Rethinking Gamification
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Invisible Labor, Invisible Play: Online Gold Farming and the Boundary Between Jobs and Games
Vanderbilt Journal of Entertainment & Technology Law Volume 18 Issue 3 Issue 3 - Spring 2016 Article 2 2015 Invisible Labor, Invisible Play: Online Gold Farming and the Boundary Between Jobs and Games Julian Dibbell Follow this and additional works at: https://scholarship.law.vanderbilt.edu/jetlaw Part of the Internet Law Commons, and the Labor and Employment Law Commons Recommended Citation Julian Dibbell, Invisible Labor, Invisible Play: Online Gold Farming and the Boundary Between Jobs and Games, 18 Vanderbilt Journal of Entertainment and Technology Law 419 (2021) Available at: https://scholarship.law.vanderbilt.edu/jetlaw/vol18/iss3/2 This Article is brought to you for free and open access by Scholarship@Vanderbilt Law. It has been accepted for inclusion in Vanderbilt Journal of Entertainment & Technology Law by an authorized editor of Scholarship@Vanderbilt Law. For more information, please contact [email protected]. VANDERBILT JOURNAL OF ENTERTAINMENT & TECHNOLOGY LAW VOLUME 18 SPRING 2016 NUMBER 3 Invisible Labor, Invisible Play: Online Gold Farming and the Boundary Between Jobs and Games Julian Dibbell ABSTRACT When does work become play and play become work? Courts have considered the question in a variety of economic contexts, from student athletes seeking recognition as employees to professional blackjack players seeking to be treated by casinos just like casual players. Here, this question is applied to a relatively novel context: that of online gold farming, a gray-market industry in which wage-earning workers, largely based in China, are paid to play fantasy massively multiplayer online games (MMOs) that reward them with virtual items that their employers sell for profit to the same games' casual players. -
Cookie Clicker: Gamification
This is a repository copy of Cookie Clicker: Gamification. White Rose Research Online URL for this paper: https://eprints.whiterose.ac.uk/146788/ Version: Accepted Version Book Section: Deterding, Christoph Sebastian orcid.org/0000-0003-0033-2104 (2019) Cookie Clicker: Gamification. In: Hunteman, Nina and Payne, Mathew Thomas, (eds.) How to Play Video Games. NYU Press , New York , pp. 200-207. Reuse Items deposited in White Rose Research Online are protected by copyright, with all rights reserved unless indicated otherwise. They may be downloaded and/or printed for private study, or other acts as permitted by national copyright laws. The publisher or other rights holders may allow further reproduction and re-use of the full text version. This is indicated by the licence information on the White Rose Research Online record for the item. Takedown If you consider content in White Rose Research Online to be in breach of UK law, please notify us by emailing [email protected] including the URL of the record and the reason for the withdrawal request. [email protected] https://eprints.whiterose.ac.uk/ Cookie Clicker Gamification Sebastian Deterding Abstract: Incremental games like Cookie Clicker are a perfect exemplar of gamification, using progress mechanics and other game features to make a rote act like clicking compelling. Hence, this chapter reads the game Cookie Clicker for its motivating features to illustrate the logic and limits of gamification. As I type these words into my text editor, the open browser tab next to it informs me that I am currently baking 62.526 sextillion cookies per second. -
The Cloud to Drive New-Age Browser Games the Cloud to Drive New-Age Browser Games
