Presentation at Games Convention Online 2010-
An update on social games used for social purposes, especially on Facebook, and an introduction to the growingly common notions of gameification of everything and ludification of society.
26. Thank you! and now questions… Some readings and viewings: E. Castronova - Exodus to the virtual world: how online fun is changing reality B. Reeves, J. Leighton Read - Total engagement J. Huizinga - Homo Ludens J. McGonigal - Gaming can make a better world http://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world.html J. Schell - Beyond Facebook http://www.cmu.edu/homepage/multimedia/schell-dice.shtml R. Oldenburg,The great good place BJ Fogg et al. (ed.) The Psychology of Facebook (upcoming) D. E: Wittkower (ed.) Facebook and Philosophy (upcoming)
Notas del editor
I am xy my background is anthropology and communications
The fact that social games are not real seem pretty obvious, BUT, especially in social networks, we see that social games have been used for a variety of different purposes all very different from the original goal of play, that is play a game for its own sake and not with a second agenda. The games we see here are MMOs, fictional worlds, immersive, they require high engagement, (they are not for free)
why is it so important to distinguish the psychological processes involved in processing “real” from “fictional”?
Why is that relevant? Because If there is a fictional element, then everything we see and do is not “taken seriously”, lack of responsibility, freedom, spontaneity (other characteristics of playfulness barnett) that entails: different attitude towards trust, (we are more trustful, although authority figures can be devaluated by the playful setting and we need alternative claims to credibility, like expert opinion or other kinds of authority, like magical beings who know all)
Shortly, as this is not our theme
Interaction with current events and real life dynamics