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    <description>recent bookmarks from DirkSonguer</description>
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	<rdf:li rdf:resource="http://chrishecker.com/Achievements_Considered_Harmful%3F"/>
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  </channel><item rdf:about="https://www.flickr.com/photos/37s/sets/72157623458720373/">
    <title>REWORK Illustrations | Flickr</title>
    <dc:date>2018-06-21T17:33:13+00:00</dc:date>
    <link>https://www.flickr.com/photos/37s/sets/72157623458720373/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[REWORK Illustrations]]></description>
<dc:subject>illustration visualisation motivation</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:51629d68a510/</dc:identifier>
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<item rdf:about="https://www.uxmatters.com/mt/archives/2009/03/including-recommendations-in-user-interfaces-to-enhance-motivation.php">
    <title>Including Recommendations in User Interfaces to Enhance Motivation</title>
    <dc:date>2018-06-21T16:58:05+00:00</dc:date>
    <link>https://www.uxmatters.com/mt/archives/2009/03/including-recommendations-in-user-interfaces-to-enhance-motivation.php</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Motivation is an important factor in any kind of online interaction or transaction. People need a little encouragement when they’re not really convinced they should take any action or are uncertain about what action to take next. As users perform tasks online, they need to understand what’s happening and expect you to help them move forward. This article discusses the responsibility of a user interface to provide recommendations along a user’s path of interaction.]]></description>
<dc:subject>ux motivation design flow interfacedesign</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:d230f69c6470/</dc:identifier>
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<item rdf:about="http://quanticfoundry.com/2016/12/15/primary-motivations/">
    <title>7 Things We Learned About Primary Gaming Motivations From Over 250,000 Gamers - Quantic Foundry</title>
    <dc:date>2017-01-19T20:10:21+00:00</dc:date>
    <link>http://quanticfoundry.com/2016/12/15/primary-motivations/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[In the Gamer Motivation Profile (for video games), we measure 12 distinct motivations for each gamer. One way to get a concise picture of all the data we’ve collected is to focus on primary motivations—the motivation that each gamer scores highest on and is most important to them. In this post, we’ll step through what we learned when we compared the primary motivations of different demographic segments.]]></description>
<dc:subject>gaming statistics games demographics motivation</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:992d524fe6c9/</dc:identifier>
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	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:games"/>
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	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:motivation"/>
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<item rdf:about="https://hbr.org/2014/07/how-to-tell-a-great-story">
    <title>How to Tell a Great Story - HBR</title>
    <dc:date>2015-07-10T15:25:13+00:00</dc:date>
    <link>https://hbr.org/2014/07/how-to-tell-a-great-story</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[We tell stories to our coworkers and peers all the time — to persuade someone to support our project, to explain to an employee how he might improve, or to inspire a team that is facing challenges. It’s an essential skill, but what makes a compelling story in a business context? And how can you improve your ability to tell stories that persuade?]]></description>
<dc:subject>management storytelling presenting motivation</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:f6b0c10aeee0/</dc:identifier>
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<item rdf:about="http://www.inc.com/the-muse/how-one-tech-entrepreneur-motivated-his-team.html">
    <title>How One Tech Entrepreneur Motivated His Team | Inc.com</title>
    <dc:date>2015-07-10T15:24:22+00:00</dc:date>
    <link>http://www.inc.com/the-muse/how-one-tech-entrepreneur-motivated-his-team.html</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[He made up a fake nemesis. At an all-company meeting, he stood up and announced that there was a brash new competitor named Slither. “I told everyone they were bigger than us, faster than us, and more profitable,” he says. “Their investors had deeper pockets. Their footprint was better, and they were innovating at a pace I’d never seen.”]]></description>
<dc:subject>business tactics motivation management</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:c8e02ed556ac/</dc:identifier>
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<item rdf:about="http://jergames.blogspot.com/2012/08/olympics-badminton-study-in-bad-game.html">
    <title>Yehuda: Olympics Badminton: A Study in Bad Game Design</title>
    <dc:date>2012-08-03T10:19:38+00:00</dc:date>
    <link>http://jergames.blogspot.com/2012/08/olympics-badminton-study-in-bad-game.html</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Any idiot could tell you that a player's best move is to LOSE the first three rounds. These rounds don't count for anything other than to make your life more difficult in the last five rounds, which are the only ones that actually provide any payoff; and the payoff is the same whether the challenges in the last rounds are more or less difficult.]]></description>
<dc:subject>games gamedesign olympics motivation z3</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:455eea8ef157/</dc:identifier>
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<item rdf:about="http://www.gamedevblog.com/2012/07/the-gamification-of-play.html">
    <title>Happion Labs GameDevBlog: The Gamification of Play?</title>
    <dc:date>2012-08-01T13:11:14+00:00</dc:date>
    <link>http://www.gamedevblog.com/2012/07/the-gamification-of-play.html</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Remember Jesse Schell's definition of play: play is something you do that you're not obligated to. When you incentivize play, it stops being play. And it can turn people off play - take the study of children being paid to do art vs children who weren't - the children who weren't paid continued to do it, the children who were paid started feeling entitled and didn't want to draw for free anymore.

