Here are some Articles, Essays and Talks I did in the Past.
2018 | Gamification, Compulsion Loops, Dopamine, Game Design, Player Engagement
This is a talk I put up together for the Big Gamification Challenge 2018 organised by REACTOR in collaboration with the Anglia Ruskin university , UK To explain how to use Compulsion Loops to produce Dopamine in games and gamified apps I touch multiple subjects
Most of the talk was based on my experience of some theories I found works best for game system design. Unfortunately, it was not recorded but the presentation slides are available with commenter notes. I also decided to write an article on that talk which I published on Gamasutra (now gamedevelopers.com ) and I am also making available here:
2010 | Flow, Difficulty Adjustment, Video Games, Player Experience, Game Design
This paper discusses the concept of 'flow' in video games and how adjusting the difficulty level can impact the player's experience. It explores the balance between challenge and skill, and how this balance can keep players in a state of flow, enhancing their enjoyment and engagement with the game.
2008 | Video Games, Cybernetics, Feedback Loop, Emergent Gameplay
This essay explores the relationship between video games and cybernetics. It discusses how video games can be seen as cybernetic systems, with players and the game interacting and influencing each other in a feedback loop. The essay also delves into the concept of emergent gameplay that arises from these interactions.
2007 | Interactivity, Arts, New Technologies, Interactive Art
This essay discusses the intersection of interactivity, arts, and new technologies. It explores how new technologies have influenced the arts, leading to the creation of new forms of interactive art. The essay also discusses the challenges and opportunities presented by these developments.
2006 | Interactive Work, Role-Playing Games, Dramatization Strategies, Live-Action Role-Playing Games, Dernière Alliance
This essay delves into the immersive reality of interactive entities within a set of established rules, focusing on role-playing games. The essay specifically analyzes live-action role-playing games (LARP) produced by the group Dernière Alliance (D.A.). The essay explores various dramatization strategies, such as physical immersion, costume and decor,role-playing, and the stimulation of players' imagination.