robertogreco + gaming   609

GDC 2012: Designing For Friendship - Chris Bell
And then there’s the relationship between us, the communication barrier that separates us, and the empathy that allows us to understand each other in spite of that.…

Both games I’ve helped design, "Journey" and "WAY", attempt to herd two strangers toward friendship. And both do it in similar and different ways.

But how do we do that? How do we design so friendship will emerge? And what is friendship really?…

What I’m interested in, is that spontaneous bond between strangers. I want to focus on online multiplayer that emphasizes shared goals, freedom of choice, anonymity, vulnerability, and communication.…

What were the seeds of my connections?…investment & responsibility…high stakes & real consequences…empathy…vulnerability…free choice…teaching…communication…

If the world isn’t valuing what we consider significant, we have the responsibility to create worlds that do.…

It’s what you choose to make that reveals who you are..."
worldbuilding  vulnerability  consequences  responsibility  investment  cv  tcsnmy  unschooling  freechoice  communication  empathy  japan  gamedesign  society  humanity  humanism  learning  teaching  2012  play  videogames  journey  gaming  games  design  via:kissane  chrisbell  from delicious
yesterday by robertogreco
Are video game soundtracks the new concept albums? | Technology | guardian.co.uk
"Does the brilliant soundtrack for Max Payne 3 hint at a future in which bands use game scores as a new creative medium?"

"The key challenge for musicians is to understand and exploit the non-linear nature of game music. Unlike a movie score, the audio has to be able to respond in real-time to the movements of the player, so it is usually chopped up into separate instrumental tracks and stems, which are automatically combined during play to match the on-screen action."

"With a film score you can cue music to specific moments, the way a character looks away, a shift in the eyes," says Davidge. "You'd also be scoring to the subtext of what's being said – the hidden intent.

With a game, because there's a lot of chasing around, a lot of action, it's often difficult to tie the different aspects of the plot together; music can play a hugely important role in helping the player understand the journey they're on, too feel that journey, so that the story hangs together and is less disjointed. It isn't just about scoring the movie snippets between each mission, the music is the undercurrent, it illustrates the emotional context of the scene."
music  bands  Guardian  2012  via:Preoccupations  videogames  games  gaming 
3 days ago by robertogreco
Gamasutra - News - In-depth: Is it time for a text game revival?
"In a market where books and games are close rivals for the most popular category on app stores, what happens when today's new gamers are hungry for something more than word puzzles?"

"Gamers are hungry for deeper characterization and worlds to which they can truly attach, and text can be a way to illuminate inner worlds, thought processes or other elements that aren't easily demonstrated by imagery."
via:caseygollan  text-basedadventures  text-basedgames  books  srg  if  games  interactivefiction  gaming  videogames  from delicious
16 days ago by robertogreco
Choice of Games
"Choice of Games is a small partnership dedicated to producing high-quality, text-based, multiple-choice games. We produce games in house, beginning with Choice of the Dragon and Choice of Broadsides. We have also developed a simple scripting language for writing text-based games, ChoiceScript, which we make available to others for use in their projects, and we host games produced by other designers using ChoiceScript on our website. All of our games are available for free on the web. We also produce mobile versions of our games that can be played on iPhones, Android phones, and other smartphones."
coding  choicescript  interactivefiction  if  interactive  free  online  ios  iphone  edg  srg  applications  android  gaming  games  text-basedgames  text-basedadventures  choiceofgames  from delicious
18 days ago by robertogreco
The Most Dangerous Gamer - Magazine - The Atlantic
"Thoreau…“With a little more deliberation in the choice of their pursuits,” he proclaimed, “all men would perhaps become essentially students and observers, for certainly their nature and destiny are interesting to all alike.”

Blow clicked off the stereo and turned to me. “I honestly didn’t plan that,” he said.

In so many words, Loud Thoreau had just described Blow’s central idea for The Witness. Whereas so many contemporary games are built on a foundation of shooting or jumping or, let’s say, the creative use of mining equipment to disembowel space zombies, Blow wants the point of The Witness to be the act of noticing, of paying attention to one’s surroundings. Speaking about it, he begins to sound almost like a Zen master. “Things are pared down to the basic acts of movement and observation until those senses become refined,” he told me. “The further you go into the game, the more it’s not even about the thinking mind anymore—it becomes about the intuitive mind."
literature  narrative  taylorclark  miegakure  marctenbosch  interactivefiction  asceticism  storytelling  payingattention  attention  observation  noticing  intuition  myst  littlebigplanet  money  belesshelpful  fiction  jenovachen  flow  tombissell  gamedev  chrishecker  einstein'sdreams  alanlightman  invisiblecities  italocalvino  jonblow  deannavanburen  art  2012  thewitness  thoreau  srg  edg  videogames  gaming  games  braid  jonathanblow  if  from delicious
7 weeks ago by robertogreco
Jenova Chen: Journeyman • Articles • Eurogamer.net
"[Saint] Augustine wrote: 'People will venture out to the height of the mountain to seek for wonder. They will stand and stare at the width of the ocean to be filled with wonder. But they will pass one another in the street and feel nothing. Yet every individual is a miracle. How strange that nobody sees the wonder in one another.'"

"And because we are mostly lonely as human beings the desire to be accepted by others is so strong. When people experience a shared sense of loneliness their immediate reaction is to reach out and make contact. I would imagine anyone who is creating something is searching for connection.""

"…only three ways to create valuable games for adults…intellectually…emotionally…by creating a social environment…"
saintaugustine  wonder  emotion  acceptance  experience  ps3  humanism  2012  social  design  videogames  interviews  gaming  art  gamedesign  emotions  journey  jenovachen  from delicious
7 weeks ago by robertogreco
selectbutton :: View topic - The Indie Games Depository
"There's this attempt to frame this argument in some kind of grand narrative about the Purpose of Art in this grim, materialistic way that dictates you have to elevate drawings and games and music to the same level of perceived importance as, like, sciences that help you learn how to build weather-resistant structures or stop wounds from bleeding, so art has to be measured by some arbitrary metrics to denote the movements of resources (TIME being considered a resource.) You're no longer hanging out and talking about your feelings about art and other potentially subjective shit, you're a warrior on the front lines of a new frontier, dude fighting for humanity's future. If you get locked into this mindset, you're inevitably building a canon. You have to have the big list of The Ones That Mattered because you need them to be the Platonic ideals everything else has been derived from. You don't think it's ego masturbation because you're convinced it's "going somewhere."

Jump a decade into the future, then another one, then another one, then keep going until the inevitable advance of tech has mutated "games" into something you no longer even recognize. Sergei Eisenstein was a bleeding-edge dude in his day, imagine drop-kicking his nerd ass into our age of Transformers 3 and iPhone videos. He would throw up. So might you, if you live long enough to see the format/medium/whatever you fought over outgrow your conception of it on a fundamental level. Whatever you think defines game graphics, whatever you think defines a game interface, whatever you think defines the goal of a game, its physical boundaries, anything, forget it because it's going to be wiped away. It'll join the rest of "art history," emulated on a drive somewhere and ripped completely free of what it gained from its original context.

