Mostrando postagens com marcador ludification. Mostrar todas as postagens
Mostrando postagens com marcador ludification. Mostrar todas as postagens

sexta-feira, 21 de setembro de 2012

One year of Gaming Conceptz and a special interview with Gonzalo Frasca

By Vince (@vincevader)

One year ago I started posting here about gaming concepts, game design, gamification/ludification, games and many more aspects of the ludic universe.

And, 84 posts later, the blog is still alive and kicking.

I want to thank you all for the feedback, e-mailing and the great acquaintances I made through the blog during this year.

And to celebrate the year one of the Gaming Conceptz we have a great interview with Gonzalo Frasca. Enjoy! Go gamers!



Gonzalo Frasca (Montevideo, 1972) is a game designer and academic researcher focusing on serious and political videogames. Frasca is originally from Uruguay, where he established Powerful Robot Games, a videogame studio in Montevideo. In video game theory, Frasca belongs to the group of so called "ludologists", who consider video games to be simulations based on rules. They see video games as the first simulational media for the masses - which means a paradigm shift in media consumption and production.



1) How You've become a serious games researcher?

I'm interested in games. Serious games try to take games even further. So, anybody who's interested in pushing the envelope in games should be interested in serious games. Even if most serious games do not succeed, just thinking about the questions they raise is enough to make us better designers.

2) What would be the best definition for ludology? And narratology?

Ludology is just a word for game and play research. It's as simple as that. There are several definitions of narratology, but basically it's the discipline that studies stories and storytelling.

3) We can see a "wave" of studies about the use of game mechanics in a lot of areas of knowledge. What's your point on the buzzword "gamification"?

I've seen a lot of buzzwords come and go. I think it's positive people are interested in applying games on other fields. If gamification is here to stay or will fade, time will tell. In general, I generally try not to trust recipes and most of what I've seen about gamification looks like a magic recipe to me. But I could be wrong.

4) The use of serious games for political campaigns and education has improved in the last years?

Not really. And that is an interesting question. The simple answer is that they are not relevant. I believe we're still waiting for critical mass. Sooner or later it'll happen. Specially in education. That's my current obsession. I would actually say that these days I'm more interested in education than in games. Well, actually, it's hard to see one without considering the other.

5) The world is going more and more ludic with new digital interfaces and social media. That's a fact. Are the companies and advertising agencies ready for these changes?

I'm not sure. Videogames are still considered cool per se, not because of what they can do. Again, we're still in the very early ages of this genre. I know it doesn't seem like it. It's not because of technology: it's about social conventions. The more we incorporate play into our culture, the easier it'll be. I know this sounds totally hippie and new agey. But play is basically about not being afraid of doing. Play literally will make us free.

6) Send a final message to the new researchers of the gaming concepts and game design field.

Play my new iOS game: Space Holiday (LINK HERE). It's not serious at all, not political: it's a plain, full puzzle game. It was a challenge I set to myself: I always liked puzzle games and I always thought it was the kind of game I couldn't make myself. I worked really hard to prove myself wrong.
In any case, stay away from labels: researcher, designer, creator, player - those categories overlap all the time. You can't be good at one without being good at the others.

quarta-feira, 1 de agosto de 2012

About Cognitive Apprenticeship and Games

"When you play the Uncharted 3: Drake's Deception game on the PlayStation 3, you don't tell Nathan Drake what to shoot, you don't direct him where to go, and you don't give him commands to follow. No, you don't control Nathan Drake because you ARE Nathan Drake. By operating the character in the game, you learn the implicit rules of the world you inhabit".



REFERENCE
:


KAPP, Karl. The Gamification of learning and instruction: game-based methods and strategies for training and education. San Francisco: Pfeifer, 2012. (pages 69 and 70)

quarta-feira, 27 de junho de 2012

What is Gamification?

