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DROP OUT. HANG OUT. SPACE OUT. : DiGRA 2011: Ludotopians and Ludocapitalists: Gamification, Sandbox Games and the Myths of Cultural Industries
"…three things: ludocapitalists, ludotopians, & what I have roughly come to call the ludic sublime: the power of technological myth making & what this means to the future of videogames…how recent discourses around videogames reflect past trends about how we frame & understand the role of technology in society, & look critically at how these narratives are used by various forces…

Videogames will change the world, but most likely when they fade into the background. When they are prosaic, common & cheap is when we will be more intertwined with their development than we are now. When marketers stop selling gamification like snake oil of a perfect solution to ones business problems, but just as another tool of communication in the toolbox is when we need to worry about them the most."
videogames  gamification  ludotopians  ludocapitalists  culture  gaming  2011  danieljoseph  ludicsublime  myth  minecraft  janemcgonigal  clayshirky  alexleavitt  foursquare  advergames  advertising  capitalism  business  exploitationware  gabezicherman  ianbogost  from delicious
september 2011 by robertogreco
DROP OUT. HANG OUT. SPACE OUT. : DiGRA 2011: Ludotopians and Ludocapitalists: Gamification, Sandbox Games and the Myths of Cultural Industries
"…three things: ludocapitalists, ludotopians, & what I have roughly come to call the ludic sublime: the power of technological myth making & what this means to the future of videogames…how recent discourses around videogames reflect past trends about how we frame & understand the role of technology in society, & look critically at how these narratives are used by various forces…

Videogames will change the world, but most likely when they fade into the background. When they are prosaic, common & cheap is when we will be more intertwined with their development than we are now. When marketers stop selling gamification like snake oil of a perfect solution to ones business problems, but just as another tool of communication in the toolbox is when we need to worry about them the most."


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videogames  gamification  ludotopians  ludocapitalists  culture  gaming  2011  danieljoseph  ludicsublime  myth  minecraft  janemcgonigal  clayshirky  alexleavitt  foursquare  advergames  advertising  capitalism  business  exploitationware  gabezicherman  ianbogost  from google
september 2011 by roomthily
The purpose of gamification - O'Reilly Radar [Quotes from a comment left by Kathy Sierra. The bookmark points to that comment.]
"Many of us find gamification not offensive to game *developers* but an insult to Actual Games. And, for some of us, an insult to actual people who are the targets of gamification efforts. Not denying that they can often *work* given that slot machines work, quite well, by employing many of the same underlying principles.

If gamification were merely *not that useful* from a long-term, sustainability perspective, many of us would not care. But it risks de-valuing some of the very thing we-society, educators, developers, designers, etc. -- actually care about. In the wrong context, gamification can cause a short-term sugar rush of engagement followed by a crash from which a company's "brand" may not fully recover. Not if they ever care to have sustained engagement based on ACTUAL value…

…read every word of Dan Pink's Drive…[and] for a REAL understanding of the difference between shallow and deep engagement, read "FLOW""
gamification  gaming  kathysierra  via:preoccupations  gabezicherman  motivation  danielpink  flow  sustainability  killmenow  mihalycsikszentmihalyi  intrinsicmotivation  extrinsicmotivation  falsepromises  dangeroustrends  2011  from delicious
may 2011 by robertogreco

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