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robertogreco : raphkoster   14

Raph's Website » On getting criticism
"Everyone who dislikes your work is right. …

The criticism that is useful is that which helps you do it better. …

Nothing’s perfect. …

You often have to choose between your ideals and your message. …

You have to dig to get the gold. …

Good feedback is detailed. …

People who tell you you’re awesome are useless. No, dangerous. …

Someone asked for feedback will always find something wrong. …

Good work may not have an audience. …

Any feedback that comes with suggestions for improvement is awesome. …

If you agree with the criticism, say “thank you.” If you disagree, say “fair enough,” and “thank you.” …

You are not your work."
feedback  criticism  raphkoster  learning  2013 
october 2013 by robertogreco
Pasta&Vinegar » My (quick) notes from Playful10, London
"what's wrong w/ gameification: 1: games are not fun because they are games, they are fun because they are well designed! Sturgeon’s Law “90% of everything is crap” 2: rewards are not achievements, this is just bad psychology. Vendors who sell this have a Pavlovian model in mind. “it’s so 1940″ as Deterding said…exemplified by showing game on which there’s big button called “earn 1,000,000,000,000 $” you can click & win. Based on the reward model, this would be the best game. As described by Raph Koster, “fun in games arises from mastery”. 3: competition is not for everyone!

…problem is also that gameification has side-effects: creates unintended behavior, people game the system & it messes w/ implicit social norms.

When people take gameification too directly, they generally miss that games are about: fictions, make believe, talk, & freedom to play (”whoever plays plays freely, whoever must play cannot play!“). Playing = “as if” & playing is fun because of the autonomy."
games  gaming  motivation  sebastiandeterding  tommuller  paulbennun  naomialderman  tobybarnes  nicolasnova  hgwells  raphkoster  playful10  pavlov  bertrandduplat  competition  badges  psychology  autonomy  play  mastery  social  gamedesign  experience  gamification 
september 2010 by robertogreco
Raph’s Website » Games and the Creativity Crisis
"since around 1990, American kids have been getting measurably less creative. Alas, early in the article, we see games getting blamed...Is this in fact the case? After all, the rest of the article (and the rest of the research in the field) seems to suggest that handing students problems and obliging them to think about possible solutions, is a much better way to go than rote memorization. And that is what the best games do. But it is also definitely true that many games these days “come with the answers”...Personally, I have always found creativity to be all about juxtaposing concepts and ideas from different fields and places, making unexpected behooves us as game developers to at least attempt to make games that encourage creative thinking, if not out of some sense of civic or moral obligation, then as a way of “paying it forward” — something made us creative enough to make the games in the first place, so we shouldn’t hog all the fun."
children  seriousgames  creativity  development  games  gaming  gamedesign  education  trends  youth  tcsnmy  problemsolving  raphkoster  interdisciplinary  crossdisciplinary  multidisciplinary  crosspollination  innovation  learning  lcproject  glvo  pokemon  larp  imagination  pokémon 
july 2010 by robertogreco
Raph’s Website » Game dev books for 10 year olds?
"Got this question via Twitter from @eugaet, and realized that I was drawing a blank! ... When I was ten, I was learning about computers with Creative Computing. I was typing in listings, hacking in MS-BASIC and CP/M, that sort of thing. Books like the Atari computer-based ANTIC ones were something I could dig my teeth into. These days, of course, your computer may not have a programming language on it, and the barrier is higher. I haven’t had any luck getting my kids to get into programming yet — despite my son’s expressed interest in making games, and the fact that he merrily messes about with ROM hacks and emulators. So I am unsure what to recommend, particularly in that age bracket. Readers, what say you?"
raphkoster  games  gamedesign  gaming  videogames  kids  children  edg  srg  books 
april 2010 by robertogreco
Raph’s Website » Gameifying everything
[see also: ]

"The social games market makes extensive use of psych hacks, datamining, & incentive structures, in a small way very much like the above 3 concerns:

• There’s a reason why you invite people with gifts in those games — it triggers a reciprocity effect.
• The architecture of farming games exploits commitment.
• The whole premise is based on sitting atop the social graph — in other words, making use of the fact that you are supplying a giant pile of personal data to the service providers.
• And, of course, there’s been plenty of evidence that they can get you to do things using these structures.

