A look back at the year 2018 for æStranger
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.
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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.
Looking at how role-playing games and experiences can be used as therapeutic tools, to help develop and practice social skills and communication.
Looking at how role-playing games and experiences can be used as educational tools, to help develop and practice interdisciplinary skills.
In this piece, I explore some of the concepts used when creating narratives in ARG’s to keep players motivated when they immerse themselves in the experience
In this piece I relate and recount some things I experienced and learned at Gamification Europe’s 2018 Masterclasses in London.
Environmental storytelling is extremely subtle and requires that the player be constantly aware and work for their own understanding.
So, I thought I’d write this short piece today on the term gamification, and whether it is dead, dying, rising, resurrecting or not even there…
Frostpunk is the latest game from developer 11bit Studios, where you are the leader of a small colony of survivors in a post-apocalyptic, ice age world.
The question of narrative & how to use it has been long-standing in the gaming and gamification community. How we create, remember & weave narratives.
This week’s game tools; we come to our final set, those that revolve around purpose & the use of narrative to create context for your players.
Belonging and being part of something is one of the strongest motivators that you can use to engage your players in your game or the gamified environment.
In this part of the game tools series, we’ll be looking at value & loss avoidance. Please do check out any of the previous game tools blogs.
This week lets look at how mastery mechanics can help engage your players. The tools have been split into different aspects, but they all work together
In this piece we’ll have a look at exploration and decision-making, and how these can be used to engage your players in your game or gamified experience.
The first of these game tools is the usage of randomness or unpredictability in games and the illusion of control to keep players engaged.
Games & playful experiences can be used to combat a world where being average & standard are becoming the norm. Uniqueness & collabortaion is the goal.
Avatars are an alternate or extended identity on the one we assign as our prime identity. Traditionally we would have various “masks” in our daily dealings.
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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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