competition...'
gaming  competition  behaviours  socialdesign  thegamingofeverydaylife 
11 weeks ago by adamcrowe
Gamasutra -- Gamification Dynamics: Growth And Emotion by Tony Ventrice (Badgeville)
'When viewed collectively, the four motivations of growth often comprise a player's most basic intrinsic motivations – motivations that the player carries with him into every context... -- Our desire for learning solves problems; our desire for competition challenges stagnation and finds optimizations; our desire for order preserves and protects; and our desire for connections promotes cooperation and bonds us together. -- Growth preferences: #Explorers: Seek questions and learning/Learning comes from deciphering the rules of a system; #Achievers: Seek order, balance and validation/order represents pursuit of following the correct path, however the individual may choose to define it; #Killers: Seek competition and challenges/Challenge-driven players need a regular cycle of challenge and success; #Socializers: Seek interactions and connections/the more connections and the deeper the dependencies, the more rewarding the experience will be to the socially-driven player. -- To investigate how growth might be integrated into a non-game environment, we'll look at each motivator in a general context. #Implementing Learning: In general, you do not need to design to add learning; you need to design to manage the learning you already have. #Implementing Order: Any meaningful experience can be commemorated with symbolic measures and, for additional validation, badges can be linked to rewards or privileges. #Implementing Challenges Overcome: The user wants feel magnitude and relevance – that his accomplishments are rare and special. In social environments, where players can compare progress, the weight of accomplishments may be devalued. #Implementing Social Growth: ...there needs to be a context, a social objective or at least a conversation starter. ...there needs to be persistence. Players need to be able to reconnect with the same people.'
psychographics  motivations  engagement  socialdesign  thegamingofeverydaylife  psychology 
11 weeks ago by adamcrowe
GDC Vault -- Raph Koster: Social Mechanics for Social Games [SOGS Design]
Human Action vs Repetition Compulsion @ 47:47: "The truth is, players change the rules [of a game or society or community] as they go. So there's this reflexive action... And the kinds of problems that players attempt to solve are, frankly, intractable and impossible to solve. The brain loves intractable and impossible-to-solve problems; these then become [*laughs*] high-retention devices." -- Monkey doh!
psychology  engagement  gaming  rituals  sociology  socialdesign  thegamingofeverydaylife  RaphKoster  reflexivity  metagaming  * 
11 weeks ago by adamcrowe
Fast Company -- To Motivate Students, Make Them Give Away Their Rewards
'Stephanie Clifford, reporting for The New York Times, described how the incentive system works at Pret: "When employees are promoted or pass training milestones, they receive at least £50 in vouchers, a payment that Pret calls a 'shooting star,' but instead of keeping the bonus, the employees must give the money to colleagues, people who have helped them along the way." To install Pret's incentive system in the academy would be to blow it up. What if when students got gold stars on ClassDojo they didn't keep them, but rather gave them out to other students who helped them along the way? No longer would students be motivated solely to perform the best--they would be motivated to help their classmates. This motivational system is the beginning of community-directed learning.' -- Marksism
thegamingofeverydaylife  rewards  reputation  cooperation  socialengineering 
january 2012 by adamcrowe
Rands In Repose -- Gaming the System
'A violation of the rules is an affront to a geek. They react violently to violations of the rules because it’s an indication that the system is not working. Rules make a game fair, and when they stop being followed, the geeks stop playing. -- ...there’s a well-defined process by which we consume a game, and it goes like this: #Discovery #Optimization, Repetition, and Win #Achievement -- I grabbed a handful of dry erase pens and rolled the board into the architect’s office and said, “This is all we’re working on”. He stared at the board for 10 minutes and finally nodded, “Good, but each person needs their own color and you should assign points for each of the boxes. 10 points for root cause and fix identification, 5 for fixes and tests.” “Points for what?” “Points for points. We’re geeks.” “And everyone has their own color?” “Yeah, so we know who has the most points. Give me a blue pen, I’ve already got root cause on bug #3.” “Blue?” “Yeah, I’m always blue.”'
gamedesign  motivation  reputation  management  thegamingofeverydaylife  from delicious
july 2011 by adamcrowe
MozillaWiki -- Badges
'Our system will make it easy for education providers, web sites and other organizations to issue badges that give public recognition and validation for specific skills and achievements. And provide an easy way for learners to manage and display those badges across the web -- on their personal web site or resume, social networking profiles, job sites or just about anywhere. The result: Open Badges will help learners everywhere unlock career and educational opportunities, and regonize skills that traditional resumes and transcripts often leave out.'
thegamingofeverydaylife  badges  learning  reputation  daemon  from delicious
july 2011 by adamcrowe
TechCrunch -- Playmatics Raises $1 Million To Make [Reality Programming], [Government Propaganda] Games
'Initially a Facebook platform game, Shadow Government will use economic and sustainability data, and government-modeling software from the Millennium Institute to give players a chance to build and run, or destroy their own virtual countries. "[Shadow Government] will also raise awareness about the services that Millennium Institute offers to governments, the private sector and civil society as well as individuals to better inform their green and fair growth policies and responsible behavior." Millennium Institute wants the Shadow Government games to be incorporated into curriculum from primary schools through universities. "We will be able to incorporate real world news and data, sometimes in real-time. We could take a different world-focus [with the game content] depending on what is going on in the world... Seeing how people play, in aggregate, will be one way of crowd sourcing ideas to help or predict systemic issues."' -- I understand HOW: I do not understand WHY
1984  minitrue  propdep  propaganda  government  technocracy  realityprogramming  predictiveprogramming  thegamingofeverydaylife 
april 2011 by adamcrowe
Mssv -- The Pursuit of Perfection
'While I can set myself some tasks in Chore Wars to scrub the garden table and mop the floors, no amount of repetitions will get rid of the nasty stain on the table or the bits of dirt ingrained into the floor – unlike in game worlds, where perfection can always be realised given enough effort. It’s hard to see how the conventions of games – conventions designed to be fun and relatively easy to code – can cover all these contingencies without becoming as complicated and subtle and unpredictable as, well, life itself. Gamification holds out the promise ... that if you play the right games with enough enthusiasm and persistence, then you can have a perfect life and make a perfect world – at least, according to the game, if not necessarily in reality. We all need to be careful about games that promise to change our lives. Just as the unexamined life is not worth living, the unexamined game is not worth playing.'
criticism  thegamingofeverydaylife  ludotopianism  simulation  simulacra  themapisnottheterritory  from delicious
april 2011 by adamcrowe
Slate Magazine -- Gamification: Ditching reality for a game isn't as fun as it sounds by Heather Chaplin
'...gamification advocates do not preach the beauty and power of play. Perhaps without knowing it, they're selling a pernicious worldview that doesn't give weight to literal truth. Instead, they are trafficking in fantasies that ignore the realities of day-to-day life. This isn't fun and games—it's a tactic most commonly employed by repressive, authoritarian regimes. ...there are legitimate reasons why people feel they're achieving less. These include the boring literal truths of jobs shipped overseas, stagnant wages, and a taxation system that benefits the rich and hurts the middle class and poor. You want to transform peoples' lives into games so they feel as if they're doing something worthwhile? Why not just shoot them up with drugs so they don't notice how miserable they are? There's no wonder corporations are so excited about turning the world into a game. One of the movement's central insights is that a sense of accomplishment sometimes feels more meaningful than a paycheck...'
ludotopianism  socialengineering  technocracy  soma  thegamingofeverydaylife  criticism  from delicious
march 2011 by adamcrowe
Conversation Marketing -- Everything I ever learned about marketing I learned from Dungeons and Dragons
'Give something to your audience – even warm tingles, and they’re one step closer to being happy customers. Give them something and let them beat the bad guy, and they’re yours for life. Everyone wants to have stories to tell. If they’re in the stories, they tell them better. And more often. This storytelling/folklore is the best part of the whole equation, because your audience loves you for making them part of the story, and they help you get the word out at the same time. If beating the bad guys and taking their stuff is the incentive that gets people involved with you, then telling stories is how you can get existing customers to indoctrinate new people into the club and keep them there. How many people here run businesses that live and die on referrals? What’s a referral? Uh-huh. It’s someone telling others how smart they were to choose you. They’re telling the tale of how they conquered the Great Black Beast of Q1 Sales Goals. #Slay monsters #Take their treasure #Tell the tale'
marketing  storytelling  status  psychographics  motivations  mythology  heroism  thegamingofeverydaylife  *  psychology 
february 2011 by adamcrowe
HIPSTER RUNOFF -- Guitar Hero taken off the market cuz no1 buys it any more
'Don't really understand the appeal of video games when u can play 'the game of life' every day.'
