The Paradox of Play
Play from the Start When we are born, we don’t have a set of predefined rules imprinted on us about what we should and shouldn’t do or how we should and shouldn’t do it!...
Play from the Start When we are born, we don’t have a set of predefined rules imprinted on us about what we should and shouldn’t do or how we should and shouldn’t do it!...
In my last blog, I introduced the concept of Meta-Rules. These were the non-system or inherent rules that actually guide how people play. I spoke about them rather abstractly, describing them in the following...
No great insights into gamification in this post, more me revisiting play, toys and games – again. When I need to clear my mind of clutter, I tend to consider the nature of play....
In gamification, we often talk about rules. They split games from play, fair from foul. However, just because you have rules, does not mean that everyone will feel that the game is fair! This...
Emergence in Games Emergence is a well-known concept in game design. Emergent gameplay comes when players interact with the mechanics of the game creating situations that have not been deliberately designed. This could be...
Separating Games from Play and using it All of this research into play and talking about play has been for a reason. I wanted to try and open up the idea of making more...
As I have been researching play, there is a term or really a word and concept that has been hard to ignore. Ludic. It comes up a lot in papers and articles about play....
Lately I have been thinking about play a lot. This is probably because of watching my children growing up and seeing how play changes into games as they develop. I have written about play...
I just thought as I had not written a post for a few days (researching for a couple of good ones!), I would put up my 7 rules for gamification. Be sure that adding...
Many moons ago I wrote about a massive misunderstanding in gamification around game mechanics and what they actually are. There were several lists around that said they were key game mechanics, which turned out...