Find what you're into and figure out why you're into it and talk about that. You're otherwise wasting your life. I'm serious, you can listen or not but it doesn't matter. You are being pulled into an endless game of whack-a-mole. You will try to devise a principled stance to use as an attack platform and you will use those arbitrary criteria to complain about random things that appear before you forever. Jump ahead a decade or another decade or another decade or another decade and all you thought would matter about what you were doing has been erased, and the kids will be waving their dicks around on the holodeck and they will not learn your name, and if they do they won't care, and if they care they won't understand."
criticism  art  games  gaming  meaning  purpose  via:tealtan 
8 weeks ago by robertogreco
One Time in a Card House with Stephanie Morgan… - Let’s Make Mistakes - Mule Radio Syndicate
"Stephanie Morgan, game producer to the game stars, stops in to chat with Mike and Katie about hot spots, self-flagellation, and not about casino buffets. When they have a few minutes, they discuss "gamification" in it's most meaningful as well as its most useless forms. Stephanie shares her past as a professional card player and some deep analysis of gameplay. This show rocks. As a bonus, Katie doesn't actually throw up in this episode, but Mike tries his hardest to instigate."

“I think twitter is a really interesting example of a very tightly honed game play loop.” [As pointed out here: http://twitter.com/litherland/status/182277474724491264 ]
analytics  facebook  zynga  engagement  badges  incentives  feedback  gamedesign  feedbackloops  katiegillum  mikemonteiro  gameplay  gaming  games  twitter  gamification  stephaniemorgan  from delicious
10 weeks ago by robertogreco
Way - Coco & Co
"In way, two strangers learn to speak."

"Way is a two-player online game where anonymous strangers speak and collaborate with puppetry."
puppetry  communication  collaboration  windows  osx  mac  srg  edg  indie  free  videogames  gaming  games  way  waygame  from delicious
10 weeks ago by robertogreco
Kill Screen - Infinity Blade Review
[Not really sure how to describe this sort of writing. Don't miss the button at the end, which initiates an animation/alteration of the text, then reappears multiple times for additional iterations.]

"How to read a game that never ends.

Infinity Blade is a game about iteration, about retreading old ground, about the small changes that surface across endless repetitions."

[Referenced here: http://www.designculturelab.org/2012/02/26/hi-my-name-is-anne-i-make-stuff-with-words/ ]
glvo  edg  srg  fantasy  generations  swords  design  philosophy  art  via:meetar  infinityblade  animatedwriting  evolutionarywriting  iterative  iterativewriting  wcydwt  classideas  storytelling  jnicholasgeist  web  writing  games  moreofthisplease  evolvingtext  iteration  futureoftext  evolvingbook  killscreen  experimental  reviews  videogames  gaming  from delicious
february 2012 by robertogreco
Copenhagen Game Collective - Games, research, and other cool projects from Copenhagen and beyond
"Copenhagen Game Collective is a multi-gender, multi-national, non-profit game design collective based in Copenhagen, Denmark. The collective comprises a network of people and companies interested in independent game culture. Our members include creative individuals first of all, but also small companies, non-commercial interest groups, and game communicators and disseminators.

We play, exhibit, create, and care about games of all types – digital or otherwise – with a slant towards types of play that the game industry’s big boys can’t or won’t address. The diversity of our exhibits and game projects reflects our belief that creativity breeds creativity. The loose structure of the collective, encompassing a network of developers and collaborators, aims to create synergies between all our various projects."
design  development  collective  community  art  gaming  copenhagen  denmark  gamedesign  games  from delicious
february 2012 by robertogreco
Johann Sebastian Joust | Die Gute Fabrik
"Johann Sebastian Joust is a no-graphics, digitally-enabled folk game for 2 to 7 players, designed for motion controllers(such as the PlayStation Move). The goal is to be the last player remaining. When the music — selections from J.S. Bach's "Brandenburg Concertos" — plays in slow-motion, the controllers are extremely sensitive to movement. When the music speeds up, this threshold becomes less strict, giving the players a small window to dash at their opponents. If your controller is ever moved beyond the allowable threshold, you're out! Channel the power of J.S. Bach, and try to jostle your opponents' controllers while protecting your own."
controllers  johannsebastianjoust  play  interaction  gaming  games  from delicious
february 2012 by robertogreco
Video game journalism - Wikipedia [URL points to the section on "New Games Journalism"]
"New Games Journalism (NGJ) is a video game journalism term, coined in 2004 by journalist Kieron Gillen, in which personal anecdotes, references to other media, and creative analyses are used to explore game design, play, and culture.[19] It is a model of New Journalism applied to video game journalism. Gillen's NGJ manifesto was first published on the now defunct state forum/website, a community of videogame players often engaged in discussion and analysis of their hobby, from which an anecdotal piece, Bow Nigger,[20] had appeared. Gillen cites the work as a major inspiration for and example of what NGJ should achieve and the piece was later republished in the UK edition of PC gamer, a magazine with which Gillen has close professional ties."

[See also: http://alwaysblack.com/blackbox/ngj.html ]
storytelling  personal  experience  subjectivity  traveljournalism  travel  2004  gaming  culture  play  cross-mediareferences  anecdote  kierongillen  reviews  writing  videogames  games  newgamesjournalism  from delicious
february 2012 by robertogreco
Folk Lore: How Johann Sebastian Joust is defining a new gaming genre | The Verge
"Across the globe, like-minded individuals are getting caught in these games' gravitational pull, forming organizations and hosting events like Come Out and Play in New York and Hide & Seek's Weekender festivals in the UK. In London, a new series of events by the name of The Wild Rumpus are beginning to pick up steam.

"I don't feel I can speak for everyone, but for me its that I don't see why the style of games we played back in the playground had to be left there," Rumpus co-director Marie Foulston explained. "I don't just want to play against a machine, I want to play with other people.

"For video games especially, the concept of being physical and shifting away from the screen still feels like a contradiction in line with traditional expectations, but it's a fantastic one.""
douglaswilson  diegutefabrik  comeoutandplay  hide&seek  thewildrumpus  mariefoulston  joust  joy  videogames  via:tealtan  play  gaming  games  2012  johannsebastianjoust  hide&seek;  from delicious
february 2012 by robertogreco
Made by Pixelate – The perfect video game press kit
"Here’s what it looks like:

* High-quality screenshots with human-readable filenames
* Option to download all screenshots in a ZIP
* Embeddable gameplay videos on YouTube/Vimeo
* Full gameplay description
* List of features
* Release date
* Price point in USD and EUR
* Available platforms
* Direct download link on iTunes/Steam
* Developer name and link
* Publisher name and link
* App icon and game logo in high resolution and with alpha channel
* Packshot if applicable
* Awards and nominations
* E-Mail address of team member responsible for press
* No buzzwords"
communication  via:tealtan  publicity  gamedsign  howto  pressreleases  pr  marketing  gaming  from delicious
february 2012 by robertogreco
Twitter / @philstuart: Love it when, after readin ...
"Love it when, after reading a game's description, what is in your head is completely different to the actual game. AND better AND makeable!"

[Apply to film, books, art, etc. Though, the imagining is often enough for me. I often say "I like the idea of X more than the actual X."]
imagination  2012  icandobetter  creativity  remaking  making  cv  thinking  ideas  philstuart  theideaisbetterthantherealthing  games  gaming 
february 2012 by robertogreco
tevis thompson: Saving Zelda
"A world is more than a space, more than a place; it is something to inhabit & be inhabited by. What you infuse a space w/ to make it habitable, to make it memorable (since memory is profoundly spatial), gives the place its character, its soul…

Zelda would be better if it had no story…no plot to structure the adventure…first Zs barely had any plot…were better for it. With plot, sequence matters too much…early Zs had situations, worlds & scenarios that framed action, gaps to be filled in by player, sequences to be broken. Optimal paths & shortcuts weren’t a given; they had to be earned. Items were the most prominent plot devices, & even they were not unduly strict about order. You could be slow & steady or blast straight through with a little know-how…basic rules of the gameworld were what bound you, not some artificial necessity imposed for the sake of plot."

