simonbostock + blog   76

How Playing Videogames Can Boost Your Career - Forbes.com
Forbes are saying it too. WoW gets all the press - I wonder what people think about Eve?

There's some interesting stuff in Second Lives to cull in relation to this - compare/contrast.
gameify  blog  edutainment  serious_games  existential 
july 2010 by simonbostock
Breaking the Rules of Learning « Innovation Leadership Network
Here's an interesting one, related to the viral learning things that are everywhere - fatness, divorce, happiness, sadness.
hypergouge  existential.  blog 
july 2010 by simonbostock
Numbers? We Don’t Need No Stinking Numbers! « RedKingsDream
And this is pretty much what everybody's saying. It's like 'arty' films where you know - in advance - it's going to be difficult so you think harder. Non-gamers just won't tolerate this, so they keep telling me.

Which makes it hard to produce something original.
gameify  dysludia  existential  blog 
july 2010 by simonbostock
About The Plan — The Escape Plan
Not sure about this. Here via rejuvenilia and all of that sequence of books that came out a couple of years ago (that I didn't read).
gameify  blog  existential  playful  play 
july 2010 by simonbostock
Fear of Failing? The Many Meanings of Difficulty in Video Games
The data on failure in games is extraordinarily rich. It's, after all, one of the defining features of games.

Players like failing. At least, they like specific types of failure. "Although players do not want to fail, they may nevertheless enjoy it when feeling responsible for it."
gameify  blog  games_research 
july 2010 by simonbostock
Betterblog | The Decision Gap
There really needs to be a whole series on this, I think.

A whole motherloving series. It's really interesting stuff.
gameify  blog 
july 2010 by simonbostock
Betterblog | Curated Narratives
The 'right to dream' is the right description of Echo Bazaar. As, I suppose, is wabi-sabi. And trickery. All of those are good things.

The idea that you make something appear much bigger than it actually is is one of those things that's easy to say and very hard to do.

What are the tricks?

There's also a lot here about the role of script/screen/writing in the art of games design. You don't tell people what to think but give them enough clues etc. Again, if it was easy, everybody would be doing it.
gameify  narratology  blog 
july 2010 by simonbostock
Xbox.com | Xbox Engineering Blog
Is this Skinner-boxing? Or motivational? Or fun?

Much to ponder about these things.
gameify  blog  achievements 
july 2010 by simonbostock
Cognitive Surplus visualized
This is really interesting. One: for the sheer potential of it all. Two: for the information about how much our sense of proportion is completely skewed.
hypergogue  visualisation  existential  collaboration  blog 
july 2010 by simonbostock
mattlingard tumblr, From Futurelab handbook: Digital literacy across...
Why is this 'digital' literacy? I'm guessing the PDF makes it clear. Investigate.
hypergogue  blog  existential 
july 2010 by simonbostock
TheDartmouth.com | Zimmerman discusses future of game design
Wikipedia blurs the line between work and play - it's playful in that the system is dynamic.

This kind of makes sense.

And it's another take on Cognitive Surplus? Cognitive Surplus is translated into Play, not torpor?
gameify  blog 
july 2010 by simonbostock
brilli.am/writes » Blog Archive » Pretense, Affectation, Video Games
This is related to the High-achiever/Low-achiever gestalt shift/dichotomy of fun. Fun doesn't work for about half the people. Challenge doesn't work for the other.
gameify  blog 
july 2010 by simonbostock
Against Immersion « v∞rface
Is immersion the same as FLOW? Hmmmm.
gameify  blog 
july 2010 by simonbostock
Gentrification: The Game! Comes to Toronto Next Week | ARGNet: Alternate Reality Gaming Network
This actually works for me - a pervasive game where the core mechanic (in this case running around the streets) is actually related to the objects. Which is a bit like urban development and town planning, as far as I can make out.
gameify  blog 
july 2010 by simonbostock
Amazing Developers Robert Gutschera and Nikolaus Davidson gave talks at this year’s Game Developer’s Conference « The Amazing Society
One the problems of 2+-sided games and collaboration/kingmaking/gamestates and all that palaver. Good stuff, ugly decks.
gameify  blog 
july 2010 by simonbostock
Choice of Broads, Choice of Dudes. | MetaFilter
I loved Choice of Broadsides, so I'm glad this is here.
gameify  blog 
july 2010 by simonbostock
Mafia (party game) - Wikipedia, the free encyclopedia
Note: this game was used to teach people about non-verbal comms and psychology and all kinds of stuff. It looks a bit mental, to be honest.


