Difference between revisions of "Aarde/serious games"

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m (Aarde/games moved to Aarde/serious games: not just games, serious games.)
(*'''Gamers'''—confident, fast, competitive, results-oriented, collaborative)
 
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*[http://news.wired.com/dynamic/stories/N/NINTENDO_DESIGNER?SITE=WIRE&SECTION=HOME&TEMPLATE=DEFAULT Game Guru Shigeru Miyamoto Wants Happy Games]—Telling video game developers at the Game Developer Conference to resist producing hit sequels and games of horror and revenge, Nintendo's top designer wants to bring joy to the widest audience. By the Associated Press. Plus: Keynote disappoints in GameLife. {{source|Wired/Associated Press|2007-03-07}}
*[http://news.wired.com/dynamic/stories/N/NINTENDO_DESIGNER?SITE=WIRE&SECTION=HOME&TEMPLATE=DEFAULT Game Guru Shigeru Miyamoto Wants Happy Games]—Telling video game developers at the Game Developer Conference to resist producing hit sequels and games of horror and revenge, Nintendo's top designer wants to bring joy to the widest audience. By the Associated Press. Plus: Keynote disappoints in GameLife. {{source|Wired/Associated Press|2007-03-07}}
*'''Gamers'''—confident, fast, competitive, results-oriented, collaborative—millions of youngsters grow up with a joystick in their hands, readying themselves as the new workforce. Their traits…{{source|The kids are alright. How the gamer generation is changing the workplace, Harvard Business School Press 2006|2007-03-09}}
**'''Confident'''—Games generate a lot of positive self-reinforcing feedback. When challenged or blocked, experienced gamers will only trust themselves. Distorted self-confidence may lead to arrogance.
**'''Fast'''—Gamers are used to absorb massive amounts of information in a fast and effective way, making the right decisions along the way. The more impulses the better. Gamers like risk-taking.
**'''Competitive'''—More gaming leads to more competitive lust until it becomes a second nature. This competitiveness boosts the active involvement in their comminity. Distorted competitiveness may lead to unhealthy heroism.
**'''Results-oriented'''—Gamers have a stronger preference for results-based compensation and bonuses than non-gamers.
**'''Collaborative'''—Gamers are very social creatures within their community and display excellent traits to collaborate and share.

Latest revision as of 12:42, 9 March 2007

  • Game Guru Shigeru Miyamoto Wants Happy Games—Telling video game developers at the Game Developer Conference to resist producing hit sequels and games of horror and revenge, Nintendo's top designer wants to bring joy to the widest audience. By the Associated Press. Plus: Keynote disappoints in GameLife.
    Wired/Associated Press, 2007-03-07
  • Gamers—confident, fast, competitive, results-oriented, collaborative—millions of youngsters grow up with a joystick in their hands, readying themselves as the new workforce. Their traits…
    The kids are alright. How the gamer generation is changing the workplace, Harvard Business School Press 2006, 2007-03-09
    • Confident—Games generate a lot of positive self-reinforcing feedback. When challenged or blocked, experienced gamers will only trust themselves. Distorted self-confidence may lead to arrogance.
    • Fast—Gamers are used to absorb massive amounts of information in a fast and effective way, making the right decisions along the way. The more impulses the better. Gamers like risk-taking.
    • Competitive—More gaming leads to more competitive lust until it becomes a second nature. This competitiveness boosts the active involvement in their comminity. Distorted competitiveness may lead to unhealthy heroism.
    • Results-oriented—Gamers have a stronger preference for results-based compensation and bonuses than non-gamers.
    • Collaborative—Gamers are very social creatures within their community and display excellent traits to collaborate and share.