…a world is not for you. A world needs a substance, independence, sense that it doesn’t just disappear when you turn around."
2012  space  play  openendedness  open-ended  autonomy  exploration  memory  spatialmemory  worlds  worldbuilding  nintendo  videogames  gaming  zelda  games  gamecriticism  gamedesign  via:tealtan  tevisthompson 
february 2012 by robertogreco
Playmakers on Vimeo
"playmakers, a 35 minute documentary, is the culmination of a six month project following the progress of Hide&Seek; game designers Alex Fleetwood and Holly Gramazio through the development of a new game. The documentary was filmed over the first 6 months of 2009 and premiered at the Sheffield Documentary festival. Playmakers will be available to download and view on the 5th of May 2010.

Over the last 50 years play has become an increasingly private activity. Now it is bursting back onto our streets. playmakers explores the emerging area of pervasive games it examines the implications of reclaiming play into the public domain and shows the possibilities offered by new technologies.

Playmakers investigates four main themes:

Part 1: Play…

Part 2: Public space…

Part 3: Technology…

Part 4: Theatre/art…"

[See also: http://playmakers.org.uk/ ]
blasttheory  simonevans  quentinstevens  paulinabozek  duncanspeakman  mattadams  simonjohnson  clarereddington  jackcase  thomasbrock  hollygramazio  alexfleetwood  hide&seek  art  theater  urbanplay  urbangames  parkour  social  urbanism  urban  legal  law  publicspace  fun  ubiquitousconnectivity  ubicomp  geolocation  geocaching  socialgames  gaming  via:chrisberthelsen  playmakers  play  games  rules  arg  pervasivegames  pervasive  2010  howardrheingold  michaelwesch  hide&seek;  from delicious
february 2012 by robertogreco
2011/12 Stephanie Morgan | Gamification Sucks on Vimeo
"Our speaker at the December 2011 San Francisco, Creative Mornings (creativemornings.com) was game designer and producer Stephanie Morgan (@notsmorgan). This event took place on December 16, 2011 and was sponsored by Typekit (typekit.com) who also hosted the event at their office in the Mission."
gaming  games  2011  stephaniemorgan  gamification  from delicious
january 2012 by robertogreco
Picaro - Say Hello to Picaro
"Picaro is a way to make and play small adventure games. They play a bit like interactive fiction with the control scheme of an old Sierra/LucasArts adventure game. If that was gibberish: the games are completely text-driven, but require no text input. You don’t type “use the key on the door”, you tap “Use”, “Key”, “Door”, then you’re told in a few sentences what happened.

In a way, this is the worst of both worlds: the restrictive agency of mouse input and the limited expression of text output. But this is precisely why it’s exciting: clicks in, text out is the cheapest, simplest format for a narrative game."
projectideas  classideas  srg  edg  text-basedadventures  text-driven  gaming  gamedesign  games  picaro  from delicious
january 2012 by robertogreco
Treehouses: Online community for internet // Speaker Deck
Notes here by litherland:

“The ephemerality of speech [sic] in these tools better affords intimacy.” Revisit. /

“That speech is temporal also means someone can be absent, which makes presence meaningful.” Makes a lot of assumptions; needs to rethink (or think harder about) what speech is. Or what he means by it. /

Concept of “intransient group memory.” /

Interesting thoughts about playgrounds. /

“Conversation is an iterated game, so your pseudo can be a strong identity even if it isn’t your *public commercial web face*.” [my emph] /

“Hosts use soft power to influence. The group still governs itself.” /

“Recording is corrosive to candid sharing, so a private internet space must be transient.” /
2012  markpaschal  dannyo'brien  via:litherland  heatherchamp  self-organization  openspace  hackerspaces  autonomy  richardbartle  johanhui  johanhuizinga  play  groupmemory  availabot  ephemerality  muds  space  place  alancooper  sovereignposture  secondlife  personalization  tomarmitage  animalcrossing  ambient  presence  minimumviabletreehouses  minecraft  gaming  games  clubhouses  socialmedia  darkmatter  privacy  sharing  conversation  groups  onlinetreehouses  treehouses  organizing  activism  community 
january 2012 by robertogreco
OTERP
"Oterp is a mobile phone game project using a GPS sensor to manipulate music in real time, depending on the player's position on Earth. It generates new melodies when travelling. The objective of Oterp is to mix the reality of our everyday environment with a video game. This is a new way to imagine our movements in a society increasingly on the move and dependent on mobile interfaces."

[via: http://nearfuturelaboratory.com/pasta-and-vinegar/2011/10/17/video-games-with-less-video/ ]
oterp  kevinlesur  antoninfourneau  gaming  games  rjdj  music  audio  gps  geolocation  geo  applications  ios  iphone  mobile  newmediaart 
january 2012 by robertogreco
Pasta&Vinegar; » Video games with less video
"Discussion with colleagues here at the design school about “screenless interaction design” led me to present some projects that I find interesting in the field. It seems that there’s starting to be a cluster of projects that aim at creating playful and digital interactions with less emphasis on the visual senses. Some examples I find interesting:

[1] SAP (for Situated Audio Platform) a “Barely Game prototype” by Russell Davies…

[2] Oterp by Antonin Fourneau (development by Kevin Lesur)…

[3] Papa Sangre…

It seems that there’s a continuum based on the degree to which the user need to look at his or her own device: from no need to do this to a quick glance once in a while. Interestingly, this connects to another interest of mine: asynchronous interactions between the user and digital realms… which led me to this kind of design space (teku teku angel is a Nintendo DS game in which you have to walk with a pedometer to raise so tamagotchi-like creature)…"
pedometer  tamagotchi  barelygames  kevinlesur  antoninfourneau  mobile  digitalinteractions  audio  senses  videogames  ds  nintendods  tekutekuangel  gaming  games  asynchronousinteractions  asynchronous  papasangre  oterp  nicolasnova  situatedaudioplatform 
january 2012 by robertogreco
GET LAMP: THE TEXT ADVENTURE DOCUMENTARY
"…early 1980s, an entire industry rose over telling of tales, solving of intricate puzzles & art of writing. Like living books, these games described fantastic worlds to readers, & then invited them to live w/in them.

They were called "computer adventure games", & they used the most powerful graphics processor in the world: the human mind.

Rising from side projects at unis & engineering companies, adventure games would describe a place, & then ask what to do next. They presented puzzles, tricks & traps to be overcome. They were filled w/ suspense, humor & sadness. & they offered a unique type of joy as players discovered how to negotiate obstacles & think their way to victory. These players have carried memories of these text adventures to the modern day, & whole new generation of authors have taken up torch to present new set of places to explore.

Get Lamp is a documentary that will tell the story of the creation of these incredible games, in the words of the people who made them."
cyoa  computers  computing  getlamp  classideas  storytelling  writing  towatch  if  interactivefiction  documentary  history  gaming  text  games  edg  srg  via:litherland  interactive  fiction 
january 2012 by robertogreco
Revisiting 'Zork': What We Lost in the Transition to Visual Games - Technology - The Atlantic
"Text-based adventures were written as much as they were designed, employing tantalizing adjectives to create a sense of the world"
philipbump  2012  gaming  play  games  videogames  storytelling  writing  text-basedadventures  zork  from delicious
january 2012 by robertogreco
The Sims designer creating new game for real life | Reuters
"I’ve had a couple of experiences where I realized that I’m surrounded by opportunities in life that I’m not aware of…I realized that we could build a system — if we had a situational awareness about you, about who you are, where you are, what time of day it is, how much money is in your pocket, what’s the weather like, what your interests are, etc. — that could make your life much more interesting.

