I would explain why gamification is different from games in both content and meaning, and propose a new concept of play as experience that can help narrow the space between games and gamification by allowing gamification strategies to focus on management and administrative advantages and allowing games to be limited to their competitive nature. To bridge the gap between concept and reality, I will develop several prototypes that will act as starting points in exploring philosophical issues such as education and alternative currencies, personal identity in virtual worlds, and social justice through play as a model of experience. The simplest game as experience model is based on educational games (also labeled as serious games), which are criticized for "losing their charm" as users discover their limitations.
Instead, the game as an experiential model will focus on creating an experience instead of a fixed set of rules.
Introduction
- Why play the game?
- From video games to social design
- A brief introduction to (game) semiotics
- What is a game?
- Fuzzy gamification strategies
- Games - designing systems
The designer must create unobtrusive signifiers and a combination of signs that guide the player towards the desired meaning of the game. One of the many definitions of gamification is the implementation of game elements into non-game activities to improve motivation or productivity [34]. When playing a game, this person experiences the game but is not part of the game.
In the case of society, you are part of the game, and the agent who can experience pleasure is someone outside the game, someone who experiences the game.
On meaning of video games
On meanings
Is it correct to address the question of meaning to the author, or should it be left to society. In the case of video games, Jones [55] argues that meaning should be part of the complex social network surrounding modern video games. Anyone could have done it, but it is only considered art because it was created by the specific artist at the specific time, reviewed and criticized by art critics during an exhibition.
Part of modern abstract art, they decided that it represents, for example, the human condition in the 21st century. Their decision spreads and the artwork is recognized for its deep understanding of the human condition. Both the artist and the audience are creators of meaning, and the meaning provided by social interaction is considered the strongest, if not the only, relevant meaning.
Cybernetic sign production
When video games lose their primary function of entertaining escapism, they can also lose their game status.
Paratextuality in video game studies
Study Cases
Life with Ggool – a video game response to an alternative currency
- Introduction
- The philosophy of fSM
- Creating Life with Ggool
- Presentation
- Perspectives
Also, because the currency is linked to UBI, the first phase of the game focused on using only the disposable income earned each day. As mentioned in the previous part, the game design mechanics will revolve around the currency called Ggool with all that it stands for (shared circular UBI). The hospital mechanic initially lead to the development of a risk-free game due to a design that tried to go outside the game world.
When playing the game in the current stage, you can discover a button that almost seems like a taunt, "Don't click here!". During development and testing there was a need to check if the game was over and how the gauges would behave when they go low enough. The first method to study the game's educational effect without me directly interfering with the players' opinions was a survey.
The main part of the exhibition took place in the Science hut, where Prolog was moved in the last few days. People had access to a good working version of the game on a PC in the lobby of building 110. There were also some promotional materials related to the Ggool concept on the table and some QR codes that the player could access to complete a survey to improve the development of the game.
There may be less friction in answering if the questions are presented as part of a game. Currently, “Life with Ggool” only focuses on the mechanics of the proposed Ggool alternative currency without dealing with other concepts.
Virtual personal identity in the digital world: a game-focused approach
- A story of many choices
- Realms of Playcraft
The earlier philosophical debates argued about the existence of the soul and the duality of matter. One issue concerning the continuity of mind in personal identity is the problem of immortality. When the AI takes over the body, it destroys the mind and replaces it with a small part of the controlling AI.
We have no problem thinking that the personal identity of the body is gone, in this case. It is the same continuum as when we talk about destroying the whole body except for a small part of the brain and then building a new body for this brain. This is what it means to be a game as an experience in the absence of a digital medium.
Some people have taken full-time jobs in the game because one of the currencies matches the real currency. Of course, death in virtual reality is just a minor inconvenience that can actually be treated as part of personal identity. In the virtual world, the body is the only visible manifestation of an avatar, therefore it is one of the important aspects of the avatar identity.
In a virtual world, one can directly choose the same gender that matches the gender of the body and get rid of all the gender identity issues that arise in the real world. In The Realm of Playcraft, the race thus corresponds to the species, and ancestral environment provides the genetic variations between members of the same species (ethnicity).
Your World 2.0 - Gamified activity based on John Rawls’ thought experiment
- Towards a just and fair society
- Implementation
- Perspectives
We cannot guarantee the same conclusions, but that does not invalidate the core assumptions of the thought experiment. But soon the development of VR, AI and new gamification paradigms will allow the implementation of the thought experiment on a wide scale. To implement this project on a small scale, as a prototype of the prototype, I will implement a design similar to a gamified anonymous decision-making survey.
The point of the virtual world is to create a self-improving society, with shorter delays in system feedback. In developing the application and thinking about implementing the thought experiment, I realized there was a problem in how the voting would proceed. In the current iteration of the app, there is one condition that participants must follow – to use their imagination.
Thus, the application will only work as a subtask of the original situation, and the goal is to answer the question about the decision-making process with the help of the experiment proposed by John Rawls. The aim was to show that even the best decisions leave room for error, and I would expect an improvement in the second stage of decision-making. Unfortunately, turnout for the second phase was very low and most participants voted to keep the world as it is, even if there are obvious problems that need to be fixed.
One possible explanation comes from behavioral economics, which states that most people, given several options, prefer not to make a choice but choose the default option [75]. The project Your World 2.0 is an example of the sign of the game as an experience and a framework of gamified activities for wider use.
Unified theory of game as experience (discussion)
For example, in developing a game as a language learning experience, immersion can be achieved by placing a player in a country where she cannot speak the language, with the simple goal of exploring the world and culture. Every experience is personal, so games as experience should encourage personal progression rather than competitive progression. Cooperation is a vital part of society, as competition is, and I designed games as an experience to be based entirely on cooperation.
A game as an experience does not meet the classic definition of a game, where one of the main concerns is "how to win?". The game as an experience is over when a player wants it to be over, or when she considers the experience to be complete. The only rewards available are the intrinsic rewards gained by participating in the game as experience.
It tries to avoid the wrong incentive to seek the rewards rather than the experience. Nevertheless, certain types of rewards are available if they are part of the designed experience. Respecting the previous design choices seems to indicate that elements that create a strong involvement in games and gamified activities are being removed from the games as an experience.
Games as experience will act as new ways to have fun, but also new ways to explore and think about the world. There are ethical considerations in designing a game as experience, such as no implementation of any addictive gamification elements and preserving the idea of using games for human benefit.
Conclusion
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Ferguson, “The Impact of Video Game Playing on Human (and Orc) Creativity,” Video Game Creation, p. Thibault, “Play as a modeling system-a semiotic analysis of the grand prestige of games,” CEUR Workshop Proc., vol. Brehm, “Responses to uncontrollable outcomes: An integration of reactance theory and the learned helplessness model,” Adv.
Lee et al., "Science Walden: Exploring the convergence of environmental technologies with design and art," Sustain., vol. Sleep: 0; Energy+2/3 per frame for the duration (replaces falling stat) Any class: 4; Ggool+10, Energy-10, Happiness Boost. Percentage of obtaining a random amount of Ggool from peers at the end of the day: (50+number of contacts) % to obtain Ggool from (random number between 1 and number of contacts/2) people.
Bogdan offers a complex decision-making network through the Life with Ggool game and the player will experience Ggool as an alternative currency in the world where Ggool flows, time passes as much as you want.