Showing posts with label gamification. Show all posts
Showing posts with label gamification. Show all posts

Saturday, June 18, 2016

Interface Euphoria 17.0


A lot of life's meaning as I know it amounts to statements such as the following:


'Possibly TRUE!'

'Let's open this silver thing'

'They are dancers, dancing, dancing!'

'Until a firey age when this age shall pass!'


Tuesday, June 16, 2015

The Conspectus: On the Concept of a Dimensional Paradise

Affirmate Dimension

Properties: Epiphanical, Conservative

Ideal Functions

Properties: Iterative, Constructive

Meta-Aesthetics

Properties: Concerning Realism

Form and Antiform

Properties: Correspondent, Coherent, Exceptional

Radical Contingency

Properties: Causal, Critical

Platform

Properties: Standard of Realization

Realesis

Properties: Confirmation, Variablistics

Systemics

Properties: Qua Universal, Symbolic

Variablism

Properties: Metaphysical, Hit-or-Miss

Componentia

Properties: Elaborative, Derivative, Avant-Garde

Mechanics

Properties: Theoretical, Foundational

Meta-Fact

Properties: Prophetic, Absolutely Symbolic, Archetypal

Prescriptions

Properties: Formulaic, Pithy, Literary Ambergris

Music

Properties: Charming Sound Effects, Arpegios, Fugues, Bamboo Rustling, Water
Gurgling, Birds Singing

Art

Properties: Universal, Mind-Reading, Complex, Visionary, New Nature Concept


Epicureanism

Properties: Ascetic, Aesthetic, Wholesome, Spiritual

Architecture

Properties: Sublime, Solid, Cultivated, Feng-Shuied to Death

Ideas

Properties: Valuable, Eternal, Meaningful, Fascinating

Mirror of Seeing

Properties: Figurization, Preference-Reading, Emotional Aura

Identity

Properties: History/ Memory, Pleasure / Rumination, Logic / Perspective,
Character / Personality, Familiarity / Love, Psyche / Wisdom

Works

Properties: Subtlety, Quantity, Harmlessness, Feilty


Items

Properties: Zeroed to death, Comfortable, Aesthetic, Profound Function

God

Properties: Knowledge, Passivity, Wish-giving, Invisible, Explanatory Function

Gods / Agents

Properties: Self-Realizable, Good, Visionary Explorers, Epicurean, Obviational

Goddesses / Nymphs

Properties: Self-Sufficient, Explanatory Catharsis, Mild-Mannered, Stately,
Euphoria-Inducing

Rituals

Properties: Peaceful, Deep, Resonant, Purposeful

Alchemy

Properties: Metaphysical, Auracular, or Ruminative

Tokens

Properties: Intuitive, With Effects, Protective

Dangers: None / Functional Psychology

Wednesday, July 24, 2013

Tractatus of Gamification

I found a video by gamifier Zichermann on Google+, which linked to the main gamification blog/website at http://www.gamification.co.

I felt inspired to share my ideas about gamification, in the form of a tractatus.

          1. The value of a game is its dynamic value. There is no game without dynamic value. If the end-user does not have a dynamic, the game must create a dynamic. If dynamics are artificial, the result is artificial value. But where the game actually has value, value can be created.

          2. To gamify, it is possible to add user-value. But this seems to incur a linear expense. How to add infinite value to a game without having an infinite game? It seems important to connect multiple games rather than leaving a dead end-product. The value of psychic games, the value of coherent games. The value of games with a functional concept, versus the commercial value of expendability. The need for phenomenological mapping. The value of creative games. Variablism: adding the exact factor that extends the value of the game, or the desire for relationships of products, sub-categories of functions, etc.

         3. The user should add value to the product.

         4. If the end-user /crowd-sourcee has no value, then where is the incentive to gamify? The need to add value to the consumer is also the opportunity to build the game into a more permanent context.

That's it for now, pretty brief, covers a lot of the source, solution, future, and problem.