All posts filed under: Uncategorized

2002 – 2016 Gamification RIP. PS. I’m back.

Hello all, Firstly, let me start by apologising for the lack of activity on the blog for some time. I’ve been very busy over Christmas and the New Year with clients and plenty of storyboards! I wanted to give you an update on what I’ve been up to and what’s to come from Gaming in Training in 2016. I’ve spoken at a number of events at the tail end of 2015 and most recently at LT2016 which was a great experience and the floor was packed, encouraging to see so many people interested and enthused by gamification. My seminar was based on ‘Thinking like a Game Designer’ and showed the differences between good design and sloppy gamification application. So what’s to come in 2016? Well this year I want to focus more attention on delivering quality video blogs to you. This was really well received last year when I analysed a game in real time to show what we can learn. Fortunately I should be receiving a new camera set up this week to make sure …

What We Can Learn From Games – Easter Eggs!

It’s close enough(ish) to Easter for me to release this – so let’s discuss Easter Eggs in E-Learning and games in a wider sense. What is an Easter Egg? An Easter egg is an intentional inside joke, hidden message, or feature in a work such as a computer program, video game, movie, book, or crossword. According to game designer Warren Robinett, the term was coined at Atari by personnel who were alerted to the presence of a secret message which had been hidden by Robinett in his already widely distributed game, Adventure. The name has been said to evoke the idea of a traditional Easter egg hunt. Easter Eggs in this post refer to hidden surprises and extras within games, they are usually pop culture references but in truth they can be anything, which is the beauty of them. They are aimed at people who like to explore (Free Spirits) as they reward people for just looking around and digging a little deeper than some others. In games Easter eggs have been around for a really long time. Easter Eggs are not hard to unlock, instead they reward the user …

Top 5 Ways to Use Gamification in E-Learning Immediately!

Hello everyone, I hope you had a great week. I’ve been super busy which is why I haven’t been able to put in the time I’d like to writing a meaningful post. I’ve now had a free evening that has given me some much-needed time to sit and scribe so thanks for sticking with me. I don’t usually like to do themed ‘Top 5’ lists because as you know if you’ve read any of my posts I like to go into detail on a particular topic – which having finished this post and re-reading I seem to have done for this as well! For me it offers the most benefit to the readers and allows me to cover quite intricate topics in the detail they often require. Maybe it was something I ate, but this week I decided I’d hop onto the list train and enjoy the ride. I’m going to focus on Top 5 ways to start using gamification in E-Learning, some topic huh? My focus is always giving you information that you can …

Straight from a game into your E-Learning Course – Bitesize Tip #3

First of all a little news from me, I’m going to be moving to a new site very soon – this is due to happen by the end of this week. I’ll also be recording podcasts to be hosted over at the new site, the release of the first podcast will coincide with the launch of the site, so lots of exciting changes coming up very soon! I haven’t put out a bitesize tip in a while so whilst I’m writing a new feature post I thought I’d offer another example of some great instructional approaches in video games. This time I’m looking at a game called Trine 2 – a wonderful action, adventure, puzzle, platforming cross-grenre game. What I’d like to pay particular focus to in this game is the way the introduction unfolds. So as always let’s take a look at a brief overview of what Trine 2 is. What is Trine 2? Trine 2 is a puzzle platform video game, requiring the player to use the skills of the three characters, Amadeus the wizard, Zoya the …

What We Can Learn From Moral Choice VS Consequences in Games

Welcome to another edition everyone! You may remember my post not so long ago on the differences between Choices, Decisions and Calculations which is available here. This week I’m looking at Choices VS Consequences and taking another approach to how we can use scenarios effectively in E-Learning development and Instructional Design. There is a distinction that has to be made between these two options and if you are designing an E-Learning course thought should be given to which route should be followed. It is very difficult to design for both, it can be done, but if you’re starting out focus your attention on creating an immersive experience in your learning using one of these approaches. I’ll be focusing on two games to help me illustrate how you can take advantage of these approaches, one of these is Heavy Rain, the other one is Chrono Trigger. As we’ll be only be looking at example pieces from these games I’ll keep their introductions short. Heavy Rain Heavy Rain is an interactive drama action-adventure video game developed by Quantic Dream and published by Sony Computer Entertainment exclusively for the PlayStation 3 in 2010. …

What We Can Learn From Shovel Knight *Retro Edition*

It’s that time of the week again! This time I’m going retro – well, to some extent. I’m taking an in depth look at Shovel Knight this week which I’ve been playing on the Nintendo Wii U, released in 2014 the game has received universal acclaim for it’s style and gameplay. I’m paying particular attention to the way the introduction level has been designed, it’s absolutely genius. I haven’t seen a better example of an introduction level since Megaman X which I may cover in the future. Prepare yourselves to have your mind blown by some of the greatest level design and instructional design in a video game. What is Shovel Knight? Shovel Knight is a 2014 2Dside-scrollingplatform game, developed and published by independent video game developerYacht Club Games. The game was initially released for Microsoft Windows, Nintendo 3DS, and Wii U, and ports of the game for Mac OS X and Linux soon followed. Ports for the PlayStation 3, PlayStation 4, and PlayStation Vita will be released in 2015. Shovel Knight Introduction Level   Ok, so I want …

What We Can Learn From Prison Architect

Welcome to the first ‘real’ post! Today we’ll be looking at how we can take inspiration from the game Prison Architect when designing training. Gamification methods feature heavily in these articles but not in a points/achievements way, this is about design and how you get sucked into a game without even realising it. What is Prison Architect Well I suppose it’s all well and good me banging on about Prison Architect but what exactly is it? The game is a top-down 2D construction and management simulation where the player takes control of building and running a prison. The player is responsible for managing various aspects of their prison including building cells and facilities, planning and connecting utilities, hiring and assigning staff, including a warden, guards, workers, and more. The player needs to recruit staff to unlock more aspects of the game. The player is also responsible for the finance, and keeping their inmates content. The player’s role is of both architect and governor with sandbox micromanagement themes such as choosing where to put lights, drains and how they connect together. The …