Gamification Workshop
- Due Mar 9, 2014 by 11:59pm
- Points 25
- Submitting a file upload
Directions:
This workshop consists of a self-paced slide show and related videos and content below. The slides are available in PDFs (accessible for screen readers). These slides are plain and designed to download fast and simply provide you with information you need for this course. To earn credit you need to submit the workshop task below to Canvas.
PDF: Gamification_181F_online.pdf Download Gamification_181F_online.pdf
To earn credit you need to submit the workshop task below to Canvas
For the workshop think about how these concepts and ideas reflect, contradict, or interact with the week’s readings and your own experiences with games and gamification.
- Select examples (1 each) from the workshop, videos, Meikle and Young C4, and Anderson. Place each example in context so we can understand it.
- Write a sentence or two on how these examples relate to each other (clearly label). Beyond the fact they are all related to games, gamification, or transmedia.
- Write a few sentences on how these examples interact with your own experiences of games, gamification, or game-like behavior.
How BIG are games? PewDiePie Links to an external site.is a YouTube channel of a Swedish Guy playing video games - and has 24+ MILLION subscribers!
Gamification Overview (context)
Link
Links to an external site.
What is Gamification? eCommerce and Marketing
Link
Links to an external site.
Jane McGonigal: Gaming can make a better world
Games like World of Warcraft give players the means to save worlds, and incentive to learn the habits of heroes. What if we could harness this gamer power to solve real-world problems? Jane McGonigal says we can, and explains how.
Link
Links to an external site.
Gamifying Education
Link
Links to an external site.
January 05, 2014 7:44 AM (audio 3 min) Links to an external site.
The Internet Archive has made hundreds of classic video games available for free play, right in your browser. NPR's Rachel Martin talks with Casey Johnston, writer for Ars Technica, about the re-release of the vintage games, and one she tried playing called Karateka.
A Game that is good for you: SuperBetter Links to an external site.
SuperBetter is a tool created by game designers and backed by science to help build personal resilience: the ability to stay strong, motivated and optimistic even in the face of difficulty challenges. Resilience has a powerful effect on health -- by boosting physical and emotional well-being. Resilience also helps you achieve your life goals -- by strengthening your social support and increasing your stamina, willpower and focus. Every aspect of the game is designed to harness the power of positive emotions and social connection for live, feel, and act better.
Further Reading (if you are interested) eBooks (some with recommended chapters) we have at the library:
For the Win : How Game Thinking Can Revolutionize Your Business Links to an external site.
(Available Free for SJSU Students) Links to an external site.
Take your business to the next level? for the win
Millions flock to their computers, consoles, mobile phones, tablets, and social networks each day to play World of Warcraft, Farmville, Scrabble, and countless other games, generating billions in sales each year. The careful and skillful construction of these games is built on decades of research into human motivation and psychology: A well-designed game goes right to the motivational heart of the human psyche.
Game cultures: computer games as new media Links to an external site.
Chapter 5 Computer Game as Media Text - Attempts to place games as a form of media and discusses some of the difficulties of studying them in the same was as other forms of media.
http://discover.sjlibrary.org/iii/encore_sjsu/record/C__Rb3658333?lang=eng
Characteristics of games Links to an external site.
Chapter 1 Basics- does some definition/examples of a variety of games (chess to mario bros)
Chapter 3 Infrastructure - Talks about rules/structural elements of games again lots of wide ranging examples.
Chapter 4 Games as Systems - This is probably a bit beyond an overview class, but I find interesting - it gets into sub games and 'catch-up' and 'snowballing' (games that have features to help the losers catch up or features that help winners keep winning), basically looking beyond the basic rules of a game to see the larger game play dynamics.
http://discover.sjlibrary.org/iii/encore_sjsu/record/C__Rb4416522?lang=eng
Games and gaming [electronic resource] : an introduction to new media Links to an external site.
Chapter 1 The Histories of Gaming - Definitely video/computer game focused, but an overview that might be good
http://discover.sjlibrary.org/iii/encore_sjsu/record/C__Rb4294797?lang=eng
Rubric
Criteria | Ratings | Pts |
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Select examples (1 each) from the workshop, videos, Meikle and Young C4, and Anderson. Place each example in context so we can understand it
threshold:
pts
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Write a sentence or two on how these examples relate to each other (clearly label). Beyond the fact they are all related to games, gamification, or transmedia.
threshold:
pts
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pts
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Write a few sentences on how these examples interact with your own experiences of games, gamification, or game-like behavior.
threshold:
pts
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pts
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