HipsterRunoff  simulation  mimesis  temes  toys  thegamingofeverydaylife 
february 2011 by adamcrowe
confused of calcutta -- The Maker Generation in the Enterprise
'#2. Tasks will be non-linear in nature, rather than assembly-line: When someone new joins a firm, the experience is going to be very similar to that of playing a modern video game. The new joiner will spend time in some form of sandbox or training ground, learning a number of key things: the “game mechanics“, the values, rules and principles by which the firm operates; the “game controls“, how you navigate around the workplace, how you discover things, how you acquire learning and other assets to deploy, how you “save” your work, how you “replay” or “continue”; and the “game dashboard“, the tools that let you see the environment, your powers and authorities, feedback loops on position and progress, primarily team rather than personal, though both are visible. #4. Cognitive surpluses will be put to use sensibly, rather than discarded. #5. Radically different tools and processes will be needed as a result, time-shiftable, place-shiftable, multimedia.'
retribalization  work  diegesis  extradiegesis  mimesis  thegamingofeverydaylife  from delicious
february 2011 by adamcrowe
STANFORD Magazine -- Digital Immersion
'Psychiatrist Aboujaoude says that immersion in gaming runs the risk that a player begins to believe that behaviors acceptable in a game might also pass offline: Heavy gamers may develop an offline persona with the swagger and bravado of their avatars. "It also becomes easier to lose perspective on one's divergent priorities: the need to perform well as a favorite game character or as an accomplished player versus the need to function as a responsible adult. It's all one big life with one big 'cumulative' score, the faulty justification goes, and if we are breaking records in an online game, we may feel, in aggregate, responsible and productive enough, and thus allow for some gross negligence elsewhere in life." -- "Addictions happen when people are trying to control their emotional state. You find something that makes you feel better and then you want more of it, but then there is emptiness in the payoff."
psychology  technology  temes  virtuality  simulation  behaviours  extensionsofman  centralnervoussystem  control  feedback  addiction  reflexivity  grandiosity  thegamingofeverydaylife  from delicious
january 2011 by adamcrowe
Raph's Website -- The world, virtual
'...it’s easy to foresee the need for an oversimplified globalized single reputation value, which is one startup that likely aggregates rep systems a la Rotten Tomatoes; followed by a second one that is a rep farming or maintenance exploit startup designed to falsify reputations; followed by another that is a trust verification or exploit detection firm. Clearly, current job sites, certification systems, and university degrees do not adequately serve the need for publicly visible levels and classes. An overall game system, perhaps primed via the flawed reputation system, would allow for a classless system to be built whereby world virtual userplayers could acquire levels in a range of skills. Levels in your top few classes would then be the single most prominently visible thing on your profiles... Subcultures emerge wherein you can create a completely separate identity profile with its own alternate levels...'
retribalization  identity  reputation  socialcapital  thegamingofeverydaylife  from delicious
january 2011 by adamcrowe
Raph’s Website -- Feedback does not equal game design
'If you really want to gamify something, you need to make the core loop be something to explore and master. Buying an airplane ticket or staying at a hotel isn’t something you “master.” Piling up points is not good gamification. The feedback exists to give cues to the user that they are learning something. It isn’t food pellets for rats to reward them for pushing a lever. Good gamification will be less Skinnerian and more like getting an A in class as a recognition of how well you mastered the subject.'
gamemechanics  learning  feedback  possibilityspace  probabilityspace  thegamingofeverydaylife 
january 2011 by adamcrowe
Gamasutra -- Peering At The Future: Jesse Schell Speaks
'...intrinsic and extrinsic are tangled in complicated ways. So, for example, I may set up a system of giving out points, right, that's totally extrinsic. And you would say, "Well, therefore, in the long run, it won't work." Well, but what if me and my friends all kind of get into it, and like we start this kind of social thing about one-upping each other, and we're now doing it not because we care about the points for the sake of the points, but it now becomes like a little social ritual with us, which is intrinsically rewarding? So, these extrinsic systems can sometimes become an anchor for something that has intrinsic power, and that part is where I think our brains get a little tangled up, because it's difficult to predict and it's difficult to plan for.'
gaming  rewards  probabilityspace  possibilityspace  emergence  metagaming  play  thegamingofeverydaylife  JesseSchell  from delicious
december 2010 by adamcrowe
Adam Curtis Blog -- FROM PIGEON TO SUPERMAN AND BACK AGAIN
'The idea of "nudging" citizens to do the right thing sounds cute. But in reality it marks the return of a powerful psycho-political theory that rose up in the mid-20th century. It was called Behaviourism. ...who decides what is "good" behaviour, and what happens when others decide it is bad[?] These are questions that the Nudge enthusiasts seem to be blithely unaware of. ...the old behaviourist ideas and techniques will be helped and reinforced by a powerful ally – the machines we have built. The computers. In our age of individualism we see computers as ways through which we can express our individuality. But the truth is that the computers are really good at spotting the very opposite. The computers can see how similar we are, and they then have the ability to agglomerate us together into groups that have the same behaviours. And from that they can predict what choices and decisions we will make. And they do it solely through our observed behaviour.'
statism  government  behaviorism  paternalism  nudge  mindcontrol  socialengineering  technoutopianism  technocracy  abravenewworld  quantifiedself  demographics  psychographics  class  reflexivity  theadvertisedlife  conformity  hierarchy  thegamingofeverydaylife  rewards  soma  documentaries  AdamCurtis  psychology  from delicious
november 2010 by adamcrowe
YouTube -- GoogleTechTalks: Fun is the Future: Mastering Gamification Presented by Gabe Zichermann.
"Think of it as non-fiction gaming." -- "If you don't have a good status system to offer to your users in exchange for their behaviour, you need to give them cash." -- "Games are the only force in the known universe that can get people to take actions which are against their self interest, in a predictable way, without the use of force." -- "No matter what game you're playing, the house always wins. There is no way to beat the house long-term. So you have the choice in a more gamified world, of either being the house, or being played."
thegamingofeverydaylife  loyalty  wordofmouth  marketing  status  signalling  socialgraph  gaminggraph 
november 2010 by adamcrowe
Forbes.com -- Reality Has A Gaming Layer
'At one point we added an ice cream truck into the Parking Wars mix. If it was parked on a street, it amplified the value of all of the other cars. There was an alpha player, a woman named Ellie, who would park the ice cream truck on a street and then let everybody know so they could come get double points. It turned out that Ellie was very sick and ultimately, she passed away. What was so powerful was to see how everybody responded to her passion. What they wrote to her post-mortem were these really beautiful notes that talked about her generosity and her humility. The thing that's really interesting is how much of her personality she was able to express through 47 pixels of an ice cream truck. That speaks to what games are really doing, which is allowing people to express themselves in a living system with other people who are doing the same. I think that for many people, sometimes real life doesn't always feel like something that you can have concrete effects on in a systemic way.'
gaming  thegamingofeverydaylife  virtualobjects  socialobjects  objects 
october 2010 by adamcrowe
The Onion -- Neighborhood Would Make A Great Video Game Level
'SANGER, CA—Citing the abundance of warehouses, alleys, and places to stash power-ups, area resident Joseph Anders told reporters Tuesday that his neighborhood would make a great video game level. "That house up on the hill would be awesome for the boss fight," said Anders, noting that the gymnasium of his old elementary school might make an ideal location for a save-point. "If you got a jet pack I bet you could find a better sniper rifle up on top of that water tower." Anders added that while he hasn't been down there, he wouldn't be surprised if the local sewer system made a "perfect spot" to hide the orange keycard.'
