Passively Multiplay

Tuesday, 22 April, 2008

Playing with the Children of Flickr

Tomorrow in San Francisco, at the Moscone Center, the Children of Flickr will be gathering - for a panel - “Children of Flickr: Making the Massively Multiplayer Social Web.”

10:50am - 11:40am Wednesday, 04/23/2008
Design and User Experience 2003

Flickr was one of the first popular Web 2.0 web sites: a social photo sharing web site that helped popularize tagging. Flickr was born of an attempt to make a browser-based Massively Multiplayer Online Game about information exchange: “Game Neverending.”

Today, the children of Flickr are continuing to work massively multiplayer game mechanics into social web sites. This panel will discuss strategies, models, and pitfalls for harnessing the power of play to promote the social Web.

Who are the children of Flickr? In this case, three people:

Rajat PahariaChris ChapmanGabe Zicherman

Rajat Paharia from Bunchball, Chris Chapman from Steel Anvil Studios / Areae, Gabe Zicherman from rmbr

For some preview of what we might be discussing, check out Amy Jo Kim’s recent PARC lecture Putting the Fun in Functional: Applying Game Mechanics to Social Software. She examines the playful social dynamics of Youtube, Twitter and Facebook. Tomorrow we’re going to be discussing strategies for intertwingling play into online life.

One Response to “Playing with the Children of Flickr”

  1. Justin Hall Says:

    Participants:

    RMBR’s Zichermann On Gaming The Web With ‘Funware’
    http://www.gamasutra.com/php-bin/news_index.php?story=17465

    NBC uses site engagement specialist Bunchball to keep Web users glued
    http://www.techconfidential.com/behind-the-money/blog/behind-the-money/as-anyone-trying-to-make.php

    Web-Based MMOGs
    http://m3mnoch.wordpress.com/2006/03/09/web-based-mmogs/

    m3mnoch @ Metaplace.info
    http://www.mymetaplace.com/?p=7

    Reinforcement Scheduling:

    Virtual Skinner Box by Nick Yee
    http://www.nickyee.com/eqt/skinner.html

    The most effective method is a random ratio schedule, and the rat is rewarded after it presses the lever a random number of times. Because the rat cannot predict precisely when it will be rewarded even though it knows it has to press the lever to get food, the rat presses the lever more consistently than in the other schedules.

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