Beyond Badges: Changing the Gamification Narrative
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Reality Is Broken a Why Games Make Us Better and How They Can Change the World E JANE Mcgonigal
Reality Is Broken a Why Games Make Us Better and How They Can Change the World E JANE McGONIGAL THE PENGUIN PRESS New York 2011 ADVANCE PRAISE FOR Reality Is Broken “Forget everything you know, or think you know, about online gaming. Like a blast of fresh air, Reality Is Broken blows away the tired stereotypes and reminds us that the human instinct to play can be harnessed for the greater good. With a stirring blend of energy, wisdom, and idealism, Jane McGonigal shows us how to start saving the world one game at a time.” —Carl Honoré, author of In Praise of Slowness and Under Pressure “Reality Is Broken is the most eye-opening book I read this year. With awe-inspiring ex pertise, clarity of thought, and engrossing writing style, Jane McGonigal cleanly exploded every misconception I’ve ever had about games and gaming. If you thought that games are for kids, that games are squandered time, or that games are dangerously isolating, addictive, unproductive, and escapist, you are in for a giant surprise!” —Sonja Lyubomirsky, Ph.D., professor of psychology at the University of California, Riverside, and author of The How of Happiness: A Scientific Approach to Getting the Life You Want “Reality Is Broken will both stimulate your brain and stir your soul. Once you read this remarkable book, you’ll never look at games—or yourself—quite the same way.” —Daniel H. Pink, author of Drive and A Whole New Mind “The path to becoming happier, improving your business, and saving the world might be one and the same: understanding how the world’s best games work. -
Ludology with Dr. Jane Mcgonigal Ologies Podcast March 12, 2019
Ludology with Dr. Jane McGonigal Ologies Podcast March 12, 2019 Ohaaay, it’s the lady sitting in the middle seat, who has to get up to pee, but you’re in the window seat and you’re so relieved she does, because that means you don’t have to ask the guy in the aisle to get up, Alie Ward, back with another episode of Ologies. Oh, video games! [Mario coin-collecting noise] Video games, what’s their deal? How do they affect our brains? Have we got an ology for y’all! First, I do have some thanks. Thanks to everyone who’s pledging some of your latte money or tossing me a quarter a week on Patreon for making it possible for me to get my physical butt in the same space as the ologists, or in this case, pay a recording studio to do our first ever remote interview. Very exciting. Thanks to everyone sporting Ologies merch out in the wild – that’s at OlogiesMerch.com. T-shirts, hats, pins, all of that. Thank you to everyone who rates, and subscribes, and reviews. You leave such nice notes! For example, Namon says: I love this podcast so much. I found it when searching for podcasts to sleep! Sadly, I found a podcast to binge and stay up even later. Thank you, Alie Ward, for the podcast that has everything from biology to beauty. I never did solve my sleeping problem, but I don’t really mind anymore, so thank you for the podcast. Well, thanks for the review! Try the Fancy Nancy. -
A Sense of Presence: Mediating an American Apocalypse
religions Article A Sense of Presence: Mediating an American Apocalypse Rachel Wagner Department of Philosophy and Religion, Ithaca College, Ithaca, NY 14850, USA; [email protected] Abstract: Here I build upon Robert Orsi’s work by arguing that we can see presence—and the longing for it—at work beyond the obvious spaces of religious practice. Presence, I propose, is alive and well in mediated apocalypticism, in the intense imagination of the future that preoccupies those who consume its narratives in film, games, and role plays. Presence is a way of bringing worlds beyond into tangible form, of touching them and letting them touch you. It is, in this sense, that Michael Hoelzl and Graham Ward observe the “re-emergence” of religion with a “new visibility” that is much more than “simple re-emergence of something that has been in decline in the past but is now manifesting itself once more.” I propose that the “new awareness of religion” they posit includes the mediated worlds that enchant and empower us via deeply immersive fandoms. Whereas religious institutions today may be suspicious of presence, it lives on in the thick of media fandoms and their material manifestations, especially those forms that make ultimate promises about the world to come. Keywords: apocalypticism; Orsi; enchantment; fandom; video games; pervasive games; cowboy; larp; West 1. Introduction Michael Hoelzl and Graham Ward observe the “re-emergence” of religion today with a “new visibility” that is “far more complex and nuanced than simple re-emergence of something that has been in decline in the past but is now manifesting itself once more” (Hoelzl and Ward 2008, p. -
Getting Started with Gamification Aaron Sumner SIDLIT 2011
