Gamification without gratification
For years I have wondered if games really can change behavior. Something intuitive tells me it’s true, but the industry is only beginning to mature enough to offer long-term proof of success. …
design + edu + project mgmt
For years I have wondered if games really can change behavior. Something intuitive tells me it’s true, but the industry is only beginning to mature enough to offer long-term proof of success. …
We spend a lot of time with type that we’re unaware of its subtleties. Serifs, descenders and em dashes all have attributes that affect us in ways we don’t consciously acknowledge. …
There has been a large amount of talk lately about copyright infringement. SOPA and PIPA recently illustrated how ill-equipped the federal government is to handle the complexities and minutiae of maintaining an analog copyright system in a digital society. Recently, Banksy’s dispatch – adapted from his books Cut it Out and Wall and Piece, eloquently articulated relationship between advertising, infringement and the plight of the modern consumer and starting me thinking. We are definitely in a transitional period (and perhaps we will forever be), because technology has changed a rate most senior and respected offices of government cannot maintain. With inadequate regulation, copyright infringement runs rampant online, governed mainly by
An interesting perspective on Gamification from designer and author Gabe Zichermann. He points out that people often ask, “Do games help children?”, instead of asking a more useful question, ” What kind of help do games provide?”. Evidence shows that at least part of the “help” games offer is an increase in fluid intelligence (i.e. critical thinking) because games continuously focus on 5 things that encourage growth of gray matter in the brain- seeking novelty, challenge yourself, thinking creatively, doing things the hard way, and networking. Combine that with the positive reinforcement that is intrinsic to games (we wouldn’t make