
Learning Games – The Challenge of House Rules
It is in overcoming ‘unnecessary’ obstacles that the ‘fun’ of playing is to be had – pleasure derived from overcoming and prevailing. […]
It is in overcoming ‘unnecessary’ obstacles that the ‘fun’ of playing is to be had – pleasure derived from overcoming and prevailing. […]
There is no need to move beyond the basic gameplaying components you already have if you want to partake in a Sackson-like game design experiment. […]
What might an Andragogical game (based on Knowles principles) look like, and what existing examples can be drawn upon for inspiration? […]
One of this book’s greatest strengths, is that it focuses on one aspect of play in learning, and gives space and time to be really thorough in exploring it. […]
Rule modification is the central mechanic and the purpose of the game, creating a chaos of action and reaction – impossible to settle on a strategy for success. […]
Well-designed games are great for creating learning, but maybe we should rather be thinking that well-designed learning is a great way to make compelling games. […]
At any time, items of game information are either known or hidden. A premise of many games is that this aspect is not the same for all players at the same time. […]
Demo of a gamified learning platform and a card game designed to help players to go beyond Agile tools and processes to an Agile Mindset […]
Spiel was held as a virtual event in 2020. Here are Sarah Le-Fevre and Terry Pearce playing the Meta Card Game which they designed for Spiel Educators’ Day. If you would like to play / […]
Ludogogy aims to put play back into your life – really important if you’re in the business of greating games for great learning. […]
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. […]
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 […]
In-game economies – the creation and destruction of value commonly seen in games, or in gamification applications with collectable and exchangeable points. […]
Ludogogy 2022