TheOnion  sociopathy  thegamingofeverydaylife  verisimilitude  satire 
october 2010 by adamcrowe
School Library Journal -- Gamers in Training: Global Kids hosts games-based training for educators, librarians
'So does Crawford, who believes that if her students excel at game design they can apply those lessons throughout their educational career. “Gaming literacy is just a matter of breaking down the problem into little pieces,” she says. “And you can apply that to everything from math to art.”'
gaming  thegamingofeverydaylife  simulation  learning  teaching  scientificmethod 
october 2010 by adamcrowe
Ultrinsic
Self-bondage -- 'To participate in Ultrinsic, all a student does is log into their account at the beginning of each semester and choose the course they are registered for. Based on the student’s academic history, and the amount they choose to invest in their ability to reach that target grade, a cash reward will be calculated for the student. -- Rewards: #Course Incentive. Hit your target grade and earn cash rewards. Choose your cash incentive and your target grade, and find out how much cash Ultrinsic will contribute to your incentive. #4.0 GPA Incentive (Freshmen Only). Achieve a 4.0 GPA throughout college and earn cash rewards. $2000 of cash incentives is $20, $1000 of cash incentives is $10, and $500 of cash incentives is $5. #Course Insurance. Buy insurance for any course in your current schedule and get cash if you get a bad grade. #Semester Insurance. Buy insurance on your semester GPA and get cash if you get bad grades.'
futures  investment  hedging  education  rewards  motivation  thegamingofeverydaylife 
september 2010 by adamcrowe
Goal Mafia - "Execute Your Goals"
Multiplayer game wrapper for personal goal-setting - 'Set real-life goals and track your progress. Get motivated by the friends in your mafia. Be the Boss of your own life. -- Execute Your Goals: Turn your dreams into specific, achievable goals. Upload photos as evidence of your progress. When things get tough, turn to your mafia for protection (and motivation). Conspire With Friends: Be a Godfather to your friends' goals. Reward friends with cigars and champagne when they make progress. Break their (virtual) knees when they start slacking. Win At Life: Finally, a social game with a purpose. Don't just click cows and spam your friends. Have fun while doing something meaningful.'
thegamingofeverydaylife  gaming  goals  motivation  rewards 
september 2010 by adamcrowe
Earndit: Exercise, Get Rewards
'Sometimes we could all use a little extra motivation to exercise. While you’d think that the allures of better health and a leaner body would be enough to kick us into action, the reality of the matter is that they’re not. Hyperbolic discounting means that humans discount the value of a reward that occurs far into the future, preferring instead a more immediate reward even if its absolute value is less. For example, if I gave Harry the option to receive $10 today or $20 in a month, he’d probably choose $10 today even though it’s financially wiser for him to get $20 in a month. Hyperbolic discounting is the reason why better health and a leaner body down the road are not compelling enough to make us exercise today. So we’ve created a system that gives you more immediate rewards for your exercise. Our hope is to foster a more active lifestyle in each of us, and in turn play a small role in improving the health of our users.' -- Rewards for gym checkins via foursquare, Nike+ activity..
thegamingofeverydaylife  gaming  metagaming  health  rewards  incentives  marketing 
september 2010 by adamcrowe
Mojo
'Reward your most passionate fans for their loyalty with badges and points.'
thegamingofeverydaylife  rewards  points 
september 2010 by adamcrowe
Contagious Magazine -- Knight Foundation / Macon Money
'...a real-life currency accepted by local businesses and a corresponding set of rules where players collaborate to get the currency: The organisers distribute special symbol-coded bonds, each redeemable for an unknown denomination in Macon Money, $10, $20, $50 or $100. But they only distribute half of a bond per person. In order to redeem it and get paid (in full - each player gets the denomination, they don't split it), players have to find their opposite half, and go together to redemption areas. They can then spend the special Macon Money at participating local retailers. Distribution of the bonds will be orchestrated to achieve maximum mixing of Macon's various social sets, age ranges and races, hopefully 'changing the social fabric to make people feel more comfortable in their communities'. The game, which launches on 10 October, will use everyday events as well as new channels to help bondholders unite.' -- http://www.maconmoney.org / http://youtu.be/OT91aQTFHiY
thegamingofeverydaylife  gaming  collaboration  currency  communities 
september 2010 by adamcrowe
15 Truly Bizarre Mental Delusions
'#4. Life as Computer Game: Over the course of two years, one man’s mind slowly broke and made him believe he was actually a character in a video game. The object of this game, unfortunately, was to steal cars, kill people and avoid the police. He even felt the game spoke to him through the headphones, so he began to play incessantly. He managed to steal various cars at gunpoint (moving from “weaker” cars to more “powerful” ones to score points) before being arrested and eventually sent to the psychiatric facility.'
thegamingofeverydaylife 
september 2010 by adamcrowe
Harvard Business Review -- Welcome to the Decade of Games by Seth Priebatsch
'... in this decade of games, these game dynamics will move far beyond your computer screen and into decidedly non-game like environments, like the way we court customers, engage with others at work, discover where to hang out on Saturday nights and what, when and how we choose to purchase. More and more of these dynamics are being cleverly leveraged in real-world scenarios to influence your behavior. While the last decade was all about connections and integrating a social fabric to every facet of our digital and analog existence, this next decade is all about influence. Game dynamics are fast becoming a critical currency of motivation. Their power lies not in connecting us to our friends, but in directly influencing our individual behavior. The decade of games is starting now because cultural and technological shifts have led us to a perfect convergence of reach, relevance and demand.'
gaming  thegamingofeverydaylife  gaminggraph  gamemechanics  motivations 
september 2010 by adamcrowe
Wired -- Alt Text: Make a Nasty World Nice With Virtual Rewards
'‘Get Yourself Paid!’ From McDonald’s and Blizzard. You know what sucks? Poverty. And yet, billions of people still seem to lack the motivation to stop being poor. What if they’re just waiting for the right incentive? Well, now they have it: If you manage to creep above the poverty line you’ll be awarded a fancy hat for all your World of Warcraft characters. As an added incentive, if you make more than $250,000 a year you get an exclusive epic flying mount in the shape of a private charter jet! You can bet people will be leveling up their paychecks in no time.'
thegamingofeverydaylife  ludocapitalism  subsistenceclicking  from delicious
september 2010 by adamcrowe
Cykod -- Thriving in the coming game mechanics hype cycle
'At an abstract level, one of the reasons for the success of points, badges, etc is that they guide our efforts. They place a clear valuation on our time and say "You can do A or B or C, but B is worth 2x as much as A and C doesn't get you anywhere." They are an effective way in our mentally-exhausting media saturated lifestyles to cut through the noise to a clear quantitative signal and feel rewarded for our efforts with tangible results. Once they are everywhere, however, their apparent value is going to decrease as the noise increases. -- We call these things game mechanics but they aren't really. They are meta-game mechanics. Mechanics that operate on a level outside the game. FourSquare is more about the meta than the game. (As an aside has anyone come across a meta-meta game mechanics website? A site that gives you points for other points that you get on other sites - I'm sure there's at least one out there already)' -- Ha!
