Alternate reality games: gamification for performance by Charles Palmer

By Charles Palmer

While formal education and communique are a foundational method of constructing staff within the place of work, exchange truth video games (ARGs) supply a framework for elevated and sustained engagement inside of enterprise agencies. ARGs are transmedia studies designed to generate engagement and immersive studying past what's completed in formal and standard education and communique approaches.

Alternate truth video games: Gamification for Performance

leads you thru the basics of ARGs. It features a dialogue of what's and isn't an ARG, mentioning examples and deciding upon enterprise demanding situations that may be addressed via ARGs. It provides case reports that illustrate the diversity of kinds that ARGs take and the problems to which they are often utilized, corresponding to enhancing functionality and significant conversation events. It additionally provides directions for developing your individual ARGs, reviewing the method and technological instruments and concerns correct to their creation.

Presenting an intensive exam of the priceless roles ARGs can play within the company atmosphere in addition to equipment for growing powerful ARGs, Alternate truth video games: Gamification for Performance is a perfect reference for these drawing close or contemplating ARGs for the 1st time in addition to the educational expert or specialist video game fashion designer. It provides a accomplished evaluation of the benefits of making use of ARGs to the office in addition to equipment for designing and utilizing them.

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What are the desired outcomes of each game activity? 2 Preproduction Teams and Responsibilities Effort during Each Phase (Scale of 1 to 4) Team Management Determine project objectives, goals, and outcomes Design Envision the user and system experience Content Create sensory assets (what the player will see, touch, hear, smell, and taste) Development Build technical and physical systems to support the user experience Quality assurance (QA) Conduct testing and validate project objectives Go live Manage users and the overall system during the live gameplay Initiation Preproduction Production Postproduction Debrief 2 3 2 2 3 0 4 2 1 3 0 0 4 4 1 0 2 4 4 3 0 0 2 4 2 0 0 0 4 3 In the corporate setting where training or orientation is the primary focus, the team should document the desired behavior changes and skills to be acquired by the participants.

See Chapter 6 for a detailed look at defining the player experience. • Production schedule: This section includes a breakdown of production tasks as well as an outline of the event-driven activities from the player’s perspective. ARGology1 is a website devoted to collecting and archiving information for ARG developers. Although the site lacks any recent updates, it still contains hundreds of articles and links about the development process. In particular, the Designing Links section has a number of documents discussing the design and budgeting process.

Of course this is just one of many approaches, but as a guide it illustrates the relationships between teams and provides a rough estimate of their involvement in each phase. It should also be mentioned that team members often move between sub-teams based on individual skills, resources, and schedules. Many teams are so small (2–3 developers) that the lines between duties and responsibility are blurred beyond definition. Define the Goals, Objectives, and a Preliminary Schedule Another task for the management team is to determine what a successful ARG will accomplish.

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