Tuesday, 13 December 2011

At work no one knows I'm a wizard Week 2, 1.2

"implications of the rise of casual and social games on the internet"

The first thing that I think of is that the ability for games to be played online is an opportunity for people to be more social than less social.  Brooks (2008) states the culture of gaming in Korea being more mainstream or socially acceptable than gaming in the US.  And the state provide a solid infrastructure which supports this activity, with an abundance of high speed cabling made easier by the compact geography and population.  The availability of high speed broadband makes a more diverse group of online gamers accessible anytime.  The accessibility of sofware and hardware to Korea from neighbouring producers must make this easier too.


Business is now using gaming to engage their consumers, using the psychology of rewards (badge system) (Derryberry, 2011; 2008)



Brooks, Geoffrey.  (2008).  Counting Rupees: Korea bangs. http://www.joystiq.com/2008/07/08/counting-rupees-korea-bangs/
Derryberry, Anne (2011). Badges?! We don’t need no stinkin’… Oh, wait, maybe we do.
http://imserious.typepad.com/imserious/2011/10/badges-we-dont-need-no-stinkin-oh-wait-maybe-we-do.html
Derryberry, Anne (2008). Serious games: online games for learning. http://www.adobe.com/resources/elearning/pdfs/serious_games_wp.pdf

No comments:

Post a Comment