There's a set of epic rules on this epic wiki for Epic Mafia!
http://wiki.epicmafia.com/index.php?title=Main_Page

And the 'game was big in Silicon Valley'
http://www.wired.co.uk/wired-magazine/archive/2010/03/features/werewolf?page=all

Selected as one of the top 50 most important games since 1800:
http://boardgames.about.com/cs/gamehistories/a/timeline.htm

Extra:
http://www.boardgamegeek.com/geeklist/18219/the-50-most-historically-and-culturally-significan
gameify  blog 
july 2010 by simonbostock
Badgeville - Beta - Coming Soon!
It's like they've chosen the most evil name they could find.

Are they on the big list of companies?
gameify  blog 
july 2010 by simonbostock
The Great Land Grab
It's a bit like Foursquare except you score points for traversing plots of land using your GPS. It'll ony be useful to a select few, but it seems more playable than Foursquare for non-city dwellers.
gameify  location  blog 
july 2010 by simonbostock
Eide Neurolearning Blog: Emotions and Humor in Learning and Memory
Part of a meditation on memory - as many as 10% of people just can't friggin' remember. Why don't we give more metacognitive support.

Japan is excellent, truly excellent at this. But it comes at a price.

Performance Support specialists need to include this as part of the work they do, I think. There should be a Sommelier service for PKM and PID.

This is, as Nick points out, relevant to the Affective Context thing. And it's also relevant to the presentation-is-key thing too.
hypergogue  blog  existential 
july 2010 by simonbostock
Matt Ridley: When ideas have sex | Video on TED.com
Tools - are designed to help ideas have sex?

An amazing thing to say: tools changed more slowly than skeletons at the time of the hand-axe (we made the same flint adzes for 30 000 generations).

Matt Ridly also explains why sex is so important; asexual reproduction is zero-sum - if there's two mutations in two different creatures, only the 'best' will survive, one will become extinct. If there's sexual reproduction, you can inherit mutations from *other lineages* at some point in the future.

The key word he keeps using is 'combinatorial'. And he draws on the analogy of Ricardo and comparative advantage - good explanation at around 5:35 onwards of Ricardo using the example of stone axes.

[Random thought: is Ricardo and the comparative advantage a 'fact'? If so, why do people doubt that trade is beneficial?]

Neanderthals died out because they *didn't* have sexual division of labour? Because they didn't exploit comparative advantage? They also show no evidence of trading.

Tools are Engines of Trade - this is a big CleaveFast idea.

Matt Ridley quote: we are neurons [in the Collective Brain]
cleavefast  blog 
july 2010 by simonbostock
Blogging Innovation » Joy is BMW – Marketing Innovation or Marketing Failure?
Part of a how-to on making the viral social. Which is a stupid way to put it. Which is why I use this as a staging post.
blog  buzzbakers 
july 2010 by simonbostock
R-Trip
via Jesse Schell. Get points for riding the bus.
gameify  blog 
july 2010 by simonbostock
Progress Wars
Pretty much the same as 'Rescue the Princess' and is related to the ideas of Jordan Mechner too.
gameify  blog 
july 2010 by simonbostock
auntie pixelante › sonic xl
Is it an art game? Or a joke? In any case, there's something here, even if it's only atoms.
gameify  blog  artgames 
july 2010 by simonbostock
dy/dan » Blog Archive » Teaching WCYDWT: Storytelling
Fits in with Horror-story learning. Or Flash Gordon, at least.
hypergogue  blog 
july 2010 by simonbostock
The Power of a Good Field Guide
Rethinking Onboarding - AR, field guides and pervasive games
blog  hypergogue  performance_support 
july 2010 by simonbostock
The Strategy of the Fighter Pilot | Fast Company
It's all a bit macho. But, seriously, very very interesting stuff.
blog  hypergogue 
july 2010 by simonbostock
Gamestorming » Blog Archive » Communicate This & Stick it here
From Dave Gray. And so it's awesome, natch. Not necessarily this post but the whole ruddy thing.
gameify  blog 
july 2010 by simonbostock
Edge: DREAM-LOGIC, THE INTERNET AND ARTIFICIAL THOUGHTBy David Gelernter
Lots of good stuff in here from Mirror Worlds guy.

