Intrinsic/extrinsic motivation: A false dichotomy?

on Jan 14, 2013
The impact of Deci & Ryan’s self-determination theory in social psychology is difficult to overstate. This is the source of the frequently argued point that intrinsic motivation (motivation to do something based on inherent properties of the...

Making failure less fail in World of Warcraft

on Dec 26, 2012
In my time doing a World of Warcraft ethnography, I have had to acquire many skills; perhaps the most valuable of these was the fine art of failure. Let's back up. I've been reading John Ferrara's Playful Design: Creating Game Experiences in...

How to Reduce Antisocial Behavior

on Nov 2, 2012
Recently Bungie (Halo 4)  and NCsoft (Guild wars 2) have both taken a very aggressive stance on antisocial behavior in chat channels. Both companies have begun to ban players who use hate speech. Now, as far as I can tell banning such behavior can...

What Can Serious Games Learn from Soap Operas?

on Oct 24, 2012
The serious games industry—if “industry” is the right word for a ragtag handful of academics and idealistic startups—is in a deceptively precarious position. Funding for games and gamified applications is at record levels in the public and...

Interview with Evan Brown of the Carnegie Mellon E...

on Oct 8, 2012
At GDC last March I spoke with Evan Brown a digital artist working for Carnegie Mellon University. Earlier that day Evan had participated on a GDC panel where he talked about the Augur Project  at the Carnegie Mellon ETC. According to the Augur...

Managing player tension with Nevermind

on Sep 21, 2012
The idea of implementing physiological sensing and dynamic player-system feedback loops in game design has been previously touched on here at MP.   And, more recently, we've considered the potential role and implementation of fear within...