Games, beyond Gamification and transmedia

Lift 11 Session

February 3, 2011 - 14:00

Video games have long escaped the realm of nerdy teenagers to become one of the most important cultural product of our time - ahead of cinema and music. Now we hear our life will be "gamified", with many of the mechanisms invented in games showing up to our "real life". Is this really happening? What are the real possibilities and pitfalls of such a proposition? We will also talk about how games can be used to engage people into an activity like reading, and discuss the latest phenomena of the entertainment industry: transmedia.


Presentations


steffen_walz's picture

The lowdown on "gamification"

Steffen P. Walz (GEElab, Australia)

With the advent of gamification, we've seen a recent proliferation of points, badges and other game mechanics in lots of on-line services. Based on various projects, Steffen ...
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Etienne Mineur's picture

The paper book as a new computer platform

Etienne Mineur (les éditions volumiques, France)

If you're interested in how designing old fashion paper book can be transformed by video game mechanics and computing technologies, you'll be intrigued by Etienne's talk. The work ...
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David Calvo's picture

Beyond transmedia

David Calvo (Ankama, France)

In a whimsical attempt to eradicate the narrative debate from the game design process, this talk tries, through theory and the speaker's own work, to define an ethic of ...
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