ohskylab + gaming   40

Can’t play, won’t play | Hide&Seek - Inventing new kinds of play
"Gamification is the wrong word for the right idea. The word for what’s happening at the moment is pointsification. There are things that should be pointsified. There are things that should be gamified. There are things that should be both. There are many, many things that should be neither."
games  gamification  social  gaming  from delicious
december 2010 by ohskylab
GameDevBlog: Story Games - My New Obsession
"Raph Koster once said he became disillusioned with games because, after working to come up with a method to universally describe them, he realized that they're all basically math. And that's yet another reason why story games are so freaking cool - they aren't. (Well, technically they are, because the universe is math, but you know what I mean.) With D&D it's pretty easy to see through the story through to the underlying math. But with some of these story games, it's the story that matters - the math just pops up on occasion in service to the story, to resolve disagreements or escalate."
via:infovore  games  gaming  storytelling  stories 
september 2010 by ohskylab
Hacker News | Yes, and that's an important observation. I'm not willing to accept that it's im...
"I'm not willing to accept that it's impossible to create a legitimately enjoyable game experience in the confines of the short attention span Facebook model, though. Scrabble, for example, lends itself perfectly to asynchronous, light, casual play (cf Scrabulous, Words with Friends). But it's legitimately fun at the same time. You're rewarded for imaginative approaches to solving problems. You can play with no skill or lots, but either way, you'll always find ways to get better. Most important: You're genuinely spending time with your friends. Sharing an experience that creates a memory. This is a big deal. This is missing from almost every other pseudo-social game."
social  games  gaming  facebook  zynga  wordswithfriends  scrabble  play 
september 2010 by ohskylab
Game Mechanics - the new black - Jon Carder
"Over the next decade we’ll see game mechanics become ubiquitous amongst companies. Consumers will migrate in droves to companies who properly deploy game mechanics because doing business with them is more fun, rewarding and even addictive." Makes me feel slightly queasy.
games  gaming  theory  strategy  foursquare  ux 
july 2010 by ohskylab
Foursquare Badges
Reference. Refusal to actively compete/collect.
via:momorgan  foursquare  achievements  social  gaming  badges  branding 
july 2010 by ohskylab
Okay, kids, play on my lawn - Roger Ebert's Journal
"My error in the first place was to think I could make a convincing argument on purely theoretical grounds. What I was saying is that video games could not in principle be Art. That was a foolish position to take, particularly as it seemed to apply to the entire unseen future of games. This was pointed out to me maybe hundreds of times. How could I disagree? It is quite possible a game could someday be great Art."
art  criticism  books  games  gaming  rogerebert  culture  debate 
july 2010 by ohskylab
The Escapist : HeartGold and SoulSilver's Pokéwalker Requires Thousand Mile Trek
"Pokémon HeartGold and SoulSilver are sold with an included Pokéwalker, which is a pedometer that can provide neat extras in the Pokémon games. Pokéfans can put Pokémon in the device and also use it to find items along certain "routes." According to Bulbapedia, unlocking every route in the Pokéwalker can only be done by walking a minimum of 1,000 miles."
nintendo  pokemon  games  gaming  walking  pedometer 
march 2010 by ohskylab
Less Talk More Rock- Boing Boing
"An entire generation seems to have become used to experiences clogged with menus and text, spammed with awkward cutscenes, choked by voice acting, mangled by incongruent narrative, segmented by load times, stalled by informational messages. These elements serve to undermine the aesthetic coherence of the work -- they can dilute the magic, they can interrupt the flow, they can disrupt the basic audiovisual communication, they can break the spell."
boingboing  design  games  gaming  psychology  talk  inspiration  via:infovore 
march 2010 by ohskylab
afeeld » Cultivated Play: Farmville
This is brilliant. But argh, Farmville. "The secret to Farmville’s popularity is neither gameplay nor aesthetics. Farmville is popular because in entangles users in a web of social obligations. When users log into Facebook, they are reminded that their neighbors have sent them gifts, posted bonuses on their walls, and helped with each others’ farms. In turn, they are obligated to return the courtesies. As the French sociologist Marcel Mauss tells us, gifts are never free: they bind the giver and receiver in a loop of reciprocity. It is rude to refuse a gift, and ruder still to not return the kindness."
