Timeless on Vimeo
february 2012 by robertogreco
"The digital settles in as background. We remember less and query more. Our identity play would be considered schizophrenic in the last century. We have more friends than ever before yet know new frontiers of isolation. The quantification of our experience haunts us in the form of a persistent history. And we are distracted more than we ever knew possible. These circumstances are paradoxically a description of the near future and a diagnosis of the current state of affairs. The truly timeless is redefined – it has transcended that which is classic; it has become that which is never finished."
timlessness
future
2012
experience
quantification
isolation
persistenthistory
robversteeg
angeliquespaninks
karencifarelli
ks12
patriziakommerell
gabrialshalom
maryflanagan
tobybarnes
vivianvangaal
elskevanderputten
markuskayser
jorienkemerink
peterkirn
rafaëlrozendaal
bernhardherrmann
technology
design
brucesterling
designfiction
february 2012 by robertogreco
Pasta&Vinegar » My (quick) notes from Playful10, London
september 2010 by robertogreco
"what's wrong w/ gameification: 1: games are not fun because they are games, they are fun because they are well designed! Sturgeon’s Law “90% of everything is crap” 2: rewards are not achievements, this is just bad psychology. Vendors who sell this have a Pavlovian model in mind. “it’s so 1940″ as Deterding said…exemplified by showing game on which there’s big button called “earn 1,000,000,000,000 $” you can click & win. Based on the reward model, this would be the best game. As described by Raph Koster, “fun in games arises from mastery”. 3: competition is not for everyone!
…problem is also that gameification has side-effects: creates unintended behavior, people game the system & it messes w/ implicit social norms.
When people take gameification too directly, they generally miss that games are about: fictions, make believe, talk, & freedom to play (”whoever plays plays freely, whoever must play cannot play!“). Playing = “as if” & playing is fun because of the autonomy."
games
gaming
motivation
sebastiandeterding
tommuller
paulbennun
naomialderman
tobybarnes
nicolasnova
hgwells
raphkoster
playful10
pavlov
bertrandduplat
competition
badges
psychology
autonomy
play
mastery
social
gamedesign
experience
gamification
from delicious
…problem is also that gameification has side-effects: creates unintended behavior, people game the system & it messes w/ implicit social norms.
When people take gameification too directly, they generally miss that games are about: fictions, make believe, talk, & freedom to play (”whoever plays plays freely, whoever must play cannot play!“). Playing = “as if” & playing is fun because of the autonomy."
september 2010 by robertogreco
related tags
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