If we had that much situational awareness about you and at the same time we were building this very high-level map of the world…all sorts of things like historical footnotes & people you might want to meet. I started thinking about games that we can build that would allow us to triangulate you in that space and build that deep situational awareness. There will be all types of games, but the key will be focusing the experiences, including multiplayer, within the real world and away from the fictional world that games currently invest in."
play  situationalawareness  context  awareness  situationist  situated  arg  gaming  2012  hivemind  games  willwright  from delicious
january 2012 by robertogreco
notgames: YouTube vs videogames
"Claiming that watching a movie on YouTube produces the same effect as actually interacting with a videogame that is not action-based, is like saying that looking at a person is the same as looking at Bernini’s sculpture or Velasquez’ painting of that person."
interaction  art  2011  youtube  videogames  film  gaming  games  from delicious
december 2011 by robertogreco
The Complete Rules For Games | Rock, Paper, Shotgun
"DO let me flush the toilets and turn on the taps. Scenery, in any game of any genre, shouldn’t be painted on the walls. And so many games before have put in a nice toilet flushing noise. Since all games do insist in including a toilet, as well they should, then all games should include the splishy sploshy noise of flushing it.

DON’T tell me that you’re a game any more. You want to capture something of Brechtian estrangement, break down that fourth wall with mallets and wrecking balls, because you think it’s a fresh and original approach. It’s not. It’s been done a lot, and it’s probably a sign that you’re not confident enough in your own creation. If you feel the urge to winkingly acknowledge to the player that they’re playing a game, then you need to go back to work to create a more convincing world."
gamedesign  fun  rules  games  play  videogames  2011  gaming  from delicious
december 2011 by robertogreco
dConstruct2011 videos: The Transformers, Kars Alfrink
"In this talk, Kars Alfrink – founder and principal designer at applied pervasive games studio Hubbub – explores ways we might use games to alleviate some of the problems wilful social self-seperation can lead to. Kars looks at how people sometimes deliberately choose to live apart, even though they share the same living spaces. He discusses the ways new digital tools and the overlapping media landscape have made society more volatile. But rather than to call for a decrease in their use, Kars argues we need more, but different uses of these new tools. More playful uses."

[See also: http://2011.dconstruct.org/conference/kars-alfrink AND http://speakerdeck.com/u/dconstruct/p/the-transformers-by-kars-alfrink ]

"Kars looks at how game culture and play shape the urban fabric, how we might design systems that improve people’s capacity to do so, and how you yourself, through play, can transform the city you call home."
monocultures  rulespace  self-governance  gamification  filterbubble  scale  tinkering  urbanism  urban  simulationfever  animalcrossing  simulation  ludology  proceduralrhetoric  ianbogost  resilience  societalresilience  division  belonging  rioting  looting  socialconventions  situationist  playfulness  rules  civildisobedience  separation  socialseparation  nationality  fiction  dconstruct2011  dconstruct  identity  cities  chinamieville  design  space  place  play  gaming  games  volatility  hubbub  howbuildingslearn  adaptability  adaptivereuse  architecture  transformation  gentrification  society  2011  riots  janejacobs  karsalfrink  from delicious
december 2011 by robertogreco
Neven Mrgan at re:build 2011 on Vimeo
"Bit Depth, by Neven Mrgan: At my dayjob, I design Mac software UI/UX, websites, T-shirts, and office signage. In my spare time, I’ve designed 8-bit games. I think every creative professional would benefit from fully executing projects of different complexity, history, and purpose."

[All great stuff. Totally agree with him about the gamification bit.]

[See also: http://mrgan.tumblr.com/post/14868098046/focused-dabbling ]
sideprojects  videogames  specialists  generalists  interdisciplinary  interdisciplinarity  dabbling  software  applications  transmit  panic  8-bit  bitdepth  depth  gaming  games  purpose  focus  darwin  work  design  polish  re:build  2011  appification  gamification  nevenmrgan  from delicious
december 2011 by robertogreco
inessential.com: ‘Gamification’ sucks
"“Gamification” is a word and concept invented by idiocrats who confuse humane with manipulative.

Theory about how the mistake gets made

Everybody sees the trend toward simpler, more-focused, better-designed software. Enterprise developers see the consumerization of IT.

You could look at this trend and say, “As software improves, it respects its users more. It works better and looks better, is easier to learn, and leaves out the things that waste a user’s time.”

Or you could look at this trend and say, “As software gets simpler, it gets dumbed-down — even toddlers can use iPads. Users are now on the mental level of children, and we should design accordingly. What do children like? Games.”

Respect

It should be obvious that one conclusion respects people and one doesn’t. It should also be obvious that the first conclusion is correct and the second is incorrect, cynical, and low."
design  gaming  games  software  truth  2011  cynicism  humanism  society  gamification  from delicious
december 2011 by robertogreco
Nintendo's Miyamoto Stepping Down, Working on Smaller Games | Game|Life | Wired.com
"What I really want to do is be in the forefront of game development once again myself," Miyamoto said. "Probably working on a smaller project with even younger developers. Or I might be interested in making something that I can make myself, by myself. Something really small."

[via: http://kottke.org/11/12/shigeru-miyamoto-to-step-down-at-nintendo ]
nintendo  shigerumiyamoto  small  scale  humanscale  organizations  2011  cv  howwework  howwelearn  meaningmaking  gaming  videogames  edg  srg  glvo  tcsnmy  unschooling  deschooling  audiencesofone  teams  groupsize  slow  simplicity  simple  from delicious
december 2011 by robertogreco
AIGA | Video: Katie Salen
"Designers of all kinds are key players in the game of change that so typifies the opening decades of the 21st century. Called on to imagine, build, guide, demystify, explain, provoke, enable and inspire, we deal daily in the currency of transformation—of places, practices and perspectives. For this designer, play has become a key strategy in developing a design practice that is agile enough to entertain a constant need for transformative thinking but substantive enough to throw its strategic weight around when needed. This talk will delve into the power of game design and play to challenge expectations, retool one’s practice, and amplify design’s potential as drivers of innovation and change in some rather unusual places."
katiesalen  towatch  2011  aiga  aigapivot  design  instituteofplay  q2l  quest2learn  teaching  education  gaming  play  gamebasedlearning  learning  schools  lcproject  designthinking  from delicious
december 2011 by robertogreco
Simple Genius: Pockit, A Game Console With No Screen And No Graphics | Co. Design
"Is a video game still a video game if there's no... video? Designer Adam Henriksson grabs that question by the horns with Pockit, a game console concept that has no graphics whatsoever. Instead, it's a Wii-like motion-sensing wand that "encourages everyone to be physical and have a reason to break norms," he writes. Rather than waving the wand around in front of a screen -- which is the only way you get to see what your wand is representing--the Pockit moves that aspect of the game experience into your own mind's eye. Whether you've configured the Pockit to be "running" a swordfighting game or something else, the point is that the players are focusing their attention on each other in real life, not virtualized avatars."

[See also: http://adamhenriksson.com/?p=72 AND http://www.tuvie.com/pockit-revolutionary-gaming-console-concept-enhances-social-engagement/ via: http://inspirationfeed.a-small-lab.com/post/13234063326/ ]
gaming  games  play  videogames  pockit  adamhenriksson  2011  ios  iphone  interactivity  realworld  johannsebastianjoust  johansebastianjoust  from delicious
november 2011 by robertogreco
Blackbeard Blog - Degamification
"At first we would modify them, as almost all players did – dropping the ones that weren’t fun. But eventually we abandoned the rules entirely, shifting to what used to be known as “freeform” gaming – something more like interactive storytelling…

The implication of this is that once you have people who are confident with what they’re doing and enjoy it, there may be something to be gained by degamifying their environments – handing over more responsibility and autonomy to the players, dialing down the rewards and rules structures you’ve put in place…

This is the challenge for people using engagement-based “gamification” in research, I think - particularly for idea or insight generation. If the point of the exercise is creativity, are we getting the best results by framing it in the context of rewards or competitions instead?"

