<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	xmlns:creativeCommons="http://backend.userland.com/creativeCommonsRssModule"
>

<channel>
	<title>Motivate. Play.</title>
	<atom:link href="http://www.motivateplay.com/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.motivateplay.com</link>
	<description>A blog of theory and practice regarding motivation, other aspects of cognition, and games</description>
	<lastBuildDate>Sun, 05 May 2013 19:35:15 +0000</lastBuildDate>
	<language>en-US</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.5.1</generator>
<creativeCommons:license>http://creativecommons.org/licenses/by-sa/3.0/</creativeCommons:license>
		<item>
		<title>[GDC] SpaceChem&#8217;s Zach Barth on educational game design</title>
		<link>http://www.motivateplay.com/2013/05/gdc-spacechems-zach-barth-on-educational-game-design/</link>
		<comments>http://www.motivateplay.com/2013/05/gdc-spacechems-zach-barth-on-educational-game-design/#comments</comments>
		<pubDate>Sun, 05 May 2013 19:35:15 +0000</pubDate>
		<dc:creator>Gabriel Recchia</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.motivateplay.com/?p=672</guid>
		<description><![CDATA[In 2011, Wired UK and New Scientist described how “SpaceChem, a science-themed puzzler hailed as one of the year&#8217;s best indie games, is aiming to make the leap from bedrooms to classrooms.” Today, SpaceChem is used by schools in the United States, eastern Europe, and the United Kingdom to supplement computer science curricula. We spoke [...]]]></description>
		<wfw:commentRss>http://www.motivateplay.com/2013/05/gdc-spacechems-zach-barth-on-educational-game-design/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
	<creativeCommons:license>http://creativecommons.org/licenses/by-sa/3.0/</creativeCommons:license>
	</item>
		<item>
		<title>Player Culture: The RealID Fiasco and the Magic Circle</title>
		<link>http://www.motivateplay.com/2013/04/player-culture-the-realid-fiasco-and-the-magic-circle/</link>
		<comments>http://www.motivateplay.com/2013/04/player-culture-the-realid-fiasco-and-the-magic-circle/#comments</comments>
		<pubDate>Mon, 22 Apr 2013 15:02:10 +0000</pubDate>
		<dc:creator>Lauren Collister</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Social Science Theory]]></category>
		<category><![CDATA[blizzard entertainment]]></category>
		<category><![CDATA[magic circle]]></category>
		<category><![CDATA[realid]]></category>
		<category><![CDATA[World of Warcraft]]></category>

		<guid isPermaLink="false">http://www.motivateplay.com/?p=663</guid>
		<description><![CDATA[One of the things I’m most interested in as an ethnographer is the interface between online and offline life, and how this line is increasingly blurred. I originally became interested in this when reading about the Magic Circle, a concept which was first used by Johan Huizinga and refers to the “membrane” that surrounds a [...]]]></description>
		<wfw:commentRss>http://www.motivateplay.com/2013/04/player-culture-the-realid-fiasco-and-the-magic-circle/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
	<creativeCommons:license>http://creativecommons.org/licenses/by-sa/3.0/</creativeCommons:license>
	</item>
		<item>
		<title>7 Essential Resources for Understanding Motivation in Games</title>
		<link>http://www.motivateplay.com/2013/04/647/</link>
		<comments>http://www.motivateplay.com/2013/04/647/#comments</comments>
		<pubDate>Thu, 04 Apr 2013 21:38:06 +0000</pubDate>
		<dc:creator>Travis L. Ross</dc:creator>
				<category><![CDATA[Evolutionary Theory]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Limited Capacity]]></category>
		<category><![CDATA[Motivation]]></category>

		<guid isPermaLink="false">http://www.motivateplay.com/?p=647</guid>
		<description><![CDATA[Motivation is an important topic for game designers and social scientists. Many herald the ability of games to motivate players through incentive systems, by fulfilling intrinsic needs, capturing attention, or hooking into evolved motivational systems. In the following article I provide a list of seven articles and books that anyone who is interested in motivation [...]]]></description>
		<wfw:commentRss>http://www.motivateplay.com/2013/04/647/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
	<creativeCommons:license>http://creativecommons.org/licenses/by-sa/3.0/</creativeCommons:license>
	</item>
		<item>
		<title>Video games, violence, and common sense</title>
		<link>http://www.motivateplay.com/2013/04/video-games-violence-and-common-sense/</link>
		<comments>http://www.motivateplay.com/2013/04/video-games-violence-and-common-sense/#comments</comments>
		<pubDate>Tue, 02 Apr 2013 22:24:36 +0000</pubDate>
		<dc:creator>Nicholas Matthews</dc:creator>
				<category><![CDATA[Social Science Theory]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[research]]></category>
		<category><![CDATA[video]]></category>
		<category><![CDATA[violence]]></category>

