dirksonguer + motivation   15

How "The Email Game" Improved Its UI, To Make Your Inbox Less Hellish | Co. Design
I'm lucky enough not to be drowning in email, so keeping my inbox clean doesn't require zen-like discipline. But for everyone else out there for whom "Inbox Zero" is a fantasy at best, there's a handy web-app called "The Email Game," which uses clever game mechanics to -- as I previously put it when we first covered the product -- "make email your bitch, not the other way around." But the game's creators haven't been sitting on their laurels since then: they've just released an updated version of the game with a better design.
gamification  email  motivation  z3 
november 2011 by DirkSonguer
Ian Bogost - Gamification is Bullshit
Gamification is bullshit.

I'm not being flip or glib or provocative. I'm speaking philosophically.

More specifically, gamification is marketing bullshit, invented by consultants as a means to capture the wild, coveted beast that is videogames and to domesticate it for use in the grey, hopeless wasteland of big business, where bullshit already reigns anyway.
gamification  motivation  business  marketing  z3 
november 2011 by DirkSonguer
Aaron Dignan: How to Use Games to Excel at Life and Work :: Videos :: The 99 Percent
Play is nature's learning engine, says games researcher and author Aaron Dignan. In other words, we're hardwired to enjoy games - they're addictive, skill-building, and satisfying. So the question is: How can we integrate game concepts into our work lives to help us push ideas forward? In this talk, Dignan walks us through the principles of creating a great game and suggests ways that we might use them to overcome email exhaustion, spice up workaday meetings, and more.
gamification  play  life  work  motivation  z3 
november 2011 by DirkSonguer
Why do people play and enjoy games? « #AltDevBlogADay
Though there can be many answers to that question, perhaps the simplest answer is escapism.

No matter whats occurring in your life many people enjoy the ability to escape to somewhere else for a few minutes or an hour or two and just forget about real life for a bit.  Whether its scoring the winning goal in a football game or racing in an F1 car, shooting terrorists in a FPS or defending the realm against an evil wizard, that ability to skip to someone else is a compelling reason to spend time and money for most people.
gamedesign  motivation  gaming 
september 2011 by DirkSonguer
Tobold's MMORPG Blog: Valuing time over money
I don't play golf. But if I did, and I'd tell my colleagues at the office that I spent €250 on a golf club, they would nod wisely and say that this is what a decent golf club costs. But if I told them I spent 2,500 hours on the driving range training, they would think I'm crazy. Online players think differently. They'd nod wisely if I told them I spent 2,500 hours in an online game, and think I'm crazy because I spent €250 on World of Tanks. I didn't spend 2,500 hours in WoT, but I did 2,500 battles, so well over 250 hours, which at less than 1€ per hour still is cheaper than most other forms of commercial entertainment.
games  gaming  motivation  z3 
july 2011 by DirkSonguer
Game Design and Elephant Handling » #AltDevBlogADay
Last month I had the privilege of presenting at the Games for Health Conference.[1] It was a big gathering of people that want to use games to positively change the world. However, most of attendees were from the the education or healthcare space. While everyone knew they were on to something powerful, there were also a lot of misconceptions on how gaming works as a motivator.
gamedesign  gamification  motivation  gamemechanics  z3 
june 2011 by DirkSonguer
Gold Star for You, Friend! » #AltDevBlogADay
Why are players playing your game?  What motivations did you inspire in them?  Are they the motivations you wanted?

