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This link recently saved by mildlydiverting on July 07, 2014
This link recently saved by mildlydiverting on February 07, 2014
...this thesis argues that play is such a fundamental building block of culture, society, technology and cognition that it is the ideal lens through which to examine the interactive experience. It is versatile enough to cross boundaries and fundamental enough to be understood intuitively. Through an understanding of the intersection between movement, embodied cognition, metaphor and play, a set of principles of interactivity are developed that are flexible enough to analyse and be applied to a broad spectrum of interactive experiences, from interactive artworks to services to individual user interface elements. Finally, it is proposed that these principles provide a way to examine the phenomenal growth of social networks and the fundamental cultural shifts we are experiencing today as a result of the friction generated between emerging networked technologies and the industrial age structures they are dismantling.
This link recently saved by mildlydiverting on January 28, 2014
hey are you cool The first person I met in DayZ said "hey are you cool" What he meant was, "You're not going to try to kill me, right?" This is a record of the other players I've encountered in DayZ (and a few other odds and ends). (this feels like a history of the apocalypse / this feels like art)
This link recently saved by mildlydiverting on January 12, 2014
Research has indicated that many video games and virtual worlds are populated by unrealistic, hypersexualized representations of women, but the effects of embodying these representations remains understudied. The Proteus effect proposed by Yee and Bailenson (2007) suggests that embodiment may lead to shifts in self-perception both online and offline based on the avatar’s features or behaviors. A 2 × 2 experiment, the first of its kind, examined how self-perception and attitudes changed after women (N = 86) entered a fully immersive virtual environment and embodied sexualized or nonsexualized avatars which featured either the participant’s face or the face of an unknown other. • Sexualized avatars promoted more self-objectification than nonsexualized avatars. • Sexualized selves promoted more rape myth acceptance than others. • The Proteus effect was supported: sexualized avatars affected self-perception. January 12, 2014 at 11:50AM via Pocket
This link recently saved by mildlydiverting on August 27, 2013
The greatest threat to the success of serious games is inattention to the quality of the player experience. The gamification fad endorses a canard that games can be strip-mined for “useful” bits that, when tacked onto conventional applications, should be expected to have the same effects as true games. This lie exposes a disdain for play and an incapacity to perceive games themselves as useful and worthwhile endeavors. Creating games that achieve great things in the real world while remaining enjoyable experiences instead requires working with the prodigious strengths inherent to the medium. This presentation explores how the native procedurality of video games makes them a potentially ideal way to persuade people to adopt a particular point of view. It will cover the history and modern theory of persuasive games, offer guidelines for crafting arguments based in gameplay, and present a case study of the design of a persuasive game.