		<guid isPermaLink="false">http://www.motivateplay.com/?p=627</guid>
		<description><![CDATA[Media violence research waxes and wanes like many other research topics. Focusing events train the collective gaze of the world on single point. When Facebook changes how it shares our information, we discuss our tenuous grip on privacy. When Twitter aids in the coordination of a revolution[1], we discuss the awesome power of social networking. [...]]]></description>
		<wfw:commentRss>http://www.motivateplay.com/2013/04/video-games-violence-and-common-sense/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
	<creativeCommons:license>http://creativecommons.org/licenses/by-sa/3.0/</creativeCommons:license>
	</item>
		<item>
		<title>GDC: Riot Experimentally Investigates Online Toxicity</title>
		<link>http://www.motivateplay.com/2013/03/gdc-riot-jeff-lin/</link>
		<comments>http://www.motivateplay.com/2013/03/gdc-riot-jeff-lin/#comments</comments>
		<pubDate>Sun, 31 Mar 2013 04:06:21 +0000</pubDate>
		<dc:creator>Jim Cummings</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Games as Research Tools]]></category>
		<category><![CDATA[Group Behavior]]></category>
		<category><![CDATA[Social Science Theory]]></category>

		<guid isPermaLink="false">http://www.motivateplay.com/?p=618</guid>
		<description><![CDATA[Riot Games has gotten a fair amount of press in recent months regarding their empirically-based research on the nature of “toxic” player behavior in League of Legends.  As a result, I wasn’t surprised to find standing room only for Jeffrey Lin’s (Lead Designer of Social Systems for LoL) talk on research-informed measures for managing toxic [...]]]></description>
		<wfw:commentRss>http://www.motivateplay.com/2013/03/gdc-riot-jeff-lin/feed/</wfw:commentRss>
		<slash:comments>4</slash:comments>
	<creativeCommons:license>http://creativecommons.org/licenses/by-sa/3.0/</creativeCommons:license>
	</item>
		<item>
		<title>Self-determination theory at GDC</title>
		<link>http://www.motivateplay.com/2013/03/self-determination-theory-at-gdc/</link>
		<comments>http://www.motivateplay.com/2013/03/self-determination-theory-at-gdc/#comments</comments>
		<pubDate>Fri, 29 Mar 2013 18:18:53 +0000</pubDate>
		<dc:creator>Gabriel Recchia</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Motivation]]></category>
		<category><![CDATA[Social Science Theory]]></category>

		<guid isPermaLink="false">http://www.motivateplay.com/?p=615</guid>
		<description><![CDATA[In a previous article, I argued that theories of motivation that include a diverse range of motivators might be more useful to game designers than parsimonious theories that pick out a small handful of motivators as primary. Apparently, I have much to learn about what game designers find useful. In the very first talk I [...]]]></description>
		<wfw:commentRss>http://www.motivateplay.com/2013/03/self-determination-theory-at-gdc/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
	<creativeCommons:license>http://creativecommons.org/licenses/by-sa/3.0/</creativeCommons:license>
	</item>
		<item>
		<title>GDC: A brighter future for collaboration between industry and academia</title>
		<link>http://www.motivateplay.com/2013/03/gdc-a-brighter-future-for-collaboration-between-industry-and-academia/</link>
		<comments>http://www.motivateplay.com/2013/03/gdc-a-brighter-future-for-collaboration-between-industry-and-academia/#comments</comments>
		<pubDate>Wed, 27 Mar 2013 17:55:43 +0000</pubDate>
		<dc:creator>Gabriel Recchia</dc:creator>
				<category><![CDATA[Innovation]]></category>
		<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[Academia Meets Industry]]></category>

