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HomeIssuesEconomics

Issue: Economics

Welcome to issue fourteen of Ludogogy Magazine – Economics

We make the themes in Ludogogy deliberately loose, to encourage a wide variety of interpretations, and this issue is no exception.  There are a multitude of ways in which the word ‘Economics’ can be interpreted, in terms of games-based learning and gamification, and you will find many of them here.

There are many games on the market which are about money and economics.  In fact, that used to be true for nearly every ‘business game’ or simulation that ever graced a corporate training room. The main metric to decide whether one ‘wins’ was pretty much always the bottom line.  This is changing steadily as the scope of games-based learning has grown to include more ‘soft skills’ and to encompass more narrative and reflective mechanisms.

But even games which are not about commercial interactions, often have an in-game economy – a way of defining value, creating it and spending it, to achieve one’s aims in the game.  And creating those economies is a non-trivial design problem.  Get it right and you enhance the play experience. Get it wrong and you have a game which can become unplayable, or worse, in a games-based learning setting, which creates behaviours that are exactly the opposite to what is desired or intended.

You will also find here, articles on games which are about changing economic systems and challenging received wisdom about how the world works.  It’s definitely a rattle bag this month.

We hope you find it interesting and edifying.

Explore:

A game which teaches investment skills
Spreadsheets as a game platform
A Utopian ‘hack’ of Monopoly
Acquire or Monopoly – which teaches Economics better?
Much more

We are now accepting submissions for the following themes:

Issue 15 (January) ‘Winning’ – deadline 26 December – Designing ‘win-states’ in games to keep players playing, competition vs cooperation (or balancing the two), designing and implementing scoring systems, the psychological/pedagogical implications of winning (or losing) in learning games, how different player types ‘win’ etc.
Issue 16 (March) ‘Co-creation’ – deadline 20 February – The challenges and joys inherent in working with others to create games and learning. Working with / creating briefs for other professionals. Co-creating with clients and players. Games which are created as they are played. The role of the designer and the player in co-creating experiences etc.

Send proposals or drafts to info@ludogogy.co.uk

Stay at a sensible distance, Stay Safe, Stay Playful

Acquire Board
how to

Acquiring Real-Life Economics Skills from Games

19th November 2021 Terry Pearce 0

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. […]

Gamer Grind
design process

Gamer Grind

17th November 2021 Dave Eng 0

What does Gamer Grind mean? How do players experience it? How can designers and educators of games-based learning address the grind in designs? […]

Defuse Card
Ideas

A Quintessential Scheme for Engagement

16th November 2021 Mohamed Reda 0

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? […]

Utopoly board and players
learning topics

Utopoly – Game and Utopian Research Method

16th November 2021 Neil Farnan 2

acing catastrophes of pandemics, ecosystem collapse and climate change.Utopoly started out as a ‘hack’ of Monopoly but has evolved to become much more. […]

That's No Moon. It's a Space Station
design process

That’s no spreadsheet… that’s a game engine!

15th November 2021 Tyler Robertson 0

I know I’m not supposed to enjoy spreadsheets the way I do. They’re tools, used for managing your finances. It’s not supposed to be fun. […]

Re-greened city
Ideas

Gamifying Social Action Towards Thriving Cities.

12th November 2021 Sofia Kavlin 2

Applying game-design elements to real-world scenarios can increase community engagement by responding to some of our most basic social instincts […]

StockGro Graphic
learning topics

Gamenomics – Gamifying Stock Investments

12th November 2021 Namitha Vijayakumar 2

In this article I explore business innovation anchored around economics and the genius application of gamification for the same […]

Teenager learning at laptop
Ideas

Games, Business and Changing Times

12th November 2021 Kathy Fuller 5

Employers are clamoring for answers to an aging and dwindling workforce that is demanding a caring, flexible and sustainable work environment […]

  • Fired Up Fiero
    Fired Up Fiero
  • I PLAY TO WIN!
    I PLAY TO WIN!
  • Win States in Games to Keep Players Playing
    Win States in Games to Keep Players Playing
  • GAME BASED LEARNING – As Easy as ABC (and D)
    GAME BASED LEARNING – As Easy as ABC (and D)
  • Winning is Overrated (in Educational Games)
    Winning is Overrated (in Educational Games)
  • The Effects of Win/Loss States on Learning
    The Effects of Win/Loss States on Learning
  • Die Trying – Learning through Failure in Games
    Die Trying – Learning through Failure in Games
  • The Collaborative-Competitive Paradox of Self-Gamification
    The Collaborative-Competitive Paradox of Self-Gamification
  • How victory conditions frame play
    How victory conditions frame play

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Ludogogy exists to raise the profile of Games-based Learning and to provide information and resources that will be useful and inspiring to GBL and Gamification practitioners.
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