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tsuomela : gaming   30

Why Are Video Games so Sexist? | New Republic
"READY PLAYER TWO: WOMEN GAMERS AND DESIGNED IDENTITY By Shira ChessUniversity of Minnesota Press, 240 pp., $27.00"
book  review  games  gaming  gender  culture  design 
november 2017 by tsuomela
www.nytimes.com
"PLAY ANYTHING The Pleasure of Limits, the Uses of Boredom, and the Secret of Games By Ian Bogost 266 pp. Basic Books. $26.99. THE TETRIS EFFECT The Game That Hypnotized the World By Dan Ackerman 264 pp. PublicAffairs. $25.99. DEATH BY VIDEO GAME Danger, Pleasure, and Obsession on the Virtual Frontline By Simon Parkin 254 pp. Melville House. $25.95."
books  reviews  games  game-studies  gaming  psychology  culture  design  history 
september 2016 by tsuomela
Shared Fantasy: Role Playing Games as Social Worlds, Fine
"This classic study still provides one of the most acute descriptions available of an often misunderstood subculture: that of fantasy role playing games like Dungeons & Dragons. Gary Alan Fine immerses himself in several different gaming systems, offering insightful details on the nature of the games and the patterns of interaction among players—as well as their reasons for playing."
book  publisher  gaming  role-playing  1980s 
april 2016 by tsuomela
Making Democracy Fun | The MIT Press
"Anyone who has ever been to a public hearing or community meeting would agree that participatory democracy can be boring. Hours of repetitive presentations, alternatingly alarmist or complacent, for or against, accompanied by constant heckling, often with no clear outcome or decision. Is this the best democracy can offer? In Making Democracy Fun, Josh Lerner offers a novel solution for the sad state of our deliberative democracy: the power of good game design. What if public meetings featured competition and collaboration (such as team challenges), clear rules (presented and modeled in multiple ways), measurable progress (such as scores and levels), and engaging sounds and visuals? These game mechanics would make meetings more effective and more enjoyable—even fun."
book  publisher  democracy  gaming  gamification  participation 
june 2014 by tsuomela
Rage Against the Machines | Ian Bogost | The Baffler
"Like free digital services more broadly, the real purpose of the videogame business—and, indeed, of American business writ large—is not to provide search or social or entertainment features, but to create rapidly accelerating value as quickly as possible so as to convert that aggregated value into wealth. Bingo!"
online  gaming  games  design  business  finance  gambling  addiction  business-model  capitalism 
march 2014 by tsuomela
How to Earn Your Skeptic “Badge”
"As someone who helped to build up the current field of Digital Media and Learning, I am concerned that, if badges start to feel too much like a “party line,” many are going to feel excluded from the field. This has the potential to be the first major divide in a field which many of us see as our intellectual and spiritual home. We remain silent because we do not want to disrupt the party and because we respect the leadership of the DML initiative so much, but there is much that is at risk in that silence."
badges  gamification  learning  gaming  informal  rewards  awards 
april 2013 by tsuomela
The Future of Gamification | Pew Research Center's Internet
"Tech stakeholders and analysts generally believe the use of game mechanics, feedback loops, and rewards will become more embedded in daily life by 2020, but they are split about how widely the trend will extend. Some say the move to implement more game elements in networked communications will be mostly positive, aiding education, health, business, and training. Some warn it can take the form of invisible, insidious behavioral manipulation."
internet  games  gamification  survey  research  gaming 
may 2012 by tsuomela
Gamification: Ditching reality for a game isn't as fun as it sounds. - By Heather Chaplin - Slate Magazine
"In a gamified world, corporations don't have to reward us for our business by offering better service or lower prices. Rather, they can just set up a game structure that makes us feel as if we're being rewarded. McGonigal goes even further. She talks about an "engagement economy … that works by motivating and rewarding participants with intrinsic rewards, and not more lucrative compensation." This economy doesn't rely on cash—rather, it pays participants with points, peer recognition, and their names on leader boards. It's hard to tell if this is fairy-tale thinking or an evil plot."
games  gaming  serious-games  social  behavior  marketing  advertising 
april 2011 by tsuomela
Many hands make light work : Nature
A natural polypeptide chain can fold into a native protein in microseconds, but predicting such stable three-dimensional structure from any given amino-acid sequence and first physical principles remains a formidable computational challenge. Aiming to recruit human visual and strategic powers to the task, Seth Cooper, David Baker and colleagues turned their 'Rosetta' structure-prediction algorithm into an online multiplayer game called Foldit, in which thousands of non-scientists competed and collaborated to produce a rich set of new algorithms and search strategies for protein structure refinement. The work shows that even computationally complex scientific problems can be effectively crowd-sourced using interactive multiplayer games.
science  methods  citizen-science  crowdsourcing  participation  co-science  community  collaboration  games  gaming 
august 2010 by tsuomela
World Of Proteincraft - Science News
More than 57,000 people, many of them nonscientists, got involved in Foldit, a game geared towards solving the puzzle of protein structure, researchers report in the Aug. 5 Nature. And several top-ranked players outdid state-of-the-art computer algorithms that tackle the same tasks. The project suggests that online games tapping into the wisdom of crowds may be a fruitful approach to scientific challenges.
science  methods  citizen-science  crowdsourcing  participation  co-science  community  collaboration  games  gaming 
august 2010 by tsuomela
Networked Learning Design - Occasional rants - Why serious games work - an over-simplified view
So a couple of years ago I produced a very simple little model. It suggests that serious games are great for learning because:
1. They provide motivation
2. They offer varying degrees of simulation
3. They tie experiences together through narration
games  education  e-learning  learning  motivation  narrative  simulation  gaming 
february 2010 by tsuomela
Nomic - Wikipedia, the free encyclopedia
Nomic is a game created in 1982 by philosopher Peter Suber in which the rules of the game include mechanisms for the players to change those rules, usually beginning through a system of democratic voting.
games  gaming  game-theory  politics  simulation  learning  experimental 
september 2009 by tsuomela
anotherheideggerblog: Interview with Ian Bogost
Today I am happy to bring you the long-awaited interview with Ian Bogost who is currently an Associate Professor at Georgia Tech Institute at Technology, a co-founder of Persuasive Games, and a board member at the educational publishing house Open Texture.
philosophy  critical-theory  computer  gaming  games  persuasion  technology  interview 
july 2009 by tsuomela

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