[via: http://liftlab.com/think/nova/2011/11/13/degamification-as-a-design-tactic/ ]
tumblr  tumblarity  gaming  gamification  dungeonsanddragons  2011  degamification  motivation  rules  creativity  autonomy  storytelling  control  engagement  intrinsicmotivation  extrinsicmotivation  learning  lcproject  tcsnmy  rewards  competition  freeform  unschooling  deschooling  schooliness  structure  from delicious
november 2011 by robertogreco
Pasta&Vinegar; » Blog Archive » “degamification” as a design tactic
"The idea of “degamification” as a design tactic is interesting and the author presents it in a compelling way. What I find important here is that the removal of certain external rewards can be relevant for participants over time, “handing over more responsibility and autonomy” as said in this blogpost."
gamification  degamification  rules  freeform  gaming  play  storytelling  creativity  2011  nicolasnova  motivation  intrinsicmotivation  extrinsicmotivation  autonomy  freedom  responsibility  design  from delicious
november 2011 by robertogreco
The seedy underside of Vimeo « Icrontic Tech
"But wait… That wasn’t all they did. They disabled embedding of all content on our site, even the things we had made ourselves. Sure, the videos were still available by going directly to Vimeo.com and going into our account, but embedding was gone, so every occurrence of a video on our site was replaced with a block that said “embedding has been disabled for this site.”"
vimeo  videogames  gaming  games  2009  video  brianambrozy  viddler  videohosting  videosharing  indiegames  nintendo  e3  from delicious
november 2011 by robertogreco
New upload rules on Vimeo Staff Blog
"The Vimeo staff has decided that we are no longer going to allow gaming videos on Vimeo. Specifically, we are no longer going to allow game walk-throughs, game strategy videos, depictions of player vs player battles, raids, fraps, or any other video gaming videos that simply depict individuals playing a video game. Videos falling into this category will be subject to deletion as of September 1st; new videos of this type will be removed."
vimeo  customerservice  videogames  walkthroughs  videos  games  gaming  2008  videosharing  videohosting  indievideogames  indiegames  from delicious
november 2011 by robertogreco
Game Design Advance › [Insert Cow Pun Here]
"I don’t think mice push buttons that aren’t hooked up to anything. But people do, they’re called games. Games are Skinner boxes in which you are both the scientist and the mouse. You pretend to care, and then you get to experience what it means to care, only at one remove, like, with a clipboard. Some games let you pretend to murder other people, Cow Clicker lets you pretend to be a slave. A slave to the button. A slave to the rhythm. A slave to these damn Cows. A slave to the daily grind of Facebook, work, and life."
games  gaming  ianbogost  leighalexander  2011  motivation  humans  behavior  cowclicker  psychology  franklantz  from delicious
october 2011 by robertogreco
DROP OUT. HANG OUT. SPACE OUT. : DiGRA 2011: Ludotopians and Ludocapitalists: Gamification, Sandbox Games and the Myths of Cultural Industries
"…three things: ludocapitalists, ludotopians, & what I have roughly come to call the ludic sublime: the power of technological myth making & what this means to the future of videogames…how recent discourses around videogames reflect past trends about how we frame & understand the role of technology in society, & look critically at how these narratives are used by various forces…

Videogames will change the world, but most likely when they fade into the background. When they are prosaic, common & cheap is when we will be more intertwined with their development than we are now. When marketers stop selling gamification like snake oil of a perfect solution to ones business problems, but just as another tool of communication in the toolbox is when we need to worry about them the most."
videogames  gamification  ludotopians  ludocapitalists  culture  gaming  2011  danieljoseph  ludicsublime  myth  minecraft  janemcgonigal  clayshirky  alexleavitt  foursquare  advergames  advertising  capitalism  business  exploitationware  gabezicherman  ianbogost  from delicious
september 2011 by robertogreco
Ian Bogost - Gamification is Bullshit
"I've suggested the term "exploitationware" as a more accurate name for gamification's true purpose…captures gamifiers' real intentions: a grifter's game, pursued to capitalize on a cultural moment, through services about which they have questionable expertise, to bring about results meant to last only long enough to pad their bank accounts…

I am not naive & I am not a fool. I realize that gamification is the easy answer for deploying a perversion of games as a mod marketing miracle. I realize that using games earnestly would mean changing the very operation of most businesses. For those whose goal is to clock out at 5pm having matched the strategy & performance of your competitors, I understand that mediocrity's lips are seductive because they are willing. For the rest, those of you who would consider that games can offer something different and greater than an affirmation of existing corporate practices, the business world has another name for you: they call you "leaders.""
design  management  business  gaming  gamification  ianbogost  exploitationware  truth  2011  motivation  leadership  trends  fads  marketing  behavior  from delicious
august 2011 by robertogreco
http://www.literateprogramming.com/adventure.pdf
"The ur-game for computers — Adventure — was originally written by Will Crowther in 1975 and greatly extended by Don Woods in 1976. I have taken Woods’s original FORTRAN program for Adventure Version 1.0 and recast it in the CWEB idiom.

I remember being fascinated by this game when John McCarthy showed it to me in 1977. I started with no clues about the purpose of the game or what I should do; just the computer’s comment that I was at the end of a forest road facing a small brick building. Little by little, the game revealed its secrets, just as its designers had cleverly plotted. What a thrill it was when I first got past the green snake! Clearly the game was potentially addictive, so I forced myself to stop playing — reasoning that it was great fun, sure, but traditional computer science research is great fun too, possibly even more so.

Now here I am, 21 years later, returning to the great Adventure after having indeed had many exciting adventures in Computer Science"
adventure  history  1977  programming  fiction  interactive  via:robinsloan  willcrowther  cweb  coding  games  gaming  videogames  cyoa  filetype:pdf  media:document  if  interactivefiction  from delicious
july 2011 by robertogreco
Visual novel - Wikipedia
"A visual novel (ビジュアルノベル bijuaru noberu?) is an interactive fiction game featuring mostly static graphics, usually with anime-style art, or occasionally live-action stills or video footage.[1] As the name might suggest, they resemble mixed-media novels or tableau vivant stage plays.