The Cloud to Drive New-age Browser Games The Cloud to Drive New-age Browser Games Contents 1. Browser Gaming- Overview 03 1.1 A Lasting Fad- Evolution 03 1.2 Advantages 03 1.3 Challenges 04 2. Browser Cloud Gaming Solutions: Overview 05 2.1 Browser Cloud Gaming Solution: Main Pitfalls 05 2.2 The Reign of Cloud Gaming Solutions 07 2.3 MMORPGs Browser Gaming Solution Overview 07 2.4 Casual Browser Gaming Solution 11 2.5 Alibaba Cloud Advantage for Browser Cloud Gaming Solution 14 3. Browser Gaming: What the Future Holds 16 4. Conclusion 17 02 The Cloud to Drive New-age Browser Games 01 Browser Gaming-Overview Browser gaming comprises computer games played on the Internet using a web browser. In other words, they are games played online. Browser games are typically run using standard web technologies or browser plugins and encompass almost all video game genres, as well as single or multiplayer format. Browser games can be portable and paired with multiple devices, web browsers, and operating systems. The creation of browser games usually involves standard web technologies as a frontend, and other technologies as a backend. Browser games are played alone with the browser and often require no additional installation or software. Typically, they are written in browser-based languages, including JavaScript, HTML5, and PHP. Also, they may utilize some additional languages (i.e. Flash, Java, and Silverlight) for backend processes and supplementary browser plugins. Browser games can vary in genre from shooting to racing, and to complex role-playing games with a long-playing life. -
Cows, Clicks, Ciphers, and Satire
This is a repository copy of Cows, Clicks, Ciphers, and Satire. White Rose Research Online URL for this paper: http://eprints.whiterose.ac.uk/90362/ Version: Accepted Version Article: Tyler, TRJ (2015) Cows, Clicks, Ciphers, and Satire. NECSUS : European Journal of Media Studies, 4 (1). ISSN 2213-0217 Reuse Unless indicated otherwise, fulltext items are protected by copyright with all rights reserved. The copyright exception in section 29 of the Copyright, Designs and Patents Act 1988 allows the making of a single copy solely for the purpose of non-commercial research or private study within the limits of fair dealing. The publisher or other rights-holder may allow further reproduction and re-use of this version - refer to the White Rose Research Online record for this item. Where records identify the publisher as the copyright holder, users can verify any specific terms of use on the publisher’s website. Takedown If you consider content in White Rose Research Online to be in breach of UK law, please notify us by emailing [email protected] including the URL of the record and the reason for the withdrawal request. [email protected] https://eprints.whiterose.ac.uk/ Cows, Clicks, Ciphers and Satire Farmville, launched in 2009, is a social game developed by Zynga that can be played on Facebook. The game is, as its name suggests, a farming simulation which allows players to grow crops, raise animals, and produce a variety of goods. Gameplay involves clicking on land tiles in order to plough, plant and then harvest maize, carrots, cabbages or any of a huge variety of crops, both real and fantastic, as well as clicking on cows, sheep, chickens and the like to generate milk, wool, eggs and other products, all of which generates virtual income. -
Openbsd Gaming Resource
OPENBSD GAMING RESOURCE A continually updated resource for playing video games on OpenBSD. Mr. Satterly Updated August 7, 2021 P11U17A3B8 III Title: OpenBSD Gaming Resource Author: Mr. Satterly Publisher: Mr. Satterly Date: Updated August 7, 2021 Copyright: Creative Commons Zero 1.0 Universal Email: [email protected] Website: https://MrSatterly.com/ Contents 1 Introduction1 2 Ways to play the games2 2.1 Base system........................ 2 2.2 Ports/Editors........................ 3 2.3 Ports/Emulators...................... 3 Arcade emulation..................... 4 Computer emulation................... 4 Game console emulation................. 4 Operating system emulation .............. 7 2.4 Ports/Games........................ 8 Game engines....................... 8 Interactive fiction..................... 9 2.5 Ports/Math......................... 10 2.6 Ports/Net.......................... 10 2.7 Ports/Shells ........................ 12 2.8 Ports/WWW ........................ 12 3 Notable games 14 3.1 Free games ........................ 14 A-I.............................. 14 J-R.............................. 22 S-Z.............................. 26 3.2 Non-free games...................... 31 4 Getting the games 33 4.1 Games............................ 33 5 Former ways to play games 37 6 What next? 38 Appendices 39 A Clones, models, and variants 39 Index 51 IV 1 Introduction I use this document to help organize my thoughts, files, and links on how to play games on OpenBSD. It helps me to remember what I have gone through while finding new games. The biggest reason to read or at least skim this document is because how can you search for something you do not know exists? I will show you ways to play games, what free and non-free games are available, and give links to help you get started on downloading them. -