Getting Started with Gamification Aaron Sumner SIDLIT 2011 Share this list with others: bit.ly/gamification-sidlit Jane McGonigal at TED (2010, video) http://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world.html A 20-minute summary of McGonigal’s thesis that games teach the critical skills we need to solve the world’s largest problems. Reality is Broken: Why Games Make Us Better and How They Can Change the World (McGonigal, 2011) http://realityisbroken.org/ McGonigal’s book goes more in-depth on her thesis and showcases a number of examples of real games that have been developed to solve real problems. Gabe Zichermann: Gamification Master Class (2011, video) http://oreilly.com/catalog/0636920017622 A three-hour video workshop on putting game mechanics to use. Targeted toward marketers, but contains good information for education and other fields. Includes activities to help you develop the right experience for your “players.” Gamestorming (Gray, Brown, and Macanufo, 2010) http://oreilly.com/catalog/9780596804183 Not quite what I was looking for for my needs, but might be of interest to you if you’re looking for new ways to promote collaboration within a group. The games from this book are non- technological in nature. Gamification by Design (Zichermann and Cunningham, 2011) http://oreilly.com/catalog/0636920014614 A book version of the Gamification Master Class videos. I have not read this book yet. Flow: The Psychology of Optimal Experience (Csikszentmihalyi, 2008) http://www.amazon.com/gp/product/0061339202/ Referred to as many experts in game design and gamification as a must-read book (which, unfortunately, I haven’t gotten to yet). -
Digital Game Studies
MMC 6936-1E88 Digital Game Studies Course Info When: Monday 9:35am-12:35pm Where: Weimer Hall 3020 Instructor: Dr. Yu-Hao Lee E-mail: [email protected] Phone: (352)392-3951 Office hours: Monday 1:00pm-3:00pm or by appointment Office: 3051 Weimer Hall Course Objectives Games and play are fundamental to humans and many animal species. Through play, we learn to think, to solve problems, and to socialize with others. Digital games harness the affordances of human play and the computational capabilities of modern technology, to create designed experiences that motivate and engage players. Today, digital gaming is one of the fastest growing communication industries, surpassing the movie and music industry in terms of annual sales. Over 59% of American households play digital games. However, as a young technology, it has only recently became a field of serious study. This class will focus on the theories and applications of digital games for behavior change, also known as serious games or persuasive games. The focus is in understanding questions such as: Why do people play digital games? How can we make games more engaging? What are the theories that can be applied to designing and using games for behavior change? In this class, students will: Play a number of digital games that are designed for behavior change in the fields of education, health, corporate training, etc. Understand the principles of digital game motivations and engagement. Understand the theories that has been applied to digital games for behavior change. Analyze digital games using scientific methods. Readings There are no required textbooks for this class, all the readings will be posted on the Canvas course site (https://lss.at.ufl.edu) select “e-Learning in Canvas,” and log in using your Gatorlink ID Requirements Moderate discussions: You will work in groups to present the key concepts of each reading, background/theory, research questions/hypotheses, methods, results, conclusions. -
Summary of an Experiment in Global Engagement
CATALYSTS FOR CHANGE Paths out of Poverty Summary of an Experiment in Global Engagement INSTITUTE FOR THE FUTURE 124 University Avenue, 2nd Floor, Palo Alto, CA 94301 | 650.854.6322 www.iftf.org ABOUT ... INSTITUTE FOR THE FUTURE The Institute for the Future is an independent, nonprofit strategic research group celebrating more than 40 years of forecasting experience. The core of our work is identifying emerging trends and discontinuities that will transform global society and the global marketplace. We provide our members with insights into business strategy, design process, innovation, and social dilemmas. Our research spans a broad territory of deeply transformative trends, from health and health care to technology, the workplace, and human identity. The Institute for the Future is located in Palo Alto, California. THE ROCKEFELLER FOUNDATION The Rockefeller Foundation supports work that expands opportunity and strengthens resilience to social, economic, health and environmental challenges—affirming its pioneering philanthropic mission since 1913 to promote the well-being of humanity. The Foundation operates both within the United States and around the world. The Foundation's efforts are overseen by an independent Board of Trustees and managed by its president through a leadership team drawn from scholarly, scientific, and professional disciplines. © 2012 Institute for the Future. All rights reserved. Reproduction prohibited without written permission. SR-1535 Contents 1 | Introduction 1 2 | Game Objectives and Game Design 3 3 | Pre-Game -
Gamification in the Mobile and Social Era