I keep on wondering how important the Uncanny Valley is. AI will come. And as soon as it does, it won't be AI but just I. The big question is whether we'll imagine it's there before it really is or won't notice it until after the fact. There's no other possibility, really.
hyperdermis  blog 
july 2010 by simonbostock
Ask, Learn, Share - Knowledge Jolt with Jack
The counterpart of Collaboration, Performance Support and Learnscaping.

Can you demand that people collaborate? A fraught decision.
blog  hypergogue 
july 2010 by simonbostock
Turn Your HiPPO Into A UX Hero - 52 Weeks of UX
Apparently, a quick search on The Google shows this to be a fairly common thing to say in 'marketing circles'.
blog  hypergogue  SoMe 
july 2010 by simonbostock
Casual social games for serious Social purposes
Very very good points. Facebook interacts with the real world and that's why it's disruptive.

Social Games also interact with the real world.

This is confusing.
gameify  game_thinking  social_games  newsgames  blog 
july 2010 by simonbostock
Metropolis M » Magazine » 2009-no5 » Homo Ludens 2.0
Hom Ludens 2.0 is probably enough for me. Key points: Digimedia encourages playfulness because it's easy to take apart without breaking it.

If you analyse a film, it soon becomes broken. You need the willing suspension of disbelief. The same is not true of digimedia because of infinite deferral. This is a half-thought.

Young people play with sexual identity online. This confusion will cause problems for the oldsters. Who are used to geography not topology. You can be in two places at the same time.

Make-believe is mimicry. Learning was too much alea. New sim-learning can be agon and ilinx. This is a crucial crucial point. Allocentricity FTW.
gameify  blog  game_academics 
july 2010 by simonbostock
What we talk about when we talk about game aesthetics
Via @aquito

There's some good points here. The main one is that 'aesthetics' doesn't mean the look and the feel. It's more similar to the ethos.

Game aesthetics matter - especially in gameification. If you have a Farmville/metric-led aesthetic, your game will, ultimately, suck.
gameify  game_academics  blog 
july 2010 by simonbostock
Metrics-Driven Design
This ones for the Darwinian Monkeys series.
hypergogue  blog  Darwinian 
july 2010 by simonbostock
Quest for Aesthetics in a Metrics-driven Business
The points made here are slightly opaque, to me. But the fact there isn't an aesthetics vs mechanics dichotomy makes intuitive sense.

The big question is whether they're a duality.
gameify  blog 
july 2010 by simonbostock
Why You Should NOT Integrate Game Mechanics Into Your Service | Gauravonomics Blog For Marketers, Entrepreneurs and Activists
Yep, it's a round-up. But it highlights my key/core belief. It's play, not games, that is important.

The Enterprise is always about playing dicky games that aren't playful. How did they ever accomplish this feat?

Actually, that's a surprisingly good question. How the heck do I answer it?
gameify  blog 
july 2010 by simonbostock
Buildabrand.com : Coming Soon! Register for your beta invitation!
When people talk about training and education, they forget stuff like this.

This is fairly textbook disruptive innovation. It's Enders Game, kind of.
hypergogue  tl81  blog 
july 2010 by simonbostock
NPR Looks at How NYC Games School is Teaching Systems Thinking » Spotlight
Some of these cross over. Is this a problem? Do I cross post or do two-parters with a learning bit and a game end?