When my kids go to My Gym, they have all kinds of fun. They are never bored. They need no incentives.]]></description>
<dc:subject>gamification fitness incentivation motivation z3</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:8e9c5e90356d/</dc:identifier>
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<item rdf:about="http://www.fastcodesign.com/1665328/how-the-email-game-improved-its-ui-to-make-your-inbox-less-hellish">
    <title>How &quot;The Email Game&quot; Improved Its UI, To Make Your Inbox Less Hellish | Co. Design</title>
    <dc:date>2011-11-02T06:10:50+00:00</dc:date>
    <link>http://www.fastcodesign.com/1665328/how-the-email-game-improved-its-ui-to-make-your-inbox-less-hellish</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[I'm lucky enough not to be drowning in email, so keeping my inbox clean doesn't require zen-like discipline. But for everyone else out there for whom "Inbox Zero" is a fantasy at best, there's a handy web-app called "The Email Game," which uses clever game mechanics to -- as I previously put it when we first covered the product -- "make email your bitch, not the other way around." But the game's creators haven't been sitting on their laurels since then: they've just released an updated version of the game with a better design.]]></description>
<dc:subject>gamification email motivation z3</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:3f09b6f85737/</dc:identifier>
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<item rdf:about="http://www.bogost.com/blog/gamification_is_bullshit.shtml">
    <title>Ian Bogost - Gamification is Bullshit</title>
    <dc:date>2011-11-02T05:50:16+00:00</dc:date>
    <link>http://www.bogost.com/blog/gamification_is_bullshit.shtml</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Gamification is bullshit.

I'm not being flip or glib or provocative. I'm speaking philosophically.

More specifically, gamification is marketing bullshit, invented by consultants as a means to capture the wild, coveted beast that is videogames and to domesticate it for use in the grey, hopeless wasteland of big business, where bullshit already reigns anyway.]]></description>
<dc:subject>gamification motivation business marketing z3</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:7ef17208e377/</dc:identifier>
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</item>
<item rdf:about="http://the99percent.com/videos/7091/Aaron-Dignan-How-to-Use-Games-to-Excel-at-Life-and-Work">
    <title>Aaron Dignan: How to Use Games to Excel at Life and Work :: Videos :: The 99 Percent</title>
    <dc:date>2011-11-01T09:22:27+00:00</dc:date>
    <link>http://the99percent.com/videos/7091/Aaron-Dignan-How-to-Use-Games-to-Excel-at-Life-and-Work</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Play is nature's learning engine, says games researcher and author Aaron Dignan. In other words, we're hardwired to enjoy games - they're addictive, skill-building, and satisfying. So the question is: How can we integrate game concepts into our work lives to help us push ideas forward? In this talk, Dignan walks us through the principles of creating a great game and suggests ways that we might use them to overcome email exhaustion, spice up workaday meetings, and more.]]></description>
<dc:subject>gamification play life work motivation z3</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:fbf341689c2a/</dc:identifier>
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<item rdf:about="http://altdevblogaday.com/2011/09/17/why-do-people-play-and-enjoy-games/">
    <title>Why do people play and enjoy games? « #AltDevBlogADay</title>
    <dc:date>2011-09-22T07:47:15+00:00</dc:date>
    <link>http://altdevblogaday.com/2011/09/17/why-do-people-play-and-enjoy-games/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Though there can be many answers to that question, perhaps the simplest answer is escapism.

