In the gaming industry we usually talk about game performance as a measure of how well a system can render graphics, but in training we talk about it in terms of how well it can train! The concept, however, is germane to both, that of creating the best possible user experience. The difference is that in training games, we measure how well the game delivered training. But we are going to discuss something deeper here, the idea of the game mechanic, theme or narrative enhancing learning.
In part one of this series, Dr. David Chandross examines the key issues around change resistance for chief learning officers and gamification as a solution.
In this blog post, Dr. David Chandross reveals some new data from recent studies into using gamification and game-based learning in addiction medicine.
In this holiday blog post we are going to follow up on our series on holistic gamification and our last post on the problems with competition and achievement in game design. To summarize, the argument was that competition through leaderboards and badge awards dominate today’s gamification sector and that, due to a lack of imagination and transfer of research into practice, these are a default design mode.
As we continue to explore the concept of holistic gamification, we eventually have to confront some sobering realities about technology. Technology enables but it also imprisons, and further, it gives rise to inorganic life.
In this post we are going to look at the rise of inorganic life and its frightening future as man and machine merge. Gamification is one way we might harness this shift for the good, for without conscious effort inorganic life could become something dreadful.