Chapter 1 The Popularity of Gamification in the Mobile and Social Era Game vs. Gamification game: goal, rules, feedback system, and voluntary par- ticipation.7 In gamification, these building blocks more Computer and video gaming is a huge and widely pop- or less still appear but in a less pronounced manner. ular industry. The worldwide video game marketplace, Going places is mostly a mundane activity. We go which includes video game console hardware and soft- to a supermarket for grocery shopping, drop by a phar- ware and online, mobile, and PC games, was forecast macy to pick up our medicine, visit a museum on a to reach $111 billion by 2015, driven by strong mobile weekend, meet up with friends at a restaurant, and gaming and video game console and software sales.1 go to a dog park to walk our dogs. These are things According to the 2013 State of Online Gaming Report we do in real life. Foursquare, a well-known gamifica- by Spil Games, the number of people who play games tion mobile app that launched in 2009, gamifies this on computers, tablets, and smartphones “is expected common activity of visiting places. It invites people to surpass 1.2 billion by the end of 2013,”2 which is to check in at places, leave tips about them—such as approximately 17 percent of the world’s population. “French toast is great at the so-and-so restaurant, but ReportsLibrary Technology Over 700 million people play online games world- coffee is terrible”—and see which places their friends wide, which is more than 44 percent of 1.6 billion, visited and what kind of tips they left. -
The Potential of Serious Games As Mental Health Treatment
Portland State University PDXScholar University Honors Theses University Honors College 2015 The Potential of Serious Games as Mental Health Treatment Sheena M. Miller Portland State University Follow this and additional works at: https://pdxscholar.library.pdx.edu/honorstheses Let us know how access to this document benefits ou.y Recommended Citation Miller, Sheena M., "The Potential of Serious Games as Mental Health Treatment" (2015). University Honors Theses. Paper 148. https://doi.org/10.15760/honors.176 This Thesis is brought to you for free and open access. It has been accepted for inclusion in University Honors Theses by an authorized administrator of PDXScholar. Please contact us if we can make this document more accessible: [email protected]. Video Game Art Therapy: THE POTENTIAL OF SERIOUS GAMES 1 The Potential of Serious Games as Mental Health Treatment by Sheena M. Miller An undergraduate honors thesis submitted in partial fulfillment of the requirements for the degree of Bachelor of Arts in University Honors and English Thesis Adviser W. Tracy Dillon, Ph.D. Portland State University 2015 Video Game Art Therapy: THE POTENTIAL OF SERIOUS GAMES 2 “Up until now, the biggest question in society about video games has been what to do about violent games. But it's almost like society in general considers video games to be something of a nuisance, that they want to toss into the garbage can.” –Shigeru Miyamoto Manager of the Nintendo Entertainment Analysis & Development Branch Creator of Mario Video Game Art Therapy: THE POTENTIAL OF SERIOUS GAMES 3 Abstract Video games deserve to be readily recognized as a means of assisting people in healthcare settings. -
“We're All a Bunch of Nutters!”: The
International Journal of Communication 8 (2014), 2323–2343 1932–8036/20140005 “We’re All A Bunch of Nutters!”: The Production Dynamics of Alternate Reality Games ELIZABETH EVANS1 University of Nottingham, UK Alternate reality games (ARGs) combine transmedia and pervasive storytelling, layering fictional narratives onto real world spaces and raising a number of production challenges in the process. This article will consider the key professional skills, working attitudes, and relationships that sit behind ARGs’ complex narratives by focusing on a case study example, Nottingham-based The Malthusian Paradox (TMP). It will focus on how flexibility and trust were manifested throughout TMP’s production process and shaped the dynamics of the production team. In doing so, the article will argue that emerging transmedia narrative forms that exploit the potential of digital technologies are reshaping working practices within the creative industries and requiring practitioners to evolve and revaluate their roles within the creative process. Keywords: alternate reality games, creative labor, media work, trust, production cultures, pervasive gaming Alternate reality games (ARGs) have seen increased scholarly interest within the fields of games and new media studies since the first examples were launched in the early 2000s. Such games ask players to track the game narrative across multiple media outlets, solving puzzles, hunting down clues on websites, and interacting with characters (and other players) via e-mail, chat, telephone conversations or in person. They often take place over a number of months and in several locations, both real and virtual, and in doing so consciously blur the spatiotemporal boundaries between fiction and the real world. -
Probing Interfaces: New Games, Spacewar!, and the Gamification of Complexity