No matter whats occurring in your life many people enjoy the ability to escape to somewhere else for a few minutes or an hour or two and just forget about real life for a bit.  Whether its scoring the winning goal in a football game or racing in an F1 car, shooting terrorists in a FPS or defending the realm against an evil wizard, that ability to skip to someone else is a compelling reason to spend time and money for most people.]]></description>
<dc:subject>gamedesign motivation gaming</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:c4db949814ae/</dc:identifier>
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</item>
<item rdf:about="http://tobolds.blogspot.com/2011/07/valuing-time-over-money.html?">
    <title>Tobold's MMORPG Blog: Valuing time over money</title>
    <dc:date>2011-07-04T10:01:30+00:00</dc:date>
    <link>http://tobolds.blogspot.com/2011/07/valuing-time-over-money.html?</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[I don't play golf. But if I did, and I'd tell my colleagues at the office that I spent €250 on a golf club, they would nod wisely and say that this is what a decent golf club costs. But if I told them I spent 2,500 hours on the driving range training, they would think I'm crazy. Online players think differently. They'd nod wisely if I told them I spent 2,500 hours in an online game, and think I'm crazy because I spent €250 on World of Tanks. I didn't spend 2,500 hours in WoT, but I did 2,500 battles, so well over 250 hours, which at less than 1€ per hour still is cheaper than most other forms of commercial entertainment. ]]></description>
<dc:subject>games gaming motivation z3</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:d4193c451a90/</dc:identifier>
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	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gaming"/>
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<item rdf:about="http://altdevblogaday.org/2011/06/11/game-design-and-elephant-handling/">
    <title>Game Design and Elephant Handling » #AltDevBlogADay</title>
    <dc:date>2011-06-12T13:17:22+00:00</dc:date>
    <link>http://altdevblogaday.org/2011/06/11/game-design-and-elephant-handling/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Last month I had the privilege of presenting at the Games for Health Conference.[1] It was a big gathering of people that want to use games to positively change the world. However, most of attendees were from the the education or healthcare space. While everyone knew they were on to something powerful, there were also a lot of misconceptions on how gaming works as a motivator.]]></description>
<dc:subject>gamedesign gamification motivation gamemechanics z3</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:09287bc17caf/</dc:identifier>
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<item rdf:about="http://altdevblogaday.org/2011/05/16/gold-star-for-you-friend/">
    <title>Gold Star for You, Friend! » #AltDevBlogADay</title>
    <dc:date>2011-05-16T10:09:21+00:00</dc:date>
    <link>http://altdevblogaday.org/2011/05/16/gold-star-for-you-friend/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Why are players playing your game?  What motivations did you inspire in them?  Are they the motivations you wanted?

