Computers - Games

Games in Human Culture

URL Description
2014 MediaX Conference Games & Learning Conference Paper
80% of Current Gamified Applications Will Fail...
A Model of Player Motivations
Applications as Stories
Code Avengers
DH in the Anthropocene - Bethany Nowviskie
Depression Quest
Designing Gamification: Creating Gameful and Playful Experiences
Eric Zimmerman's Quantum Author of "Rules of Play"
Fear of Twine
Game Mechanics
Game Studies: a polyphonic discipline?
GameMooc - Pearltrees
GameSalad
Gamer Discovery Quizzes
Games & Embodied Cognition
Games MOOC

Our topic for Games MOOC III is Build the Game using Apps, AR and ARGs. The focus of this MOOC will be learning about the resources available to create a game or gaming project for your course.This may take the form of using mobile devices to include even augmented reality. Or it may be a highly immersive interactive project that has your students doing live action role-play. Depending on your class, you may choose to use a little, alot or no technology at all. This course will have us exploring all the options. Educators in any stage of utilizing game based learning are welcome even the merely curious. Lurkers especially!

Games Studies
Games for Change
GamesMOOC Chat Reading Ideas
Gamification - Karl Kapp
Gamification Design
Gamification Research Network - CHI 2015 Workshop
Gamification Videos
Homo Ludens
IBIS Conversations with MediaWiki
Ivanhoe Offline
Jane McGonigal: Gaming can make a better world Jane McGonical
Kapp Notes
Kids React to Minecraft
Level Up - Gamification for the Epic Win
Ludology with Ryan Sturm and Geoff Engelstein Podcast
Ludum Dare
Machinima
Magic Circle (virtual worlds)
Narrative and Gameplay in Game Design
Richard Bartle's Player Types Four approaches to playing MUDs are identified and described. These approaches may arise from the inter-relationship of two dimensions of playing style: action versus interaction, and world-oriented versus player-oriented. An account of the dynamics of player populations is given in terms of these dimensions, with particular attention to how to promote balance or equilibrium. This analysis also offers an explanation for the labelling of MUDs as being either "social" or "gamelike".