metagame lecture 2015
TRANSCRIPT
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HELLO. (WELCOME TO THE METAGAME)
crafted for: general audience
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JOHAN HUIZINGA (1938) HOMO LUDENS (MAN THE GAME PLAYER) “...genuine, pure play is one of the main bases of civilization.” PLATO: “You can discover more about a person in an hour of play than in a year of conversation.”
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OBJECTIVES: TO DIG INTO THE IDEA OF GAME. TO PLAY A GAME TO THINK TO TRANSFER THE EXPERIENCE TO WORK
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METAGAMING kbsU
PART 1 _
INTRODUCTION TO GAMES
PART 3 _
CONNECT TO WORK
PART 2 _
ROUND ONE
PART 4 _
PRIZES AND REFLECTIONS
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introduction SECTION 1 _
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WHAT MAKES A GAME? a form of play or sport, especially a competitive one played according to rules and decided by skill, strength, or luck.
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THE IDEA OF “GAME” IS VERY BROAD IN CULTURE.
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http://www.fastcodesign.com/1672215/4-design-lessons-from-tinder-the-white-hot-dating-app
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http://www.wired.com/2015/09/life-games-playful-genius-john-conway/?
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http://www.wired.com/2015/09/life-games-playful-genius-john-conway/?
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HOW OLD ARE GAMES?
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TYPES OF GAMES
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WE PLAY GAMES TO PRACTICE FOR LIFE
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play PART 2_
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DEMO
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Three people (only) are one “team.” WHITES are CULTURES YELLOWS are OPINIONS
+! +!!
=!
ROUND ONE: CULTURES (W) pick one card to discuss. Keep it secret. OPINIONS (Y) pick an interesting card. Then all players reveal cards at the same time and begin a conversation. Is there a winner? The OPINION decides. !
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connect to work PART 3_
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http://www.yukaichou.com/gamification-examples/top-10-marketing-gamification-cases-remember/#.VhPjccttPds
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“PRANKSTERTISING” HTTPS://WWW.YOUTUBE.COM/WATCH?T=42&V=CSGLZU2NZX0
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Empowerment and Accomplishment (through visual feedback) Social Influence & Relatedness (through the growing audience) Unpredictability & Curiosity (through the mischief that occurs to distract the players) .
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Three people (only) are one “team.” WHITES are CULTURES YELLOWS are OPINIONS Reconfigure a new team.
+! +!!
=! ROUND TWO: 1. CULTURES (whites) pick the most difficult card in their stack. Hold. 2. All players reconfigure and two whites pick a new yellow. 3. OPINIONS (yellow) picks one random card. 4. CULTURES trades that difficult card with the other (W), an exchange. 5. OPINIONS begin the conversation. 6. OPINIONS pick another card to play in a few minutes. 7. OPINIONS pick who wins. !
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prizes and reflection SECTION 4 _
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prizes and reflection SECTION 4 _
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FOR FURTHER REVIEW TED RADIO HOUR: “HOW DOES PLAY SHAPE OUR DEVELOPMENT” http://www.npr.org/2015/03/27/395065944/how-does-play-shape-our-development MARKETING GAMIFICATION THAT IS NOT JUST IN YOUR FACE. IT’S IN YOUR HEAD. http://www.yukaichou.com/gamification-examples/top-10-marketing-gamification-cases-remember/#.VhPqFcttPdt WHY GAMES AND LEARNING? (THINK “ATTENTION” NOT LEARNING) http://www.instituteofplay.org/about/context/why-games-learning/ 4 DESIGN LESSONS FROM TINDER, THE WHITE HOT DATING APP http://www.fastcodesign.com/1672215/4-design-lessons-from-tinder-the-white-hot-dating-app A LIFE IN GAMES: THE GENIUS OF JOHN CONWAY Http://www.Wired.Com/2015/09/life-games-playful-genius-john-conway/? GAME CENTER NYU (LECTURE SERIES – ONE UPCOMING ON THE 30TH ANNIVERSARY OF PLAYSTATION) http://gamecenter.nyu.edu
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SPECIFIC TO ADVERTISING AND MARKETING
http://mobilemarketingmagazine.com/infographic-gamified-display-ads! !http://venturebeat.com/2014/10/24/turning-mobile-ads-into-games-helps-them-perform-better/! !http://www.pennapowers.com/5-examples-of-gamification-that-could-change-your-marketing-forever/! !http://adage.com/article/digital/gamification/233034/!