A couple notes on representation in games, as it intersects with the state of the world:
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Extrapolate to now. People find motivation in online communities where they can relate to others with the same frustrations.
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When they see people they can relate to, it satisfies their need, and it helps motivate their actions.
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This isn't the only axis, but it's a big one. Those Trump rallies? That's as much political fervor as it is community engagement.
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Games have proven that this mechanic can be exploited. As have media outlets. This is partly why fact-cannoning doesn't work.
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It's not about individuals. It's about a community that relies on itself to satisfy something fundamentally human.
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Tracer is gay. Look at the reaction of queer folks and tell me this mechanic isn't real. And realize how it's being exploited broadly. Fin.
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could you share any authors to check out on this?
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I am just thinking about this idea and designing engaging writing pedagogies. Super interesting. Thank you!
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There's a lot more to the model. Competence and Autonomy are the other basic needs, and there are lots of ways to poke them
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ahhh so relevant. I bet people have already written about gamifying pedagogy. I have some research to do!
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Yep, tons and tons out there. One of my projects was a game for neuroscience that used an EMG band. Kids loved it.
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raaaadddddd
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