In just a few short years we’ve seen reward systems in games evolve beyond measure — from what was once a simple quest for points to a whirlpool of reward systems…what’s a designer to do?  Take a deeper look at your game, and look at what rewards you’re giving the player — and more importantly, why you’re giving them.  Adding a reward system to your game can often feel like a wild stab in the dark, which is why so many games have turned to the shotgun approach — throw everything in and hope that one catches the players.  Even worse, you could throw a reward system into your game without even understanding what motivations it gives your players.  We can do better than this.  Let’s take a look the reward systems, reasons behind the rewards then talk about how to use them effectively.
games  motivation  reward  systems  gamedesign  gamemechanics  z3 
may 2011 by DirkSonguer
Terra Nova: Gamification
My gamified syllabi in classes, for exampled, have bombed. Students *really* don't want their grades determined by MMORPG mechanicsms. That's because one of the essential conditions of XP acquisition - that you can try and try again indefinitely - are missing in a classroom. In teaching, time is limited. So are mob pulls; you can't have as many shots at challenges as you want. In a classroom, you have a few challenges, time runs out, and somebody - me - has to judge how you did. Also, there are not enough opportunities for loose, flowing grouping; every teamwork exercise in a class is forced-grouping which, we've learned, people hate. Add to that the fact that ultimately the class is serious and not play. This means no one can say "settle down, it's just a game." And therefore, they DON'T settle down. They get almost homicidal when another team-mate screws up their grade.
gamification  gaming  motivation  z3 
may 2011 by DirkSonguer
Why do we play video games? | split/screen co-op
Playing video games is a time-consuming business. Even the shortest games can take upwards of four hours to complete.

Time, by contrast, is limited; and spare time is an even dearer commodity.

Why then should I prefer to spend time playing games over other activities? I’m not suggesting that I shouldn’t, but there must be a very good reason to justify spending a precious resource.
games  psychology  motivation  gaming  gamedesign  z3 
december 2010 by DirkSonguer
Achievements Considered Harmful? - Chris Hecker's Website
I waded into the debate on game achievements with my lecture at the 2010 Game Developers Conference entitled Achievements Considered Harmful?, with a strong emphasis on the "?". Since the game industry seems to be careening head first into a future of larding points and medals and cute titles on players for just starting up a video game, I wanted to raise awareness of the large body of research studying the impact on motivation from various types of rewards. Trying to be "fair and balanced", I delved into what the data show and what they don't show.
gamedesign  games  gaming  psychology  social  article  english  motivation  z3 
august 2010 by DirkSonguer
Young Children’s Play in Online Virtual Worlds
This is a great article by Jackie Marsh from the University of Sheffield. The piece, ‘Young Children’s Play in Online Virtual Worlds’ is taken from the Journal of Early Childhood Research. If you’re in the kids virtual world or MMO space I’d recommend taking the time to read this. I’ve ‘bolded’ the parts that I think are particularly interesting
games  motivation  play  demographics 
july 2010 by DirkSonguer
Cliffski’s Blog » How to stay motivated whilst programming a game
Lots of people want to know the answer to that question. Most indie games fail. Most indie projects never get completed. I don’t have any way to prove that, but any indie game veterans will know it’s true. Here are my top tips. Some of them may seem like they de-motivate, rather than motivate, but I get motivated by knowing how important and serious it is for me to work hard. Most indies don’t realise how hard they are going to have to work, and how good their game has to be.
programming  development  motivation  projects 
july 2010 by DirkSonguer
Tobold's MMORPG Blog: Gevlon says PvP can't be fun
I find Gevlon, and especially his various projects with which he proves World of Warcraft to be a sandbox game by veering of the ordained themepark path, to be interesting, even if I find many of his opinions abhorrent. So on the one side I'm sad he cancelled his ganking project in what looks very much like a hissy fit, but on the other side he has some interesting arguments on PvP, if you arrive to sort them out from the rest of his rant. Gevlon then explains why it is easier to give adequate feedback for PvE than for PvP, and concludes that because you can't have adequate feedback for PvP, you can't get into the "flow", and can't have fun. That leaves, in Gevlon's opinion, only three "small minorities" of types of players who enjoy PvP: Casuals who just want to batter the wall of Wintergrasp with a catapult from time to time (that would be me), Killers who enjoy ganking others, and a tiny "elite" who play PvP for the challenge they can't get from AI opponents.
gamedesign  games  pvp  pve  motivation  flow  english  article 
june 2010 by DirkSonguer
Please Make Your Game - The Quixotic Engineer
This post is partly a (two month late) response to Chris Hecker’s GDC 2010 rant entitled Please Finish Your Game. It also condenses some rough thoughts I’ve long held about motivation and game making. It took some effort to edit it into a coherent form, so I apologize in advance if it’s a tad rambling.
games  gamedesign  do  motivation  talks 
june 2010 by DirkSonguer

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