In just a few short years we’ve seen reward systems in games evolve beyond measure — from what was once a simple quest for points to a whirlpool of reward systems…what’s a designer to do?  Take a deeper look at your game, and look at what rewards you’re giving the player — and more importantly, why you’re giving them.  Adding a reward system to your game can often feel like a wild stab in the dark, which is why so many games have turned to the shotgun approach — throw everything in and hope that one catches the players.  Even worse, you could throw a reward system into your game without even understanding what motivations it gives your players.  We can do better than this.  Let’s take a look the reward systems, reasons behind the rewards then talk about how to use them effectively.]]></description>
<dc:subject>games motivation reward systems gamedesign gamemechanics z3</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:2042828be503/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:motivation"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:reward"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:systems"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gamedesign"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gamemechanics"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:z3"/>
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</item>
<item rdf:about="http://terranova.blogs.com/terra_nova/2011/04/gamification.html">
    <title>Terra Nova: Gamification</title>
    <dc:date>2011-05-04T13:30:44+00:00</dc:date>
    <link>http://terranova.blogs.com/terra_nova/2011/04/gamification.html</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[My gamified syllabi in classes, for exampled, have bombed. Students *really* don't want their grades determined by MMORPG mechanicsms. That's because one of the essential conditions of XP acquisition - that you can try and try again indefinitely - are missing in a classroom. In teaching, time is limited. So are mob pulls; you can't have as many shots at challenges as you want. In a classroom, you have a few challenges, time runs out, and somebody - me - has to judge how you did. Also, there are not enough opportunities for loose, flowing grouping; every teamwork exercise in a class is forced-grouping which, we've learned, people hate. Add to that the fact that ultimately the class is serious and not play. This means no one can say "settle down, it's just a game." And therefore, they DON'T settle down. They get almost homicidal when another team-mate screws up their grade.]]></description>
<dc:subject>gamification gaming motivation z3</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:a167d47fc18d/</dc:identifier>
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	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gaming"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:motivation"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:z3"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.youtube.com/watch?v=u6XAPnuFjJc">
    <title>Drive: The surprising truth about what motivates us</title>
    <dc:date>2011-03-10T08:48:18+00:00</dc:date>
    <link>http://www.youtube.com/watch?v=u6XAPnuFjJc</link>
    <dc:creator>DirkSonguer</dc:creator><dc:subject>business motivation psychology rewards teams video</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:f9fe3d1bb7eb/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:business"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:motivation"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:psychology"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:rewards"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:teams"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:video"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://splitscreencoop.com/2010/12/07/why-do-we-play-video-games/">
    <title>Why do we play video games? | split/screen co-op</title>
    <dc:date>2010-12-13T09:49:44+00:00</dc:date>
    <link>http://splitscreencoop.com/2010/12/07/why-do-we-play-video-games/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Playing video games is a time-consuming business. Even the shortest games can take upwards of four hours to complete.

Time, by contrast, is limited; and spare time is an even dearer commodity.

Why then should I prefer to spend time playing games over other activities? I’m not suggesting that I shouldn’t, but there must be a very good reason to justify spending a precious resource.
]]></description>
<dc:subject>games psychology motivation gaming gamedesign z3</dc:subject>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:4cd9ac6eb6af/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:psychology"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:motivation"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gaming"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gamedesign"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:z3"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://chrishecker.com/Achievements_Considered_Harmful%3F">
    <title>Achievements Considered Harmful? - Chris Hecker's Website</title>
    <dc:date>2010-08-10T07:37:17+00:00</dc:date>
    <link>http://chrishecker.com/Achievements_Considered_Harmful%3F</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[I waded into the debate on game achievements with my lecture at the 2010 Game Developers Conference entitled Achievements Considered Harmful?, with a strong emphasis on the "?". Since the game industry seems to be careening head first into a future of larding points and medals and cute titles on players for just starting up a video game, I wanted to raise awareness of the large body of research studying the impact on motivation from various types of rewards. Trying to be "fair and balanced", I delved into what the data show and what they don't show.