International Journal of Communication 15(2021), 1836–1854 1932–8036/20210005 Probing Interfaces: New Games, Spacewar!, and the Gamification of Complexity RENYI HONG1 National University of Singapore, Singapore “Theory of Game Change,” written by Stewart Brand in 1976 for the New Games movement, provides one of the earliest examples of digital game logics being brought into real-world use. This article focuses on this event to reconsider gamification’s play on complexity. Applying Spacewar! to New Games, Brand sneaked in an epistemology of the computer interface, breaking real-world games down into parameters to modulate and probe complex systems. The result carried a utopian cybernetic imaginary: Changes in rules were meant to motivate spontaneous and harmonious adaptions to new situations. The black-boxing of complexity required of this process, however, carries the solutionist impulse that would later form the main critique of gamification. Yet, focusing on the critique neglects the relations that gamification has with complexity and limits the critical potential that the term presents as a demand for ethical accountability. Keywords: gamification, complexity, AI ethics, New Games, Spacewar, Stewart Brand, interface When Gold writes that the toy blocks “really do sing and dance,” I am struck by his careful use of the phrase “really do” . In the “really do” scenario, it is not therefore a complete surprise when the objects’ performance begins. It is, instead, hoped for, wished for, and then confirmed. I find this final moment in Gold’s essay to be an excellent example of magical thinking: a fantastic, imagined event seems to manifest in physical reality exactly as it was first conceived in mental space. -
Gamification: the Synergies in Health and Games
Gamification: the Synergies in Health and Games March 3rd, 2016 2:30-3:30PM Amanda Havard Charlie Schroder Conflict of Interest Amanda Havard, M. Ed. Has no real or apparent conflicts of interest to report. Charlie Schroder Has no real or apparent conflicts of interest to report. Agenda ▶ Learning Objectives/STEPS ▶ Labels & Definitions ▶ Misconceptions & Challenges ▶ Gamification Examples & Lessons . Healthcare . Mass Media ▶ Building the right team ▶ Audience / Population: The Driver for Engagement ▶ Where are we headed? ▶ Q&A Learning Objectives ▶ Assess the viability of current, mainstream gamification strategies available and applicable to the healthcare space ▶ Identify instances of pointsification vs. gamification and their relative merits ▶ Recognize critical skill sets needed to develop and implement a gamified intervention ▶ Evaluate populations to determine strategic fit for engagement in a gamified intervention HIMSS S T E P S Realizing Gamification as a path to better Health Information Satisfaction Treatment /Clinical “games have the ability to engage players in a Stanford 1997 study of way that provides them 60 diabetic children with a sense of purpose aged 8-16 found a and identity” 77% reduction in urgent care and American Psychological emergency clinical Association Patient Engagement visits Kids that played Super Mario prior to surgery woke up with “less than half the anxiety of children given drugs – and with zero medication side effects.” http://www.himss.org/ValueSuite Realizing Gamification as a path to better Health Information Electronic Information/Data Games & other mobile S gamified experiences create a new pipeline of patient T personal and clinical data P http://www.himss.org/ValueSuite What Do They Have in Common? The Issue of the Label gameful elements game mechanics exergames games fad gamification pointsification game gamified serious apps learning fitness game wearables “Gamification [is] the use of game design elements in non-game contexts” (Deterding et.al 2011) Question 1 We're going to do an activity. -
A Review of Jane Mcgonigal's Reality Is Broken
Journal of Games Criticism Volume 1, Issue 1 Book Review Gaming for better life: A review of Jane McGonigal’s Reality Is Broken Qihao Ji Jane McGonigal. Reality Is Broken: Why Games Make Us Better and How They Can Change the World. New York: Penguin Books, 2011, 416 pp., ISBN NO.9781594202858. Jane McGonigal, a digital game designer who earned her Ph.D. in performance from the University of California, Berkeley, Department of Theater, Dance, and Performance Studies, has been recognized as one of the early game designers and researchers that initiated the in- quiry of the positive values of digital games in the contemporary society. In light of the rapid growing realm of positive psychology, Reality Is Broken stretched her influential exploration of how digital games contribute to an individual’s sense of well-being, how gaming activities improve the quality of real social lives, and how games function as platforms to provoke peo- ple’s civic and political awareness. The author began her book by clearly determining the nature of game as a type of “hard work” (p.28) that fits into the intrinsic needs of human beings. She suggested that an ulti- mate goal, a set of rules, a timely feedback system, and voluntary participation constitutes the four fundamental shared traits of all games. Within such frameworks, gamers are able to experience “positive stress” (p. 32) throughout all types of hard work in the game. An im- portant outcome of game playing, according to McGonigal, is the perception of fiero, which is an Italian word (meaning “pride”) standing for a powerful neurochemical high.