Intercultural Perspective on Impact of Video Games on Players: Insights from a Systematic Review of Recent Literature
EDUCATIONAL SCIENCES: THEORY & PRACTICE eISSN: 2148-7561, ISSN: 2630-5984 Received: 28 November 2019 Revision received: 16 December 2019 Copyright © 2020 JESTP Accepted: 20 January 2020 www.jestp.com DOI 10.12738/jestp.2020.1.004 ⬧ January 2020 ⬧ 20(1) ⬧ 40-58 Review article Intercultural Perspective on Impact of Video Games on Players: Insights from a Systematic Review of Recent Literature Elena Shliakhovchuk Adolfo Muñoz García Universitat Politècnica de València, Spain Universitat Politècnica de València, Spain Abstract The video-game industry has become a significant force in the business and entertainment world. Video games have become so widespread and pervasive that they are now considered a part of the mass media, a common method of storytelling and representation. Despite the massive popularity of video games, their increasing variety, and the diversification of the player base, until very recently little attention was devoted to understanding how playing video games affects the way people think and collaborate across cultures. This paper examines the recent literature regarding the impact of video games on players from an intercultural perspective. Sixty-two studies are identified whose aim is to analyze behavioral-change, content understanding, knowledge acquisition, and perceptional impacts. Their findings suggest that video games have the potential to help to acquire cultural knowledge and develop intercultural literacy, socio-cultural literacy, cultural awareness, self-awareness, and the cultural understanding of different geopolitical spaces, to reinforce or weaken stereotypes, and to some extent also facilitate the development of intercultural skills. The paper provides valuable insights to the scholars, teachers, and practitioners of cultural studies, education, social studies, as well as to the researchers, pointing out areas for future research. -
Russian Games Market Report.Pdf
Foreword Following Newzoo’s free 42-page report on China and its games market, this report focuses on Russia. This report aims to provide understanding of the Russian market by putting it in a broader perspective. Russia is a dynamic and rapidly growing games We hope this helps to familiarize our clients and friends market, currently number 12 in the world in terms of around the globe with the intricacies of the Russian revenues generated. It is quickly becoming one of market. the most important players in the industry and its complexity warrants further attention and This report begins with some basic information on examination. The Russian market differs from its demographics, politics and cultural context, as well as European counterparts in many ways and this can be brief descriptions of the media, entertainment, telecoms traced to cultural and economic traditions, which in and internet sectors. It also contains short profiles of the some cases are comparable to their Asian key local players in these sectors, including the leading neighbours. local app stores, Search Engines and Social Networks. Russia has been a part of the Newzoo portfolio since In the second part of the report we move onto describe 2011, allowing us to witness first-hand the the games market in more detail, incorporating data unprecedented growth and potential within this from our own primary consumer research findings as market. We have accumulated a vast array of insights well as data from third party sources. on both the Russian consumers and the companies that are feeding this growth, allowing us to assist our clients with access to, and interpretation of, data on We also provide brief profiles of the top games in Russia, the Russia games market. -
Gold Farming” HEEKS