In Japanese terminology, a distinction is often made between visual novels proper (abbreviated NVL), which are predominantly narrative and have very little interactive elements, and adventure games (abbreviated AVG or ADV), which typically incorporate problem-solving and other gameplay elements. This distinction is normally lost in the West, where both NVLs and ADVs are commonly referred to as "visual novels" by Western fans. Visual novels and ADVs are especially prevalent in Japan, where they made up nearly 70% of the PC game titles released in 2006."
games  writing  japan  classideas  multimedia  media  nvl  avg  adv  visualnovels  interactive  interactivefiction  fiction  gaming  videogames  if  from delicious
july 2011 by robertogreco
Amazon.com: A New Literacies Sampler (New Literacies and Digital Epistemologies) (9780820495231): Knobel Michele, Lankshear Colin: Books
"The study of new literacies is quickly emerging as a major research field. This book "samples" work in the broad area of new literacies research along two dimensions. First, it samples some typical examples of new literacies—video gaming, fan fiction writing, weblogging, role play gaming, using websites to participate in affinity practices, memes, and other social activities involving mobile technologies. Second, the studies collectively sample from a wide range of approaches potentially available for researching and studying new literacies from a sociocultural perspective. Readers will come away with a rich sense of what new literacies are, and a generous appreciation of how they are being researched."<br />
<br />
[Via a comment by Adam Mackie here: http://www.dmlcentral.net/blog/antero-garcia/multiliteracies-and-designing-learning-futures ]
multiliteracies  literacy  newliteracies  videogames  gaming  games  education  blogging  memes  fanfiction  books  toread  2007  socialmedia  roleplaying  rpg  mmog  mmorpg  culture  expression  research  colinlankshear  micheleknobel  from delicious
july 2011 by robertogreco
Weaponized Transhumans: Halo, Deus Ex, Crysis...
"We love games where we put on armor that gives us superhuman abilities. We become transhuman.<br />
<br />
What future is there for humanity when this kind of technology arrives? At what point we do we stop calling the shots? When the armor no longer needs us - what happens?…<br />
<br />
…thesis: games about future, transhuman warriors like the Master Chief make an argument about the role of humans in future society. Are we going to be the drivers we are today, or will we ride in the backseat, chaffeured and guided by AI?…<br />
<br />
In each of these universes, technologically augmented humans fight to determine the fate of our species. In some, these humans are deciders and actors. In others, they're equipment, slaves to their machines. Let's look at each in turn, and see what they have to say about what will happen to humans once we start altering ourselves with technology."
gaming  via:adamgreenfield  halo  deusex  bioshock  warhammer  crysis  videogames  2011  transhumanism  society  humans  psychology  future  games  from delicious
july 2011 by robertogreco
Grey Area
"Grey Area changes the way games are understood as part of the life in the city. The Company was founded to create a breakthrough gaming experience using real world locations as the context for mobile games.

We see cities as playing fields, neighborhoods as front lines.

The core group comprises Mikko Hämäläinen, Andreas Karlsson, Teemu Tuulari and Ville Vesterinen with a network of world class investors and advisors. We are currently looking for more talent to join our team of 15. Regardless of where you reside, if you get games and just got interested, get in touch!"
games  gaming  greyarea  location  situationist  helsinki  urban  urbanism  play  iphone  ios  finland  shadowcities  from delicious
july 2011 by robertogreco
Shadow Cities, a New iPhone Video Game - Review - NYTimes.com
"I have played the future of mobile gaming. It is called Shadow Cities.

If you have an iPhone, you simply must try this game. Shadow Cities isn’t just the future of mobile gaming. It may actually be the most interesting, innovative, provocative and far-reaching video game in the world right now, on any system.

That’s a strong, perhaps outrageous, statement. But it’s merited because Shadow Cities delivers a radically fresh sort of engagement. Shadow Cities fully employs the abilities of the modern smartphone in the service of an entertainment experience that feels almost impossibly exciting and new."

"Until now games on phones and tablets have basically used those devices as small versions of traditional game machines; they did not allow you to play directly with other users in real time and they certainly took no note of where you were in the real world…

But in Shadow Cities the network and the real world it pervades become the game, which is so much more powerful."
iphone  ios  applications  shadowcities  via:adamgreenfield  situationist  place  games  gaming  toplay  2011  play  gps  location-based  location-aware  greyarea  from delicious
july 2011 by robertogreco
Badges - MozillaWiki
"Today's learning happens everywhere, not just in the classroom. But it's often difficult to get credit for it.<br />
Mozilla and Peer 2 Peer University are working to solve this problem by developing an Open Badges infrastructure.  <br />
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. <br />
<br />
And provide an easy way for learners tomanage and display those badges across the web -- on their personal web site or resume, social networking profiles, job sites or just about anywhere.<br />
<br />
The result: Open Badges will help learners everywhere unlock career and educational opportunities, and regonize skills that traditional resumes and transcripts often leave out."
education  learning  technology  games  online  gaming  gamification  badges  opensource  openbadges  recognition  achievement  credentials  skills  via:monikahardy  from delicious
july 2011 by robertogreco
Post by Robin Sloan: Thursday question 001: What's the future of offline role-playing games?
"had a fun Twitter back-and-forth…about Dungeons & Dragons…made me think about a few things:

* Board games like HeroQuest, which offered a sort of stripped-down D&D experience, played across a reconfigurable plastic-and-cardboard labyrinth.

* The fact that my friend +Robert Lavolette seems to enjoy the sourcebooks (detailing various monsters, locales, & lost civilizations) more than the games themselves.

* +Matt Penniman's love of new-school indie RPGs, many of which sport radically reduced rule sets—you can play some w/ just index cards.

So: What's the future of offline role-playing games?

Is the rise of a game like Settlers of Catan a sign that the mainstream is ready for nerdier fare? If there was going to be a breakout RPG (one played in person, around a table) what would it be? Do you have a dream RPG?

I'm interested to hear from folks who haven't played RPGs—who know them by reputation, or who have always been curious…"
robinsloan  games  rpg  arg  gaming  offline  play  cyoa  2011  settlersofcatan  larp  books  werewolf  mafia  interactive  fiction  if  interactivefiction  from delicious
july 2011 by robertogreco
Maybe Al Gore Should Play a Video Game
"a couple of weeks ago, former Vice President Al Gore keynoted the Games For Change conference—a conference about the potential for video games to improve society—and confessed in that keynote that he hadn't played a video game in earnest since Pong."<br />
<br />
"I'm struck, however, by the emergence of this new group: the non-gamer gaming defenders. Where will they lead and mis-lead games? Where will the vice presidents who don't play games bring the medium? How will the Supreme Court justices who see games as marginally different than Choose Your Own Adventures books speak to gaming's greatness?<br />
<br />
What will we do when the people who pay close attention notice there are things unsavory about video games, while the people who don't play, keep on telling us how wonderful games are?"
videogames  algore  antoninscalia  advocacy  experience  gaming  games  supremecourt  2011  via:melaniemcbride  from delicious
july 2011 by robertogreco
PLAYBACK: Games Have Changed the World ... Can the World Change Games to Save Itself? | Spotlight on Digital Media and Learning
"Al Gore declares games “the new normal” and other news from Games for Change; “Portal 2” to allow educators to match game to lesson plans; “Virulent” launches at Games+Learning+Society conference; “Vanished” concludes two-month sci-fi mystery; more colleges add gaming curriculums; interview with a 22-year-old college grad on the future of gaming."
games  gaming  worldchanging  seriousgames  learning  problemsolving  via:preoccupations  edtech  socialentrepreneurship  from delicious
july 2011 by robertogreco
Video games for Xbox and Playstation : The New Yorker
"The second thing I learned about video games is that they are long…not like watching one ninety-minute movie…like watching one whole season of a TV show…in a state of staring, jaw-clenched concentration…<br />
<br />
On the other hand, the games can be beautiful."<br />
<br />
"The good thing about Halo 3: ODST is…I don’t know. If I was fonder of 1970s cast-concrete architecture, I’m sure I would have enjoyed the experience more…game seemed to me to be both desolate & repetitive, w/ incomprehensible Biblical & race-war undermeanings."<br />
<br />
"…best time I had w/ Uncharted 2 was while eating a submarine sandwich & watching the making-of videos that came w/ the game disk, fantasizing about what it would be like to work for Naughty Dog as a late-afternoon-lighting designer or a stony-ledge-placement specialist. These people know how to have fun."<br />
<br />
"This list…made w/ my son’s help. He reads video-game Web sites & listens every week…Giant Bombcast…like “Car Talk” but with 4 vastly knowledgeable gamers."
videogames  gaming  games  nicholsonbaker  reviews  gamedesign  2010  from delicious
july 2011 by robertogreco
Paris Review - The Art of Fiction No. 211, William Gibson
"“I was walking around Vancouver, aware of that need, and I remember walking past a video arcade, which was a new sort of business at that time, and seeing kids playing those old-fashioned console-style plywood video games. The games had a very primitive graphic representation of space and perspective. Some of them didn’t even have perspective but were yearning toward perspective and dimensionality. Even in this very primitive form, the kids who were playing them were so physically involved, it seemed to me that what they wanted was to be inside the games, within the notional space of the machine. The real world had disappeared for them—it had completely lost its importance. They were in that notional space, and the machine in front of them was the brave new world…"

