狠狠撸shows by User: dings / http://www.slideshare.net/images/logo.gif 狠狠撸shows by User: dings / Wed, 18 Jul 2018 08:57:29 GMT 狠狠撸Share feed for 狠狠撸shows by User: dings Mechanics, Messages, Meta-Media: How Persuasive Games Persuade, and What They Persuade Us Of /slideshow/mechanics-messages-metamedia-how-persuasive-games-persuade-and-what-they-persuade-us-of/106405965 vortrag160806digra-mechanic-message-180718085730
My talk at the Persuasive Gaming in Context Conference in Amsterdam, October 17, 2017.]]>

My talk at the Persuasive Gaming in Context Conference in Amsterdam, October 17, 2017.]]>
Wed, 18 Jul 2018 08:57:29 GMT /slideshow/mechanics-messages-metamedia-how-persuasive-games-persuade-and-what-they-persuade-us-of/106405965 dings@slideshare.net(dings) Mechanics, Messages, Meta-Media: How Persuasive Games Persuade, and What They Persuade Us Of dings My talk at the Persuasive Gaming in Context Conference in Amsterdam, October 17, 2017. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/vortrag160806digra-mechanic-message-180718085730-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> My talk at the Persuasive Gaming in Context Conference in Amsterdam, October 17, 2017.
Mechanics, Messages, Meta-Media: How Persuasive Games Persuade, and What They Persuade Us Of from Sebastian Deterding
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Gamification for Health Behaviour Change /slideshow/gamification-for-health-behaviour-change-88500762/88500762 presentationcbcdeterding180219-180221131851
Gamification in health behaviour change produces muddled results. Why? Because game design elements, behaviour change techniques, etc. are too decontextualised and underspecified to guide design implementation. Talk at the CBC 2018 conference "Behaviour Change for Health: Digital & Beyond", February 21, 2018, London.]]>

Gamification in health behaviour change produces muddled results. Why? Because game design elements, behaviour change techniques, etc. are too decontextualised and underspecified to guide design implementation. Talk at the CBC 2018 conference "Behaviour Change for Health: Digital & Beyond", February 21, 2018, London.]]>
Wed, 21 Feb 2018 13:18:51 GMT /slideshow/gamification-for-health-behaviour-change-88500762/88500762 dings@slideshare.net(dings) Gamification for Health Behaviour Change dings Gamification in health behaviour change produces muddled results. Why? Because game design elements, behaviour change techniques, etc. are too decontextualised and underspecified to guide design implementation. Talk at the CBC 2018 conference "Behaviour Change for Health: Digital & Beyond", February 21, 2018, London. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/presentationcbcdeterding180219-180221131851-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Gamification in health behaviour change produces muddled results. Why? Because game design elements, behaviour change techniques, etc. are too decontextualised and underspecified to guide design implementation. Talk at the CBC 2018 conference &quot;Behaviour Change for Health: Digital &amp; Beyond&quot;, February 21, 2018, London.
Gamification for Health Behaviour Change from Sebastian Deterding
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Outside the Box: Toward an Ecology of Gaming Enjoyment /slideshow/outside-the-box-toward-an-ecology-of-gaming-enjoyment/82007857 vortraglincoln171108-171113205153
My talk at the Lincoln Games Symposium 2017]]>

My talk at the Lincoln Games Symposium 2017]]>
Mon, 13 Nov 2017 20:51:53 GMT /slideshow/outside-the-box-toward-an-ecology-of-gaming-enjoyment/82007857 dings@slideshare.net(dings) Outside the Box: Toward an Ecology of Gaming Enjoyment dings My talk at the Lincoln Games Symposium 2017 <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/vortraglincoln171108-171113205153-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> My talk at the Lincoln Games Symposium 2017
Outside the Box: Toward an Ecology of Gaming Enjoyment from Sebastian Deterding
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City Games: Up and Down and Sideways on the Ladder of Abstraction /dings/city-games-up-and-down-and-sideways-on-the-ladder-of-abstraction presentation170707citygames-170710103041
Like games and everyday life, games and cities have been intersecting in two primary ways: modelling the city in an abstract view from above, with planning games and urban simulations, and transforming people's everyday urban experiences and behaviors with playful interventions on the ground. Neither one, this talk argues, has been particularly successful in creating lasting improvements in citizen's well being. To accomplish this, we need to take game design seriously and look sideways at the messy middle between map and territory, the processes in which one is translated into the other (or not). My keynote at ISAGA 2017 in Delft, NL, July 10, 2017.]]>