gaming  gamemechanics  meta  metagaming  achievements  diegesis  thegamingofeverydaylife 
august 2010 by adamcrowe
TechCrunch -- The End of Moore’s Law: A Love Story
'Games create shared goals. We are reaching the multitudes of people who want to co-operate and gift, not just compete. They want to live their lives with achievement systems as fine-tuned as World of Warcraft, with power-ups for cooperating in structures like parties and guilds. They want us to help them bring play back into their work and education. ...while we were looking for movies powered by millions of transistors, we ignored the emotions we were creating in games as a new kind of playground. Instead of creating emotion-laden, but passive stories, we elicited emotional moments off the screen, between friends, in the retelling, in the trash-talking. The emotion came from who we played with, not what machine we played on. Games help us create richer photo albums of our lives. ...let’s create play spaces that help us make more and better friends. We are the characters, the heroes, the actors. And we are making stories together. More friends, not Moore’s Law.'
gaming  gaminggraph  socialgraph  storygraph  diegesis  thegamingofeverydaylife 
august 2010 by adamcrowe
Social Node -- The Acceleration of Gaming
'Through competition (which also ends up expanding to cooperation), life produces increasingly more complex structures capable of controlling more resources. Better technology leads to better games. Better games (aka behavior templates and/or guides) lead to better technology. The two are intertwined and it can and should be argued that game patterns themselves are a form of technology. So I am now arguing that games are absolutely critical to the planetary phenomenon that futurists have come to call convergent accelerating change. If this is the case, then we can venture the prediction that games will proliferate in direct relationship to other accelerating vectors like computer processing, information, communication and perhaps even human intelligence. ...we’re ultimately building what IBM researcher Jim Spohrer has dubbed the World Board [Baudrillardian Hyper-Reality], a cohesive system that allows people to access data about anything and everything in the world around us.'
thegamingofeverydaylife  consensus  consensusreality 
august 2010 by adamcrowe
TechCrunch -- The New Games People Play: How Game Mechanics Have Changed In The Age Of Social
'The crux behind game mechanics is the feeling that you’ve accomplished something; “Whether you’re clicking on a plot of land or a musical note, that is an accomplishment” says Social Gaming Network’s Shervin Pishevar. Social gaming gives you the opportunity to share these goals with your social graph so that many people see them, as well as the chance to work on these accomplishments collaboratively. Pavlovian mechanics are crucial. It’s important as a user to feel like the time that you spent came up with a result, social elements like being able to see how you did with other people, and being able to play with other people play into this.' -- The player is the game.
behaviorism  socialdesign  gamemechanics  gaming  thegamingofeverydaylife  from delicious
august 2010 by adamcrowe
TechCrunch -- SCVNGR’s Secret Game Mechanics Playdeck
Oh, the meta. (inb4 Game Mechanic Unlocked) '#1 Achievement #2 Appointment Dynamic #3 Avoidance #4 Behavioral Contrast #5 Behavioral Momentum #6 Blissful Productivity #7 Cascading Information Theory #8 Chain Schedules #9 Communal Discovery #10 Companion Gaming #11 Contingency #12 Countdown #13 Cross Situational Leader-boards #14 Disincentives #15 Endless Games #16 Envy #17 Epic Meaning #18 Extinction 20 Fixed Ratio Reward Schedule #21 Free Lunch #22 Fun Once, Fun Always #23 Interval Reward Schedules #24 Lottery #25 Loyalty #26 Meta Game #27 Micro Leader-boards #28 Modifiers 29 Moral Hazard of Game Play #30 Ownership #31 Pride #32 Privacy #33 Progression Dynamic #34 Ratio Reward Schedules #35 Real-time v Delayed Mechanics #36 Reinforcer #37 Response #38 Reward Schedules #39 Rolling Physical Goods #40 Shell Game #41 Social Fabric of Games #42 Status #43 Urgent Optimism #44 Variable Interval Reward Schedules #45 Variable Ratio Reward Schedule #46 Viral Game Mechanics #47 Virtual Items'
design  engagement  gaming  gamemechanics  metagaming  thegamingofeverydaylife  infintegame  meta  infinitegame  from delicious
august 2010 by adamcrowe
Overcoming Bias -- Why Nerds Like Games
'...nerds want to show off their non-social skills, and so require social games so that there are others who can observe their impressive performance. But nerds seem to prefer more social interaction in their games than having a mere audience requires. Another explanation is that while nerds like to socialize, they are terrified of making social mistakes. This explains why they tend to avoid eye-contact – it is too easy to make the wrong eye contacts. Games let nerds interact socially, yet avoid mistakes via well-defined rules, and a social norm that all legal moves are “fair game.” Role-playing has less well-defined rules, but the norm there is that social mistakes are to be blamed on characters, not players. An third explanation is hinted at by the fact that we use the word “game” to refer both to “fun/frivolous” and to “seriously selfishly strategic.” While social norms usually forbid overt strategic selfishness in social behavior, such strategic selfishness is allowed in games.'
*  psychology  psychographics  gaming  signalling  status  thegamingofeverydaylife  communication 
august 2010 by adamcrowe
Avant Game -- GAMEFUL: a secret HQ for worldchanging game developers
'Gameful is an online "Secret HQ" where you can connect with other people who believe in the power of games to make us better and change the world.' -- Cool! And this one ISN'T funded by the globalist Ford Foundation.
thegamingofeverydaylife  ludotopianism  nudge  socialengineering  JaneMcGonigal  from delicious
august 2010 by adamcrowe
FORA.tv -- Jesse Schell: Visions of the Gamepocalypse
'Games perpetually revolutionize computer use toward denser interaction with the human mind. To do that, they perpetually revolutionize themselves. Understanding the next frontiers of the genre is one way to understand where society is going. In this talk Jesse Schell explores the social, cognitive, and technological trends in computer game design and use.'
thegamingofeverydaylife  JesseSchell 
august 2010 by adamcrowe
YouTube -- Seth Priebatsch: Building the game layer on top of the world
'By now, we're used to letting Facebook and Twitter capture our social lives on the web -- building a "social layer" on top of the real world. At TEDxBoston, Seth Priebatsch looks at the next layer in progress: the "game layer," a pervasive net of behavior-steering game dynamics that will reshape education and commerce.' -- Mechanics: #appointment (happy hour, farmville crops, diabetes reminders) #status/influence (badges, school grades) #progression (progress bar, levelling, rewards) #communal discovery (digg, mcdonalds monopoly)
internet  gaminggraph  gaming  gamemechanics  thegamingofeverydaylife 
august 2010 by adamcrowe
Newsweek -- Take This Blog and Shove It!