"When I’m writing a book I get up at seven. I check my e-mail and do Internet ablutions, as we do these days. I have a cup of coffee. Three days a week, I go to Pilates and am back by ten or eleven. Then I sit down and try to write. If absolutely nothing is happening, I’ll give myself permission to mow the lawn. But, generally, just sitting down and really trying is enough to get it started. I break for lunch, come back, and do it some more. And then, usually, a nap. Naps are essential to my process. Not dreams, but that state adjacent to sleep, the mind on waking."
writing  literature  fiction  williamgibson  cyberspace  parisreview  interviews  neologisms  videogames  arcades  gaming  exquisitecorpse  from delicious
june 2011 by robertogreco
undef | receipt-racer
"RECEIPT RACER: a microproject by undef and Joshua Noble<br />
<br />
The receipt racer combines different in and output devices into a complete game. It was made during the "Let's feed the future workshop", organized by creativeapplications.net as a part of the OFFF Festival in Barcelona on June 8th 2011. <br />
<br />
The game is played on a receipt printer, a common device you can see at every convenient store. It prints those papers you usually find crumbled up in your pockets, just to throw them away. It is a thermal printer using heat to darken the paper. This eliminates any slowdowns in printing lots of black. A roll can be ordered online and costs around 80 cents."
design  art  games  humor  videogames  papernet  make  receiptracer  gaming  from delicious
june 2011 by robertogreco
Create Flash Games with Stencyl
"Welcome to StencylWorks, 2D game creation done right. StencylWorks isn't your average game creation software; it's a gorgeous, intuitive toolset that integrates seamlessly with the Stencyl ecosystem.<br />
Exclusive collaboration and sharing features will have you making Flash games in a flash. For free."
games  software  tools  online  design  gamedesign  scratch  glvo  edg  srg  classideas  tcsnmy  coding  gaming  diy  stencyl  kongregate  facebook  mac  osx  windows  flash  from delicious
june 2011 by robertogreco
GRAND THEFT AUTO IV - Map: Liberty City
"Plunge into the boroughs of Liberty City from the safety of your own chair."
architecture  games  maps  mapping  gaming  libertycity  googlemaps  gta  from delicious
june 2011 by robertogreco
How I Failed, Failed, and Finally Succeeded at Learning How to Code - Technology - The Atlantic
"Kids are naturally curious. They love blank slates: a sandbox, a bag of LEGOs. Once you show them a little of what the machine can do they'll clamor for more. They'll want to know how to make that circle a little smaller or how to make that song go a little faster. They'll imagine a game in their head and then relentlessly fight to build it.
Along the way, of course, they'll start to pick up all the concepts you wanted to teach them in the first place. And those concepts will stick because they learned them not in a vacuum, but in the service of a problem they were itching to solve.

Project Euler, named for the Swiss mathematician Leonhard Euler, is popular (more than 150,000 users have submitted 2,630,835 solutions) precisely because Colin Hughes…crafted problems that lots of people get the itch to solve. And it's an effective teacher because those problems are arranged like the programs in the ORIC-1's manual, in what Hughes calls an "inductive chain":"
education  learning  teaching  history  howto  coding  programming  curiosity  sandboxes  lego  blankslates  projecteuler  problemsolving  math  mathematics  themathematician'slament  paullockhart  curriculum  collegeboard  testing  rote  rotelearning  criticalthinking  jamessomers  colinhughes  basic  games  gaming  play  tcsnmy  unschooling  deschooling  pedagogy 
june 2011 by robertogreco
The Non-Expert: IKEA by Matthew Baldwin - The Morning News
"Question: Hey Nonexpert, my girlfriend drags me to IKEA almost every weekend and it’s driving me crazy. What should I tell her? –Brent Flagg<br />
Answer: There is no known treatment for IKEA addiction. The best you can do is learn to survive…

IKEA WALKTHROUGH v2.3.1…

IKEA is a fully immersive, 3D environmental adventure that allows you to role-play the character of someone who gives a shit about home furnishings. In traversing IKEA, you will experience a meticulously detailed alternate reality filled with garish colors, clear-lacquered birch veneer, and a host of NON-PLAYER CHARACTERS (NPCs) with the glazed looks of the recently anesthetized."
ikea  walkthrough  videogames  gaming  humor  games  survival  2004  themorningnews  from delicious
may 2011 by robertogreco
The seduction secrets of video game designers | Technology | The Observer
"So games aren't just about wasting time. They fulfil intrinsic human needs, whether we are conscious of it or not. "That loop of agency, learning and disproportionate feedback is at the heart of something very important," says Margaret Robertson. She thinks for a second before pointedly adding: "And very, very seductive.""
education  learning  design  technology  gaming  videogames  play  games  human  psychology  from delicious
may 2011 by robertogreco
melaniemcbride.net » Melanie McBride
"Toronto-based early adopter, educator & digital culture specialist who writes, teaches & researches emergent literacies & learning. In 2010, Melanie joined Ryerson University’s Experiential Design & Gaming Environments (EDGE) lab team, where she is currently researching & writing about children’s learning in gaming environments and virtual social spaces. Melanie is also at work on a book about digital literacies and the hidden curriculum of emergent learning & education. Melanie has taught secondary, post-secondary, industry, alternative, at-risk & adult education. When she is not writing and researching she can be found raiding in World of Warcraft or tending her crops in Minecraft."

"Research Interests: Social justice, situated informal learning, gaming/game culture, MMOs and multiplayer games, virtual and persistent worlds, transmedia, remix and maker culture, Open technology, Open education, critical pedagogy, critical theory, hidden and null curriculum, privacy"
games  education  melaniemcbride  toronto  teaching  learning  gaming  play  situationist  situatedlearning  criticalpedagogy  criticaleducation  open  opentechnology  informallearning  transmedia  mmo  wow  unschooling  deschooling  lcproject  tcsnmy  situatedinformallearning  socialjustice  criticaltheory  privacy  simulations  digitalliteracy  emergentcurriculum  emergentlearning  hiddencurriculum  minecraft  from delicious
may 2011 by robertogreco
Gamification: Ditching reality for a game isn't as fun as it sounds. - By Heather Chaplin - Slate Magazine
"McGonigal…not advocating any kind of real change, as she purports, but rather change in perception…wants to add gamelike layer to world to simulate these feelings of satisfaction, which indeed people want. What she misses is that there are legitimate reasons why people feel they’re achieving less. These include the boring literal truths of jobs shipped overseas, stagnant wages, & a taxation system that benefits the rich & hurts middle class & 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 w/ drugs so they don’t notice how miserable they are? You could argue that peasants in Middle Ages were happy imagining that the more their lives sucked here on earth the faster they’d make it into heaven. I think they’d have been better off w/ enough to eat & some health care. Indeed, gamification is an allegedly populist idea that actually benefits corporate interests over those of ordinary people."
society  games  psychology  gamification  gaming  janemcgonigal  social  socialism  capitalism  populism  motivation  drugs  middleages  reality  play  from delicious
may 2011 by robertogreco
The purpose of gamification - O'Reilly Radar [Quotes from a comment left by Kathy Sierra. The bookmark points to that comment.]
"Many of us find gamification not offensive to game *developers* but an insult to Actual Games. And, for some of us, an insult to actual people who are the targets of gamification efforts. Not denying that they can often *work* given that slot machines work, quite well, by employing many of the same underlying principles.