Like games and everyday life, games and cities have been intersecting in two primary ways: modelling the city in an abstract view from above, with planning games and urban simulations, and transforming people's everyday urban experiences and behaviors with playful interventions on the ground. Neither one, this talk argues, has been particularly successful in creating lasting improvements in citizen's well being. To accomplish this, we need to take game design seriously and look sideways at the messy middle between map and territory, the processes in which one is translated into the other (or not). My keynote at ISAGA 2017 in Delft, NL, July 10, 2017.]]>
Mon, 10 Jul 2017 10:30:41 GMT /dings/city-games-up-and-down-and-sideways-on-the-ladder-of-abstraction dings@slideshare.net(dings) City Games: Up and Down and Sideways on the Ladder of Abstraction dings Like games and everyday life, games and cities have been intersecting in two primary ways: modelling the city in an abstract view from above, with planning games and urban simulations, and transforming people's everyday urban experiences and behaviors with playful interventions on the ground. Neither one, this talk argues, has been particularly successful in creating lasting improvements in citizen's well being. To accomplish this, we need to take game design seriously and look sideways at the messy middle between map and territory, the processes in which one is translated into the other (or not). My keynote at ISAGA 2017 in Delft, NL, July 10, 2017. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/presentation170707citygames-170710103041-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Like games and everyday life, games and cities have been intersecting in two primary ways: modelling the city in an abstract view from above, with planning games and urban simulations, and transforming people&#39;s everyday urban experiences and behaviors with playful interventions on the ground. Neither one, this talk argues, has been particularly successful in creating lasting improvements in citizen&#39;s well being. To accomplish this, we need to take game design seriously and look sideways at the messy middle between map and territory, the processes in which one is translated into the other (or not). My keynote at ISAGA 2017 in Delft, NL, July 10, 2017.
City Games: Up and Down and Sideways on the Ladder of Abstraction from Sebastian Deterding
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Desperately Seeking Theory /slideshow/desperately-seeking-theory/76385947 vortrag141214designingfor-curiosity-170526170019
My keynote for the ICA 2017 Preconference "My So-Called Gamified Life" in San Diego, CA, May 25, 2017.]]>

My keynote for the ICA 2017 Preconference "My So-Called Gamified Life" in San Diego, CA, May 25, 2017.]]>
Fri, 26 May 2017 17:00:19 GMT /slideshow/desperately-seeking-theory/76385947 dings@slideshare.net(dings) Desperately Seeking Theory dings My keynote for the ICA 2017 Preconference "My So-Called Gamified Life" in San Diego, CA, May 25, 2017. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/vortrag141214designingfor-curiosity-170526170019-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> My keynote for the ICA 2017 Preconference &quot;My So-Called Gamified Life&quot; in San Diego, CA, May 25, 2017.
Desperately Seeking Theory from Sebastian Deterding
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Gamification: Missverst盲ndnisse und L枚sungen https://de.slideshare.net/slideshow/gamification-missverstndnisse-und-lsungen/73068214 vortraggamifycon170308-170312163156
Pr盲sentation auf der Gamify Conference 2017 am 8.3.2017 in M眉nchen.]]>