'Consumer-review sites like Yelp, Amazon, and Epinions, which use an army of amateur critics to cover products and services, offer elaborate appreciation programs that reward their unpaid people and keep users engaged. Yelp has more than 40 “community managers” scattered around the world, who throw parties for prolific reviewers. After Gawker introduced its Star system, which gave preference to the work of “Starred” commentators, participation on the comment boards rose to a new high. The Huffington Post, which offers its best users digital merit badges and special rights (like the ability to delete other people’s posts), boasts the most active commenters of any news site. Jeff Howe, the author of Crowdsourcing: Why the Power of the Crowd Is Driving the Future of Business. Back in 2006, predicted that the winners in the social-media world would be “those that figure out a formula for making their users feel amply compensated.” Prizes are a start. Can cash be far behind?'
socialmedia  crowdsourcing  echochamber  engagement  rewards  badges  thegamingofeverydaylife 
august 2010 by adamcrowe
Beyond The Beyond -- Gamepocalypse
'#The curious will win—games so reward curiosity and fast learning that the incurious will be left behind. #Quantitative design—detailed real-time analysis of what works in games drives exquisite adaptation. #Whole life tracking—the endpoint is immersion. Hopefully in what James Carse calls “the infinite game”—where the point is not in winning but in always improving the game.'
gaming  meta  infinitegame  thegamingofeverydaylife  scientificmethod 
july 2010 by adamcrowe
How To Break Anything -- Games vs Reality: How Gaming Can Change The World
Commented: Games are just the Scientific Method. Further thoughts: A game is just an experiment to test two machines: the player (psychology) and the machine (physics: computer/environment.) Each gamic action needs to return a (minimum) result: true/false, otherwise the game (experiment) collapses.
gaming  thegamingofeverydaylife  from delicious
july 2010 by adamcrowe
Gamasutra -- Greg McClanahan's Blog - Achievement Design 101
'#5. "Holy crap, did you see that?!" achievements should either be easy or fully within the player's control to accomplish. Sometimes something crazy will happen in a game, and it'll be so over-the-top and ridiculous that anyone experiencing the moment will start laughing and pointing at the screen. It'll be fun. They'll want to share the moment. Achievement designers will want to enhance the experience by attaching an achievement to it. The problem here is that once an achievement has been attached to it, it's no longer a fun little event that occurs naturally. It's now a very specific event that the player must painstakingly attempt to create. #11. Don't use achievements to force the player down a specific path in an open-ended game.' -- Like life, for example.
thegamingofeverydaylife  achievements  nudge  play  augmentationistsvsimmersionists 
july 2010 by adamcrowe
PaxSims -- Reflections on EVOKE
'Any experienced teacher knows that if you leave a class to discuss issues without any support, they’re at significant risk of accepting trendy stereotypes or allowing inaccuracies to go unchallenged. Sadly, I saw a fair share of this in EVOKE discussions. It could also be argued that the EVOKE story was simply a mechanism designed to encourage initial discussion and later activism—a prod to social networking and action, rather than educational content in itself. This, I think, is a much more substantive response to my concerns. After all, the website is built around the idea of participation and discussion. It also repeatedly emphasizes the “ten powers” needed to change the world—collaboration, courage, creativity, entrepreneurship, local insight, knowledge sharing, resourcefulness, spark, sustainability, and vision—all of which are obviously good things. However, I think they’ve underestimated the extent to which students can absorb the wrong lessons...' -- Points or it didn't happen
thegamingofeverydaylife  paternalism  nudge  seriousgames  seriousrealitygaming  alternativerealitygaming  gaming  ludotopianism  activism 
july 2010 by adamcrowe
SuperMe
'SuperMe is a web game which helps you to be better at life. It's about resilience: how to feel good when life chucks you lemons. How to be better at thinking positively. How to cope with, and learn to love, failure. By playing SuperMe you'll learn how to be more resilient in real life, and by playing every piece of content you'll score points. Points! Everyone wants those. There are 500 experience points to be collected in Wisdom, Ability, Influence and Connection. The more experience you collect the better you are, and the higher you'll level up.' -- What these 'games' really need is an exit achievement called, 'DONE NOW. THANKS FOR THE HELP, EVERYONE. I'M OFF!' where you delete the game along with your points, badges and public profile and take your skills/achievements into real life where there's no easy feedback or pats on the head. Maybe there already is such an achievement. Perhaps it couldn't ever be 'built-in'.
thegamingofeverydaylife  gaming  skills  experiencepoints  resilience  ludotopianism  socialengineering  nudge  feedback  narcissism  tethered  self  subsistenceclicking 
july 2010 by adamcrowe
Wired -- Why Aren’t Games About Winning Anymore?
'...Schell predicts a time (in the not-so-distant future) when technology has become cheap and ubiquitous enough that almost everything we do will be a sort of game. Schell ends on an optimistic note about how all of this record-keeping and game-playing might make us better people. But it doesn’t change the fact that the world he envisions is one in which our actions are chosen by the points we get for them. ...if videogame achievements can make us ignore the end goal in favor of a little gold star, is there any doubt that real-life “achievements” can distract us from what’s actually important in life? Certainly, incentives can be used to drive good behavior, but there’s no guarantee that companies or organizations able to provide the most effective incentives will be the ones with the most altruistic motives. (And, of course, if I’m the one unconsciously making up my own achievements, I know they’re not always going to be what’s best for me.)'
gaming  thegamingofeverydaylife  achievements  nudge  ludocapitalism  lifecasting  equiveillance  from delicious
july 2010 by adamcrowe
Mindbloom -- Grow the life you want
'For each leaf on your tree, you can choose from Mindbloom’s recommended actions or create your own (like take the stairs or swap out a cup of coffee for water). After adding an action to your leaf, simply schedule the days you intend to do it during the week (Monday through Sunday). As you complete your scheduled actions, you’ll earn seeds. But to keep your leaves healthy and green, you’ll need to do at least 50% (yes, half) of your actions you’d scheduled for each day that week. In Mindbloom, points are called seeds. These seeds are earned when you take those small steps (actions) towards your goals, passions or dreams. Spend those seeds to grow a Life Tree with more branches, leaves and actions... In Mindbloom, not only can you view your own accomplishments via the Journey feature, but you can also view the Journeys of all your friends. -- Advertising and Marketing Partners: ...make goods and services available to users as an opt-in opportunity based on users goals and intentions'
socialmedia  thegamingofeverydaylife  goals  equiveillance  peerpressure  achievements  coaching  tools  from delicious
july 2010 by adamcrowe
Daedalum Films -- Human Flesh Search Engine 1/2
'The menacingly-named Human Flesh Search Engine has made headlines around the world, but it remains largely misunderstood and its deeper implications unexplored. Daedalum Films examines the origins of this Chinese Internet phenomenon, dissects its most dramatic cases, and asks the question: "what can the Human Flesh Search Engine tell us about modern China?"' -- InternetToughGuy: "Strip him down to his flesh!" -- Srs Bidniz: People rewarded with virtual currency for crowdsourced entertainment trivia/treasure hunts/searches. "And then netizens began posting more 'personal' search topics. The Human Flesh Search Engine would soon move on not to just explosing the offense, but the offenders themselves." -- What's next? Scary Version: Casino Gulag Stasi self-surveillance snitching CRIMESTOP. Positive Version: Local community immune systems: error handling/intelligence gathering/dispute resolution. Amorphous/Amoral Version: Hair-trigger Stand Alone Complex copycat vigilantism for teh lulz.
china  internet  behaviours  crowdsourcing  rage  vigilantism  activism  communities  cognitivesurplus  collectiveintelligence  errorhandling  disputeresolution  casinogulag  crimestop  thegamingofeverydaylife  standalonecomplex  documentaries  from delicious
june 2010 by adamcrowe
Global Guerrillas -- COERCIVE GAMES
'...[pierce] the organizational and societal veil of anonymity for these individuals by turning them into systempunkts (vulnerable nodes within the targeted organization's network that would cause the most damage if disrupted). Early work on this type of protest can be seen in the work of 4Chan's Anonymous and China's human flesh search engine. Both of these open source movements have shown to be surprisingly powerful at targeting single individuals (and poor at disrupting organizations). By using thousands of contributers, they are able to gather intelligence information on an individual: #Stalking and harassment #Identity theft #Denial of communication ...to really zoom the effort and turn it into a coercive tool, one modification should be made. It should operate as an online game: #Experience points #Quests #Competition -- Think in terms of this game running as a darknet (not visible to anyone but invited players and only those that have deeply enmeshed themselves in the game).'
