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	<title>Comments on: Ben Cerveny&#8217;s talk at PicNic 2007: &#8220;Gaming the system&#8221;</title>
	<link>http://liftlab.com/think/nova/2007/10/08/ben-cervenys-talk-at-picnic-2007-gaming-the-system/</link>
	<description>mind/tech bazar from outer space</description>
	<pubDate>Wed, 17 Mar 2010 06:06:43 +0000</pubDate>
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		<title>By: 20071107 - Adam Crowe</title>
		<link>http://liftlab.com/think/nova/2007/10/08/ben-cervenys-talk-at-picnic-2007-gaming-the-system/#comment-546754</link>
		<author>20071107 - Adam Crowe</author>
		<pubDate>Wed, 26 Aug 2009 19:36:07 +0000</pubDate>
		<guid>http://liftlab.com/think/nova/2007/10/08/ben-cervenys-talk-at-picnic-2007-gaming-the-system/#comment-546754</guid>
		<description>[...] Pasta&#38;Vinegar &#8211; Ben Cerveny&#8217;s talk at PicNic 2007: &#8220;Gaming the system&#8221; &#8220;&#8230; play invokes the optimal experience: play invokes flow and brings you into the flow. Game design defines a vocabulary of moves that are internalized by players and this type of “literacy” is going to allow people to utilize complex applications.&#8221; (tags: play gaming systems thinking complexity psychology navigation patternrecognition design literaryculturevsoralculture) [...]</description>
		<content:encoded><![CDATA[<p>[&#8230;] Pasta&#38;Vinegar &#8211; Ben Cerveny&#8217;s talk at PicNic 2007: &#8220;Gaming the system&#8221; &#8220;&#8230; play invokes the optimal experience: play invokes flow and brings you into the flow. Game design defines a vocabulary of moves that are internalized by players and this type of “literacy” is going to allow people to utilize complex applications.&#8221; (tags: play gaming systems thinking complexity psychology navigation patternrecognition design literaryculturevsoralculture) [&#8230;]</p>
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		<title>By: Playing With Complexity (Leapfroglog)</title>
		<link>http://liftlab.com/think/nova/2007/10/08/ben-cervenys-talk-at-picnic-2007-gaming-the-system/#comment-486924</link>
		<author>Playing With Complexity (Leapfroglog)</author>
		<pubDate>Wed, 09 Jul 2008 15:09:20 +0000</pubDate>
		<guid>http://liftlab.com/think/nova/2007/10/08/ben-cervenys-talk-at-picnic-2007-gaming-the-system/#comment-486924</guid>
		<description>[...] is Nicolas Nova writing about a presentation by Ben Cerveny at Picnic 07. Ben is an advisor to Stamen. He talks a lot about the transformative potential of [...]</description>
		<content:encoded><![CDATA[<p>[&#8230;] is Nicolas Nova writing about a presentation by Ben Cerveny at Picnic 07. Ben is an advisor to Stamen. He talks a lot about the transformative potential of [&#8230;]</p>
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		<title>By: Adam Crowe - links for 2007-11-07</title>
		<link>http://liftlab.com/think/nova/2007/10/08/ben-cervenys-talk-at-picnic-2007-gaming-the-system/#comment-445244</link>
		<author>Adam Crowe - links for 2007-11-07</author>
		<pubDate>Wed, 07 Nov 2007 00:43:56 +0000</pubDate>
		<guid>http://liftlab.com/think/nova/2007/10/08/ben-cervenys-talk-at-picnic-2007-gaming-the-system/#comment-445244</guid>
		<description>[...] Pasta&#38;Vinegar - Ben Cerveny&#8217;s talk at PicNic 2007: &#8220;Gaming the system&#8221; &#8220;&#8230; play invokes the optimal experience: play invokes flow and brings you into the flow. Game design defines a vocabulary of moves that are internalized by players and this type of “literacy” is going to allow people to utilize complex applications.&#8221; (tags: play gaming systems thinking complexity psychology navigation patternrecognition design literaryculturevsoralculture) [...]</description>
		<content:encoded><![CDATA[<p>[&#8230;] Pasta&#38;Vinegar - Ben Cerveny&#8217;s talk at PicNic 2007: &#8220;Gaming the system&#8221; &#8220;&#8230; play invokes the optimal experience: play invokes flow and brings you into the flow. Game design defines a vocabulary of moves that are internalized by players and this type of “literacy” is going to allow people to utilize complex applications.&#8221; (tags: play gaming systems thinking complexity psychology navigation patternrecognition design literaryculturevsoralculture) [&#8230;]</p>
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		<title>By: Nicolas Nova</title>
		<link>http://liftlab.com/think/nova/2007/10/08/ben-cervenys-talk-at-picnic-2007-gaming-the-system/#comment-444049</link>
		<author>Nicolas Nova</author>
		<pubDate>Fri, 19 Oct 2007 08:10:55 +0000</pubDate>
		<guid>http://liftlab.com/think/nova/2007/10/08/ben-cervenys-talk-at-picnic-2007-gaming-the-system/#comment-444049</guid>