Pr盲sentation auf der Gamify Conference 2017 am 8.3.2017 in M眉nchen.]]>
Sun, 12 Mar 2017 16:31:56 GMT https://de.slideshare.net/slideshow/gamification-missverstndnisse-und-lsungen/73068214 dings@slideshare.net(dings) Gamification: Missverst盲ndnisse und L枚sungen dings Pr盲sentation auf der Gamify Conference 2017 am 8.3.2017 in M眉nchen. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/vortraggamifycon170308-170312163156-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Pr盲sentation auf der Gamify Conference 2017 am 8.3.2017 in M眉nchen.
from Sebastian Deterding
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Experience Design in the Museum /slideshow/experience-design-in-the-museum/72687622 presentation170228edinburgh-170301092034
Experience design is not about shiny new digital technology - apps, touch screens, games, beacons, the works. It is a different perspective on exhibition and museum design, and a different process as a result. My talk at the Museum Association's 2017 Moving on Up event in Edinburg, February 28, 2017.]]>

Experience design is not about shiny new digital technology - apps, touch screens, games, beacons, the works. It is a different perspective on exhibition and museum design, and a different process as a result. My talk at the Museum Association's 2017 Moving on Up event in Edinburg, February 28, 2017.]]>
Wed, 01 Mar 2017 09:20:34 GMT /slideshow/experience-design-in-the-museum/72687622 dings@slideshare.net(dings) Experience Design in the Museum dings Experience design is not about shiny new digital technology - apps, touch screens, games, beacons, the works. It is a different perspective on exhibition and museum design, and a different process as a result. My talk at the Museum Association's 2017 Moving on Up event in Edinburg, February 28, 2017. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/presentation170228edinburgh-170301092034-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Experience design is not about shiny new digital technology - apps, touch screens, games, beacons, the works. It is a different perspective on exhibition and museum design, and a different process as a result. My talk at the Museum Association&#39;s 2017 Moving on Up event in Edinburg, February 28, 2017.
Experience Design in the Museum from Sebastian Deterding
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It's the Autonomy, Stupid: Autonomy Experiences Between Playful Work and Workful Play /slideshow/its-the-autonomy-stupid-autonomy-experiences-between-playful-work-and-workful-play/72434617 presentation170221autonomystupid-170221222136
A core tenet of traditional play theories is that play is voluntary. This view has been troubled by recent empirical phenomena of "instrumental play" and "playbour": instances where play is mandatory, has serious consequences attached or is done as gainful labour, such as goldfarming. Similarly, people are increasingly using game design elements in non-game contexts like work to make them more playful and engaging. This talk suggests that the conceptual troubles of playbour and gamification can be resolved by focusing on autonomy as a psychological state: how much autonomy people experience informs whether they understand and a label an activity as "work(-like)" or "play(ful)". Drawing on a qualitative interview study with participants engaging in instrumental play, the talk will tease out how social and material features of gaming and work situations support and thwart autonomy experience and thus, their understanding as "work" or "play."]]>

