04 NOV 2018 by ideonexus

 The Pleasure of Entrainment

If entrainment is a form of pleasure, it is a pleasure at once structural and experiential, both mathematically regular and playfully flexible. Entrainment is not a phenomenon completely unique to games, but it does come very close to identifying the curious structural pleasure that all game experiences seem to contain: the meditative patterns of Tetris; the turn-taking, clacking cadence of Billiards; the rhythmic shooting pattern of Space Invaders; the pulsing flow of cards, hits, and chips ...
Folksonomies: entrainment
Folksonomies: entrainment
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02 NOV 2018 by ideonexus

 Input and Output Randomness

The fundamental difference between randomness that support strategy and randomness that under cuts strategy, input randomness allows the player to build the strategy output randomness undercuts it and limits your ability to plan ahead. For example let's look at Pandemic this is a great example of input randomness flicking the cards is certainly random, create a situation that the players need to react to that reaction is completely deterministic. If for example you have to roll dies if you re...
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Input randomness is a random initial state for a game, while output randomness is rolling dice or drawing cards during the game. The second removes strategy from the game.

20 MAR 2018 by ideonexus

 Social Media Distorts Socialization Through Gamification

The problem with social media isn't that we aren't sure how much privacy we want to have or how long the things we say should stick around. The problem is that social media is a gamification of social interaction, and it causes us to behave in ways that we normally wouldn't. In normal life, people don't take turns loudly stating their political opinions to a room of people and then looking to see how many people agree with them. They also don't have product placements or subtle advertising i...
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