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Meaningful Play: Getting Gamification Right

56 videos recommended on HN
YouTube
3 HN users recommended this talk3 months2012–2014 score 3
Years with an HN recommendation, 2007–2026

HN commenters recommend it as a thoughtful take on doing gamification and game design well.

A Google Tech Talk by Sebastian Deterding on gamification. It looks at what points and badges get wrong and what lessons game design offers for non-game applications.

“getting it right can make really powerful games” (HN, 2014)

3 recommendations · Talks · intermediate · partly dated

3 Hacker News comments

From the HN archive; up to 20 kept per video, favoring different commenters. Recommendations first.

@espeed Apr 2012 Recommends
on HN thread John Cleese on how to be creative
There is so much truth packed into that 36 mins -- so many juxtapositions -- it would take several hours to reference them all. For starters, see Rich Hickey's talk on "Hammock-Driven Development" for more on the "background mind" ( [link] ), and then see how what Dan Pink is saying about motivation ( [link] ) and what Sebastian Deterding is saying about gamification ( [this video] ) all connect into what Cleese is saying about creativity.
Gamification talk connected to creativity and motivation themes.
@ultimape Nov 2014 Recommends
on HN thread Screeps – the world's first MMO sandbox strategy game for programmers
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I'd argue that all 'games' are about manipulating attention - its just a question of what means they use to do so. Game design is really a sort of meta-game about designing systems that effect the behavior of players. Consider: Game Mechanics and Mechanism Design ( [link] ) I'm fully with you on the notion that we shouldn't be manipulating players life like farmville. Johnathan blow put on a great talk about games and the human condition where he covers this aspect quite scathingly: [link] To completely ignore this aspect is to develop a game with no real-stickyness factor. Money aside, don't you want a game that people enjoy playing? The entire point of an MMO is to have a large reoccurring user-base. There is an art to it, and getting it right can make really powerful games: [this video] For board games like chess, much of the appeal for the average player is that you get to sit down with a friend and compete, and in doing so the 'intellectual nature' of the game ends up pulling them in for the long term. Perhaps the answer to the meta-game of stickiness is to create a community around the game in a similar vein to the one from the ants ai challenge's forums. Were I to work on this project, I'd make a strong push toward git-like integration ala the work done behind KhanAcademy's live editor like discussed in this talk: [link] . - being able to share code behaviors with your team-mates (you are going to implement a guilds system, no?) and encourage discussions about behaviors at
Talk on getting gamification right in game design

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