simonbostock + gameify + game_academics 2
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
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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