狠狠撸shows by User: dings
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Wed, 18 Jul 2018 08:57:29 GMT狠狠撸Share feed for 狠狠撸shows by User: dingsMechanics, 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/106405965dings@slideshare.net(dings)Mechanics, Messages, Meta-Media: How Persuasive Games Persuade, and What They Persuade Us OfdingsMy 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&height=120&fit=bounds" /><br> My talk at the Persuasive Gaming in Context Conference in Amsterdam, October 17, 2017.
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19976https://cdn.slidesharecdn.com/ss_thumbnails/vortrag160806digra-mechanic-message-180718085730-thumbnail.jpg?width=120&height=120&fit=boundspresentationBlackhttp://activitystrea.ms/schema/1.0/posthttp://activitystrea.ms/schema/1.0/posted0Gamification 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-88500762/88500762dings@slideshare.net(dings)Gamification for Health Behaviour ChangedingsGamification 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&height=120&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 "Behaviour Change for Health: Digital & Beyond", February 21, 2018, London.
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20456https://cdn.slidesharecdn.com/ss_thumbnails/presentationcbcdeterding180219-180221131851-thumbnail.jpg?width=120&height=120&fit=boundspresentationBlackhttp://activitystrea.ms/schema/1.0/posthttp://activitystrea.ms/schema/1.0/posted0Outside 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/82007857dings@slideshare.net(dings)Outside the Box: Toward an Ecology of Gaming EnjoymentdingsMy 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&height=120&fit=bounds" /><br> My talk at the Lincoln Games Symposium 2017
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12558https://cdn.slidesharecdn.com/ss_thumbnails/vortraglincoln171108-171113205153-thumbnail.jpg?width=120&height=120&fit=boundspresentationBlackhttp://activitystrea.ms/schema/1.0/posthttp://activitystrea.ms/schema/1.0/posted0City 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-abstractiondings@slideshare.net(dings)City Games: Up and Down and Sideways on the Ladder of AbstractiondingsLike 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&height=120&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'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.
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24438https://cdn.slidesharecdn.com/ss_thumbnails/presentation170707citygames-170710103041-thumbnail.jpg?width=120&height=120&fit=boundspresentationBlackhttp://activitystrea.ms/schema/1.0/posthttp://activitystrea.ms/schema/1.0/posted0Desperately 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/76385947dings@slideshare.net(dings)Desperately Seeking TheorydingsMy 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&height=120&fit=bounds" /><br> My keynote for the ICA 2017 Preconference "My So-Called Gamified Life" in San Diego, CA, May 25, 2017.
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18628https://cdn.slidesharecdn.com/ss_thumbnails/vortrag141214designingfor-curiosity-170526170019-thumbnail.jpg?width=120&height=120&fit=boundspresentationBlackhttp://activitystrea.ms/schema/1.0/posthttp://activitystrea.ms/schema/1.0/posted0Gamification: 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 GMThttps://de.slideshare.net/slideshow/gamification-missverstndnisse-und-lsungen/73068214dings@slideshare.net(dings)Gamification: Missverst盲ndnisse und L枚sungendingsPr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&height=120&fit=bounds" /><br> Pr盲sentation auf der Gamify Conference 2017 am 8.3.2017 in M眉nchen.
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165612https://cdn.slidesharecdn.com/ss_thumbnails/vortraggamifycon170308-170312163156-thumbnail.jpg?width=120&height=120&fit=boundspresentationBlackhttp://activitystrea.ms/schema/1.0/posthttp://activitystrea.ms/schema/1.0/posted0Experience 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/72687622dings@slideshare.net(dings)Experience Design in the MuseumdingsExperience 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&height=120&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's 2017 Moving on Up event in Edinburg, February 28, 2017.
]]>
29938https://cdn.slidesharecdn.com/ss_thumbnails/presentation170228edinburgh-170301092034-thumbnail.jpg?width=120&height=120&fit=boundspresentationBlackhttp://activitystrea.ms/schema/1.0/posthttp://activitystrea.ms/schema/1.0/posted0It'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/72434617dings@slideshare.net(dings)It's the Autonomy, Stupid: Autonomy Experiences Between Playful Work and Workful PlaydingsA 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&height=120&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 "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."
]]>
14274https://cdn.slidesharecdn.com/ss_thumbnails/presentation170221autonomystupid-170221222136-thumbnail.jpg?width=120&height=120&fit=boundspresentationBlackhttp://activitystrea.ms/schema/1.0/posthttp://activitystrea.ms/schema/1.0/posted0Gameful 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/72177668dings@slideshare.net(dings)Gameful Design for LearningdingsHow 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&height=120&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.
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16533https://cdn.slidesharecdn.com/ss_thumbnails/presentation170215coventry-170215121259-thumbnail.jpg?width=120&height=120&fit=boundspresentationBlackhttp://activitystrea.ms/schema/1.0/posthttp://activitystrea.ms/schema/1.0/posted0Un-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/71671322dings@slideshare.net(dings)Un-Boring MeetingsdingsExtended 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&height=120&fit=bounds" /><br> Extended Cut of my Alibis for Interaction 2016 masterclass on "hacking the meeting"
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82531https://cdn.slidesharecdn.com/ss_thumbnails/presentation161210explodingmedia-170128141135-thumbnail.jpg?width=120&height=120&fit=boundspresentationBlackhttp://activitystrea.ms/schema/1.0/posthttp://activitystrea.ms/schema/1.0/posted0Would 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/71490755dings@slideshare.net(dings)Would the real Mary Poppins please stand up? Approaches and Methods in Gameful DesigndingsTalk 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&height=120&fit=bounds" /><br> Talk at the University of Leicester on January 27, 2017.