culture  democracy  economics  facebook  farmville  gaming  games  politics  social  ethics 
march 2010 by ohskylab
Game Design, Psychology, Flow, and Mastery - Blog - External Rewards and Jesse Schell's Amazing Lecture
"The unspoken premise of [Jesse Schell's] DICE 2010 lecture is that people are prisoners to external reward systems. "External reward" is practically a curse word to me, a thing I'm ever vigilant against. I don't need experience point systems giving me a false sense of mastery, or Xbox "achievements" for watching the opening movie of a game (that's a real one). But people absolutely are driven by external rewards. So much so that Schell doesn't even question it, he simply takes it as given."
games  gaming  achievements  psychology  ethics  facebook  flow  via:infovore 
march 2010 by ohskylab
5 Creepy Ways Video Games Are Trying to Get You Addicted | Cracked.com
"Are some games intentionally designed to keep you compulsively playing, even when you're not enjoying it? Oh, hell yes. And their methods are downright creepy."
via:shrinkwrapped  psychology  games  gaming  addiction  skinnerbox 
march 2010 by ohskylab
Gamasutra: Greg McClanahan's Blog - Achievement Design 101
"Why, then, did we throw everything we'd learned out the window when it came time to design achievements? I think that's what bothered me about early Xbox Live achievements more than anything — as goals, they violated too many game design guidelines. Too many of them wouldn't make any sense as in-game goals for progressing through content."
engagement  games  motivation  psychology  achievements  gaming  via:paul.irish 
march 2010 by ohskylab
Why We Play Games, And Why We Grumble About Them - Feature - Kotaku
"A player's motivation is more complex than "to have fun." Think on it closely and you'll agree – everyone plays to scratch a particular itch, and some games serve some itches better than others. While plenty of the details are complex and subjective, it's possible to divide play motivations into four different groups."
article  games  gaming  motivation  play  psychology 
march 2010 by ohskylab
Steven Poole: (Can’t Get No) Satisfiction
"Because we are so fixated on what the next thing might be, we hurry to get the current thing out of the way, even if that means doing the minimum required rather than playing with style. In this sense, games’ standard strategies of motivation are strangely demotivating."
stevenpoole  slowgaming  gaming  games  nobynobyboy  uncharted2  scribblenauts  motivation 
february 2010 by ohskylab
Rock Band®
"Use our tools to author playable tracks. Upload and submit your tracks for review by the Rock Band Creators community. Approved tracks become available in the Rock Band Store and on the Xbox LIVE Marketplace*, and you get a cut of every purchase."
music  games  gaming  promotion  harmonix  xbox  rockband 
july 2009 by ohskylab
Rock Band game platform opens to indie music | Digital Noise: Music and Tech - CNET News
"To program songs for the game, you or your developer friend first needs a membership to Microsoft's XNA Creators' Club, which was launched a couple years ago to let independent developers create casual games to sell through the Xbox Live Marketplace; a membership costs $49.99 for four months or $99.99 for a year. You'll then be able to get free tools and instructions from the Rock Band Creators Web site to convert your master recordings to the MIDI charts used by the game."
music  games  gaming  rockband  promotion  harmonix 
july 2009 by ohskylab
area/code
"Area/Code takes advantage of today's environment of pervasive technologies and overlapping media to create new kinds of entertainment."
agency  design  software  mobile  advertising  games  gaming  gps  arg  geo  interaction  participation  agencies 
july 2009 by ohskylab
Daniel Nye Griffiths: Cheating and emergence
"Where this is all going is that the bigger and sandboxier games get, the more it is possible to play cat and mouse with the developers - to see if they have anticipated a particular response to stimuli, or whether unexpected actions can have a positive effect on gameplay - cheating without cheating, in effect."
