I recently got a comment on the last post requesting more information about this event. I am happy to oblige.
The conference will be three days of talks covering a range of topics on serious games from speakers in industry and academia. Topics include potential uses for serious games, emerging markets, game design, as well as production, monetization, and marketing strategies. A couple sample titles are “Making Games That Don’t Stink: User Testing in Development” and “Autopia: A Serious Game on Long Range Fuel and Vehicle Transition.”
The speakers are a diverse group from industry and academia. The game industry is well-represented with CEOs and creative directors from several developers and publishers including E-Line Media and Breakaway. The entertainment and serious title developer, Breakaway, is probably best known for Civilization III. There are also speakers from market consulting firms and big tech companies like Google, IBM, and Boeing.
The full schedule is available for download in the program section of the conference website. The talks are categorized for audiences interested in serious games for grade-school education, corporate training, military and government simulation, health, and social good. There are also tracks of talks for game developers and academia. Many fall in multiple categories.
Clark Aldrich of Clark Aldrich Designs, Sue Bohle of Bohle Company, and the Digipen Institute of Technology are hosting the conference. DigiPen Institute of Technology is housing the event in Redmond, Washington from August 23-25.
Ian Schreiber’s Problem with Gamification
Game designer Ian Schreiber writes a blog post entitled My Problem With Gamification. In the post, he describes three main points that people are making regarding gamification: “(1) The education system in the US is broken. (2) Grades are an outdated game mechanic. This is part of the problem. (3) Replacing grades with other extrinsic motivations such as virtual currency is superior and will give students the motivation they need to learn.”
Schreiber points out two issues with these points. First, Schreiber points out, a grade is not a game mechanic at all, but rather a resource or a reward. Second, Schreiber cites the body of psychological research that has shown extrinsic rewards destroy intrinsic motivation. He points to some anecdotal evidence in which the introduction of badges caused students concentrate more on earning badges to the detriment of their learning.
While extrinsic rewards can certainly decrease intrinsic motivation (as has been shown in numerous studies), I don’t think it’s as simple as that. For example, one study by LeBlanc demonstrated that it is possible to use extrinsic rewards in ways to actually increase intrinsic motivation, especially by rewarding the quality of the work.
See Schreiber’s original post here.
tagged in badges, criticisms, critique, motivation, rewards
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