There are plenty of valid concerns to be had here. But it’s not going to go away. Instead, we need to be thinking about what our accommodation is with these technologies and approaches. Almost all of this arises simply out of better knowledge of ourselves and our psychology paired with improvements in communications technology. And that is not a new problem — it’s an old one.""
ludocapitalism  socialgraph  games  trends  socialmedia  gaming  surveillance  2010  datamining  addiction  incentives  psychology  gamedesign  jesseschell  raphkoster  technology 
february 2010 by robertogreco
Raph’s Website » The perfect geek age?
"Was being born in 1971 the perfect time to be born a geek? ... [long list of examples here] ... Looking back on it, it makes me feel a bit sorry for those born ten years later. And I can’t judge ten years earlier, but so much of that seemed to hit at the right age. Looking back at history, it seems like the last big waves of popular invention like this were decades ago. Teens with hot rods? Engineering in the 20s? I see my kids now, and they are so clearly getting the finished products of so much, not the products in the process of invention… Am I wrong?"
1971  cv  history  childhood  transformation  videogames  dungeonsanddragons  libraries  internet  web  online  wikipedia  computers  programming  geek  via:blackbeltjones  raphkoster  mac  education  learning  culture  popculture  gamechanging  flux  google  sciencefiction  futureshock  starwars  comics 
may 2009 by robertogreco
ihobo: Grip: The Biology of Compulsion
"What makes you come back to the game for “one more try” or “just a little longer”? Once again, it can be tied back to the pleasure centre (nucleus accumbens), as we saw with the enjoyment of all games. ... I call this phenomena of compulsion in play Grip, and consider it to be a complimentary behaviour to Csikszentmihalyi's Flow, which I deconstructed in neurobiological terms the other week. If Flow is the constant and steady supply of the “reward protein” dopamine from the pleasure centre associated with a period of intense focus, then Grip occurs as a team-effort between the pleasure centre and the decision centre (orbit-frontal cortex), two parts of the brain that are very closely linked. The decision centre generates rewards (dopamine from the pleasure centre) when we make good decisions, and thus encourages us to learn good strategies and behaviours."
raphkoster  psychology  flow  videogames  mihalycsikszentmihalyi  design  games  gamedesign  gaming  brain  planning  interestingness  via:preoccupations  behavior 
april 2009 by robertogreco
Confessions of an Aca/Fan: Collective Intelligence vs. The Wisdom of Crowds
"Both "collective intelligence" and "the wisdom of crowds" offer productive models for game design but we will get nowhere if we confuse the two"
collectiveintelligence  henryjenkins  arg  janemcgonigal  davidedery  gamedesign  crowdsourcing  jamessurowiecky  play  gaming  games  raphkoster 
june 2008 by robertogreco
Technology Review: Creating a Web of Worlds [Metaplace]
"We think virtual worlds are just a new medium," Koster says. "That means that like other media--like pictures, audio, and video--virtual worlds are eventually going to start being ubiquitous on all sorts of Web pages."
areae  raphkoster  metaplace  virtualreality  games  gaming  mmog  metaverse  webdesign  vr  webdev 
january 2008 by robertogreco
Metaplace - Metaplace Announcement
"Build a virtual apartment and put it on your website. Work with friends to make a huge MMORPG. Share your puzzle game with friends. We have a vision: to let you build anything, and play everything, from anywhere. Eventually, anyway. We have to finish fir
areae  raphkoster  mmog  mmorpg  games  gaming  creativity  programming  virtual  web  metaverse  metaplace 
september 2007 by robertogreco
Raph’s Website » ETech07 liveblog: Incantations for Muggles
"Incantations for Muggles: The Role of Ubiquitous Web 2.0 Technologies in Everyday Life" - notes on Danah Boyd talk
demographics  generations  privacy  sociology  technology  web  youth  danahboyd  facebook  myspace  socialsoftware  socialnetworks  social  magic  design  aging  twitter  raphkoster 
march 2007 by robertogreco
Areae, Inc.
"Areae, Inc. is a company dedicated to taking the tired old virtual world and making it into something fresh and new. Something anyone can jump into. Something where anyone can find something fun to do or a game to play. Something where anyone can build t
mmog  multiplayer  socialsoftware  games  play  interface  social  web  online  community  gne  internet  software  society  secondlife  metaverse  areae  sandiego  raphkoster  programming  gaming  comics  metaplace  mmorpg  gamedesign  gamedev  virtualworlds  virtual 
december 2006 by robertogreco
Wonderland: Raph's Keynote
"So what I want to see: the games about curing cancer. The games about how do we restructure Florida when it's under water? That's where we need to go. In the end games stand on their own as the only medium that teaches formal systems in this way."
games  learning  play  psychology  education  design  technology  culture  raphkoster 
october 2005 by robertogreco

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