IAT 210 Lecture Notes - Lecture 10: Gamification, Gamasutra, Geocaching

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Lec 10 jl 16 (gamiicaion games and moivaion) Gamiicaion: airline miles, grocery loyalty programs, webkins, club penguin, badges, points, free prizes, payments, discounts, social status, leaderboard, friend counts, progress bars, achievement data, levelling up. Why now: games have become part of mainstream culture, on lots of diferent devices, new kinds of experiences: args, fantasy sports leagues, geocaching, points systems, also the quaniied self movement. Fitness and sleep tracking: these experiences tend to be lower cost, and quick to market, so quite proitable. The counter-argument: ian bogost"s paper on schell games in gamasutra refers to such experiences as. Exploitaion-ware : ciing farmville, he quesions whether measurable outcomes mater more than true player moivaion, the big quesion is, do incenives muddy meaningful player agency? . Moivaional designs: sebasian deterding (phd at hamburg u. , recently working at google) coined the term, we need to understand that diference between. Intrinsic moivaion based on saisfacion of doing something for its own sake (watching a sunset)

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