		<guid isPermaLink="false">http://www.motivateplay.com/?p=611</guid>
		<description><![CDATA[Motivate. Play. &#8220;seeks to form a bridge between the gaming and scientific communities, offering analysis and commentary on games from a social sciences perspective&#8221;&#8211;it&#8217;s right there in our mission statement. As such, it&#8217;s exciting (and somewhat validating) to see the impact of academia in an industry-centric event like GDC. In one panel, the floors of [...]]]></description>
		<wfw:commentRss>http://www.motivateplay.com/2013/03/gdc-a-brighter-future-for-collaboration-between-industry-and-academia/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
	<creativeCommons:license>http://creativecommons.org/licenses/by-sa/3.0/</creativeCommons:license>
	</item>
		<item>
		<title>Productivity and Replay Value</title>
		<link>http://www.motivateplay.com/2013/03/productivity-and-replay-value/</link>
		<comments>http://www.motivateplay.com/2013/03/productivity-and-replay-value/#comments</comments>
		<pubDate>Mon, 18 Mar 2013 18:28:34 +0000</pubDate>
		<dc:creator>Lauren Collister</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Motivation]]></category>
		<category><![CDATA[Social Science Theory]]></category>
		<category><![CDATA[dragon age]]></category>
		<category><![CDATA[Modding]]></category>
		<category><![CDATA[productivity]]></category>
		<category><![CDATA[replay value]]></category>

		<guid isPermaLink="false">http://www.motivateplay.com/?p=602</guid>
		<description><![CDATA[One of the things that has captured my attention recently is the replay value of games. If you have already played through a game once (assuming it isn&#8217;t a game with new released content), why play it again? Some players take joy in reliving a favorite game experience, but for many players &#8212; myself included [...]]]></description>
		<wfw:commentRss>http://www.motivateplay.com/2013/03/productivity-and-replay-value/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
	<creativeCommons:license>http://creativecommons.org/licenses/by-sa/3.0/</creativeCommons:license>
	</item>
		<item>
		<title>Emergence (and some devastation) in Sim City</title>
		<link>http://www.motivateplay.com/2013/03/emergence-and-some-devastation-in-sim-city/</link>
		<comments>http://www.motivateplay.com/2013/03/emergence-and-some-devastation-in-sim-city/#comments</comments>
		<pubDate>Wed, 06 Mar 2013 22:13:50 +0000</pubDate>
		<dc:creator>Jared Lorince</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Games as Research Tools]]></category>

		<guid isPermaLink="false">http://www.motivateplay.com/?p=605</guid>
		<description><![CDATA[I&#8217;ll admit. I was one of those kids. I never had the patience to start from scratch in Sim City, to take a humble town to a bustling metropolis, paying constant attention to the state of my citizens and my budget. No, I would eagerly wait through the painfully long time it took my dilapidated [...]]]></description>
		<wfw:commentRss>http://www.motivateplay.com/2013/03/emergence-and-some-devastation-in-sim-city/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
	<creativeCommons:license>http://creativecommons.org/licenses/by-sa/3.0/</creativeCommons:license>
	</item>
		<item>
		<title>Sixteen ways to motivate</title>
		<link>http://www.motivateplay.com/2013/02/sixteen-ways-to-motivate/</link>
		<comments>http://www.motivateplay.com/2013/02/sixteen-ways-to-motivate/#comments</comments>
		<pubDate>Fri, 22 Feb 2013 01:14:29 +0000</pubDate>
		<dc:creator>Gabriel Recchia</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Motivation]]></category>
		<category><![CDATA[Social Science Theory]]></category>

		<guid isPermaLink="false">http://www.motivateplay.com/?p=597</guid>
		<description><![CDATA[7 Habits of Highly Effective People. The 8 Essential Steps to Conflict Resolution. I’ll be the first to agree that including an arbitrary number in a headline makes an article sound like something that you’d find in the bargain bin of your local bookstore, but in this case there’s a rationale. In a series of [...]]]></description>
		<wfw:commentRss>http://www.motivateplay.com/2013/02/sixteen-ways-to-motivate/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
	<creativeCommons:license>http://creativecommons.org/licenses/by-sa/3.0/</creativeCommons:license>
	</item>
	</channel>
</rss>
