social -- payoff(s) / challenge(s) / game(s) / math(s) / plan(s) (X) ... ... []

draw(s) civic mission frame(s):: PDF / utopia / link(s) / :: go ask cycle ? _


serious gaming

  reading(s)                         example(s)
                  media game(s) 
  machine(s)                           issue(s)
  

play / tribe(s) / network(s) / identity / flow(s) / search / cycle(s) Æ




stop making sense




it's all in the game
creative technology / new media



* - play / story / search / flow(s) / topic(s) / cage(s) # ! @ Æ




stop making sense




games are fun




stop making sense



* _ .. -- @ media / scribble / utopia / design / fun ? [:/] _



answer(s)

what is the difference between a good and bad life?


* play / story / search / flow(s) / topic(s) / cage(s) ! Æ



* _ .. -- @ media / scribble / utopia / design / fun ? [:/] _



answer(s)

what is the moral value of science?



* play / story / search / flow(s) / topic(s) / cage(s) ! Æ



* _ .. -- @ media / scribble / utopia / design / fun ? [:/] _



answer(s)

what is the relation between reality and perfection?


* play / story / search / flow(s) / topic(s) / cage(s) ! Æ



* _ .. -- @ media / scribble / utopia / design / fun ? [:/] _



answer(s)



* play / story / search / flow(s) / topic(s) / cage(s) ! Æ




stop making sense




rule(s)




stop making sense




engine(s)




stop making sense




narrative(s)




stop making sense




mechanic(s)




stop making sense




attitude(s)




stop making sense




skill(s)




stop making sense




reward(s) & punishment(s)




changing behavior(s)




education / health / civic order




transformative experience(s)




yoga / martial art(s) / travel(s)




vitality / resilience / wisdom / choice




stop making sense





  game theory
      complex adaptive systems
          behavioral economics
                 decision theory
                      game mechanics
                         dynamics of gamification
  





                          experience game(s)
                    design mechanic(s)
          create dynamic(s) / reward(s)
  reflect impact(s)
  




project utopia




  • environment(s) -- facilitator(s), infrastructure
  • system(s) -- organization(s), incentive(s)
  • rule(s) -- code(s) of law, civic order
  • (moral) value(s) -- utility, behavior(s), ethic(s)



* _ .. -- @ media / scribble / utopia / design / fun ? [:/] _



serious gaming

gamification(s)


* - play / story / search / flow(s) / topic(s) / cage(s) # ! @ Æ




who is (y)our player?




mastery de-stress fun socialize




killer(s) socializer(s) achiever(s) explorer(s)





                         sex
  pleasure  rewards  time
                         violence
  




Mechanics Dynamic(s) Aesthetic(s)




serious gaming




experience / design / create / reflect




moral(s) matter(s)



serious gaming

  reading(s)                         example(s)
                  media game(s) 
  machine(s)                           issue(s)
  


* _ .. -- @ media / scribble / utopia / design / fun ? [:/] _

twinkle(s) / difference(s)


  attitude(s)
                rule(s)
                           player(s)
                                       skill(s)
  

serious / gamification(s) / mechanic(s) / resource(s)

* - play / story / search / flow(s) / topic(s) / cage(s) # ! @ Æ


A.Eliëns (10/8/12)