Today, boring work turned into exciting discussions on games.
The sociology of games and the gamer mentality was a hot discussion. Who knows, this might be the chance for some positive reinforcement for all of that hard gaming work I have been doing.
:-P
I have attached my notes below. . . for all that is worth.
Byron Reeves
Stanford University
Ā Science of Fun
Experiments about social responses to games and implication for designing work
Empirical psychologist about how they respond to interactive communication methods.
Sensitive to nonverbal responses.
Workflow, accounting and other computer-assisted mediation of tasks are just as liable to receive play characteristics as games.
Technology does not equate to games lo-fi (D&D)
Games are changing the workforce. Most companies have a committee to explore game technology in technological areas.
New book: Edward Castronova Synthetic Worlds
Tom Malone: The future of work
100 million Americans played video games last week.
10% of Korea is playing Lineage
Average age of game players is 26-29
13 things good games have (and enterprise software could copy)
1. Self representations
2. Representations
3. Narrative
4. Feedback
5. Ranks and levels
6. Marketplace
7. Communication
8. Teams
9. Time pressure
10. Rules
11. Tasks
12. Assets
13. Worlds
Games and work:
Ā·Ā Ā Ā Ā Ā Ā Ā Beyond games and learning
Ā·Ā Ā Ā Ā Ā Ā Ā Embedding work in games
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