]]>
10486https://cdn.slidesharecdn.com/ss_thumbnails/presentation170127leicester-170128140556-thumbnail.jpg?width=120&height=120&fit=boundspresentationBlackhttp://activitystrea.ms/schema/1.0/posthttp://activitystrea.ms/schema/1.0/posted0Design 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/68827655dings@slideshare.net(dings)Design Against ProductivitydingsMy 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&height=120&fit=bounds" /><br> My presentation at the MIT Media Lab Advancing Wellbeing Series, November 14, 2015.
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30753https://cdn.slidesharecdn.com/ss_thumbnails/vortrag151124mitpalacesintime-161113183047-thumbnail.jpg?width=120&height=120&fit=boundspresentationBlackhttp://activitystrea.ms/schema/1.0/posthttp://activitystrea.ms/schema/1.0/posted0I 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/67377336dings@slideshare.net(dings)I wonder ... Designing for CuriositydingsKeynote 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&height=120&fit=bounds" /><br> Keynote for the Museums+Tech 2016 Conference "Sharing Our Stories" at October 19, 2016 in London
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335112https://cdn.slidesharecdn.com/ss_thumbnails/vortrag161019designingfor-curiosity-161019010323-thumbnail.jpg?width=120&height=120&fit=boundspresentationBlackhttp://activitystrea.ms/schema/1.0/posthttp://activitystrea.ms/schema/1.0/posted0Player 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/64703477dings@slideshare.net(dings)Player Rating Algorithms for Balancing Human Computation Games: Testing the Effect of BipartitenessdingsHow 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&height=120&fit=bounds" /><br> How can we automatically difficulty-balance tasks or levels in human computation games or crowdsourcing?
]]>
12996https://cdn.slidesharecdn.com/ss_thumbnails/digracitizensciencegames2016-160804153914-thumbnail.jpg?width=120&height=120&fit=boundspresentationBlackhttp://activitystrea.ms/schema/1.0/posthttp://activitystrea.ms/schema/1.0/posted0The 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-2/64690705dings@slideshare.net(dings)The Mechanic is not the (whole) message: Procedural rhetoric meets framing in Train and Playing History 2dingsMy 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&height=120&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.
]]>
18877https://cdn.slidesharecdn.com/ss_thumbnails/vortrag160806digra-mechanic-message-160804095214-thumbnail.jpg?width=120&height=120&fit=boundspresentationBlackhttp://activitystrea.ms/schema/1.0/posthttp://activitystrea.ms/schema/1.0/posted0The 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/64658777dings@slideshare.net(dings)The Great Escape from the Prison House of Language: Games, Production Studies, and the HumanitiesdingsMy 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&height=120&fit=bounds" /><br> 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.
]]>
14717https://cdn.slidesharecdn.com/ss_thumbnails/vortrag160806digra-production-studies-160803131255-thumbnail.jpg?width=120&height=120&fit=boundspresentationBlackhttp://activitystrea.ms/schema/1.0/posthttp://activitystrea.ms/schema/1.0/posted0Progress 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/64651901dings@slideshare.net(dings)Progress Wars: Idle Games and the Demarcation of "Real Games"dingsMy 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&height=120&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.
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21436https://cdn.slidesharecdn.com/ss_thumbnails/vortrag160806digra-progresswars-160803093937-thumbnail.jpg?width=120&height=120&fit=boundspresentationBlackhttp://activitystrea.ms/schema/1.0/posthttp://activitystrea.ms/schema/1.0/posted0Desperately 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/64350282dings@slideshare.net(dings)Desperately Seeking Theory: Gamification, Theory, and the Promise of a Data/AI-Driven New Science of DesigndingsGamification 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&height=120&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.
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27116https://cdn.slidesharecdn.com/ss_thumbnails/presentation160721gamifir-160725110405-thumbnail.jpg?width=120&height=120&fit=boundspresentationBlackhttp://activitystrea.ms/schema/1.0/posthttp://activitystrea.ms/schema/1.0/posted0What 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/63044755dings@slideshare.net(dings)What Larp can Learn from RPG StudiesdingsPresentation 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&height=120&fit=bounds" /><br> Presentation at Living Games 2016 on how research on RPGs can inform larp practice.
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11376https://cdn.slidesharecdn.com/ss_thumbnails/whatlarpcanlearnfromrpgstudies01-160614102628-thumbnail.jpg?width=120&height=120&fit=boundspresentationBlackhttp://activitystrea.ms/schema/1.0/posthttp://activitystrea.ms/schema/1.0/posted0https://cdn.slidesharecdn.com/profile-photo-dings-48x48.jpg?cb=1689003406An aspiring architect in the cathedral of human understanding. Researcher and designer working on persuasive and gameful designcodingconduct.cchttps://cdn.slidesharecdn.com/ss_thumbnails/vortrag160806digra-mechanic-message-180718085730-thumbnail.jpg?width=320&height=320&fit=boundsslideshow/mechanics-messages-metamedia-how-persuasive-games-persuade-and-what-they-persuade-us-of/106405965Mechanics, Messages, M...https://cdn.slidesharecdn.com/ss_thumbnails/presentationcbcdeterding180219-180221131851-thumbnail.jpg?width=320&height=320&fit=boundsslideshow/gamification-for-health-behaviour-change-88500762/88500762Gamification for Healt...https://cdn.slidesharecdn.com/ss_thumbnails/vortraglincoln171108-171113205153-thumbnail.jpg?width=320&height=320&fit=boundsslideshow/outside-the-box-toward-an-ecology-of-gaming-enjoyment/82007857Outside the Box: Towar...