A core tenet of traditional play theories is that play is voluntary. This view has been troubled by recent empirical phenomena of "instrumental play" and "playbour": instances where play is mandatory, has serious consequences attached or is done as gainful labour, such as goldfarming. Similarly, people are increasingly using game design elements in non-game contexts like work to make them more playful and engaging. This talk suggests that the conceptual troubles of playbour and gamification can be resolved by focusing on autonomy as a psychological state: how much autonomy people experience informs whether they understand and a label an activity as "work(-like)" or "play(ful)". Drawing on a qualitative interview study with participants engaging in instrumental play, the talk will tease out how social and material features of gaming and work situations support and thwart autonomy experience and thus, their understanding as "work" or "play."]]>
Tue, 21 Feb 2017 22:21:35 GMT /slideshow/its-the-autonomy-stupid-autonomy-experiences-between-playful-work-and-workful-play/72434617 dings@slideshare.net(dings) It's the Autonomy, Stupid: Autonomy Experiences Between Playful Work and Workful Play dings A core tenet of traditional play theories is that play is voluntary. This view has been troubled by recent empirical phenomena of "instrumental play" and "playbour": instances where play is mandatory, has serious consequences attached or is done as gainful labour, such as goldfarming. Similarly, people are increasingly using game design elements in non-game contexts like work to make them more playful and engaging. This talk suggests that the conceptual troubles of playbour and gamification can be resolved by focusing on autonomy as a psychological state: how much autonomy people experience informs whether they understand and a label an activity as "work(-like)" or "play(ful)". Drawing on a qualitative interview study with participants engaging in instrumental play, the talk will tease out how social and material features of gaming and work situations support and thwart autonomy experience and thus, their understanding as "work" or "play." <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/presentation170221autonomystupid-170221222136-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> A core tenet of traditional play theories is that play is voluntary. This view has been troubled by recent empirical phenomena of &quot;instrumental play&quot; and &quot;playbour&quot;: instances where play is mandatory, has serious consequences attached or is done as gainful labour, such as goldfarming. Similarly, people are increasingly using game design elements in non-game contexts like work to make them more playful and engaging. This talk suggests that the conceptual troubles of playbour and gamification can be resolved by focusing on autonomy as a psychological state: how much autonomy people experience informs whether they understand and a label an activity as &quot;work(-like)&quot; or &quot;play(ful)&quot;. Drawing on a qualitative interview study with participants engaging in instrumental play, the talk will tease out how social and material features of gaming and work situations support and thwart autonomy experience and thus, their understanding as &quot;work&quot; or &quot;play.&quot;
It's the Autonomy, Stupid: Autonomy Experiences Between Playful Work and Workful Play from Sebastian Deterding
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Gameful Design for Learning /slideshow/gameful-design-for-learning/72177668 presentation170215coventry-170215121259
How game design can inspire the re-design of learning in higher education at the Coventry Remix Play event, February 15, 2017.]]>

How game design can inspire the re-design of learning in higher education at the Coventry Remix Play event, February 15, 2017.]]>
Wed, 15 Feb 2017 12:12:59 GMT /slideshow/gameful-design-for-learning/72177668 dings@slideshare.net(dings) Gameful Design for Learning dings How game design can inspire the re-design of learning in higher education at the Coventry Remix Play event, February 15, 2017. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/presentation170215coventry-170215121259-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> How game design can inspire the re-design of learning in higher education at the Coventry Remix Play event, February 15, 2017.
Gameful Design for Learning from Sebastian Deterding
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Un-Boring Meetings /slideshow/unboring-meetings/71671322 vortrag161111alibisforinteraction-170202085706
Extended Cut of my Alibis for Interaction 2016 masterclass on "hacking the meeting"]]>

Extended Cut of my Alibis for Interaction 2016 masterclass on "hacking the meeting"]]>
Thu, 02 Feb 2017 08:57:06 GMT /slideshow/unboring-meetings/71671322 dings@slideshare.net(dings) Un-Boring Meetings dings Extended Cut of my Alibis for Interaction 2016 masterclass on "hacking the meeting" <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/vortrag161111alibisforinteraction-170202085706-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Extended Cut of my Alibis for Interaction 2016 masterclass on &quot;hacking the meeting&quot;
Un-Boring Meetings from Sebastian Deterding
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Explodierende Medien https://de.slideshare.net/slideshow/explodierende-medien/71490853 presentation161210explodingmedia-170128141135
Keynote der Tagung Praktiken Medialer Transformation in Hamburg, 9.12.2016.]]>

Keynote der Tagung Praktiken Medialer Transformation in Hamburg, 9.12.2016.]]>
Sat, 28 Jan 2017 14:11:35 GMT https://de.slideshare.net/slideshow/explodierende-medien/71490853 dings@slideshare.net(dings) Explodierende Medien dings Keynote der Tagung Praktiken Medialer Transformation in Hamburg, 9.12.2016. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/presentation161210explodingmedia-170128141135-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Keynote der Tagung Praktiken Medialer Transformation in Hamburg, 9.12.2016.
from Sebastian Deterding
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Would the real Mary Poppins please stand up? Approaches and Methods in Gameful Design /slideshow/would-the-real-mary-poppins-please-stand-up-approaches-and-methods-in-gameful-design/71490755 presentation170127leicester-170128140556
Talk at the University of Leicester on January 27, 2017.]]>