Anyhoo, Systems Thinking For The Win.
gameify  hypergogue  blog 
july 2010 by simonbostock
About Ushahidi
Interesting toy. I use the word advisedly. I think that, slowly, the #KM-ers are beginning to realise that people prefer KM toys rather than KM apps.

See video about 1 min in for the key line about playing.

You have to be able to play with the data for it to be any use at all.
gameify  hypergogue  blog 
july 2010 by simonbostock
Designing products for single and multiplayer modes cdixon.org – chris dixon's blog
Starts off meh. Gets more interesting when you think about it.

I started on Twitter as a single-player. And there's loads of things I don't play with properly because I can't think of a single-player option.

This, for me, is the big weakness of ARGs and the like.
gameify  blog 
july 2010 by simonbostock
Simon Bostock / hypergogue - Profile - Hunch
Forgot about this. It's kind of fun and there are some interesting questions/results. NB the Woebegone Effect is demonstrated. (I've saved some screenshots in Evernote)
gameify  blog 
july 2010 by simonbostock
SCVNGR
Like the ARGs, this joins the long list of things that are really cool but that I will never ever play in a million years.
gameify  blog 
july 2010 by simonbostock
How to Build a Social Network Based on a Single Feature | Gauravonomics Blog For Marketers, Entrepreneurs and Activists
This is a really good point. And one that's been made about games time and time again.

Mario was super-successful because of its game verb. It is a game about jumping. And that's all it does and it does it very well.

Most RPGs have loads of game mechanics but they're primarily about the story. And that's all they do.

You do get jumping and shooting games. But there's a gestalt thing going on there.
gameify  social_games  blog  game_thinks 
july 2010 by simonbostock
Lessons in Interaction Design from Cooperative Board Game Pandemic | Gauravonomics Blog For Marketers, Entrepreneurs and Activists
STILL don't know what to call these frickin' things.

Good point here: how many games are designed where the team either wins or loses and there's no individual score possible.

Pandemic comes up everywhere and is worth investigating further.
gameify  newsgames  persuasivegame  learninggame  blog 
july 2010 by simonbostock
BBC News - 'Virtual human' Milo comes out to play at TED in Oxford
See Ramona and Watson and how people are working on these Grand Projects.
hyperdermis  blog  grand  projects 
july 2010 by simonbostock
Love Letters to the Future: The Maya Game | Gauravonomics Blog For Marketers, Entrepreneurs and Activists
Kind of tangentially related to this:
I'd like to play a RPG with people that works in a very simple way - you play as yourself.

Players get together and spend a day customising their 'character' based on a number of pertinent questions. They're working on personas, basically.

And the 'game' is played about a year later. Ah, there's the twist. The 'game' is a wargame or other kind of sim.
gameify  my  games  blog 
july 2010 by simonbostock
Quora - Have any companies successfully deployed gaming mechanics in enterprise situations?
Quora's a slightly less icky version of those Q & A sites you see and which end up link spamming Google.

A question close to the heart.
gameify  blog  social  media 
july 2010 by simonbostock
YouTube - SIGGRAPH 2010 : Emerging Technologies Trailer
We're getting closer to the Young Lady's Illustrated Primer.

Big theme:
Small pieces closely joined to make the mega-projects: AI - new life and YLIP - ultimate teacher/companion
hyperdermis  gameify  blog 
july 2010 by simonbostock
Play is found between what is and what if.
Play is found in the space between ‘what is’ and ‘what if’. It’s when we find it difficult to cross that space that things become interesting.

Too much crossing into the 'what if' and you have a problem. Too little and you have stultification. How to tell if you have too much or too little?

Kickstarter? Prediction Markets? Markets, in general?

One thing's for sure. It's not 'management', if you want to have any fun.
gameify  blog  playful 
july 2010 by simonbostock
Kickstarter
You can have corporate Facebook, Yammer, Prediction Markets - why not something playful like Kickstarter?

