The Collaborative-Competitive Paradox of Self-Gamification
In my first self-motivational game, the 5 Minute Perseverance Game, I pursued a project or activity of my choice for five minutes a day and recorded my score […]
In my first self-motivational game, the 5 Minute Perseverance Game, I pursued a project or activity of my choice for five minutes a day and recorded my score […]
As all winning conditions can be described mathematically, actual differences in win states in different games are more about Aesthetics, Narrative and Theme […]
For some, it is about winning, yet for others, it is the zeal to learn the process and ponder over the experience and mistakes and the takeaways from it. […]
In other words, learners have to feel secure and brave enough to lose. What’s the best way to create flexible, emotional resilience to making mistakes? […]
When Song Ha-na says “I PLAY TO WIN!” in Overwatch, this Korean character, could be talking about not only Overwatch but all FPS (First-person Shooter) games. […]
Most Behavioural skills, leadership competencies, organisational values, and so on, are pure common sense. […]
What we can learn from games that go beyond racing for points or position There are two ways to win most games (AKA Victory conditions). Either reach a certain goal first (get a number of […]
Do educational games need winners? You probably know about the benefits of educational games, but may feel strongly about the need for winning outcomes. […]
Fiero is highly addictive and highly engaging. Often that feeling comes after we’re completely engrossed in the game. That’s called being a state of “flow.” […]
A Technology Tree (AKA Tech or Research Tree) is a feature in strategy games representing a series of upgrades that a player can make, often through research […]
I’ve long been a fan of ‘elegant’ games, by which I mean games that achieve a great deal of gameplay – and therefore fun – without having lots of materials or overly complex rules and […]
What many people mean when they say ‘teach economics’ is ‘teach people the skills to operate well in an economic system’. This, Monopoly is not very good at. […]
In-game economies – the creation and destruction of value commonly seen in games, or in gamification applications with collectable and exchangeable points. […]
What does Gamer Grind mean? How do players experience it? How can designers and educators of games-based learning address the grind in designs? […]
My only analysis is that I was an addict to the scheme. Yes, an addict. I was addicted to the “incentive scheme”. Do you know why? […]
Ludogogy 2025