Talk at the University of Leicester on January 27, 2017.]]>
Sat, 28 Jan 2017 14:05:56 GMT /slideshow/would-the-real-mary-poppins-please-stand-up-approaches-and-methods-in-gameful-design/71490755 dings@slideshare.net(dings) Would the real Mary Poppins please stand up? Approaches and Methods in Gameful Design dings Talk at the University of Leicester on January 27, 2017. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/presentation170127leicester-170128140556-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Talk at the University of Leicester on January 27, 2017.
Would the real Mary Poppins please stand up? Approaches and Methods in Gameful Design from Sebastian Deterding
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Design Against Productivity /slideshow/design-against-productivity/68827655 vortrag151124mitpalacesintime-161113183047
My presentation at the MIT Media Lab Advancing Wellbeing Series, November 14, 2015.]]>

My presentation at the MIT Media Lab Advancing Wellbeing Series, November 14, 2015.]]>
Sun, 13 Nov 2016 18:30:47 GMT /slideshow/design-against-productivity/68827655 dings@slideshare.net(dings) Design Against Productivity dings My presentation at the MIT Media Lab Advancing Wellbeing Series, November 14, 2015. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/vortrag151124mitpalacesintime-161113183047-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> My presentation at the MIT Media Lab Advancing Wellbeing Series, November 14, 2015.
Design Against Productivity from Sebastian Deterding
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I wonder ... Designing for Curiosity /slideshow/i-wonder-designing-for-curiosity/67377336 vortrag161019designingfor-curiosity-161019010323
Keynote for the Museums+Tech 2016 Conference "Sharing Our Stories" at October 19, 2016 in London]]>

Keynote for the Museums+Tech 2016 Conference "Sharing Our Stories" at October 19, 2016 in London]]>
Wed, 19 Oct 2016 01:03:23 GMT /slideshow/i-wonder-designing-for-curiosity/67377336 dings@slideshare.net(dings) I wonder ... Designing for Curiosity dings Keynote for the Museums+Tech 2016 Conference "Sharing Our Stories" at October 19, 2016 in London <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/vortrag161019designingfor-curiosity-161019010323-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Keynote for the Museums+Tech 2016 Conference &quot;Sharing Our Stories&quot; at October 19, 2016 in London
I wonder ... Designing for Curiosity from Sebastian Deterding
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Player Rating Algorithms for Balancing Human Computation Games: Testing the Effect of Bipartiteness /slideshow/player-rating-algorithms-for-balancing-human-computation-games-testing-the-effect-of-bipartiteness/64703477 digracitizensciencegames2016-160804153914
How can we automatically difficulty-balance tasks or levels in human computation games or crowdsourcing?]]>

How can we automatically difficulty-balance tasks or levels in human computation games or crowdsourcing?]]>
Thu, 04 Aug 2016 15:39:14 GMT /slideshow/player-rating-algorithms-for-balancing-human-computation-games-testing-the-effect-of-bipartiteness/64703477 dings@slideshare.net(dings) Player Rating Algorithms for Balancing Human Computation Games: Testing the Effect of Bipartiteness dings How can we automatically difficulty-balance tasks or levels in human computation games or crowdsourcing? <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/digracitizensciencegames2016-160804153914-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> How can we automatically difficulty-balance tasks or levels in human computation games or crowdsourcing?
Player Rating Algorithms for Balancing Human Computation Games: Testing the Effect of Bipartiteness from Sebastian Deterding
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The Mechanic is not the (whole) message: Procedural rhetoric meets framing in Train and Playing History 2 /slideshow/the-mechanic-is-not-the-whole-message-procedural-rhetoric-meets-framing-in-train-and-playing-history-2/64690705 vortrag160806digra-mechanic-message-160804095214
My DiGRA/FDG 2016 talk on how contextual and visual framing answers how different people respond differently to the same procedural rhetoric.]]>

