27 JUL 2018 by ideonexus

 Examples of Games in the Context of Their Civilization

Games hold a mirror to civilization. In the Afghan game of buzkashi, groups of fierce horsemen contend in a no-holds-barred struggle for possession of a beheaded calf. The object is to carry off the slippery carcass, defending it against all challengers, and bring it around the field to the goal. As Jacob Bronowski explains in The Ascent of Man, 'The tactics are pure Mongol, a discipline of shock... what seems a wild scrimmage is in fact full of manoeuvre, and dissolves suddenly with the winn...
Folksonomies: history culture gaming
Folksonomies: history culture gaming
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27 JUL 2018 by ideonexus

 The Communal Nature of Tabletop Gaming Complicates Unders...

De Koven’s concept of play is predicated on the idea that play, as a purposeless act, is the means through which we can build community and move closer to living better lives. He ultimately moves away from the idea of playing games and towards a purer idea of play beyond games, play as mastery over nothing in particular (De Koven 2013). For De Koven, games are at best a means to an end, a way to encourage an initial sense of playfulness; at worst, they are a controlling aspect over play, so...
Folksonomies: education play gaming
Folksonomies: education play gaming
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27 JUL 2018 by ideonexus

 Break the Rules of a Game to Improve it

In The Well-Played Game, Bernard DeKoven advocates a fundamental adjustment in players' attitudes towards the rules of a game: You're not changing the game for the sake of changing it. You're changing it for the sake of finding a game that works. Once this freedom is established, once we have established why we want to change a game and how we go about it, a remarkable thing happens to us: We become the authorities. No matter what game we create, no matter how well we are able to play it,...
Folksonomies: gameplay
Folksonomies: gameplay
  1  notes

Like adding a push-your-luck component to Candyland or how SFR took Dragon Dice and refactored the rules to make it work.

27 JUL 2018 by ideonexus

 The Magic Circle

The term magic circle is appropriate because there is in fact something genuinely magical that happens when a game begins. A fancy Backgammon set sitting all alone might be a pretty decoration on the coffee table. If this is the function that the game is serving-decoration-it doesn't really matter how the game pieces are arranged, if some of them are out of place, or even missing. However, once you sit down with a friend to play a game of Backgammon, the arrangement of the pieces suddenly bec...
Folksonomies: gameplay
Folksonomies: gameplay
  1  notes
 
16 APR 2018 by ideonexus

 Games Allow for Low-Cost Failure

What Prensky and Gee had realized early on was that game designers had lowered the cost of failure so players would take risks. They'd figured out that well-designed problem solving that gives players a second chance and a way to share their successes is almost irresistibly attractive. In just a few years, game designers had discovered the principles of deep and pleasurable learning that it had taken educators more than a century to apply in schools. Game studios had hit upon "profoundly good...
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08 JAN 2018 by ideonexus

 Focus on Producing Information, Not Consuming

The production of information is critical to a healthy information diet. It's the thing that makes it so that your information consumption has purpose. I cannot think of more important advice to give anyone: start your day with a producer mindset, not a consumer mindset. If you begin your day checking the news, checking your email, and checking your notifications, you've launched yourself into a day of grazing a mindless consumption. [...] But there's something else that being a producer do...
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10 MAR 2017 by ideonexus

 Workspace is Gamespace

It's not surprising that gamespace has become a workplace for hundreds of thousands of "gold famers" who undertake dreary, repetitive labor to produce virtual wealth that's sold to players with more money and less patience than them. The structural differences between in-game play and in-game work are mostly arbitrary, and "real" work is half a game, anyway. Most of the people you see going to work today are LARPing an incredibly boring RPG called "professionalism" that requires them to alter...
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10 MAR 2017 by ideonexus

 Gamification Stock Holding Mechanic

Mrs. Lazarus has some experience with games such as this and decides to construct a blank environment (a planet without biomes) with a 10 × 10 grid, thereby creating a board with 100 squares. Before play, each student is given three different animals or plants (one with a broad tolerance for several different habitats, one that is a bit more particular, and one that is very fussy indeed). The players then use their numbered tiles and shares to shape and manipulate this blank environment to t...
Folksonomies: education gamification
Folksonomies: education gamification
  1  notes
 
10 MAR 2017 by ideonexus

 Gamification Simultaneous Action Selection Mechanic

Dr. Mays uses the Simultaneous Action Selection mechanic to structure his lesson. He creates two decks of cards—one with names of different cellular components (e.g., ribosomes, endoplasmic reticulum) and another with a wide assortment of cellular functions and processes. He seats students in groups of five or six and explains the rules. During each turn, one student is going to pick a card from the component deck and read it out loud. Then the other students select a card from their hand (...
Folksonomies: education gamification
Folksonomies: education gamification
  1  notes
 
10 MAR 2017 by ideonexus

 Gamification Memory Mechanic

In Memory games, the action of the game has some element that is dependent on players’ memory. This is simple and straightforward enough on its surface, but it becomes interestingly complex when examined in greater detail. What particular parts of memory are being tasked by the game? Some games ask the player to memorize and recall specific details or patterns. Others call on memories that a player brings into the game from his or her actual life. Still other memory games ask players not on...
Folksonomies: education gamification
Folksonomies: education gamification
  1  notes