internet  everyware  surveillance  immunesystem  darknets  communities  crowdsourcing  rage  revenge  smartmobs  dumbmobs  activism  vigilantism  cognitivesurplus  gaming  banhammer  thegamingofeverydaylife  from delicious
june 2010 by adamcrowe
7 Eleven Buy. Earn. Play. (Zynga Collab)
'7-Eleven has teamed up with your favorite Zynga games to offer tons of exclusive gifts with purchase for players of FarmVille, Mafia Wars and YoVille. You can find participating products throughout your local 7-Eleven store. Purchase these products to grow your farm, strengthen your mafia and deck out your virtual world in YoVille. Plus, the right purchases will help you earn 200 Farm Cash, 50 skill points in Mafia Wars and a Slurpee machine for your house in YoVille.' -- Reverse it for game-earned foodstamps. It's only a matter of time.
farmville  virtualgoods  ludocapitalism  thegamingofeverydaylife  subsistenceclicking  casinogulag 
may 2010 by adamcrowe
Broader Perspective -- Daemon's bot-mediated reality
'#New world order in our hands: Daemon is laudable for taking on the grand challenge of envisioning how a new world order could evolve though a mediated narrowly intelligent botnet and artificial reality gaming overlay to the physical world. The key point is that we are already steps away from this world and that the building block pieces are in place now (e.g.; GPS networks, pervasive botnets); it is up to us to determine whether the future incarnation is positive or negative, whether it reinforces or destabilizes current interests and influences and how societal and individual actions are motivated and executed.'
thegamingofeverdaylife  resilience  darknets  botnets  augmentedreality  thegamingofeverydaylife 
may 2010 by adamcrowe
Wired -- The Sims Buy An Electric Renault
'With the Electric Vehicle Pack, the Sims not only get a shiny new electric car but solar panels and a windmill for generating clean electricity. “Electric vehicles are additionally going to appeal to younger, more socially conscious prospects and especially early adopters,” said Stephen Norman, Senior VP of Global Marketing for Renault. “This is the heartland of the Sims 3 community and it thus provides a great innovative way to build the Renault Brand just ahead of the Renault range of affordable electric vehicles themselves.” While Renault says the gasoline bills for Sims families are expected to decrease, we expect that players will also have to remind their Sims to plug in the car.' -- So if the car functions as a status object that allows you to express your sense of virtue to yourself and to others in the virtual world, by purchasing the vehicle there, have you exhausted your sense of virtue such that you'd have little motivation to purchase the 'real' thing in the 'real' world?
thesims  virtualworlds  virtualgoods  advertising  statusobjects  narrativeobjects  objects  signalling  consumering  simulation  virtuality  thegamingofeverydaylife 
may 2010 by adamcrowe
The Technium -- Your Personal Funsmith
'...this Funsmith is warm, welcoming, caring, insightful, and most of all, playful, very playful. An expert player, in fact – someone who knows many different ways to play, many different kinds of games and many ways to play them, who knows how to have fun, how to create fun, how to share fun, how to be fun. A professional player. Someone so playful and so knowledgeable that you'd pay to play with that person – for a lot of reasons. Because it's fun to be with that person. Because you like yourself even more when you're with that person. Because, during the time you spend together with this person, you can, without any sense of guilt or obligation, expect that that person will focus all that playful expertise entirely on them. Once you find something that you want to play again and again together, something that remains fun for you both, you can begin to explore other games, expand the repertoire of games that you can both play together.' -- Me love you long time?
thegamingofeverydaylife  puppetry  therapy  therapyculture  theadvertisedlife 
may 2010 by adamcrowe
Critical Distance -- Jesse Schell, ‘Design outside the Box’
'In his Gamasutra article ‘Persuasive Games: Shell Games‘, Ian Bogost dives into the moral aspects of the world that Schell presents. He cautions against the use of external motivators even for good ends. Bogost says, “I’ll put it more strongly: when people act because incentives compel them toward particular choices, they cannot be said to be making choices at all.” Bogost concludes with the following warning: "Instead of revealing the processes that define values, schell games tend to hide them away, compacted into the ideologies of corporations and governments. In that regard, if Jesse Schell is right and such games are on the horizon, we ought to bear in mind a warning. When we ask the question what is worth doing through games, we’d better hope the operator is not a shill."'
criticism  gaming  thegamingofeverydaylife  achievements  motivation  incentives  opacity  ludocapitalism  casinogulag  grifting 
april 2010 by adamcrowe
YouTube -- Alex Jones TV: Max Keiser Discusses Goldman Sachs Market Meltdown Con 3/5
More on virtual currencies (all of that which people call 'money') and forced gambling in the casino gulag.
economics  debt  virtualmoney  thegamingofeverydaylife  casinogulag  thematrix 
april 2010 by adamcrowe
Spark -- Full Interview: Jesse Schell on Game Design
Shame in nurturing games within social environments eg. Farmville: "If you know your friends are visiting your farm everyday you'll spend more time and money to keep it tidy." -- Thoughts/gists: Gameification is inevitable in an attention economy. Once offered, people like maximising reward/loyalty points. New real-time tracking/feedback technology will enable more compelling collecting/optimising/completion experiences. Companies are going to be trying to figure out ways to give you points for doing things. They want to own data you care about. "As a game designer you better figure out what side you're on: 4 groups: #persuaders: motivated by money, #fulfillers: create deep experiences, #artists: advance the medium, #humanitarians: motivate 'better' behaviours"
facebook  farmville  socialgraph  socialdesign  gamemechanics  nurturance  shame  feedback  attention  quantifiedself  thegamingofeverydaylife  advertising  marketing  ethics  JesseSchell 
april 2010 by adamcrowe
Guardian -- Videogame tax breaks: does this mean games are acceptable now?
'...the key concept here is pervasiveness. A growing trend in digital design at the moment is gamification—the addition of ludic elements to just about every form of communication. These days, if a charity or NGO really wants to engage people with its cause, it commissions a game. Two weeks ago, for example, the World Bank launched a multiplayer challenge entitled Evoke in which gamers compete to solve key world crises such as disease, conflict and climate change. Think about how tourist attractions could encourage multiple visits by granting a 'Mayorship' to their most frequent repeat visitor - with the Mayor getting benefits and discounts, etc. These services could potentially harness people's competitive nature to powerful effect." This is why videogames can no longer be ostracized from the cultural agenda – because in a lot of ways there are an intrinsic part of that agenda.' -- Tax breaks? Cultural agenda? (When I hear the word culture, I reach for my gun.) New tag: ludocommunism
thegamingofeverydaylife  uk  gaming  statism  subsidies  culture  ludocommunism 
april 2010 by adamcrowe
Gamasutra -- The Designer's Notebook: Selling Hate and Humiliation
'The most successful F2P games (monetization-wise) in China all give their paying customers HUGE advantages. Rich people lead poor people to fight with other rich people via clans. It is much better than rich people killing poor people all the time. Creates a highly dynamic social system with better balancing. Maybe this is popular in China. Apparently people there will pay money for it. Perhaps when they want to escape from their day-to-day lives in an oppressive centralized regime, that's what they fantasize about: being peasants forced to fight for a brutal overlord, in an oppressive decentralized regime. As if all this weren't depressing enough, Mr. Ye explains how game designers can make money out of hate and humiliation in social environments: Conflicts are good. Conflicts make the game world more energetic and live. More importantly, conflicts trigger emotions. When people are emotionally unstable, they are more likely to make purchases. Is this what game design has come to?'
thegamingofeverydaylife  gaming  socialgaming  mmorpg  simulation  feudalism  china  escapism  fantasy  status  hierarchy  power  sadism  functionalitems  virtualgoods  ludocapitalism  ethics 
april 2010 by adamcrowe
Marginal Utility -- Programming the poor
'The theory behind the program seems to be that the poor, by virtue of their poverty, are incapable of responding to incentives like those above them in the class hierarchy; they are unable to grasp such subtleties as the benefits of hygiene. Instead, like computers programmable only in a single language of ones and zeros, the poor understand only one sort of incentive: cash. ...initially motivated by cash, the poor learn by doing what it feels like to experience the non-cash benefits of virtuous behavior. And this apparently will make them change their ways and break the intergenerational poverty trap. -- Cash payments seem a bizarre way to try to change the habitus of the poor. ...it ignores the importance of social capital. To be able to have your shit together, so to speak, requires having a stable footing in an entire communal system. It means having better transportation, better connections, better access to amenities, friends who can share better solutions to life’s problems.'
