Chris Bateman, a philosopher, game designer and author, joins Anna Farmery to discuss the effect of video games on society and how video gaming is changing human behaviour. Chris who works in the digital games industry and runs International Hobo, a leading creative consultancy in the field of market-oriented game design, narrative and player satisfaction services has just written a book called Imaginary Games and we discuss
- Are video games art and why from an intellectual property point of view it is important to protect it?
- At what point do video games becomes 'real' and how the real world boundaries are becoming blurred with the online world?
- Are gamers part of the game, are people the same when you are socialising with friends as well as playing a video game?
- Does the game influence the real person, are games influencing us like parents used to?
- Is the story really important to gamers or is it about achievement of points?
- Is the art of the game inspiring the story or the story itself?
- What is the cognitive effect of games - how come youngsters don't need to know the rules in games and yet need to be 'told what to do' in education?
- How people take different roles in different aspects of their life?
- Should education take a more gaming approach to learning?
- The psychology of gamification and how you can undermine motivation by gamification
- What do humans want out of gamification? Do humans have an inert desire to play?
- Is motivation gender or age related in gamification?
- How to engage women through gamification from a marketing angle?
- The role of loyalty cards in marketing?
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