All posts by Hanbyul Jo

Specu1ation

– example

Specu1ation :https://vimeo.com/39947942  http://speculat1on.net/

: One of my friends forwarded this game led by Katherine Hayles to me, but sadly my Unitiy web player is keeping making problem I actually couldn’t have chance to play this yet 🙁 anybody with luck?  Katherine Hayles seems to be philosopher specializing on the relationship between technology and human, and shift her focus to crisis of finance.

– mine

I made prototype of this messenger application : http://itp.nyu.edu/~hj657/blog/ait-live-web-pigeon-carrier/ last semester. I am thinking about monetizing it, but couldn’t think of the way to have a point with view that the class + I want.

 

Gamification and Incentives

Team is Hanbyul, Myriam, Surya, and Vitor.

 We are covering 1.Metacurrency  2. Play at work 

This is original google docs, easier to read :  https://docs.google.com/a/nyu.edu/document/d/1X4ifuWVBfsrHVd8ubBOpunFPvcbxNSOjpQGK5O_leU0/edit

Metacurrency

All of us can’t make dollars, but all of us are making values.

– Money is not representing value,  is one dimensional, not saying about real values.

ex. 5$ literally means nothing.

5$ eggs means fancy eggs.

5$ organic eggs means organic fancy eggs.

5$ organic large brown cage free eggs, we need so many words to describe the things that we want. because price itself doesn’t say anything.

-currency should be ‘current-see’, current of values.

ex. Detachment of value from  money can be found in college system. College degree itself is value. To get that, the college has system to make sure student’s participants in the classes. (grades from class, and kinds of classes they are getting)

– movement about ‘making money better’ : money itself is just wrong measurement of values. *

-currency is social DNA we embody our agreement for how we interact. Is it working for us?

 

– It is about creating symbols to make currency visible,

ex.current currency system has a lot of words make itself visible, such as dollar, stock, mortgage..

– metacurrency lacks of words, to make it self concrete yet.*

*As Arthur says, if language that people use matter, this is much easier approach because people are already familiar with all those words being used in ‘better money movement’.

 

*This part is making vicious cycle. I really love the idea where metacurrency starts from, but it is really hard to imagine something that can alternate whole currency system that we are living. To do this, people need strong words to provoke their imagination, but now metacurrency doesn’t seem to have that elevator pitch.

 

Sys admins control the computing platform and everyone else just gets the access privileges granted by their admins.

 

http://flowplace.webnode.com/

http://metacurrency.org/sites/metacurrency.org/files/docs/Design_for_a_Meta_Currency_Platform.pdf

Meta Currency Platform

 

The meta-currency project is about defining an approach to creating a currency network.

 

The main concerns that the project is trying to tackle.

 

  • Simultaneous deployment of multiple currencies of arbitrary design that cover the whole range of

  • wealth acknowledgement (tradable, measurable & acknowledgeable)

  • Separation of concerns: end-user interaction, security, data-integrity, identity, programming

  • languages, state-keeping, etc.

  • Unification through smart-edge, dumb-center network.

  • Full decentralization for robustness, resiliency and maximum sovereignty.

  • Easy integration of legacy systems and approaches

  • Structural support for the “Intrinsic Data Integrity” paradigm.

 

It uses TCP/IP and HTTP as a reference for how to creat a decentralised network and even though a lot of the design elements between them are very similar there are some fundamental differences.

The Meta Currency Protocol (MCP) is not a “transfer” protocol for games specified in some format like SGFL. It’s not about sending games specified in SGFL around a network (that will happen with regular old HTTP). Rather it’s about using games that have been defined in SGFL (or other formats) to interpret plays, i.e. update game state.

 

MCP can act as the conduit between players who want to play games, and the engines that hold game states. But, just as HTTP was co-developed with HTML as a base use-case; co-developed with MCP is a “game format” for representing possible games which, like HTML, is similarly designed to play well in the network context.

 

Here are the main differences between the two

 

HTTP

MCP

Arbitrary resources between resource provider and consumer.

Allows game players to make plays in arbitrary games

Scheme of URIs (built on top of domain names and IP addresses) to manifest network endpoints

Meta-currency Identifier or MCI (built on top of URIs) to manifest network endpoints

Major usefulness came because a general purpose data format, HTML, was co-developed with the protocol.

Co-developed with MCP is a the Simple Game Format Language (SGFL) which provides a jumping off point for immediate development of highly interoperable agreement structures

Enables resource availability

Enables ‘making play in games’

GET, POST

Play, Your-turn, add-player

Data protection

Intrinsic Data Integrity

Assumptions made by MCP

 

1) Identity: MCP assumes that determination of the “true” identity of players will be an ever evolving process, so it does not build in identity into its addressing scheme.

2) Location: MCP does not assume that players are directly accessible on the Internet. They may be behind telephones, carrier pigeons, etc, thus an MCP address is always considered a proxy for some other service that handles interaction with the “true” player, thus there is

a layer of MCP addresses that are abstract and mapped onto internet addresses for use on the Internet.

3) Sovereignty: the MCP addressing scheme is designed around “inverted hierarchies”, which allow for mutual sovereignty between individuals and groups.

Security Concerns

Inherently decentralised structure lends itself to security.

 

Git is a good example of a decentralised strucure for sharing common data.