thegamingofeverydaylife  poverty  incentives  paternalism  nudge 
april 2010 by adamcrowe
WOW -- How to Legally Apply The Rules of Con: Guy Ritchie's Revolver
'In every game and con there is always an opponent and there is always a victim, the more control the victim thinks he has, the less control he actually has. The formula is completely consistent. If the opponent is any good, he will place his victim inside an environment he can control. The bigger the environment, the easier the control. Find their weakness; give them just enough of what they think they want; the opponent simply distracts their victim by getting them consumed with their own consumption. The bigger the trick and the older the trick, the easier it is to pull, because #1. They think it can't be that old, and #2. They think it can't be that big for so many people to have fallen for it. Eventually, when the opponent is challenged or questioned, it means the victim's investment and thus his intelligence is questioned and no one can accept that. Not even to themselves.'
grifting  psychology  ego  vanity  truebelieversyndrome  nearfar  socialengineering  thegamingofeverydaylife 
march 2010 by adamcrowe
Amazon -- Life on the Screen: Identity in the Age of the Internet by Sherry Turkle
"Simulation games are not just objects for thinking about the real world but also cause to think about how the real world itself has become a simulation game. The seduction of simulation invites several possible responses. One to accept simulations on their own terms. This might be called ’simulation resignation’. Or one can reject simulations to whatever degree is possible. This might be called ’simulation denial’. But one can imagine a third response. This would take the cultural pervasiveness of simulation as a challenge to develop a more sophisticated social criticism. This new criticism would not lump all simulations together, but would discriminate among them. It would take as its goal the development of simulations that actually help players challenge the model’s built in assumptions. This new criticism would try to use simulation as a means of consciousness-raising. [This might be called 'simulation consciousness'.]" — Simulation and its Discontents in Life on the Screen, pp 71
technology  media  simulation  opacity  transparency  literacy  SherryTurkle  thegamingofeverydaylife 
march 2010 by adamcrowe
CNN.com -- Amid furor, Pentagon kills terrorism futures market (2003)
'Facing an outcry on Capitol Hill, the Pentagon on Tuesday killed a program that would have had investors betting on the likelihood of terrorist attacks and assassinations. "I can't believe that anybody would seriously propose that we trade in death ... How long would it be before you saw traders investing in a way that would bring about the desired result?"'
weapons  markets  predictionmarkets  reflexivity  realityprogramming  thegamingofeverydaylife 
march 2010 by adamcrowe
MetaFilter -- Future of gaming: RE That Jesse Schell Presentation
Comment: crinklebat: "One of the smartest things my department in college UCSD Computer Science did was use a program called GradeSource. It set up anonymized leaderboards for your classes, so you could look yourself up by your secret number (a random six-digit code handed out at the beginning of the quarter) and see how you measured up to everyone else in class on every assignment, every exam, everything. Within minutes of every set of grades being finalized, you could see where you ranked on it. I definitely felt more engaged in classes where I could see, homework by homework, where I stood exactly in relation to my classmates. If I was near the top, I'd work harder to stay there. People near the bottom could drop knowing exactly how screwed they were, rather than engaging in elaborate, pathetic guesswork. Getting the top score on a homework or exam did feel like I'd just gotten an achievement."
thegamingofeverydaylife  anonequiveillance  anonymity  rewards  incentives  points  achievements  engagement  motivation  gaming  hacks  lifehacks  equiveillance 
march 2010 by adamcrowe
MetaFilter -- Int +1: RE: Jane McGonigal asks if gaming can help create a better world.
Comment: localroger: "The reason gamers don't exhibit all the unpleasant reactions to games that they do to the real world is that if they want to, they can leave the game. That is itself one of the most important psychological mechanisms in gaming; no matter how much you enjoy the work you do for your job the fact that you are forced to do it makes it unpleasant. ...when you can't stop playing it even if you want to it stops being a game." -- Comment: vacapinta: "All this is to say is that, the positive forces of gaming are an example of how people can thrive in an orderly and idealized environment which consistently and predictably rewards them for their efforts. Such environments rarely exist in the real world." Comment: Rory Marinich: "In a way McGonigal is trying to create religion. Religion helps individuals, but I'd argue it helps them by oversimplifying certain aspects of life, and in the process devaluing certain other things."
criticism  thegamingofeverydaylife  gaming  nudge  coercion  JaneMcGonigal 
march 2010 by adamcrowe
FUTURESTATES: Play by David Kaplan and Eric Zimmerman
'Play imagines a not-too-distant future where video games have become indistinguishable from reality. These fully immersive games are nested inside each other like Russian dolls — each new game emerging from another and connecting backwards with increasing complexity. Synthetic experience competes with real experience as dream, fantasy, and memory begin to collapse into each other. A host of questions emerge: Who are the players? Who are the game designers? What is the purpose of these games? What is the point of winning? Where is it all leading? And if someone wants to stop playing, where in the hell is the escape button?'
thegamingofeverydaylife  virtuality  hyperreality  liminality  masks  roleplay  multitude  film 
march 2010 by adamcrowe
Global Guerrillas -- ONLINE GAMES, SUPEREMPOWERMENT, AND A BETTER WORLD
'...the really big idea isn't figuring out how to USE online gamers for real world purposes (as in the dirty word: crowdsourcing -- people doing work for you for FREE -- blech!). Instead, it's about finding a way to use online games to make real life better for the gamers. In short, turn games into economic darknets that work in parallel and better than the broken status quo systems. As in: economic games that connect effort with reward. Economic games with transparent rules that tangibly improve the lives of all of the players in the REAL WORLD. This isn't tech utopian. It's reality. The global electronic marketplace and the political system that currently dominates our lives is at root a game but with hidden rule sets. As a result, it's a game that being run for the benefit of the game designers to the detriment of the players. The reason we keep playing is that we don't have any choice. Let's invent something better and compete with it. Let's provide people with a choice.'
thegamingofeverydaylife  criticism  ludotopianism  ludocapitalism  darknets  anarchism  voluntaryism  rewards  incentives  economics  retribalization 
march 2010 by adamcrowe
YouTube -- TED: Jane McGonigal: Gaming can make a better world
"21 billion hours of gameplay a week can save the world." As always, good insights and numbers and enthusiasm, but honestly, I think these "Super-Empowered Hopeful Individuals" are going to kick her out of her own party. "WE have to make the real world work more like a game." "Gamers are a human resource that WE can use to do real world work." -- Who's WE, exactly? I'll tell you what WILL change the world: more people designing their own 'games'; more people being systems aware so that paternalistic nudgings – of the WE kind – can't so easily manipulate people into chasing after incentives that aren't their own. How's that for an "EPIC WIN"?
thegamingofeverydaylife  ludotopianism  paternalism  nudge  bravenewworld  JaneMcGonigal  augmentationistsvsimmersionists  peoplearethekillerapp 
march 2010 by adamcrowe
Invoke – An ARG to Save The World Bank
‘Beware of white women who come bearing Nigerian proverbs.' – Nigerian proverb. -- To play, post a comment explaining your Nobel-Prize-winning idea for how the World Bank can successfully whitewash its international public image. Note: All of your ideas are valid, except any solution that suggests that the World Bank make online propaganda in the form of a game. They already did that – it’s called EVOKE! -- Our game INVOKES the guise of progressive social activism and community organising to promote pro-capitalist ideology. Its implicit message is that the problems of the world – including hunger, poverty, environmental destruction, injustice and disease – can and must be solved within the logic of the free market system.' -- Well it could, if it were actually free. +9000 internets for the parody and righteous anti-debt campaigning, -10000 burned-out braincells for the lack of economic understanding – which is precisely what enables these parasitic institutions to take hold.