Some definitions from the book "Gamification of learning and instruction":

"Process of using game thinking and mechanics to engage audiences and solve problens." - Gabe Zichermann, author of Game-based Marketing

"Using game tecniques to make activities more engaging and fun." - Amy Jo Kim, author of Community building on the web

"The broad trend of employing game mechanics to non-game environments such as innovation, marketing, training, employee performance, health and social change." - The Gartner Group

"Is the use of game play mechanics for non-game applications (also know as 'funware')." - Wikipedia

Combining elements from these definitions and getting rid of the emphasis of getting people todo things they ordinarily consider boring, results in defining the term gamification as:

"Gamification is using game-based mechanics, aesthetics and game thinking to engage people, motivate action, promote learning, and solve problems." - Karl Kapp

What Gamification is not

Only badges, points and rewards; trivialization of learning; new ( the military has been using "war games" simulations, and goal-driven experiences to train personnel for centuries).



REFERENCE:

KAPP, Karl. The gamification of learning and instruction: game-based methods and strategies for training and education. Pfeiffer: San Francisco, 2012. pages 10 & 12

terça-feira, 5 de junho de 2012

More about ludic interfaces

By Vince

BORJOMI, a georgian mineral water, launched a few weeks ago an awesome site with a great ludic interface. The creative team of the site found a very clever way to talk about the main feature of the product.



The mineral water has a curious differential: its source lays under 8 kilometers from the surface, so the water has a high level of purity.

There was a great challenge in this case and the solution for this advertising piece was not so obvious, but the creative team had a great idea: to create the deepest site of the internet.

They created a site that allows the user to scroll the screen for (real) eight kilometers. Looks weird, but it is true and you can check this on the URL http://thedeepestsite.com/ and on the video below.



If you have patience to "dig" the screen to the end, you will find the mysterious and pure source of water BORJOMI. As a prize you can write your name in a kind of hall of fame and tell the fact in your Facebook timeline to your friends.

An important feature of the site: anytime you want, it's possible to save your progress by using your Facebook login and password.

The BORJOMI's site is an excellent example of ludic interface. It is not a game, but it uses characteristics of games as "save", "badges", "ranking" and "mechanics" to promote a brand. This case shows us that is possible to put ludicity in many differents aspects of advertising and marketing.

I want to bring more gaming advertising cases to the blog. Wait for news.

Szia!

quarta-feira, 2 de maio de 2012

Health & games

By Vince

I want to dedicate this post to my friend Marcelo de Vasconcellos (link here), a brazilian researcher with an interesting work with the theme “videogames as means of communication in health”.

I’ll talk about DIDGET in this text. DIDGET is a medical apparatus with blood glucose monitoring system launched by pharmaceutical company Bayer in a partnership with NINTENDO. It was launched in 2010, but I think it's still a good case for discussion.



This health project highlights the concept of “ludification” and reinforces the idea of the use of elements from the ludic universe in another areas of knowledge.

DIDGET connects with the Nintendo DS system and rewards consistent testing with unlockable minigames. The system does not require a Nintendo DS to operate but has this special feature with the videogame. The site GamaSutra describes better the functioning of the medical apparatus: “when connected to the Game Boy Advance cartridge slot on Nintendo DS and DS Lite systems, DIDGET converts blood glucose test results into reward points”.

My friend Marcelo de Vasconcellos posted another good example of games in health area in his site. It’s about Intera, a software that works with Microsoft’s Kinect to be used during surgeries. The video below is in Portuguese, but the images speak for themselves.



I believe in a near future full of ludic interface interaction in the health area. I think we’ll see more and more uses for game mechanics and gaming concepts inside this field. Why? Because game is not only about fun, game is a language to be used in different and unusual fields of knowledge.



Source:
GamaSutra (link here)
Marcelo de Vasconcellos (link here)

segunda-feira, 26 de março de 2012

Ludificator

In this moment I'm writing a book named "LUDIFICATOR". It's a quick reference guide for the newbie game designers. I hope someday this content will be translated to english.

In the third chapter of my book I bring an idea I've discussed in the first post of this blog (link here): the idea of Ludification.

And now I have a good graph to illustrate this concept, as you can see below:

I'm trying to explain that the idea of Lufication is better than Gamification because in my point of view, the Game is inside the Ludic Field.

In my book I tried to demonstrate that it is more adequate to call activities with game mechanics as Ludic Interfaces.

Hang on! The book is coming out soon!