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26 Mar 08
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intriguing
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perceived
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The players who talk to the most other players are often more influential than those with the highest scores, and game design firms are starting to consciously cultivate and support their influence.
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obvious ties
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harness
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Notably
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worthwhile
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You'll quickly see that a conversation is happening about your institution--and you do not control it
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steer
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How do these game companies steer the discussion? It's a three step process
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persuasive
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insightful
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solicitation
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vested interest
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to sooth ruffled feathers
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sought after
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Note that these people are selected, not self-selected. These aren't the people who tell the museum about their visit via program surveys or comment cards; they are the people who tell their friends about their visit.
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Their interest is in the game, not the influence
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perks
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They are being supported as goodwill volunteers, not hired as corporate shills
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shills
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The point is that the designers actually believe that they can learn something from these influential, thoughtful players
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thoughtful
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influential
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The influencers become part of the design experience
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relying
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