games  gaming  danielnyegriffiths 
june 2009 by ohskylab
I Fight Dragons on MySpace Music - Free Streaming MP3s, Pictures & Music Videos
"I Fight Dragons is Chicago's finest (and quite possibly only) NES-Rock band. They have very detailed delusions of grandeur, most of which include gross misuses of Nintendo products in combination with music in the Popular Rock genre."
music  bands  myspace  gaming  classical  nintendo 
may 2009 by ohskylab
Urbis - videogame nation
Videogaming exhibition in Manchester.
design  art  manchester  gaming  exhibitions 
may 2009 by ohskylab
mfuse
"Enables [...] bookmakers and gaming companies to provide their services over a mobile device."
gambling  gaming  mobile  middleware 
march 2009 by ohskylab
HAND BAKED ARCADE
"A temporary social space that can be setup anywhere from a club night to a squatted art space. We build the ultimate retro gaming area, working with whatever space we have from single monitor setups to multiple projected screens and full size arcade machines."
games  gaming  events  social  music  arcade  chiptunes 
march 2009 by ohskylab
Noby Noby Boy - Wikipedia, the free encyclopedia
"The player accumulates points by how much they stretch during gameplay. These points can be submitted online via a character called Sun to another character called Girl. Points submitted online by players to Girl will be added cumulatively, causing Girl to stretch. Beginning on Earth, Girl will stretch to the Moon, then to several other planets, each unlocking new playable environments for Boy to stretch in. The Noby Noby Boy team expects players to take between one and two weeks of cumulative play time to reach the Moon."
design  art  games  gaming  ps3  katamari 
february 2009 by ohskylab
GOG.com
"Purchase and download DRM-free classic PC games."
via:shrinkwrapped  games  gaming  shop  entertainment 
october 2008 by ohskylab
QR-Kill. First Match in History | QR-Code
"Urban game based on cameraphones and the use QR-Codes."
mobile  gaming  qr  games 
july 2008 by ohskylab
Gamasutra - Finding A New Way: Jenova Chen And Thatgamecompany
"He reveals the philosophy behind his successful flOw, the most-downloaded game on the PlayStation Network, and what led to the creation of Flower, thatgamecompany's follow-up."
gaming  development  ps3  flow 
may 2008 by ohskylab
Law 37 - making Sleeper Cell, an alternate reality game for Cancer Research UK
"An alliance of creative folk - game designers, coders, writers - working together to create pro bono, pro-social games."
charity  arg  games  gaming  nonprofit 
april 2008 by ohskylab
Inside Innovation with Colin Stewart » Blog Archive » 11 innovation lessons from creators of World of Warcraft - OCRegister.com
"The following lineup of innovation lessons emerged from a video game conference, an interview, and several experts’ comments."
blizzard  innovation  wow  strategy  gaming 
april 2008 by ohskylab
Play A Multiplayer Online Game While Surfing The Web: PMOG
"PMOG, which is currently in private beta with 150 or so users, is a Firefox add-on that lets you interact with other users asynchronously on websites you visit."
gaming  mmorpg  web  firefox 
february 2008 by ohskylab
QA Deathmatch » “Hello World” - The SlickEdit Developer Blog
"When testing time came around, we found a way to make it fun… QA Deathmatch." Fun being a relative term in this instance.
qa  testing  development  gaming 
january 2008 by ohskylab
Arcade Ambience Project
"an attempt [...] to simulate the audio ambience of a crowded arcade room during the golden age of arcades in the 1980s."
ambient  art  arcade  gaming  history  mp3  nostalgia  retro  vintage  audio  top 
january 2008 by ohskylab
Halo 3: How Microsoft Labs Invented a New Science of Play
"Pagulayan runs a testing lab for Bungie that looks more like a psychological research institute than a game studio. The room we're monitoring is wired with video cameras that Pagulayan can swivel around to record the player's expressions or see which but
top  wired  gaming  usability  psychology  hci  halo  bungie  microsoft 
august 2007 by ohskylab

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