Minecraft and the Hierarchy of Needs
Physiological - Hunger, sleep to prevent Phantoms
Safety - Armour, enchantment, resources like iron, diamonds, Blaze rods, etc.
Love and Belonging - Befriending a dog or cat (In game mechanic), playing with other people on a server
Esteem - This is something one can earn in a server if they are good at some kind of role. Someone who builds good looking structures might be told by Admins to help them with redesigning lobbies, building mini-games, etc.
Self Actualisation - Killing the bosses (Ender Dragon, Guardians, Wither), achieve some kind of goal like building a huge structure. In survival self actualisation requires hard work to earn even in peaceful mode, in Creative self actualisation is achieved when you create a huge redstone contraption or a huge build.
The game cookie clicker is quite a repetitive game. It requires the player to constantly click on a cookie to rack up points. The points can then be used to collect cookies faster and buy more upgrades. The game is very repetitive and after the lecture, I didn't find any motivation to play it as I had no one to compete against.
When dopamine is released it creates a feeling of reward and pleasure. During the lecture, the reward was knowing that I surpassed everyone in the number of cookies that I had created.
Oxytocin is released when someone feels a bond with something or someone. In this game, I didn't really feel like I bonded with anyone. It was actually made me despise anyone who manages to get more cookies per second produced than me.
Serotonin is triggered when you feel a sense of accomplishment. this happened when I got in-game achievements and had the highest cookies per second.
Endorphins motivate one to push harder in order to achieve a goal. In my case, I started clicking very fast to generate cookies as if I was fighting for my life. even tho my fingers started to feel numb I still pushed on in order to beat my classmates.
Week 3 - Create a game on tasks
Gamification of Mcast
Everyday school life can be boring and stressful for every student but with some motivation, they can start to look forward to learning and interact with each other more. An element of gamification in everyday school life could be the answer.
My idea is to create an app which tracks attendance, behaviour, marks, etc. The app could also help students with lack of social skills to interact with people of the same interests in different classes.
The Academic Part
The app will consist of points that will allow the students to claim vouchers and redeem them at art shops, computer and gadget shops, or restaurants. They will gain points if:
• An assignment is finished and submitted.
• The assignments are graded. The marks correspond to how much marks are given.
• The student does an outstanding good deed.
• A student wins a contest.
Students can set up a timetable in order to be able to help themselves manage their time.
Students can also make a list in order to keep track of their assignments. They can then tick out what they have already done.
The Social Part
The students can create their own avatar in the game.
These avatars can be used to fight within a minigame where you have to fight off monsters.
5 Mcoins will be given daily to Students to be able to purchase cosmetics for the avatar.
The students can have a profile with their interests so they can help meet up with other students.
Each month the students can take part in an art contest. The winning piece will be displayed on the Mcast tower using Augmented Reality within the App.
King of thieves is a game where you must steal loot and gold from other players. You in control of a tiny thief that moves constantly until he hits a wall; by tapping on your phone screen the thief jumps. You must carefully jump to avoid traps set by other players in their dungeon.
Although I had fun playing the game I got really frustrated trying to get to the end of some dungeons since there were so well defended. I think however it was this frustration that kept me playing as I had more than one life, could still get a reward and ultimately get the satisfaction of beating the dungeon. Since I knew I would still get a reward at the end, I continued playing so I was positively reinforced for not giving up. The negative reinforcement falls in the reward itself however, because if you do not beat the dungeon with full health, the worth of the price starts to decrease. The reward spinner at full health is 50% Gem 50% Nothing but if not at full health the Gem side becomes smaller. Also retrieving the enemy chest at full health rewards, you the used keys back and this is very important because if you have no keys you cannot break into more rooms and must wait a long time to get a good amount to play again. Not being able to play is a negative reinforcement in itself for not doing a perfect run. The Keys are a continuous reinforcement for perfect play.
‘Every Day the Same Dream’ is a game created by the company Molleindustria. The protagonist in this game is a man. The first thing I noticed was that this is not a very colourful game it is mostly grayscale except for one orange leaf and a red stop sign. Eventually, I realised that this colour choice alongside the minimalistic graphics of the game really evoke the sad tone of the message it wishes to pass along to the player.
At first glance the game makes you think it is extremely ludic and there is only one way that you could play it. The first thing I did in this game is move to the right and hit space where ever I could interact. I repeated this for numerous times thinking I was going to run into something new eventually however to my disappointment nothing changed. This disappointment quickly turned to interest as soon as I realised that I could break some of the rules. The first thing I did is not wear the suit to work and this resulted in the man getting fired. The next day I decided to see what happens if I go back to work but to my surprise only one thing did. The old lady in the elevator said “4 more steps and you will be a new person" instead of 5 like before. This meant that I had to encounter four more scenarios until I get to the end game. the rest of the scenarios were not completely easy to find. After you find them you are greeted with a grim ending. You go out on the workplaces balcony and you see a man, which looks similar to you, jump off the balcony. I think that the main message here is, that once you break your everyday routine you become a new person and the old you, whose freedom was chained, is now gone, hence the jumping person.
After finishing the game I realised it is not completely ludic however it is still far away from being paidiaic as there are movement constraints on the player (being he can only move left or right and cannot jump) and there are not a lot of places to experience.
The rule breaking side of the game is hidden well enough that the game appears to be more on the ludus side of the scale, until the player embraces the message of this game and starts to skip out on certain actions or move to the left.
This game is not the kind you would play for fun. Games do not give you anything valuable that you can hold on to for beating them, however, games like this might just be the kind of thing a person needs to realise that he/she must do something in their life to change.
Write something about yourself. No need to be fancy, just an overview.