What I am Learning from Playing Fortnite with my Daughter

H2x1 NSwitchDS Fortnite image1600w What I am Learning from Playing Fortnite with my Daughter

I have finally caved and given Fortnite some proper time.

It all started when my 12-year-old daughter noticed it was on my PC. I had downloaded when it first came out, but after one go, decided it wasn’t for me. However, it had been quietly updating in the background, just waiting for my return.

Fortnite is something of a gaming phenomenon, in a similar way to Minecraft a few years ago. It has had an enormous impact on society. It has spawned toys, board games and I am sure a film can’t be far away as EPIC tries to milk as much as possible from its latest cash cow. Of course, it is not without its controversies as well. Claims of gaming addiction, copyright infringements and more. Read More ...

£19.99 #Gamification Bundle: Even Ninja Monkeys eBook, Cards and Design Toolkit

Bundle 19 99 Gamification Bundle Even Ninja Monkeys eBook Cards and Design Toolkit

Even Ninja Monkeys Like to Play: Unicorn Edition as a colour PDF, printable cards and the Gamification Toolkit for just £19.99!

Of course, I know lots of you have one or all of these in various formats, and I may offer the PDF version of my book separately at some point, but I wanted to give people the chance to get a good start into gamification in one bundle.

[purchase_link id=”7087″ style=”button” color=”” text=”Buy now” direct=”true”] Read More ...

Analogue vs Digital Gamification

Card games 1556289315 Analogue vs Digital Gamification

Gamification is often thought about as a digital realm, but that is not the case at all! Some of the best gamification I have seen has been “analogue”, or not digital. I myself have written about simple gamification experiments with eh kids that were entirely paper-based.

Just like games, gamification can be just as effective in the non-digital world as it can in the digital world. Think about it, games have existed since history began, with games like Senet being dated back to 3000BC in Egypt and evidence of dice like objects as far back as 5000BC. Read More ...

The Man in the Hat: Anxiety, Public Speaking and Dave Rage

31234556367 gamification europe 2018 amsterdam The Man in the Hat Anxiety Public Speaking and Dave Rage

I’ve not been shy about talking about my issues with anxiety and depression over the years. They are a part of my life and something that I am not ashamed of these days.

However, not being ashamed of them does not make them go away!

Anxiety is the biggest problem on a daily basis. A large portion of my time is spent wanting to curl up into a ball and hide from the world. cutting any and all contact with other humans. That is part of the reason that I used to love online gaming. I didn’t have to interact with “real” people, there was no expectation that I would have to make eye contact. I could be Dave Rage, cannon fodder grunt in Call of Duty. Read More ...

The Importance of Definitions (and Why They Don’t Matter)

The Digger and the Sports Car The Importance of Definitions and Why They Don 8217 t Matter

Yep, paradoxical title alert!

Recently I got into a very interesting debate on LinkedIn about the definition of Gamification. Now, I have long had my definition of gamification, one that doesn’t stray too far from the closest thing we have to a “proper” definition.

  • Mine: The use of game design metaphors to create more game-like and engaging experiences.
  • Proper (From Deterding et al): The application of game-design elements and game principles in non-game contexts

Whichever definition you follow or whomsoever you may ask in the industry, 9 times out of 10 you will get something along those lines. The core of most peoples definition revolves around the use of game “bits” to improve things that are not games. What they don’t often say is that it is creating a game. Read More ...