My DiGRA/FDG 2016 talk on how contextual and visual framing answers how different people respond differently to the same procedural rhetoric.]]>
Thu, 04 Aug 2016 09:52:14 GMT /slideshow/the-mechanic-is-not-the-whole-message-procedural-rhetoric-meets-framing-in-train-and-playing-history-2/64690705 dings@slideshare.net(dings) The Mechanic is not the (whole) message: Procedural rhetoric meets framing in Train and Playing History 2 dings My DiGRA/FDG 2016 talk on how contextual and visual framing answers how different people respond differently to the same procedural rhetoric. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/vortrag160806digra-mechanic-message-160804095214-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> My DiGRA/FDG 2016 talk on how contextual and visual framing answers how different people respond differently to the same procedural rhetoric.
The Mechanic is not the (whole) message: Procedural rhetoric meets framing in Train and Playing History 2 from Sebastian Deterding
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The Great Escape from the Prison House of Language: Games, Production Studies, and the Humanities /slideshow/the-great-escape-from-the-prison-house-of-language-games-production-studies-and-the-humanities/64658777 vortrag160806digra-production-studies-160803131255
My talk at the DiGRA/FDG 2016 "Why production studies? Why now?" panel, asking how production studies can answer to basic cultural and hermeneutic questions.]]>

My talk at the DiGRA/FDG 2016 "Why production studies? Why now?" panel, asking how production studies can answer to basic cultural and hermeneutic questions.]]>
Wed, 03 Aug 2016 13:12:55 GMT /slideshow/the-great-escape-from-the-prison-house-of-language-games-production-studies-and-the-humanities/64658777 dings@slideshare.net(dings) The Great Escape from the Prison House of Language: Games, Production Studies, and the Humanities dings My talk at the DiGRA/FDG 2016 "Why production studies? Why now?" panel, asking how production studies can answer to basic cultural and hermeneutic questions. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/vortrag160806digra-production-studies-160803131255-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> My talk at the DiGRA/FDG 2016 &quot;Why production studies? Why now?&quot; panel, asking how production studies can answer to basic cultural and hermeneutic questions.
The Great Escape from the Prison House of Language: Games, Production Studies, and the Humanities from Sebastian Deterding
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Progress Wars: Idle Games and the Demarcation of "Real Games" /slideshow/progress-wars-idle-games-and-the-demarcation-of-real-games/64651901 vortrag160806digra-progresswars-160803093937
My talk from DiGRA FDG 2016: Analyzing idle games through the theoretical lenses of 鈥済ame aesthetics鈥� and 鈥渂oundary work鈥�, I explore how game makers intentionally or unintentionally partake in working the boundaries of 鈥渞eal鈥� games.]]>

My talk from DiGRA FDG 2016: Analyzing idle games through the theoretical lenses of 鈥済ame aesthetics鈥� and 鈥渂oundary work鈥�, I explore how game makers intentionally or unintentionally partake in working the boundaries of 鈥渞eal鈥� games.]]>
Wed, 03 Aug 2016 09:39:36 GMT /slideshow/progress-wars-idle-games-and-the-demarcation-of-real-games/64651901 dings@slideshare.net(dings) Progress Wars: Idle Games and the Demarcation of "Real Games" dings My talk from DiGRA FDG 2016: Analyzing idle games through the theoretical lenses of 鈥済ame aesthetics鈥� and 鈥渂oundary work鈥�, I explore how game makers intentionally or unintentionally partake in working the boundaries of 鈥渞eal鈥� games. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/vortrag160806digra-progresswars-160803093937-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> My talk from DiGRA FDG 2016: Analyzing idle games through the theoretical lenses of 鈥済ame aesthetics鈥� and 鈥渂oundary work鈥�, I explore how game makers intentionally or unintentionally partake in working the boundaries of 鈥渞eal鈥� games.
Progress Wars: Idle Games and the Demarcation of "Real Games" from Sebastian Deterding
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Desperately Seeking Theory: Gamification, Theory, and the Promise of a Data/AI-Driven New Science of Design /slideshow/desperately-seeking-theory-gamification-theory-and-the-promise-of-a-dataaidriven-new-science-of-design/64350282 presentation160721gamifir-160725110405
Gamification promises a new, data-driven take at a science of design: establishing what design features cause what psychological and behavioural effects. But to realise this promise, it needs theory. ]]>