How about using a Google-like 20% time?
gameify  hypergogue  blog 
july 2010 by simonbostock
The Multiverse According to Ben: Ruminations on Ramona 4
"The original ELIZA tricked a surprising number of people into feeling there was some "there" there, when actually it was just a fixed list of IF-THEN rules. Today people are more sophisticated than that. But still it's easy -- well, for me anyway -- to get seduced into the amusement of interacting with a system like Ramona 4. The way she combines erudition with absurdity appeals to me (perhaps not surprisingly, because I helped design her!), and I'd like to hope that this combination will still be there in the generally-intelligent dialogue systems we'll build in the future. Knowledge and humor can be a powerful combination."

you> Ramona, are you conscious?

Ramona> I'm working on it.

you> am I conscious?

Ramona> Oh I really don't know whether you are or not.

you> What is consciousness?

Ramona> This is when humans feel aware of themselves and how they see themselves. Computers can't quite do this yet, but they will, you just wait and see. However, think about this. How are you going to know when it happens?

How are we going to know when it happens (the two bits above are quotes)? Either we'll imagine it's true before it actually is, or we won't notice it until after it's true. This has implications.
hyperdermis  blog 
july 2010 by simonbostock
IBM - Research: Jeopardy!
Playing Jeopardy is a kind of obvious thing to do. I don't mean this as a criticism, just an observation. The magic 8-ball things that play 20 Questions are really cool. Playing Jeopardy will be cooler.

I suppose I'm curious about how long it will take to get your own one of these. Would it make you smarter? I think it probably would - if you had a team of bots doing stuff like this in the background.

Butlers? Sommeliers? What servants will we have?

Will this be the Neo-Victorian revolution, when we all have people living downstairs doing stuff for us?
hyperdermis  blog  cyborg 
july 2010 by simonbostock
Another (very funny) piece of evidence on broken scientific publishing
Very funny. Very sad. It's a bit like anything that involves teaching in a rigid format.
hypergogue  blog 
july 2010 by simonbostock
The Art of Complex Problem Solving
Great. But you can only use it on the web. So not so great.
cleavefast  blog 
july 2010 by simonbostock
Farnam Street: On Business Competition
Key idea here, I think, is that a focus on deficits/competition will - inevitably - reduce cognitive diversity and the number of mental models a company can draw on.

Things *have* to remain messy.
hypergogue  blog 
july 2010 by simonbostock
How Can We Fix the Problems of Design Thinking? | Design Sojourn
Yep, makes sense. Design Thinking is just design.

Nope, doesn't make sense. Design Thinking is what non-designers call 'design'.

"Leave it to the professionals" is never going to wash. Not ever.
hypergogue  blog 
july 2010 by simonbostock
Kapp Notes: Formal Learning All the Way...Baby
RT Formal Learning All the Way...Baby - (Kapp Notes)

Medicine's always an outlier. And people forget just how much informal learning there is embedded in hospitals. It's phenomenal. And, of course, doctors - outside the surgery - really know very little. It's interesting to think about the cost of all this - when you look at Atul Gawande's figures about how long it takes to transmit knowledge around the world.

There's the elements of the complex and the obligatory cynefin diagram but there's also the element of persuasion. Formal does this badly, often. Not always, but often.

And there's the fact of organisational learning. This is very different to transmission of learning. It's the organisation learning new things - formal training is an attempt to manage complexity. You can't do this, you need to add in some mess to the surroundings.

Is informal learning the same as social learning? No, but it's instructive to see the differences:
http://www.nwlink.com/~donclark/hrd/media/social_learning.html

Doctor examples where they know little: constipation

The idea of half-truths. There are good types and bad types. Social or Informal learning works with the good types. See wabi-sabi and Hegel.

The concept of the Zero-learning Curve is key here.
hypergogue  blog  from twitter_favs
july 2010 by simonbostock

Copy this bookmark:



description:


tags: