I follow a blog for psychology, and couldn’t help but making a connection with much of the advice of parenting to that of player interactions in game design. Change the situation to that of a quest, and many of the situations (Prevention, Distraction, Explanation, Appreciation) described can be applied. Just an interesting cross-over.

4 Effective Alternatives to Punishing Your Kids


An interesting article summarizing many thoughts regarding the gamification hype and the need for player experience as it moves forward.

Messification: Why Games Should Be Designed To Be Games First

Two very interesting reads regarding gender and games culture:

To My Someday Daughter

Poignant reflection of state of gaming culture and gender, by Geordie Tait.

The Other Women Of Magic: Dating a Pro Player

Great read on what it’s like when a geeky passion may cause issues with relationships, and things to keep in mind for any geeky personality, regardless of gender.

A quick post:

Steve Tobak posted a blog on how to give a killer presentation, and I thought the insight was very useful. So just a quick link to some helpful information:

So apparently, the most “zombies” in one location was met the other day in Fremont, WA. Quite amazing coverage and pictures of the event in this article.

The other amazing event that took place, so appropriately, was a majority of the people taking part in the performance of “Thriller”. A great video:

Gamasutra’s Article, “Beyond Play: Analyzing Player Generated Creations“, by Aldo Tolino, has an interesting break down of the external creations fans create.

The author categorizes them into 6 separate ideas: Competition, Construction, Expression, Performance, Community, and Documentation. While the extended definitions clarify this breakdown, I felt that some parts of fandom overlap too much to place into one category or cannot be placed because people have different reasoning behind their creations. Competition can be fairly straight forward to place, but things like Construction and Performance are a bit more difficult. And in some ways, I felt that Community is stretching things a bit, as some games do encourage communities to build within the game itself. Communities are not unique to gaming culture, so I don’t know how much it could be called a ludic artifact. Documentation, such as recording adventure stories and logs, could just as easily be placed in Expression or Construction. While interesting to look at, I think in some ways the categories are a bit too overlapping to accurately describe what is being created.

Ludic artifacts visualized

Ludic artifacts visualized

While looking at some of the TED Talks, I ran across one by Brenda Laurel who did research on girls and gaming in the 1990s.

Brenda Laurel on Making Games for Girls

I find it interesting how they went about their research, to record girls just talking and taking pictures of things that are important to them. Another interesting aspect to point out is in the game, Rocket, the main character, makes her decisions via emotions rather than strategic data. An interesting game mechanic choice. I had never heard of the game when I was going through school, and find it interesting as I was in the right age group at the time. I would be interested to find a copy now that I’m older to see what resulted from the research performed.

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