The Flow in Games

The Flow in Games

The question how players can be intrinsically motivated to play or keep playing a game is the core of game design. McGonigal argues that players always try to reach the limits of their ability instinctively. During the course of a game, players cease to think and act reasonably compared to real-world practices. Instead, they seem to dive into the virtual world and start to focus on the peculiar reality of the game. This “narrowing of consciousness” is considered to be achievement-oriented motivation.

A Game is a Game is a Game

A Game is a Game is a Game

THE CHALLENGE OF DEFINING A GAME

The recent success of video games has led to a progressive adoption of game mechanisms in everyday products and services. Social science researchers have observed that the increasing ubiquity of gaming is having a formative impact on society. The world of video games has become more and more interwoven with cultural habits in everyday life. In recent years, sociologists have started to look at this ludification of culture in a more detailed fashion.

What Makes a Game

What Makes a Game

The analysis of both academic and practical definitions has shown that despite the many differences there are substantial similarities between all definition of games. What all these definitions have in common is the fact that they describe games as simulated and formal systems that include the notion of decision-making based on a pre-defined set of rules. 

Gamify the world!

Gamify the world!

In recent years, a lot of attention has been drawn to the question how the engaging and gameful mechanisms found in video games can be transferred to non-game applications in order to engage users in a sustainable fashion. In short: we are talking about gamification! Throughout the scene people claim that companies can hugely benefit from adapting game mechanisms to the design of their products and services.

Warum wir spielen

Warum wir spielen

WAS SOCIAL GAMES SO INTERESSANT MACHT

Gamification- die zweite! Nachdem wir im Interview mit Verena Delius von goodbeans das Phänomen erstmals beleuchtet haben, will ich mich jetzt der Frage zuwenden, was Spiele denn eigentlich aus Sicht der User so attraktiv macht. Wer wäre dazu besser geeignet als ein Konzeptioner aus dem Game Design! Ich spreche mit Helge Looft (HL), Senior User Experience Strategist bei der Exozet Group in Berlin. Einer, der sich auskennt, und uns vor allem erklären kann, warum die halbe Welt zu virtuellen Bauern, Mafiabossen oder Pokerfaces wird.

Business Model Generation: A Handbook

Business Model Generation: A Handbook

Among the many business books I have read in the last five years, the “Business Model Generation (BMG)” by Alexander Osterwalder has definitely the most impact on the way I approach business modeling today. The reason why this handbook simply changed the way I think about business models is simple: “BMG” manages to re-organize a very complex matter in a very simplistic and visual format. The business model canvas is a modular design system which correlates all the essential building blocks that make up a successful business model.

STANDORTBESTIMMUNG - STARTUP IN FÜRTH?

STANDORTBESTIMMUNG - STARTUP IN FÜRTH?

KURZINTERVIEW MIT FÜRTHS BÜRGERMEISTER

New York, Rio, Rosenheim. Oder eben die Kombination Berlin und Fürth*. Das ist sicher einmalig in der Startup-Welt. Natürlich war das bei uns keine strategische Managemententscheidung, sondern unsere derzeitigen Lebensumstände haben das so ergeben. Dennoch hat diese Mischung auch etwas Symbolisches. 

Nichts als Feiglinge

Nichts als Feiglinge

Wer einen Fehler macht, sollte dafür auch gerade stehen

Wenn man Mist baut, muss man auch dafür gerade stehen. Sollte man meinen. Aber irgendwie scheint das nicht mehr zu gelten – zumindest nicht für unsere gefallenen Helden aus Sport, Politik oder Wirtschaft. In allen Bereichen des öffentlichen Lebens prägen mittlerweile Menschen das Bild, die, obwohl offensichtlich ihrer Schuld überführt, sich einfach nicht dazu bekennen können. Statt eines einfachen „Ich war es“ flüchten sich Hoeness, Schwarzer und Co lieber in die Opferrolle.