simonbostock + gameify + blog   47

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
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
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
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
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
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
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
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
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

Copy this bookmark:



description:


tags: