From Bullshit gamification to social gamification

We are currently witnessing an attack on gamification in many forums: the passing trend of marketing, ephemeral and futile mode, bullshit , domestication tool, etc. Some skeptics taunt the ethical aspect of this process according to A) its hedonism (going from the expression “breads and games” to Judeo-Christian asceticism for whom living, working and learning

Teenage Spaces and Gamification – The Real Modern Tetris!

The development of a space for adolescents is a growing concern for new libraries. To create a ‘ Wow Factor ! Many of these new constructions will include a section dedicated to library games. The latter are outstanding motivators that are available on different platforms: video games, board games, online games, fun activities, etc. This is why it is essential to

Gamification of libraries

On April 3, I gave a talk on the development of critical thinking through online games as part of the colloquium – Around the Adult of Tomorrow: Developing the Child Philosopher and Criticism by Children’s Literature in the Society of Tomorrow know . It is with great pleasure that I present to you the modified

Kickstarter: the phenomenon

Kickstarter is the new fashionable site. You hear about it everywhere , especially if you’re techno or gaming enthusiast. Not so new that it will tell me the most indie of you! That’s right, because the site was born in New York in 2009. On Kickstart? Kickstarter is a popular financing platform to fund projects

The end of Ludicité

After a few months of reflection, I announce the end “surprise” blog Ludicité. But, do not cry too fast! The web adventure continues on the new website of L’Arène des Libraries de Montréal . This new platform will make it possible to write more often about play culture, gamification and games in libraries. Moreover, with

The mediation of reading by online games

ome excerpts from this text come from a scientific article published in the journal Documentation et Libraries, number 58-2 (April-June 2012) , co-authored by Claude Ayerdi-Martin and myself. In my lectures, I often try to explain that librarians often have strong skills in the field of gamification. For ages, libraries have given themselves the mission

Gamification: the slideshareatture

The traditional literature on gamification continues to drift out (notable exception of Jane McGonical and Gabe Zimmerman ). Nothing special if we take into account the relative novelty of the concept of gamification that became popular in early 2011. The time of writing and editing a book does not compare to that of the web

Video games and seniors: there is no age for games

If you consult Frequently Ludicité, you should know that the studies estimate that the average age of video game players would be around 33 years (and increasing from year to year) and slightly more masculine than female (around 60% -40 %). I would say, without being too mistaken, that there is a certain gap between

Launch of the video game loan in Montréal-Nord

Since February 2009, the Montreal-North libraries have organized weekly video games nights for young people aged 13 to 25. With a success that continues unabated (30 to 40 young people per evening, twice a week for 2 years), we bet to go further in our video game offer and offer our subscribers a collection of

Readers and players

Relationships between literature and video games To understand the potential role of video games in cultural institutions, we must also see its complementarity with other media that are already well established. Among these, cinema , literature and comics feed to meet different clienteles and needs. In the cultural industry, this diversity of media is already