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“Show, don’t tell” — How do you do it?

Making Change

Write a movie. Try to create the same experience for your scenario players. We're also simulating the real world, where no narrator tells you what to think. If you're putting the player in the scenario as "you," don't tell them what to think or feel. Imagine you're watching a film. By what they say and do.

Toolkit 188
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The ARG experience

Clark Quinn

I’m suggesting that there’s a story that is the experience designed for the player. Instead, however, of the experiences being mediated by a computer interface, instead activities are inserted into the players experience. And the player is similarly sending messages as responses. Social media is carrying messages.

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“Show, don’t tell” — How do you do it?

Making Change

Write a movie Imagine you're watching a film. Try to create the same experience for your scenario players. We're also simulating the real world, where no narrator tells you what to think. Don't tell "me" what I'm thinking or feeling If you're putting the player in the scenario as "you," don't tell them what to think or feel.

Toolkit 130
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The ‘secret sauce’ to leadership in pharma

Attensi

Ever seen the 2011 movie ‘Moneyball’ ? Based on a true story, it follows a baseball team that revolutionized the way the game viewed players, relying heavily on data to create a low budget team capable of winning. Todd suggests that the way to do this is to take the same approach that is applied to players in sports across the globe.

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Potential of Instructional Games: Uncharted and Civilization

Kapp Notes

The cinematic, the game-play and the story which engrosses the player speaks to how compelling and deep a video game can become. It is like you are in the movie and making action happen. I think this level of quality can influence game-based simulations for sales, safety, and operations.

Games 160
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How Our Lives Would Change in a Mostly Digital World

Digitec Interactive

With movies like The Matrix , Total Recall , and Ready Player One , we’ve seen some crazy perspectives on what this world could look like. Gamification would grow in scale as it would now be much easier to create a simulated learning experience. The idea of living in a virtual world has been explored by pop culture for decades.

Digital 52
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DIY Virtual Reality: World of Warcraft Thinks Inside the Box at Comic-Con 2015

eLearningMind

But with the 2016 release of the World of Warcraft movie, big names and big budgets have been thrown around to make a flick that hardcore gamers can appreciate. The WoW solution was to give diehard fans and curious looky-loos a chance to experience WoW through virtual reality simulations. Mass-Market Virtual Reality.