Screenshot from Four Horsemen Fake news, immigration, human rights, and more … The Civics & Social Issues track explores the tremendous international political changes over the last year. What’s the … Read more
Our on-stage Pitch Event at the Games for Change Festival invites select game creators to present their in-progress games in to a live jury and audience. We are looking for … Read more
Following on from the success of the Gamification Journey Planner, I wanted to add more value. Based on my Gamification Design Framework (GDF), I have created a full workbook that will help you go from your earliest planning to your full design.
It is broken down into several worksheets with instructions and examples to help you. Everything that was in the Journey Planner has been included here, with extra content, including the new Gamification Design Framework Canvas.
If you purchased the original planner, you will be getting a… Read the rest
In Spring 2017, The Octalysis Group opened a challenge to Octalysis fans and experts. The challenge was to improve the design of popular productivity app, Habitica, using Octalysis. Several of these designs were so strong we wanted to share them. Over the next few weeks, we will share some of the best designs. Habitica Design Challenge … Continue reading How Nathaniel Tseng Would Improve Habitica with Octalysis
The post How Nathaniel Tseng Would Improve Habitica with Octalysis appeared first on Yu-kai Chou: Gamification & Behavioral Design.
Playing games is ubiquitous across all cultures and time periods – mainly beacuse most people like playing games.
Games involve rules, points, systems, as well as a theme or storyline and can be massively fun and engaging. And there is an increasing body of research that shows “gamification” – where other activities are designed to be like a game – can be successful in encouraging positive changes in behaviour.
https://careers.fi/tty/careers.cgi?action=view&job_id=1169&lang=uk Tampere University of Technology (TUT) is an active scientific community of 1,700 employees and more than 8,300 students. The University operates in the form of a foundation and has a long-standing tradition of collaboration with other research institutions and industry. Many of the fields of research and study represented at the University play a […]
You may have noticed in my newest design framework that I mention emotions for the first time (I think) as a full consideration in my design process. I am by no means the first to think about it in a design framework. If you look at the MDA framework 1 the authors describe the aesthetics as:
the desirable emotional responses evoked in the player, when she interacts with the game system.
Later a more gamification focused framework, the MDE framework 2, dropped aesthetics and replaced them directly with emotions.
There are many theories and papers written about emotions… Read the rest
How are educators using Serious Games in their classrooms to give students agency, while also teaching 21st Century skills of empathy, systems thinking, and design thinking?
This question has motivated Dr. Matthew Farber’s research about educators who are experts of game-based learning, and now informs his current inquiry into teachers who view themselves as learning designers.
Our students have been working hard with their game projects the whole Spring semester of 2017 (ITIA9 Game Project). For the first time we provide the results of the course, in the spirit of game jams, as free downloadables to anyone interested to test them out.
The course was divided into three consecutive development periods: first game was created in two weeks, second in one month and the last one took two months to create. Every student of the group of almost 50 students was involved in making of three games: a board game, a platformer made with … Read the rest