If gamification were merely *not that useful* from a long-term, sustainability perspective, many of us would not care. But it risks de-valuing some of the very thing we-society, educators, developers, designers, etc. -- actually care about. In the wrong context, gamification can cause a short-term sugar rush of engagement followed by a crash from which a company's "brand" may not fully recover. Not if they ever care to have sustained engagement based on ACTUAL value…

…read every word of Dan Pink's Drive…[and] for a REAL understanding of the difference between shallow and deep engagement, read "FLOW""
gamification  gaming  kathysierra  via:preoccupations  gabezicherman  motivation  danielpink  flow  sustainability  killmenow  mihalycsikszentmihalyi  intrinsicmotivation  extrinsicmotivation  falsepromises  dangeroustrends  2011  from delicious
may 2011 by robertogreco
The Pursuit of Perfection | Mssv
"The reason why the new American Dream is so chilling is because imposes practically unachievable goals and ultimately destructive desires upon us all (I’m including the entire rich world here). It distracts us from examining our own lives and deciding what we want ourselves in favour of buying more and more stuff.

Gamification holds out the promise of achieving those goals. It tells us 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.

I’m sure that many games that seek to improve our lives and the world will work, to an extent. But many will not, whether through poor design or badly-constructed goals. 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."
simulations  games  gaming  arg  janemcgonigal  adrianhon  2011  consumerism  gamification  criticism  life  play  meaning  value  unexaminedlife  reflection  goals  motivation  reality  from delicious
april 2011 by robertogreco
Papa Sangre
"You are lost, deep in the darkness of the land of the dead. Your eyes are useless to you here — but your ears are filled with sound. And what is it you can hear…?<br />
All you know is someone is in grave danger & desperately needs your help. Can you save them and make your escape or will you be trapped in the blackness forever?<br />
You’re in Papa Sangre’s palace. His palace is in an afterlife that takes the form of a malevolent, unpredictable carnival: imagine a Mexican graveyard on the Day of the Dead — with the lights off. You’re the piñata for a host of partying monsters. They probably look a lot worse than they sound. You should count yourself lucky it’s too dark to see them.<br />
Get out. Save the one you love. Do the right thing.<br />
♦<br />
Papa Sangre is a video game with no video. It’s a first-person thriller, done entirely in audio by an award-winning team of game designers, musicians, sound designers & developers."
iphone  games  audio  ios  papasangre  díadelosmuertos  dayofthedead  gaming  senses  noticing  from delicious
march 2011 by robertogreco
Metagames: Games About Games - Waxy.org
"Over the last few years, I've been collecting examples of metagames — not the strategy of metagaming, but playable games about videogames. Most of these, like Desert Bus or Quest for the Crown, are one-joke games for a quick laugh. Others, like Cow Clicker and Upgrade Complete, are playable critiques of game mechanics. Some are even (gasp!) fun.<br />
<br />
Since I couldn't find an exhaustive list (this TV Tropes guide to "Deconstruction Games" is the closest), I thought I'd try to pull one together along with some gameplay videos.<br />
<br />
This is just a starting point, please post your additions in the comments or email me and I'll add them in. Note: I've tried to stay away from specific game parodies (like Pong Kombat or Pyst), and stick to games that comment on game design, mechanics, or culture."
gaming  games  videogames  art  meta  metagames  from delicious
february 2011 by robertogreco
Why Marketing is Bullshit
"What does it have to do with Marketing? Well the thing is that this kind of success is completely unattainable by any market research techniques. There is NOTHING any Maketing person could have done to create or even predict this. Even if they had a hunch, they would have send out questionnaires and made focus group test to see how much Call of Duty players enjoy philosophy. How much do the target groups for Call of Duty and philosophy overlap?<br />
<br />
Clue train: they don’t! Because target groups are idiotic constructs that utterly fail at describing people. The reason why the Seananners channel works is because it is honest and genuine. Because it doesn’t treat the audience like vending machines. It doesn’t look for the right buttons to press. It treats them like real people. And real people are almost infinitely flexible. Real people can appreciate sick Call of Duty skills and casual philosophy at the same time."
marketing  targetgroups  flexibility  people  society  games  gaming  videogames  honesty  authenticity  from delicious
january 2011 by robertogreco
notgames — Darkgame
"Darkgame is a sensory deprivation computer game by Eddo Stern currently in development. The game plays on physical manipulation of the player’s senses as the central focus of game strategy. The immersive gameplay is based upon the experience of communication and conflict under stress of sensory deprivation and sense isolation. During the game you are equipped with custom made head gear, applying different sensations to your head as you are navigating the virtual world interacting with other players over the internet."
darkgame  senses  sensorydeprivation  videogames  games  gaming  isolation  from delicious
january 2011 by robertogreco
When cute graphics mask evil games - Den of Geek
"Animal Crossing’s society of doe-eyed, sweet-talking creatures masks the game’s horrifying agenda. It’s actually a simulation of capitalist oppression, first saddling the player with a crippling mortgage that grows as fast as they can pay it off, before luring them into a materialistic treadmill of drudgery and spending.<br />
Before you know it, you’re in thrall to Tom Nook, the apparently benign shop owner who rules the state of Animal Crossing with an iron fist. As the game goes on, Nook’s megalomania grows, his initially tiny shop gradually increasing in size until it’s become a sprawling department store. At the same time, your home gradually swells from a tiny hovel to a palace, allowing you to fill your life with an ever greater accumulation of furniture, trinkets and other pointless tat." [Also takes on Viva Piñata, Pimkin, Pokémon, and others.]
videogames  gaming  kawai  play  capitalism  animalcrossing  vivapiñata  pokemon  from delicious
january 2011 by robertogreco
Gamasutra - Features - The Era Of Behaving Playfully
"Playing is behaving. From childhood experimentation & role-play to the competitive simulations of adults, it's impossible to separate even the most abstract forms of play from human expression. Yet video game design is dominated by the perceived need for win conditions.

If an interaction can't be parsed into passing or failing it can't be counted as fun. Without the threat of failure there is no fun. Yet, it's not victory that drives the invented play of kids on a playground, nor friends laughing over an inside joke.

Video games built around behavior aren't often given the same attention more competitively oriented games are, but they're no less important a part of the industry.

Games like The Sims 3, Heavy Rain, Nintendogs, Façade, Animal Crossing, & Harvest Moon are all made for the pleasures of expression. These are games played for their creative experiences more than their victory conditions."

[See also the Comment from Bart Stewart.]
videogames  gaming  play  gamedesign  roleplaying  simulations  invention  inventiveplay  animalcrossing  thesims  harvestmoon  nintendogs  creativity  games  from delicious
january 2011 by robertogreco
Gamasutra - Features - The Era Of Behaving Playfully
"In the same way that Call of Duty games only work when you're moving forward and trying to complete the objectives, Façade worked surprisingly well when you acclimated to its limitations and learned to play within them."
storytelling  videogames  narrative  play  gamedesign  gaming  from delicious
january 2011 by robertogreco
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