simonbostock + gameify + blog 47
How Playing Videogames Can Boost Your Career - Forbes.com
july 2010 by simonbostock
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
There's some interesting stuff in Second Lives to cull in relation to this - compare/contrast.
july 2010 by simonbostock
Travian - browsergame - Romans, Gauls & Teutons
july 2010 by simonbostock
Compare with Nethernet, Stumbleupon, I suppose.
gameify
browsing_game
blog
july 2010 by simonbostock
Numbers? We Don’t Need No Stinking Numbers! « RedKingsDream
july 2010 by simonbostock
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
Which makes it hard to produce something original.
july 2010 by simonbostock
About The Plan — The Escape Plan
july 2010 by simonbostock
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
july 2010 by simonbostock
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
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."
july 2010 by simonbostock
Video Game Designer Forces Children to Play Mini Game for Lunch Money - Underneath Politics
july 2010 by simonbostock
Game mechs and gameification - what a headline.
gameify
blog
post
july 2010 by simonbostock
Betterblog | The Decision Gap
july 2010 by simonbostock
There really needs to be a whole series on this, I think.
A whole motherloving series. It's really interesting stuff.
gameify
blog
A whole motherloving series. It's really interesting stuff.
july 2010 by simonbostock
Betterblog | Curated Narratives
july 2010 by simonbostock
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
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.
july 2010 by simonbostock
Xbox.com | Xbox Engineering Blog
july 2010 by simonbostock
Is this Skinner-boxing? Or motivational? Or fun?
Much to ponder about these things.
gameify
blog
achievements
Much to ponder about these things.
july 2010 by simonbostock
TheDartmouth.com | Zimmerman discusses future of game design
july 2010 by simonbostock
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
This kind of makes sense.
And it's another take on Cognitive Surplus? Cognitive Surplus is translated into Play, not torpor?
july 2010 by simonbostock
brilli.am/writes » Blog Archive » Pretense, Affectation, Video Games
july 2010 by simonbostock
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
july 2010 by simonbostock
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
july 2010 by simonbostock
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
july 2010 by simonbostock
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
july 2010 by simonbostock
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
july 2010 by simonbostock
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
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
july 2010 by simonbostock
Badgeville - Beta - Coming Soon!
july 2010 by simonbostock
It's like they've chosen the most evil name they could find.
Are they on the big list of companies?
gameify
blog
Are they on the big list of companies?
july 2010 by simonbostock
5 Reasons Why You Shouldn’t Just Add Badges To Any Old Game or Website
july 2010 by simonbostock
Sensible list. Everybody will ignore it.
gameify
blog
badgification
july 2010 by simonbostock
The Great Land Grab
july 2010 by simonbostock
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
Progress Wars
july 2010 by simonbostock
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
july 2010 by simonbostock
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
The Play Ethic: Lifestyle Nazis, Beckett Meets Tetris & Rules Are Crystals In Your Pocket: PK @ Wonderlab, Day 2, PM
july 2010 by simonbostock
Finite and Infinite Games? I've lost this reference.
gameify
blog
july 2010 by simonbostock
EVO Media’s Geoff Nuval Talks About the New DevHub, Adding Fun to Business, and the Future of Gamification | Xconomy
july 2010 by simonbostock
This is actually interesting.One to test out over the weekend.
blog
gameify
july 2010 by simonbostock
Gamestorming » Blog Archive » Communicate This & Stick it here
july 2010 by simonbostock
From Dave Gray. And so it's awesome, natch. Not necessarily this post but the whole ruddy thing.
gameify
blog
july 2010 by simonbostock
Casual social games for serious Social purposes
july 2010 by simonbostock
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
Social Games also interact with the real world.
This is confusing.
july 2010 by simonbostock
Metropolis M » Magazine » 2009-no5 » Homo Ludens 2.0
july 2010 by simonbostock
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
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.
july 2010 by simonbostock
What we talk about when we talk about game aesthetics
july 2010 by simonbostock
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
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.
july 2010 by simonbostock
Quest for Aesthetics in a Metrics-driven Business
july 2010 by simonbostock
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
The big question is whether they're a duality.
july 2010 by simonbostock
Why You Should NOT Integrate Game Mechanics Into Your Service | Gauravonomics Blog For Marketers, Entrepreneurs and Activists
july 2010 by simonbostock
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
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?
july 2010 by simonbostock
Social Game Design » Blog Archive » Neuroplasticity, Social Games and Marketing
july 2010 by simonbostock
Oh man. It's him again. But this is interesting.
gameify
blog
july 2010 by simonbostock
NPR Looks at How NYC Games School is Teaching Systems Thinking » Spotlight
july 2010 by simonbostock
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
Anyhoo, Systems Thinking For The Win.
july 2010 by simonbostock
About Ushahidi
july 2010 by simonbostock
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
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.
july 2010 by simonbostock
Designing products for single and multiplayer modes cdixon.org – chris dixon's blog
july 2010 by simonbostock
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
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.
july 2010 by simonbostock
Simon Bostock / hypergogue - Profile - Hunch
july 2010 by simonbostock
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
Is Game Mechanics Enough to Create Meaningful Social Games? | Gauravonomics Blog For Marketers, Entrepreneurs and Activists
july 2010 by simonbostock
Add this to 'problems with points' and see Goodhart's Law.
gameify
blog
july 2010 by simonbostock
SCVNGR
july 2010 by simonbostock
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
july 2010 by simonbostock
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
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.
july 2010 by simonbostock
Lessons in Interaction Design from Cooperative Board Game Pandemic | Gauravonomics Blog For Marketers, Entrepreneurs and Activists
july 2010 by simonbostock
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
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.
july 2010 by simonbostock
Love Letters to the Future: The Maya Game | Gauravonomics Blog For Marketers, Entrepreneurs and Activists
july 2010 by simonbostock
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
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.
july 2010 by simonbostock
Quora - Have any companies successfully deployed gaming mechanics in enterprise situations?
july 2010 by simonbostock
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
A question close to the heart.
july 2010 by simonbostock
YouTube - SIGGRAPH 2010 : Emerging Technologies Trailer
july 2010 by simonbostock
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
Big theme:
Small pieces closely joined to make the mega-projects: AI - new life and YLIP - ultimate teacher/companion
july 2010 by simonbostock
Play is found between what is and what if.
july 2010 by simonbostock
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
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.
july 2010 by simonbostock
Kickstarter
july 2010 by simonbostock
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
How about using a Google-like 20% time?
july 2010 by simonbostock
related tags
achievements ⊕ artgames ⊕ badgification ⊕ blog ⊖ browsing_game ⊕ dysludia ⊕ edutainment ⊕ existential ⊕ gameaganda ⊕ gameify ⊖ games ⊕ games_research ⊕ game_academics ⊕ game_thinking ⊕ game_thinks ⊕ hyperdermis ⊕ hypergogue ⊕ learninggame ⊕ location ⊕ media ⊕ my ⊕ narratology ⊕ newsgames ⊕ persuasivegame ⊕ persuasive_games ⊕ play ⊕ playful ⊕ post ⊕ serious_games ⊕ social ⊕ social_games ⊕Copy this bookmark: