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Richard A. Bartle: Players Who Suit MUDs

Richard A. Bartle: Players Who Suit MUDs
Richard Bartle[1] MUSE Ltd, Colchester, Essex. United Kingdom.richard@mud.co.uk Four approaches to playing MUDs are identified and described. These approaches may arise from the inter-relationship of two dimensions of playing style: action versus interaction, and world-oriented versus player-oriented. Most MUDs can trace their lineage directly back to Trubshaw's 1978 game (Bartle, 1990b; Burka, 1995) and, perhaps because of this heritage, the vast majority are regarded as "games" by their "players". It is worthwhile considering for a moment whether MUDs (as they are generally played) really are games, or whether they're something else. Are MUDs games? Or are they a combination of all four? These questions will be returned to at the end of this paper, along with some proposed answers. When the participants had finally run out of new things to say, it became time for me (as senior administrator) to summarise. The four things that people typically enjoyed personally about MUDs were: "Hmm..." Related:  Ludificació

SCVNGR’s Secret Game Mechanics Playdeck Some companies keep a playbook of product tips, tricks and trade secrets. Zynga has an internal playbook, for instance, that is a collection of “concepts, techniques, know-how and best practices for developing successful and distinctive social games”. Zynga’s playbook has entered the realm of legend and was even the subject of a lawsuit. SCVNGR, which makes a mobile game with real-world challenges, has a playdeck. It is a deck of cards listing nearly 50 different game mechanics that can be mixed and matched to create the foundation for different types of games. Rght now, that should be a lot of people. SCVNGR’s playdeck tries to break down the game mechanics into their constituent parts. SCVNGR Game Dynamics Playdeck Guide To This Document: This list is a collection of game dynamics terms, game dynamics theories that are interesting, useful and potentially applicable to your work here at SCVNGR. 1. Definition: A virtual or physical representation of having accomplished something. 2. 3.

Ludificación: los problemas y beneficios de aplicar los videojuegos al trabajo Publicado el Jue, 01/09/2011 - 6:39pm | UniversiaKnowledge@Wharton Ludificación: los problemas y beneficios de aplicar los videojuegos al trabajo Muchas corporaciones están implantando técnicas extraídas de juegos en línea para motivar a sus empleados a hacer cosas que de otra forma evitarían. La pregunta que se hacen los expertos es ¿estas técnicas son un engaño o simplemente una transformación? UniversiaKnowledge@Wharton El campo naciente de la ludificación, es decir, el uso de técnicas de diseño de juegos online en ambientes ajenos a los juegos, está ganando de forma rápida la atención de líderes de empresas, profesores, gestores de políticas y hasta de comunidades terroristas. Sólo para dar algunos ejemplos: la cadena de televisión por cable USA emplea un sistema de puntuación y recompensa para incentivar a los fans de programas como "Psych", premiando a los telespectadores más activos del "Club Psych", una web especial del canal dedicado a la serie. autor UniversiaKnowledge@Wharton

Game mechanics for thinking users « Web Worker's (Freak) Anthropology Game mechanics for thinking users Posted by Pietro Polsinelli on November 9, 2010 · 12 Comments Many software applications and web sites that are not commonly understood as games have some aspect that can be described in gaming terms. My point here is that a game design perspective can contribute in usability and functionality also in non gaming context. The post ends with examples of real world usage of game mechanics and some application suggestions. Which game mechanics? The real title of this post is “Game mechanics for thinking users of non gaming, not necessarily social, non trivial applications”. There is a lot of discussion these days about game mechanics, and often the discussion assumes a restrictive concept of the field, reducing it to badges and frequent flyer miles / redeeming mechanics. Fortunately this discipline is much wider and deeper than assumed in the references above. Game mechanics is a part of design and usability – it’s a part of “understanding users”. and 1. Scoring

Mecánicas de Juegos (Parte I) | Gamificacion Español En el día de hoy vamos a ver cuales son las mecánicas de juegos más importantes que se aplican a la experiencia gamificada y como lo hacen. Recordemos que las mecánicas de juegos son las “reglas” y/o métodos que intentan producir una experiencia divertida y agradable para el usuario y que lo predisponen psicológicamente a alterar su comportamiento. Las mecánicas que veremos, son complementarias unas con otras, algunas no tendrían sentido si no existieran otras. Logros (Achievements) Los logros son una representación virtual o real de haber completado algo. Niveles Es una de las mecánicas más conocidas y de las cuales hemos experimentado todos en algún momento. Significado Épico (Epic Meaning) Se trata de crear una atmosfera para el usuario en donde experimente una gran motivación a realizar una tarea, describiéndola como algo genial, inspirador y más grande que ellos mismos. Puntos Los puntos son valores numéricos que son otorgados por cumplir ciertos tipos de acciones. Behavioral Momentum

Welcome to the Superstruct Game Archive Mecánicas de Juegos (Parte II) | Gamificacion Español Volvemos con algunas mecánicas de juegos que faltaban describir. Esta entrada es la continuación de la primera parte de mecánicas de juegos. Hoy vamos a ver unas cuantas más, algunas conocidas y otras no tanto: Combos Los combos son usados frecuentemente para premiar algún tipo de habilidad que conlleve realizar una combinación de acciones. Colaboración en comunidad Se intenta que una comunidad o grupo de usuarios trabaje en conjunto para lograr resolver una tarea, problema, misión, reto, etc. Cuenta Regresiva (CountDown) Se les otorga una determinada cantidad de tiempo a los usuarios para que realicen alguna misión, reto, tarea, etc. Descubrimientos o Exploración Los jugadores tienen en su naturaleza un cierto grado de curiosidad, les gusta explorar y descubrir cosas nuevas y sorprendentes. Free Lunch Es la sensación de estar recibiendo algo gratis por haber completado correctamente algún trabajo. Progresión progreso en todo momento del juego. Jugar Infinitamente (Infinite Gameplay) Status

Evoke Social Game Blog de Gamifica.Me Features - The Designer's Notebook: Difficulty Modes and Dynamic Difficulty Adjustment [In Ernest Adams' latest Gamasutra column, he digs into difficulty levels in games, interestingly suggesting that player-set difficulty can, in many cases, be preferable to dynamic difficulty settings.] I just finished reading a book called Interactive Storytelling, by Andrew Glassner. While the first couple of hundred pages contain useful introductions to both storytelling and game design (for the novice, anyway), the book has some serious flaws and I can't really recommend it. But along the way, Glassner digresses into a variety of other subjects, and one of them is settable difficulty levels. He's against them. He thinks they ought to be banned. This really pulled me up short when I read it. These are Glassner's complaints about settable difficulty levels. The player has to decide too early. The options are too coarse.

Gamificación: 6 Teorías de Motivación en Juego. …Wait, before you close the curtain There’s still another game to play And life is beautiful that way (de la canción de Beautiful That Way - La Vida es Bella - por Noa + Gil Dor ) Hoy me gustaría trabajar desde las teorías de la motivación sobre un concepto al que le auguro bastante presente y mejor futuro, la gamificación*, del inglés game = juego. Por gamificación podríamos entender el uso de las mecánicas que emplean los diseñadores de juegos y videojuegos, para crear estos de forma que sean lo más amenos, motivantes y adictivos posibles, pero aplicadas a contextos ajenos al juego. Entre las mecánicas de juego más frecuentes encontramos: Puntos: Asignar un valor cuantitativo a una acción. Niveles: Umbrales que se cumplen acumulando puntos. Premios: Acreditación física o virtual de que se ha alcanzado un objetivo. Bienes virtuales: Artículos virtuales para expresar la individualidad. Clasificaciones: Asignar posiciones en comparación al resto de jugadores. Fuentes y otras lecturas:

3/8/11: Gamification – Rajat Paharia | GS&P Digital Education Description of Class Students will learn about optimizing user behavior through the technique of gamification – the use of game mechanics in non-gaming contexts to influence and motivate user participation, engagement and loyalty. We’ll cover the basic game mechanics, why and how they work, and look at several examples of them being used in live applications across a variety of industries. Rajat Paharia – Founder & Chief Product Officer, Bunchball (SF) Rajat Paharia is the founder and Chief Product Officer of Bunchball. Rajat’s skill set combines a unique understanding of technology and design that stems from a four year career at design firm IDEO where he was co-director of the Software Experiences Practice. Like this: Like Loading...

Game mechanics Game mechanics are constructs of rules intended to produce a game or gameplay. All games use mechanics; however, theories and styles differ as to their ultimate importance to the game. In general, the process and study of game design, or ludology, are efforts to come up with game mechanics that allow for people playing a game to have an engaging, but not necessarily fun, experience. Game mechanics vs. gameplay[edit] Gameplay refers to the overall game experience or essence of the game itself. For example, the basic gameplay of a shooting or fighting game is to hit while not being hit. However, from a programming or overall design perspective, basic gameplay can be deconstructed further to reveal constituent game mechanics. Game mechanics vs. theme[edit] Games that are mechanically similar can vary widely in theme. Some wargames, at the other extreme, are known for extremely complex rules and for attempts at detailed simulation. Turns[edit] Action points[edit] Auction or bidding[edit]

Meta-Game Design: Reward Systems that Drive Engagement One of the hottest topics in the Web-meets-Gaming world is metagame design -- the practice of applying game-like reward and feedback systems to non-game applications for the purpose of driving loyalty and engagement. In the physical world, we're surrounded by metagames: Karate belts, scout badges, employee incentive plans, and frequent flyer miles are all reward systems, layered onto an existing activity to drive loyalty and communicate social status. On the Web, metagames peform a similar function. Social networks like MyYearBook and Hi5 let players earn redeemable points by logging in and engaging in various social activities. In this design-focused talk, you'll learn about the three levels of metagame design -- points tables, feedback and rewards, and viral outreach -- and the key questions to answer at each level.

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