
Why games should be difficult – Through the lens of Sekiro
Games should have a level of difficulty to allow for meaninful choices. In this piece we look at difficulty in games through the lens of the game Sekiro.
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AEX Design
Behavioural Psych
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Games should have a level of difficulty to allow for meaninful choices. In this piece we look at difficulty in games through the lens of the game Sekiro.
In this piece we explore how the use of role-playing & alternate reality experiences can help with dealing & working through fear & the unknown.
In this post we explore how the use of ARG’s and RPG’s allow people to safely practice social skills and social interactions in a safe environement.
How ARG’s & LARP games can be used to create accelerated collaboration and community between strangers in at conferences, training programs and elsewhere.
In this piece we look what you need to do be able to get as much buy-in as possible for your game experience from self-professed non-gamers.
For the first post of 2019 for æStranger, I’ll be joining in the look to see what trends and possibilities we should be looking out for in the coming year.
As we near the end of 2018, it may be worth doing a reflection on what 2018 was like before we start looking at what 2019 may hold for us.
On the 26th and 27th of November, I was fortunate enough to attend the 2018 edition of the Gamification Europe Conference in Amsterdam.
A look at what serious play, serious games and game-based learning has to offer to higher education and corporate learning currently.
Looking at how role-playing games and experiences can be used as business & management tools, to help develop and practice leadership and teamwork skills.
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æStranger officially started in 2018, but has been around in some form for a few years. It is a platform to promote a mission to engage people through adventure and storytelling, to better learn and understand from each other.
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