As most people might know by now, I am a big fan of Pacman, and often talk about pacman when trying to explain the theory of gamedesign.
About 7 years ago, I “designed” this ring, to be as cheap as possible, customisable in size on the spot, sold for one euro at Queens day in Amsterdam….
Found the photo just now, and it made me think of the magic circle as a model… also born approx. 7 years ago?
Boek: Gamedidactiek, het hoe en waarom van spellen in de les.
Spellen en computergames worden steeds meer ingezet in de les. Gamedidactiek legt uit wat het nut van spellen in de les is. Waarom en hoe kun je spellen inzetten in je les?
MASS project >>
Center for Games & Impact >>
Science Center >>
Room Recess >>
Wise Play >>
“Ellis was in W*india*land – part 1” can be read here
In November 2017 a group of Dutch game developers went for the GDC (game developers conference) in Hyderabad. We were invited to speak, discuss and expo different applied games from Holland. Read more
For my quantify self experience on Happy Faces I have been interviewed by the Belgium Magazine Charlie Mag. Talking about Happy… can that smile be any bigger? Read the article in full here >>charliemag
For the first time a hosted a game design workshop in Hanze Applied University Groningen via Skype since the train did not take me there. I was a very new experience, and I really miss the contact with the students and their work, but it worked out rather well, within 2 hours time, the team managed to create a member profiles, a persona, the team goal and a game concept to proceed with for next phase.
At the University of Applied Science Amsterdam, for the launch of the new academic year, students are Challenged to develop games at the Zoo (Artis), to engage visitors with the less popular animals.
Everyone is invited to become a test player at: Internet of Elephants Playgroup
The video of the QS conference on my faces happiness project. See the video here >>
“Game makers have spent the past four decades trying to pull players into games, developing a bag of tricks and techniques to make people feel immersed in virtual worlds.”
See this video if you are interested in our behavior and what we can design to emerge: “Video: The psychology of doing VR game design right”
What i personally explicitly love in this talk is how she explains how you as developer risk the breaking a contract with your player…. design is a negotiation with your user…
People who know me, know; I love to talk about flow, and how to manage to stay in flow, or how to apply this in design to help someone else manage his experience. I often used the term “Dynamic Difficulty Levelling” but only now I found out the real term for this via this article on flow by Jenova Chen:
“Dynamic Difficulty Adjustment, also known as DDA, is a fairly straightforward and ideal concept in the game design field. The difficulty of a game should change dynamically based on its player’s skill and performance. However, designing and implementing a DDA system is not trivial. Every so often, DDA systems take control away from the game designers, which potentially causes more problems than a linear game. Few commercial developers have implemented DDA systems for their games, and even fewer have shipped them. [Arey & Wells 2001] Over all DDA is just part of the core elements of Flow, it cannot stand-alone and reach Flow by itself. Rather than focusing on designing a DDA system for games, designing a general Flow system based on all core elements will be more direct and useful for the game designers”
Read the article: Flow in Games a Jenova Chen MFA Thesis
When still questions on flow, mail or call me ; P