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robertogreco : farmville   5

Videogames and the Spirit of Capitalism | Molleindustria
"We are only learning to speak of immeasurable qualities through videogames. It’s a slow and collective process of hacking accounting machines into expressive machines. Computer games need to learn from their non-digital counterparts to be loose interfaces between people. A new game aesthetic has to be explored: one that revels in problem-making over problem-solving, that celebrates paradoxes and ruptures, that doesn’t eschew broken and dysfunctional systems because the broken and dysfunctional systems governing our lives need to be unpacked and not idealized.

Strategies are to be discovered: poetic wrenches have to be thrown in the works; gears and valves have to grow hair, start pulsing and breathing; algorithms must learn to tell stories and scream in pain."

[direct link to video: https://vimeo.com/86738382 ]
videogames  gaming  paolopedercini  molleindustria  games  art  design  capitalism  economics  efficiency  control  rationalization  marxism  bureaucracy  consumption  commerce  standardization  socialnetworks  quantification  sybernetics  gamification  goals  society  taylorism  relationships  pokemon  facebook  farmville  zynga  management  power  labor  addiction  addictiveness  badges  behavior  measurement  commodification  rogercaillois  play  idleness  ludism  leisure  leisurearts  artleisure  maxweber  resistance  consciousness  storytelling  notgames  taleoftales  agency  proteus  richardhofmeier  cartlife  simulation  2014  douglaswilson  spaceteam  henrysmith  cooperativegames  collaborativegames  tamatipico  tuboflex  everydaythesamedream  unmanned  systemsthinking  human  humans  oligarchy  negativeexternalities  gamedesign  poetry  johannsebastianjoust  edg  srg  shrequest1  simulations  pokémon 
february 2014 by robertogreco
Phone etiquette and the end of the individual [I lean way to the "new standard of cool" side", but not completetly. There are a few, rare instances where the phone might enhance the encounter.]
"Peggy Nelson argues that everyone being on their mobile phones all the time -- even while at a dinner for two -- isn't rude, it signals a shift from our society's emphasis on the individual to the networked "flow"...

But au contraire, mon frere.

'My new standard of cool: when I'm hanging out with you, I never see your phone ever ever ever.'

'If we're hanging out and you pull out your iPhone to water your Farmville crops, we can no longer be friends. It's not me, it's you.'"
peggynelson  etiquette  mobile  phones  relationships  technology  farmville  society  flow  individualism  networks  kottke 
july 2010 by robertogreco
Cultivated Play: Farmville | MediaCommons
"if Farmville is laborious to play & aesthetically boring, why are so many people playing it?...answer is disarmingly simple: people are playing Farmville because people are playing Farmville..."

[via: http://daringfireball.net/linked/2010/06/29/farmville with this addition "Says DF reader James Murray via email, FarmVille is like a “Ponzi scheme of attention.”" ]
facebook  farmville  socialnetworking  socialnetworks  zynga  psychology  gamedesign  games  gaming  howardzinn  economy  education  design  culture  business  socialmedia  social  technology  media  politics  online  play  society  sociology  toshare  topost  classideas  civics  responsibility  citizenship  community  policy  corporations  manipulation  profit 
july 2010 by robertogreco
Is Your Life Just One Big RPG? -- Mind-Blowing Speech From DICE 2010 - G4tv.com
"You might think making games is all about putting 40 percent awesome in a box, throwing in a pinch of zazz and calling it a SKU, but that's not true. Games, you may have noticed, are all around us, all the time.
games  jesseschell  farmville  facebook  gaming  gamedesign  future  design  networks  mmo  2010  rpg  play  reality 
february 2010 by robertogreco
Beyond Facebook: How social games terrify traditional game makers but will lead us to gaming everywhere | VentureBeat
"Facebook games & others that use the “free to play” business model, where you can play a game for free & make money by selling virtual goods, hook their users via clever psychological tricks that convince you to buy things, either with real cash or by fulfilling some kind of special offer. These little incentives add up, creating a silly compulsion loop, forcing people to search for achievement points in everything they do. They keep playing because they get little rewards all of the time…"

[video: http://g4tv.com/thefeed/blog/post/702668/DICE-2010-Video-Design-Outside-The-Box.html]
facebook  games  trends  jesseschell  farmville  socialgames  reality  gaming  play  gamedesign 
february 2010 by robertogreco

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