		<description>or reading the masamune shirow's mangas which are even more complicated ;)</description>
		<content:encoded><![CDATA[<p>or reading the masamune shirow&#8217;s mangas which are even more complicated <img src='http://liftlab.com/think/nova/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /></p>
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		<title>By: Boris Anthony</title>
		<link>http://liftlab.com/think/nova/2007/10/08/ben-cervenys-talk-at-picnic-2007-gaming-the-system/#comment-444005</link>
		<author>Boris Anthony</author>
		<pubDate>Thu, 18 Oct 2007 22:23:23 +0000</pubDate>
		<guid>http://liftlab.com/think/nova/2007/10/08/ben-cervenys-talk-at-picnic-2007-gaming-the-system/#comment-444005</guid>
		<description>re: your last paragraph:
... like reading a cyberpunk novel mobilizes cognitive processes that can then be applied in "work" undertakings related to technology/design/etc... Reading dry research papers about cyborg development in Japan can be useful but nowhere near as perspective jarring as watching Ghost in the Shell a few times, for example. ;)

meta me.</description>
		<content:encoded><![CDATA[<p>re: your last paragraph:<br />
&#8230; like reading a cyberpunk novel mobilizes cognitive processes that can then be applied in &#8220;work&#8221; undertakings related to technology/design/etc&#8230; Reading dry research papers about cyborg development in Japan can be useful but nowhere near as perspective jarring as watching Ghost in the Shell a few times, for example. <img src='http://liftlab.com/think/nova/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<p>meta me.</p>
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		<title>By: walking paper scraps at walking paper</title>
		<link>http://liftlab.com/think/nova/2007/10/08/ben-cervenys-talk-at-picnic-2007-gaming-the-system/#comment-443502</link>
		<author>walking paper scraps at walking paper</author>
		<pubDate>Wed, 10 Oct 2007 22:49:47 +0000</pubDate>
		<guid>http://liftlab.com/think/nova/2007/10/08/ben-cervenys-talk-at-picnic-2007-gaming-the-system/#comment-443502</guid>
		<description>[...] Gaming the system Highlights the cognitive process changing aspect of gaming. In the process of playing a game, [...]</description>
		<content:encoded><![CDATA[<p>[&#8230;] Gaming the system Highlights the cognitive process changing aspect of gaming. In the process of playing a game, [&#8230;]</p>
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		<title>By: Yves Grassioulet</title>
		<link>http://liftlab.com/think/nova/2007/10/08/ben-cervenys-talk-at-picnic-2007-gaming-the-system/#comment-443428</link>
		<author>Yves Grassioulet</author>
		<pubDate>Tue, 09 Oct 2007 11:27:49 +0000</pubDate>
		<guid>http://liftlab.com/think/nova/2007/10/08/ben-cervenys-talk-at-picnic-2007-gaming-the-system/#comment-443428</guid>
		<description>Very interesting post. Consequently, could we say that the way serious games are designed today reflect a wrong business model? Or a wrong understanding of human cognition?&lt;/b&gt;Plus, I like the idea that games give a subtle complementary(instead of counter/negative)-space to work. However, work - to become a fun and healthy activty - also needs some kind of fluidity. To me, when considering all the complex prescribed rules applied at work, it nearly stands out like some kind of game per se. Apart that at work, the stakes are much higher ranked (if you play too much against the rules, you might loose your job). Knowing that why not also trying to redesign work to make it a more funny and human-based while acknowledging both prescribed (economics/production/management's constraints) and real (human real activity/values at work) rules?</description>
		<content:encoded><![CDATA[<p>Very interesting post. Consequently, could we say that the way serious games are designed today reflect a wrong business model? Or a wrong understanding of human cognition?Plus, I like the idea that games give a subtle complementary(instead of counter/negative)-space to work. However, work - to become a fun and healthy activty - also needs some kind of fluidity. To me, when considering all the complex prescribed rules applied at work, it nearly stands out like some kind of game per se. Apart that at work, the stakes are much higher ranked (if you play too much against the rules, you might loose your job). Knowing that why not also trying to redesign work to make it a more funny and human-based while acknowledging both prescribed (economics/production/management&#8217;s constraints) and real (human real activity/values at work) rules?</p>
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