Gamification promises a new, data-driven take at a science of design: establishing what design features cause what psychological and behavioural effects. But to realise this promise, it needs theory. ]]>
Mon, 25 Jul 2016 11:04:05 GMT /slideshow/desperately-seeking-theory-gamification-theory-and-the-promise-of-a-dataaidriven-new-science-of-design/64350282 dings@slideshare.net(dings) Desperately Seeking Theory: Gamification, Theory, and the Promise of a Data/AI-Driven New Science of Design dings Gamification promises a new, data-driven take at a science of design: establishing what design features cause what psychological and behavioural effects. But to realise this promise, it needs theory. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/presentation160721gamifir-160725110405-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Gamification promises a new, data-driven take at a science of design: establishing what design features cause what psychological and behavioural effects. But to realise this promise, it needs theory.
Desperately Seeking Theory: Gamification, Theory, and the Promise of a Data/AI-Driven New Science of Design from Sebastian Deterding
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What Larp can Learn from RPG Studies /slideshow/what-larp-can-learn-from-rpg-studies/63044755 whatlarpcanlearnfromrpgstudies01-160614102628
Presentation at Living Games 2016 on how research on RPGs can inform larp practice.]]>

Presentation at Living Games 2016 on how research on RPGs can inform larp practice.]]>
Tue, 14 Jun 2016 10:26:28 GMT /slideshow/what-larp-can-learn-from-rpg-studies/63044755 dings@slideshare.net(dings) What Larp can Learn from RPG Studies dings Presentation at Living Games 2016 on how research on RPGs can inform larp practice. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/whatlarpcanlearnfromrpgstudies01-160614102628-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Presentation at Living Games 2016 on how research on RPGs can inform larp practice.
What Larp can Learn from RPG Studies from Sebastian Deterding
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1137 6 https://cdn.slidesharecdn.com/ss_thumbnails/whatlarpcanlearnfromrpgstudies01-160614102628-thumbnail.jpg?width=120&height=120&fit=bounds presentation Black http://activitystrea.ms/schema/1.0/post http://activitystrea.ms/schema/1.0/posted 0
https://cdn.slidesharecdn.com/profile-photo-dings-48x48.jpg?cb=1689003406 An aspiring architect in the cathedral of human understanding. Researcher and designer working on persuasive and gameful design codingconduct.cc https://cdn.slidesharecdn.com/ss_thumbnails/vortrag160806digra-mechanic-message-180718085730-thumbnail.jpg?width=320&height=320&fit=bounds slideshow/mechanics-messages-metamedia-how-persuasive-games-persuade-and-what-they-persuade-us-of/106405965 Mechanics, Messages, M... https://cdn.slidesharecdn.com/ss_thumbnails/presentationcbcdeterding180219-180221131851-thumbnail.jpg?width=320&height=320&fit=bounds slideshow/gamification-for-health-behaviour-change-88500762/88500762 Gamification for Healt... https://cdn.slidesharecdn.com/ss_thumbnails/vortraglincoln171108-171113205153-thumbnail.jpg?width=320&height=320&fit=bounds slideshow/outside-the-box-toward-an-ecology-of-gaming-enjoyment/82007857 Outside the Box: Towar...