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    <title>Pinboard (DirkSonguer)</title>
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    <description>recent bookmarks from DirkSonguer</description>
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    <title>Designing game mechanics into calendars</title>
    <dc:date>2018-06-21T17:44:38+00:00</dc:date>
    <link>http://old.vi.to/workshop/20100426/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[The exercise was to take typical calendar events (a day of four events was provided as an example) and turn them into a game. The notion that this is possible comes from Danc’s post about Ribbon Hero on Lost Garden, where he writes:

If an activity can be learned…
If the player’s performance can be measured…
If the player can be rewarded or punished in a timely fashion…
Then any activity that meets these criteria can be turned into a game.
Each pair of designers was to apply the following game mechanics to their calendar schedule: points, levels, quests, feedback and inventory. As no concern was to be given for the interface itself, wireflows were used to illustrate the mechanics in use.]]></description>
<dc:subject>gamedesign gamemechanics ux mechanics calendar apps</dc:subject>
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<item rdf:about="https://www.raphkoster.com/2010/06/03/what-ux-can-and-cannot-learn-from-games/">
    <title>What UX can (and cannot) learn from games – Raph's Website</title>
    <dc:date>2018-06-21T17:43:40+00:00</dc:date>
    <link>https://www.raphkoster.com/2010/06/03/what-ux-can-and-cannot-learn-from-games/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Just add points? What UX can (and cannot) learn from games is a great presentation by Sebastian Deterding examining the currently popular fallacy that adding points to a system is enough to make it into a game or enough to transform a website or service into something fun (something that has spawned some argument lately on Twitter, in fact).

I do think there is much for UX design to learn from games — and vice versa — but I also very much agree with the core thought here, which is that the two disciplines are different, and thinking that you can get by with a superficial understanding of one or the other is a mistake — they are not small disciplines!]]></description>
<dc:subject>games ux applications mechanics gamification</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:5ced28eb6202/</dc:identifier>
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<item rdf:about="http://systemsandus.com/2015/01/04/the-feedback-loops-in-games-what-makes-monopoly-world-of-warcraft-and-mario-kart-so-much-fun/">
    <title>Feedback Loops in Games – What Makes Monopoly, World of Warcraft, and Mario Kart So Much Fun | Systems &amp; Us</title>
    <dc:date>2015-01-06T07:24:01+00:00</dc:date>
    <link>http://systemsandus.com/2015/01/04/the-feedback-loops-in-games-what-makes-monopoly-world-of-warcraft-and-mario-kart-so-much-fun/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[What do games have to do with systems? Games are often a compilation of reinforcing and balancing feedback loops that drive the dynamics of player interaction. Take basketball for example, which has the common balancing loop of turn-taking.  After one team scores, possession goes to the opposing team. This is designed to give both sides an opportunity to score. Imagine if instead there was a reinforcing loop which allowed the offensive team to keep possession of the ball after scoring. Points would come in streaks, allowing momentum to build up for the offensive team.]]></description>
<dc:subject>gamedesign mechanics games</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
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    <title>Webtrends Blog – Using game mechanics to influence user’s behavior</title>
    <dc:date>2011-11-25T16:03:42+00:00</dc:date>
    <link>http://blogs.webtrends.com/blog/2011/11/23/using-game-mechanics-to-influence-user%e2%80%99s-behavior/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Taking a more playful approach to your fanbase can help drive increased engagement and traffic for your fan page. One technique is the use of game mechanics. The goal of game mechanics is to keep customers coming back and doing what you want them to do through incentives and rewards.]]></description>
<dc:subject>gameification overview mechanics z3</dc:subject>
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    <title>Designing game mechanics into calendars</title>
    <dc:date>2011-01-18T06:20:24+00:00</dc:date>
    <link>http://vi.to/workshop/20100426/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[The exercise was to take typical calendar events (a day of four events was provided as an example) and turn them into a game. The notion that this is possible comes from Danc’s post about Ribbon Hero on Lost Garden, where he writes:
If an activity can be learned…
If the player’s performance can be measured…
If the player can be rewarded or punished in a timely fashion…
Then any activity that meets these criteria can be turned into a game.
Each pair of designers was to apply the following game mechanics to their calendar schedule: points, levels, quests, feedback and inventory. As no concern was to be given for the interface itself, wireflows were used to illustrate the mechanics in use.]]></description>
<dc:subject>game gamemechanics mechanics gamedesign z3</dc:subject>
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<item rdf:about="http://www.designer-notes.com/?p=237">
    <title>Game Developer Column 11: Theme is Not Meaning (Part I)</title>
    <dc:date>2010-06-16T05:48:44+00:00</dc:date>
    <link>http://www.designer-notes.com/?p=237</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[The following was published in the February 2009 issue of Game Developer magazine…  Who decides what a game is about?  At first glance, the popular board game Ticket to Ride seems to be another link in the great chain of rail baron games, such as Age of Steam, Eurorails and the 1830 series. During the game, the player draws unique route challenges, to connect certain pairs of cities – New York to San Francisco, Miami to Chicago, and so on.
]]></description>
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