thegamingofeverydaylife  ludotopianism  oligarchy  propaganda  backlash  alternativerealitygaming  parody 
march 2010 by adamcrowe
Christy's Corner of the Universe -- Parody and Design
Righteous parody is righteous (Are we not yet sick of McGonigal's endless fixings of the world? Can has 'research' monies in return for *youth recruitment*, plox? Yes, Ms McGonigal, you rankle every possible suspicion when you're being funded by global government.) -- As many of you would be aware, the World Bank is behind a new online game called Evoke. A parody has been created. Invoke is described as an “ARG to save the World Bank”. The parody is a critique of the World Bank, capitalism, branded entertainment, ARGs, Jane McGonigal’s online games [and] the rhetoric of ‘games saving or changing the world’. This is something that Jane has been championing for years. The Invoke attack on branded entertainment is somewhat specific to the World Bank being behind this project.' -- The World Bank is not a 'brand', it's a non-voluntary, global government institution, specifically mandated with 'shock therapy' debt predation.
criticism  thegamingofeverydaylife  paternalism  ludotopianism  nudge  communityorganizing  socialengineering  alternativerealitygaming  parody  JaneMcGonigal 
march 2010 by adamcrowe
Mssv -- Can a Game Save the World?
'If we develop games that make people rely more and more on external recognition – on achievements and rewards and points – they will not be prepared for when things go badly. Every leader board has the worst player as well as a top player. The way to cope with reverses in life is by developing resilience against the caprices of the world; to determine and internally maintain a steady direction and sense of worth, and to remember past successes and recognition. Yet I fear that the games we are designing, focused on real-time things that other people have decided to measure and reward – will undermine rather than build that resilience. You can design a game that encourages resilience, although it wouldn’t work for everyone, and books and movies might work better for some people. But can you design a game that will save the world? No. The question is meaningless. It is people who save the world, each in their own way, through perspiration as well as inspiration. It is not always fun.'
criticism  thegamingofeverydaylife  gaming  makebelieve  reflexivity  motivation  ownlife  demotivation  rewards  incentives  achievements  nudge  persuasivegames  seriousgames  ludotopianism  peoplearethekillerapp 
march 2010 by adamcrowe
Panic Blog -- The Panic Status Board
'Les, one of our support guys, said it best after a week: “That board is like magic.” Our support turnaround time is faster than it’s ever been. Just the simple act of “publicizing” those numbers — not in a cruel way, but a “where are we at as a group?” way — has kept the support process on-task and, I think, made it a bit more like a video game. (It helps that when all the boxes are at “zero”, a virtual bottle of champagne appears on-screen, and a physical one is likely removed from the fridge.)'
dashboard  work  visualization  numbers  thegamingofeverydaylife 
march 2010 by adamcrowe
Global Guerrillas -- NEW WAYS TO INCENTIVIZE WORK AND INNOVATION
Comment: tim302: 'Internally, there are a couple of issues [with MMOs]: #1. Drawbacks of tribal/fictive kinship relationships #2. Getting buy-in to tribal/fictive kinship relationships by typical western consumerist people. -- ...the level of invasiveness [in kinship societies] can be high since everyone is in your business. The running mental balance sheet [of grudges and obligations] is the thing that people in kinship/fictive kinship organizations use to know where they stand in relationship to others. The drawback is that the complexity of these relationships can become so great that people are afraid to do anything for fear of incurring a debt to someone else that can never be repaid. Any MMO based tribe is going to have to have a filtering system to filter out those who aren't interested in developing fictive-kinship relationships. More importantly, it should have a system to train your typical [consumerist] to understand and value the fictive-kinship based obligation system.'
thegamingofeverydaylife  mmorpg  tribes  communities  commons  retribalization  cooperation  collaboration  competition 
march 2010 by adamcrowe
Rock, Paper, Shotgun -- This Hunger For Reality”
RE: Jesse Schell, speaking at DICE 2010 -- Comment: Zaphid: "...there is no greater evil than the greater good.." -- Jim Reaper: "Don’t worry, Schell’s vision of the future won’t come to pass. People instantly dislike being puppets when they can see the strings." -- Uhm: "Gamers know as well as anyone that we like to watch numbers go up." -- always_black: "People ‘play’ because the results *don’t* matter, that’s why it’s ‘playing’ instead of, you know, doing stuff. When the play becomes doing stuff then it isn’t play anymore and it’s just earning a different kind of money." -- Jeremy: "He seems way too excited about the casual brainwashing of our species for money." -- Taillefer: "I’d pay somebody in China to earn my life points for me." -- Tom Camfield: "...one thing he definitely gets wrong: there’ll be far more competition between providers than he outlines; you’ll earn points for drinking Dr Pepper while simultaneously losing insurance points... "
thegamingofeverydaylife  achievements  rewards  incentives  nudge  conformity  puppetry  grinding  addiction  gaming  advertising  ethics 
march 2010 by adamcrowe
Inc. -- Sins of Commissions by Joel Spolsky
'I'm always on the lookout for these incentive schemes gone wrong. There's a great book on the subject by Robert Austin -- Measuring and Managing Performance in Organizations. The book's central thesis is fairly simple: When you try to measure people's performance, you have to take into account how they are going to react. Inevitably, people will figure out how to get the number you want at the expense of what you are not measuring, including things you can't measure, such as morale and customer goodwill. His point is that incentive plans based on measuring performance always backfire. Not sometimes. Always. What you measure is inevitably a proxy for the outcome you want... Because people have brains and are endlessly creative when it comes to improving their personal well-being at everyone else's expense. As some of your workers substitute making the most of an incentive program for serving customers the best way they know how, the customer experience will suffer.'
motivation  work  thegamingofeverydaylife  incentives  rewards  achievements  tactics  metagaming 
march 2010 by adamcrowe
HuffPost -- Couple Let Baby Starve To Death While Raising Virtual Baby Online
'Kim Yoo-chul, 41, and Choi Mi-sun, 25, would feed their three-month-old baby only when not at 12-hour-online sessions in a local internet café. The pair were obsessed with raising their internet child, called Anima, resulting in the neglect of their unnamed real daughter. After one such session in September the couple found their daughter dead and called police. An autopsy found the baby died from prolonged malnutrition. "It seems that taking care of their on-line game character erased any sense of guilt they may have had for neglecting their daughter."' -- Push button parenting.
virtualworlds  virtuality  surrogacy  parenting  nurturance  simulation  feedback  thegamingofeverydaylife  subsistenceclicking 
march 2010 by adamcrowe
Gamasutra -- Persuasive Games: Shell Games
'To be persuaded, agents must have had the opportunity to deliberate about an action or belief that they have chosen to perform or adopt. In the absence of such deliberation, outcome alone is not sufficient to account for peoples' beliefs or motivations. Otherwise, we have no basis upon which to judge virtue in the first place. Otherwise, one code of conduct is as good as another, and the best codes become the ones with the most appealing incentives. After all, the very question of what results we ought to strive for is open to debate. -- The heart of games is not points, but process. Games have the capacity to persuade us because they can depict perspectives on how things work, and they can give us insights into the complex and often ambiguous connections between them. At their purest, schell games want to strip process from games, putting simplistic incentives its place.'
thegamingofeverydaylife  gaming  persuasivegames  ludocapitalism  incentives  achievements  rewards  motivation  opacity  ethics 
march 2010 by adamcrowe
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