Understanding “Gold Farming” HEEKS Forum Understanding “Gold Farming”: Developing-Country Production for Virtual Gameworlds Richard Heeks Gold farming is the production of virtual goods and services for players of richard.heeks@manchester online games. It consists of real-world sales of in-game currency and asso- .ac.uk ciated items, including “high-level” game characters. These are created by Development Informatics “playborers”—workers employed to play in-game—whose output is sold Group for real money through various Web sites in so-called “real-money trad- Institute for Development ing.” Policy and Management There is growing academic interest in online games, including aspects School of Environment and Development such as real-money trading and gold farming (see, for example, Terra University of Manchester Nova, where much of this work is reported and discussed). However, there United Kingdom appear to be few, if any, academic publications looking at gold farming from a developing-country angle, and development agencies seem to have completely ignored it. That is problematic for three reasons. First, as described below, gold farming is already a signiªcant social and economic activity in developing countries. Second, it represents the ªrst example of a likely future devel- opment trend in outsourcing of online employment—what we might oth- erwise call “cybersourcing.” Third, it is one of a few emerging examples in developing countries of “liminal ICT work”—jobs associated with digi- tal technologies that exist on the edge of, or just below the threshold of, that which is deemed socially acceptable and/or formally legal. In basic terms, gold farming is a sizable developing-country phenome- non. -
Informa 2018 Full Year Results Statement
Informa LEI: 5493006VM2LKUPSEDU20 Press Release 7 March 2019 Informa PLC Results for 12 Months to 31 December 2018 2018: Combination & Creation 2019: Performance & Growth KEY FINANCIAL AND OPERATING HIGHLIGHTS1 • Strong Revenue Growth: +3.7% underlying and +34.9% reported to £2,369.5m, including six months of UBM (2017: £1,756.8m) • Higher Adjusted Operating Profit: +2.3% underlying and +34.4% reported to £732.1m (2017: £544.9m) • Improved Statutory Operating Profit: £363.2m (2017: £344.7m) • Increased Adjusted Diluted Earnings per Share: +7.0% to 49.2p (2017: 46.0p); Statutory EPS of 19.7p (2017: 37.6p), with prior year including non-cash credit from US tax reforms • Attractive Free Cash Flow: £503.2m and £600m+ including a full year of UBM (2017: £400.9m) • Robust Balance Sheet, in line with plan: Net debt/EBITDA1 at 2.9x (2017: 2.5x) • Enhanced Dividend: up 7.1% to 21.90p (2017: 20.45p) London: Informa (LSE: INF.L), the International Exhibitions, Events, Information Services and Scholarly Research Group, today published its financial results for the 12 months to 31 December 2018, reporting a further period of operational progress and improving financial performance. Stephen A. Carter, Group Chief Executive, said: “In 2018, the Informa Group delivered a fifth consecutive year of improving growth, increasing adjusted profits, adjusted earnings per share, cashflow and dividends.” He added: “In 2019, our focus is on continuing Performance and Growth as we consolidate our market positions and further reduce complexity. This will enable -
A Multiplayer Learning Game Based on Mixed Reality to Enhance Awareness on Archaeology Mathieu Loiseau, Elise Lavoué, Jean-Charles Marty, Sébastien George
A Multiplayer Learning Game based on Mixed Reality to Enhance Awareness on Archaeology Mathieu Loiseau, Elise Lavoué, Jean-Charles Marty, Sébastien George To cite this version: Mathieu Loiseau, Elise Lavoué, Jean-Charles Marty, Sébastien George. A Multiplayer Learning Game based on Mixed Reality to Enhance Awareness on Archaeology. EAI Endorsed Transactions on Serious Games, ICST, 2014, 1 (3), e3. 14 p. hal-01130945 HAL Id: hal-01130945 https://hal.archives-ouvertes.fr/hal-01130945 Submitted on 12 Mar 2015 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. ICST Transactions Preprint A Multiplayer Learning Game based on Mixed Reality to Enhance Awareness on Archaeology 1, 2 3;4 5 Mathieu Loiseau ∗, Élise Lavoué , Jean-Charles Marty , Sébastien George 1LIDILEM, Université Stendhal Grenoble 3 2Magellan, IAE Lyon, Université Jean Moulin Lyon 3 3Université de Lyon, CNRS 4Université de Savoie, LIRIS, UMR5205, F-69621, France 5LUNAM Université, Université du Maine, EA 4023, LIUM, 72085 Le Mans, France Abstract Our research deals with the development of a new type of game-based learning environment: (M)MORPG based on mixed reality, applied in the archaeological domain. In this paper, we propose a learning scenario that enhances players’ motivation thanks to individual, collaborative and social activities and that offers a continuous experience between the virtual environment and real places (archaeological sites, museum). -