]]></description>
<dc:subject>gamedesign games gaming psychology social article english motivation z3</dc:subject>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:1a0ae74d2f1e/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gamedesign"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gaming"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:psychology"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:social"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:article"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:english"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:motivation"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:z3"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://feedproxy.google.com/~r/Kzero/~3/nHfYUfRS6K0/">
    <title>Young Children’s Play in Online Virtual Worlds</title>
    <dc:date>2010-07-04T14:36:33+00:00</dc:date>
    <link>http://feedproxy.google.com/~r/Kzero/~3/nHfYUfRS6K0/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[This is a great article by Jackie Marsh from the University of Sheffield. The piece, ‘Young Children’s Play in Online Virtual Worlds’ is taken from the Journal of Early Childhood Research. If you’re in the kids virtual world or MMO space I’d recommend taking the time to read this. I’ve ‘bolded’ the parts that I think are particularly interesting
]]></description>
<dc:subject>games motivation play demographics</dc:subject>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:521078874b3d/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:motivation"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:play"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:demographics"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://positech.co.uk/cliffsblog/?p=753&amp;utm_source=feedburner&amp;utm_medium=feed&amp;utm_campaign=Feed%3A+cliffski+(Cliffski's+Blog)&amp;utm_content=Google+Reader">
    <title>Cliffski’s Blog » How to stay motivated whilst programming a game</title>
    <dc:date>2010-07-03T06:02:05+00:00</dc:date>
    <link>http://positech.co.uk/cliffsblog/?p=753&amp;utm_source=feedburner&amp;utm_medium=feed&amp;utm_campaign=Feed%3A+cliffski+(Cliffski's+Blog)&amp;utm_content=Google+Reader</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Lots of people want to know the answer to that question. Most indie games fail. Most indie projects never get completed. I don’t have any way to prove that, but any indie game veterans will know it’s true. Here are my top tips. Some of them may seem like they de-motivate, rather than motivate, but I get motivated by knowing how important and serious it is for me to work hard. Most indies don’t realise how hard they are going to have to work, and how good their game has to be.
]]></description>
<dc:subject>programming development motivation projects</dc:subject>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:9c29a7c36145/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:programming"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:development"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:motivation"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:projects"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://tobolds.blogspot.com/2010/06/gevlon-says-pvp-cant-be-fun.html?utm_source=feedburner&amp;utm_medium=feed&amp;utm_campaign=Feed%3A+ToboldsBlog+(Tobold's+MMORPG+Blog)&amp;utm_content=Google+Reader">
    <title>Tobold's MMORPG Blog: Gevlon says PvP can't be fun</title>
    <dc:date>2010-06-17T09:33:47+00:00</dc:date>
    <link>http://tobolds.blogspot.com/2010/06/gevlon-says-pvp-cant-be-fun.html?utm_source=feedburner&amp;utm_medium=feed&amp;utm_campaign=Feed%3A+ToboldsBlog+(Tobold's+MMORPG+Blog)&amp;utm_content=Google+Reader</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[I find Gevlon, and especially his various projects with which he proves World of Warcraft to be a sandbox game by veering of the ordained themepark path, to be interesting, even if I find many of his opinions abhorrent. So on the one side I'm sad he cancelled his ganking project in what looks very much like a hissy fit, but on the other side he has some interesting arguments on PvP, if you arrive to sort them out from the rest of his rant. Gevlon then explains why it is easier to give adequate feedback for PvE than for PvP, and concludes that because you can't have adequate feedback for PvP, you can't get into the "flow", and can't have fun. That leaves, in Gevlon's opinion, only three "small minorities" of types of players who enjoy PvP: Casuals who just want to batter the wall of Wintergrasp with a catapult from time to time (that would be me), Killers who enjoy ganking others, and a tiny "elite" who play PvP for the challenge they can't get from AI opponents.
]]></description>
<dc:subject>gamedesign games pvp pve motivation flow english article</dc:subject>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:639533048e0b/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gamedesign"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:pvp"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:pve"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:motivation"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:flow"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:english"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:article"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://gangles.ca/2010/05/31/please-make-your-game/">
    <title>Please Make Your Game - The Quixotic Engineer</title>
    <dc:date>2010-06-08T06:35:43+00:00</dc:date>
    <link>http://gangles.ca/2010/05/31/please-make-your-game/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[This post is partly a (two month late) response to Chris Hecker’s GDC 2010 rant entitled Please Finish Your Game. It also condenses some rough thoughts I’ve long held about motivation and game making. It took some effort to edit it into a coherent form, so I apologize in advance if it’s a tad rambling.
]]></description>
<dc:subject>games gamedesign do motivation talks</dc:subject>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:a83f6da960f4/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:games"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:gamedesign"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:do"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:motivation"/>
	<rdf:li rdf:resource="https://pinboard.in/u:DirkSonguer/t:talks"/>
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