Archive for October, 2013

In-Class Media Bundle

Here are the videos we saw in class for week 4. I do apologize for how late this bundle has gone up and promise not to let that happen again.

Only the first 8 minutes of the Nicholas Negroponte TED Talk are relevant. As for the Future Internet video and slightly strange Prometeus video, please review them if you don’t remember everything we discussed.  

Please post your comments and thoughts about this bundle by the end of week 5 a.k.a. November 3rd.

Media Bundle #4: Interactive Media and Guest Speaker Ed Madison

This week we’ll be hearing from Ed Madison, a founding executive CNN Producer and current professor in the School of Journalism and Communication.He started the SOJC’s first course on mobile media which became OR Magazine, “the first and most prominent student publication produced exclusively for the iPad.” 

We’ll be asking Professor Madison about how he came up with this idea, and what the future of interactive and mobile media might lie.

Professor Madison teaches multimedia journalism and digital publishing among other subjects.

For this week, instead of comments and your thoughts (though you are very welcome to post those) I want you all to go over the bundle and post two unique questions for Professor Madison as informed from the links I have here. No doubling up. That means the first people to comment get to ask the more obvious questions—and the last person might have a tough time of it. You can ask about Digitial Publishing, Professor Madison’s background in Media, running a student publication, etc. Anything that sparks your interest in the links or from his website is fair game. Those questions will be due before Friday’s class.

You can find last week’s in-class bundle posted here, which I apologize too you all for posting so late. Please comment on the bundle no later than November 3rd a.k.a. the end of Week 5.

 

Media Bundle #3: Gamification, when everything becomes a game

One of the happiest states your brain can be in is a psychological state called “flow.” It’s when you’re engaging a series of challenges that are neither too hard nor too easy and scale to keep you challenged. The idea isn’t new; J.R.R. Tolkien thought heaven would be a lot like a video game.

Flow is critical to good gaming and without it video games don’t have much of a point. Video games are unique in that they exist only to keep your brain in this happy state of rewarding difficulty. If only other things in life were more like video games….

Or maybe they are.

Currently, I’m teaching myself German on duolingo.com, a free online language learning website. Duolingo’s aim is to translate the internet by offering people a powerful language learning tool for Deutsch, Francais or Español! It’s a heavily “gamified” product with a vertical progression skill, coins earned for lessons learned and even hearts!  That’s right, three hearts and you lose one for messed up translations. Lose your all your hearts and you have to try again. Sound familiar?  Did you like that link?

So what is Gamification?  It’s a process that has started popping up everywhere.  Like duolingo, it’s any occasion when principles learned in video games are used to make other other activities more engaging and feel more rewarding.

A more specific definition would be that gamification is the use of game mechanics in non-gaming systems to improve user experience and encourage engagement. To gamify any activity is to attempt to make it into a habit, even an addiction.

Gartner Inc., a company specializing in IT research and advice,  has identified four principal means of driving engagement using gamification techniques:

1. Accelerated feedback cycles: Gamification increases the velocity of feedback loops to maintain engagement.

2. Clear goals and rules of play: Gamification provides clear goals and well-defined rules of play to ensure players feel empowered to achieve goals.

3. A compelling narrative: Gamification builds a narrative that engages players to participate and achieve the goals of the activity.

4. Tasks that are challenging but achievable: Gamification provides many short-term, achievable goals to maintain engagement.

Sounds just like Skyrim to me.

Recently, many high tech businesses have started buying up start ups that specialize in gamification and so far there has been some notable success on the market. 

The idea has a lot of potential. Maybe gamification could make filling out your taxes an enjoyable past time! Or maybe it will be used by hyper competitive high-techs as a gimmick, a fad, then fade away like a gasoline fire.

Is gamification just a firework strategy? A big bright explosion swallowed by the night?

My question to everyone is in what settings or programs or areas have you seen gamification occur?  Did it make the experience more enjoyable or productive? Have you started using any gamified products like Nike+ or Foursquare?

Tags: , , , , , , , ,

Media Bundle #2

This week, our topic will be on how media is packaged. The same information–the same story–can be communicated in hundreds of dynamic forms: Print, radio, TV, web page, podcast, tweet, novel, comic, report, sitcom, movie, meme, etc, etc, etc.

You have three items this week. Think carefully about what they imply about the form stories can take and how it affects their message.

Typography!

Emoticons!

And one heck of a children’s book!

You can tell stories in the strangest and most wonderful ways…

Skip to toolbar