technogoggles + socialsoftware   10

Infovore » Playing Together: What Games Can Learn from Social Software
good piece by tom armitage. like the idea that games are full of social objects - experiences and incidents in games that we create meanings from - and that these should be exportable to the wider net, or wherever we want to put it.
gaming  games  socialsoftware  socialgaming  socialobjects 
august 2008 by technogoggles
Putting people first » Recent videos on Fora TV
Some cracking videos here from Shirky and Boyd; the best speakers around on social software.
socialsoftware  danahboyd  clayshirky  video  socialnetworking  youth  myspace  facebook 
july 2008 by technogoggles
Gamasutra - Headshift's Armitage: Games Must Relinquish Control To Players
Tom Armitage on the clunky way that big consoles and platforms try and deal with the social web. Games need to stop being so insular and the user needs to be given more freedom over what they can do with all their data
gaming  blogs  resources  socialsoftware  web2.0  socialnetworks 
july 2008 by technogoggles
Amy Jo Kim - Putting the Fun in Functional
Great presentation from etech06 about applying gaming mechanics to wider context of the net.
gaming  resources  blogs  design  socialsoftware  strategy  amyjokim 
july 2008 by technogoggles
DOPPLR: Matt Biddulph
Dopplr introduces public profiles. Beginning to see how Dopplr's design philosophy of an app that sits within the wider context of the net, now bearing fruit with integration with gmaps, flickr, upcoming etc.
dopplr  socialsoftware  flickr  upcoming  googlemaps  design 
june 2008 by technogoggles
Raph Koster's Home Page
Raph Koster's slides from a talk given at Games Developers Conference in 2007. Where games meet the web. Some interesting design thoughts, but need the audio to accompany it...
raphkoster  gaming  blogs  blog  design  socialsoftware  resources 
june 2008 by technogoggles
On Wikipedia, storms, teacups, and _why's notability - O'Reilly Radar
The creators of any piece of social software must carefully choose where to punch holes in pure computational deterministic perfection to let human attributes like intelligence or taste shine through. Their choices define the project. This "you want X, I
wikipedia  socialsoftware  design 
june 2008 by technogoggles

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