Griefing, Massacres, Discrimination, and Art: the Limits of Overlapping Rule Sets in Online Games Sal Humphreys University of Adelaide (Australia)
UC Irvine Law Review Volume 2 Issue 2 Governing the Magic Circle: Regulation of Article 3 Virtual Worlds 6-2012 Griefing, Massacres, Discrimination, and Art: The Limits of Overlapping Rule Sets in Online Games Sal Humphreys University of Adelaide (Australia) Follow this and additional works at: https://scholarship.law.uci.edu/ucilr Part of the Contracts Commons, Internet Law Commons, and the Rule of Law Commons Recommended Citation Sal Humphreys, Griefing, Massacres, Discrimination, and Art: The Limits of Overlapping Rule Sets in Online Games, 2 U.C. Irvine L. Rev. 507 (2012). Available at: https://scholarship.law.uci.edu/ucilr/vol2/iss2/3 This Article is brought to you for free and open access by UCI Law Scholarly Commons. It has been accepted for inclusion in UC Irvine Law Review by an authorized editor of UCI Law Scholarly Commons. UCILR V2I2 Assembled v4 (Do Not Delete) 7/14/2012 2:14 PM Griefing, Massacres, Discrimination, and Art: The Limits of Overlapping Rule Sets in Online Games Sal Humphreys* and Melissa de Zwart** Introduction ..................................................................................................................... 507 I. Game Rules, the Magic Circle, and Heterotopias .................................................. 510 II. End User License Agreements ................................................................................ 515 III. Breaking the Rules ................................................................................................... 516 IV. Griefing ..................................................................................................................... -
Developing an Interactive Web Browser Based Game
DEVELOPING AN INTERACTIVE WEB BROWSER BASED GAME A THESIS SUBMITTED IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF Bachelor in Technology in Industrial Design By Abhay Srivastav (110ID0520) Bharat Malik (110ID0609) Under the supervision of Prof. Dhananjay Singh Bisht Department of Industrial Design National Institute of Technology, Rourkela May 2014 NATIONAL INSTITUTE OF TECHNOLOGY CERTIFICATE This is to certify that the thesis titled “Developing an interactive web browser based game” submitted by Abhay Srivastav (Roll No. 110ID0520) and Bharat Malik (Roll No. 110ID0609) in partial fulfillment of the requirements for the award of BACHELOR OF TECHNOLOGY in INDUSTRIAL DESIGN at National Institute of Technology, Rourkela is an original work carried out by them under my supervision and guidance. The matter embodied in the thesis has not been submitted to any University/ Institute for the award of any Degree. Date: 07/05/2014 Prof. Dhananjay Singh Bisht Assistant Professor Department of Industrial Design National Institute of Technology, Rourkela ACKNOWLEDGEMENT We take this opportunity to express our profound gratitude and deep regards to our guide Prof. Dhananjay Singh Bisht, Assistant Professor, Department of Industrial Design, for his exemplary guidance, monitoring and constant encouragement throughout the course of this project. His invaluable guidance, immense help, hearted cooperation and fruitful discussions throughout the semester are embodied in this dissertation. We also express our sincere gratitude to Prof. Bibhuti Bhusan Biswal, Head of Department, Department of Industrial Design, Prof. Mohd. Rajik Khan and Prof. B.B.V.L. Deepak for their keen interest and unfailing inspiration throughout the course of the project. We are obliged to the all the classmates for the valuable information provided by them and acknowledge them for their cooperation during the period of our assignment.