We review Autography design as an exemplary case of persuasive application. We immerse it in the context of applied and persuasive games built around gameful mechanics and interactive learning. We then contrast it with superficial gamification efforts. We propose some guidelines for an effective process of cooperative design and process for these complex media productions.
We'll review Autography's design as an exemplary case of persuasive application. We will immerse it in the context of applied and persuasive games built around gameful mechanics and interactive learning. We will then contrast it with superficial gamification efforts. We will propose some guidelines for an effective process of cooperative design and process for these complex media productions.
This is by Ian Bogost “Gamification is Bullshit”. We want to use game design proper, not gamification, for not strictly videoludical purposes. The customer came with practically all the “ideas” on the right.
BY THE WAY writing a book on the process
Actually, the first idea mechanics / gameplay never worked.
Applied And Persuasive Applications For Museums
Applied and Persuasive:
Ian Bogost writes:
Gamification, I suggested, is primarily a practice
of marketers and consultants who seek to
construct and then exploit an opportunity for
As I’ve previously argued,“-ifying” things
“makes applying that medium to any given
purpose seem facile and automatic”
(From Why Gamification is Bullshit)
But this actually has nothing
to do with what we do.
The very first step is transforming the
available knowledge in a form that is
atomic, so that gameplay episodes can
express such parts.
Such atoms can make sense only in a flow,
or in a flow tree.
They can be in narrative form, as
dialogues, as questions / answers, any
“Let’s just clone that great
success and change the
words.”: the worst possible
Creating applied games by cloning existing
games is a very bad idea for a host of reasons.
-You will end up creating a uglier version
of an existing game, the latter acting as a
quality reference for the players who will
expect your applied game to be at least of
the same quality as the cloned one.
-The topic you want to lead the player too
is an obstacle to game play instead of
being built inside the mechanics.
- There will be a dis-alignment between
the game topic and the topic you care
“We just need a
playable prototype, not a
A playable prototype of
the Space Shuttle is very
close to being the
finished Space Shuttle.
Lets do some minigames!
Lets do some ugly games!
Lets hint to a mechanics
without developing it!
“We need the game’s
total cost upfront!”
Just pay for the (first)
game design and
concept. Minimize risk,
we both win!
“I am an art expert, hence I have
such cool ideas for the game
You didn’t consider:
inclusiveness, this game your
very kids are playing, NP-hard
combinatorics, that this and that
will cost immensely…
“We have to change this simple
thing and you ask for more
What kind of change is it?
Mutual understanding about the
difference say between change
of data and change of behaviour.
“The game is not teaching what I
wanted it to.”
“I am scared that they will accuse
the game of teaching the
Pair with the designer. Connect
knowledge, learning and the
specific core mechanic and