With git you can’t alter something without adding a completely new commit which records your signature. If you tried to make a sneaky unsigned change to existing data, it would longer match with the signatures attached to it. This makes it safe for people to change to the Linux kernel and yet ensures they cannot introduce flaws or security holes because it will break the signed data patterns you can allow people to have a completely authoritative copy  of their own transaction history. This data could be specifically shared with the parties of each transaction, or shared with third party notaries or auditors, or possibly open to public review

 

Flow Place

is an attempt to gamify meta currency. This is conceptual model rather than applying real mcp model, making imaginary community space mainly based on the trade economic strategy. Their play link is broken, but we can assume that it is giving mmorpg-ish space for people, users are making assets based on their intentions and actions. After action is done, asset is gone, but the value they made is remained. Those values can be expressed in various kind of currencies, users are encouraged to create currency and join the currency of others.

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Play At Work

How Games Inspire Breakthrough Thinking

Adam Pennenberg is a professor of journalism at New York University. He is also the assistant director at NYU’s business and economic program. In his book “Play At Work”, he looks into how games have evolved from being exclusively targeted towards children and geeks to pretty much targeting everyone else. Games have branched out and are now part of our social lives. The book is divided into three main parts:

 

– Part 1: Gameful Design: From social games likes Facebook games, Bogost’s Cow Clicker, to Angry Birds, to fostering our inclination to play to organize massive numbers of people to solve big problems.

– Part 2: Serious Play: Games that try to solve serious issues. Health consicous games, games that aim at modifying human behavior for the better, games in the educational system.

– Part 3: Games At Work: Integration of game like mechanics and dynamics to improve business processes, customer experience, and the workplace.

– Noteworthy examples and points

  • Game Designers are exploiting people’s compulsions like they would to lab rats. Bogost railed against social media games – the makers of these games build compulsion into them. They not only waste the time we spend playing them but also the time we spend away from them (worry & dread).

 

  • Bogost’s Cow Clicker — “A facebook game about facebook games” –  started out as a parody game, but was even more successful than Bogost’s previous games. It was such a hit, that when he decided to kill the game, he killed all cows, and despite that, people kept clicking where the cow used to be.

 

  • “Angry Birds” —  When the slingshot goes off, the bird doesn’t fly off with the speed of a missile. Instead, the arc is slow before the bird really gets to the target. That creates anticipation in the mind of the player, as well as increases dopamine levels, making the game more exciting than it would’ve been otherwise. On the other end of the game, the pig’s house slowly crumbles, and the pig dies relatively slowly too, which messes with our short term memory and gives us more satisfaction at each winning shot.

 

  • “A game is a closed (there are boundaries to the system), formal system that engages players in structured conflict, and revolves in an unequal outcome.” Jesse Schell

  • 10 points – Schell:

 

– Games are voluntary.

– Games have goals. (that includes shooting down attacking planes or racking up the   highest score)

– Games have conflict

– Games have clear rules

– Games can be won or lost

– Games are interactive

– Games are challenging

– Games espouse their own internal values.

– Games engage players

– Games are closed, formal systems.

  • Game Mechanics:

 

1- A player performs an action

2- The action results in an effect

3- The player receives feedback

4- Armed with additional knowledge, the player performs more actions.

  • Jesse Schell’s DICE 2010 speech (Design, Innovate, Communicate, Entertain)

http://www.g4tv.com/videos/44277/dice-2010-design-outside-the-box-presentation/

Jesse Schell presents an exaggerated yet possible outcome of over-gamification. He talks of a world where taking the bus to work will earn you government point that will be deducted from your taxes, a world where we get rewarded for our consumption, where our data is not for sale.

  1. REMtertainment.

  2. Digital Tatoos, human billboards.

  3. Government Bus.

  4. Talking objects – Cornflake Box, Toothbrush, Coca Cola Can.

  • Google uses a currency called Goobles to regulate the usage of server resources, which can be easily used up within the company. Goobles can also be employed for knowledge asset purposes as employees can use them to bet on market predictions.

  • Microsoft also implements games to train employees and boost productivity and morale within the company. Their consumers also get to play games as they learn to use the features of Microsoft Office.

  • Repair tech specialists at Canon use a drag and drop computer simulation to assemble parts onto a virtual copy system.

Japanese engineers at Lexus use a sophisticated computer simulation software for testing the safety of their vehicles.

  • Target uses game design to help cashiers improve their average speed per transaction. The interface of this technology is included on cash register screens. According to the company, 88% of transactions regularly meet appropriate speed standards. Employees are motivated to enhance their efficiency since scores have an impact on their salaries and promotions.

  • Fold It: Participants come up with different ways to fold proteins. The results are then scored and by scientists to see which ones have the potential to create the strongest impact in real life situations.

 

  • Galaxy Zoo: Players collaborate to classify astronomical objects like planets, stars, and solar systems. When the game was first designed, it was estimated that it would take a year to classify a million objects. But in fact it took a day to classify 50 million objects.

 

  • Eye Wire: MIT developed this game to enable participants to map retinal connections and collate information to help scientists learn more about visual perception.

 

  • Ancient Lives: Players help to decode ancient texts from Egypt.

 

  • Whale FM  Oceanologists listen to sounds made by orcas and match them to similar sounding calls.