Fun and meaning should be part of the gamification design; and the society'll benefit a lot from the meaning migration from the virtual worlds after people played games.
PPT in Chinese, Talk in English, @Barcamp-Beijing, April 21st.
嬉习喜戏:?通过游戏改善世界(How Games can Change the World)Felania Liu
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a TEDxRUC talk delivered last year, Nov.30th in Beijing. It's an introductory level talk to those who want to know more about Gamification, or how to use games--with an emphasis on the fun--to make the player/users more engaging to activities that may not be attractive otherwise. An example of utilizing Legends of Heros in the teaching of overseas Chinese was illustrated in the end. The slides are in Chinese, but the photos are somewhat self-explanatory.
1. 游戏能够治疗
现代社会吗?
Can Games
Cure Modern Society?
--从游戏化2.0谈起
--Gamification 2.0 and Beyond
Felania Liu 大猫咪F Felania Liu
游戏研究者
游戏化设计师
虚拟世界研究博客
http://virtualutopia.diandian.com/
本幻灯?片版权归刘梦霏所有,如需转载请联系作者 liu.felania@gmail.com 侵权必究
2. WHY CARE ABOUT GAMES?
7倍、 2亿网游玩家
80亿产值、 4亿成长中的玩家
250亿就业机会 1158亿产值
本幻灯?片版权归刘梦霏所有,如需转载请联系作者 liu.felania@gmail.com 侵权必究