Gamification at Work by Janaki Kumar & Mario Herger – Book Review

By Steve

Gamification at Work is a new book designed for practitioners to introduce people to implementing gamification on an enterprise level in the workplace. Through promoting best practises from user research, the book aims to avoid the bad design which apparently will cause 80% of current gamified applications to fail. Here’s what I thought.

 

I’ve previously discussed some of the problems with gamification created by generic implementations of the mechanics and a lack of insight into the player. This book aims to avoid these issues by promoting a UCD inspired “Player Centred Design” methodology, taking advantage of the techniques from user Lire l’article…

Source: Game User Research

Efficient Playtesting : what every producer should know

Andrée-Anne Boisvert, usability expert pour ubisoft, nous a présenté plusieurs méthodes d’ergonomie et illustré celles ci par des exemples concrets d’application. Vous trouverez dans cette première partie la présentation des méthodes qu’elle a mis en avant. Je détaillerais les applications dans un prochain article.

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Q&A : Ryan Challinor on Gesture based UI

Q&A : Ryan Challinor (Developing gesture based UI navigation using kinect)

Après ce point français, nous avons eu vent de la qualité de la conférence de Ryan Challinor et nous sommes présentés aux prolongations pour une session de questions-réponses. Dans un premier temps, la discussion a tourné autour de son expérience de programmeur, puis s’est centrée autour de la technologie en elle-même et des perspectives pour l’avenir.

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Introducing the new french touch generation in video game

Voici une toute nouvelle série d’articles suite aux conférences auxquelles j’ai eu la chance d’assister durant le sommet internationnal du jeu vidéo de Montréal. Pour ouvrir le bal, une série de courtes conférences nous a permis de découvrir trois entreprises avec des projets et thèmes très variés.

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DICE 2010: “Design Outside the Box” Presentation

Un speech excellent sur la convergence des médias et ce que sera un futur où le jeu a envahi la réalité. En partant de Facebook, on finit dans les trophées de brossage de dents et comment les mécanismes psychologiques en jeu dans les jeux peuvent servir à inciter à regarder des pubs, dans une peinture surréaliste du futur.

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Rule of Rose

Rule of rose has been depicted as a vicious game in which you have to torture or slaughter innocent children, and of which the goal is to make them suffer as much as possible. clearly poeple saying that never bothered playing till the end. Most likely, they didn’t even bother playing it for more than the five sufficient minutes that it takes to slaughter a dozen imps and confirm the all-violent hypothesis.

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Modern technologies and education

Modern technologies allow for two things: communication and information is the most known part and originates the name TIC, but further than that, modern technologies are the build material that compose satellites and robots. More then information alone, TIC can be converted into acts, and the combination of these allow for completely new education standards.

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Women, on both sides of the screen

Version francaise

Is there a correlation between more female developpers leading to more female gamers?

It’s a bit the question of the chicken and the egg. Who was there first? We know for sure the first developpers were men, so some women had to take interest in games anyway in the first place. Clearly, there were few, but we’ve reached a stage where there’s enough for some of them to take interest in development.


Those maybe have a better idea of what girls would like. But let’s have a look at what the situation is, that will tell us more.

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