(align:"=><=")+(box:"X")[
(text-colour:magenta)[#Welcome!]
##The Evolving Nature
##Of Games and Digital Culture
###Izabelle Florence
Student ID: 120228055
January
##~> [[Introduction]]]
(align:"==><==")+(box:"X")[###Introduction:
For those reading this, you are about to be taken to a brief expedition through the corners of the learning process of a student in the Module 6007 - Models, Simulations and Games, Digital Cultures Course at University College Cork in the year of 2020/2021. Your main goal is to absorb as much understanding as possible about The Evolving Nature of Games and Digital Culture.
A range of options will be presented at the end of every section. You as the tourist in this journey will have the responsibility to wisely choose the best path that certify your comprehension of Games and Digital Cultures through the eyes of a learning seeker.
###The expedition is about to begin:
##[[What is a Game?]]](align:"==><==")+(box:"X")[##What is a game?
Defining what is a game is not an easy task as it is a broad topic with many possibilities of interpretation. In order to develop some concepts we can look at the difference between an activity and a game or work and game, also the existence or lack of rules, objectives or decision making, but there isn't an unique or final answer for this question.
However, I would give it a try by saying that it is an entertainment or professional activity, involving different skills, concept of chance/probability, players, roles and rules, endurance and competitiveness towards a goal or an ending point.
Something very interesting, that I had never considered before, is about the decision making factor involved in the game activity. Some people just don’t want to make decisions and prefer playing games like bingo or casino. While for others, if the activity doesn’t require decision making it can’t even be called “game”.
Another point I would like to mention is the comparison between game and sport. How do we separate these terms and how they are related? Maybe this reflexion can help us to understand what are the elements that characterise one and another, and also the role played by their spectators.
Now about my relationship with games: in my childhood I used to play popular games, such as hide and seek, and a lot of board and card games. Nowadays, I am still not a big fan of video games, but I enjoy playing simulation games, such as The Sims, and strategy games, like War (Risk) and Magic.
###If you feel ready to take your first Challenge, click here:
##[[CHALLENGE I]]](align:"=><=")+(box:"X")[##This is your second challenge.
Choose the option you believe is most compatible with what you have just read:
####[[• Games can be categorized as Casual or Hardcore]]
####[[• Casual games are designed for people that are heavy users]]
####[[• There is no difference in the way people play games]]](align:"=><=")+(box:"X")[##This is your third Challenge.
Choose the option you believe is most compatible with what you have just read:
[[• The Modern War Game was invented in 2019 in the US by Trump]]
[[• War games had a huge influence on modern games]]
[[• The word wargame is a translation of the Spanish word Vacaciones]]](align:"=><=")+(box:"X")[##This is your first challenge.
Choose the option you believe is most compatible with what you have just read:
####[[• The knowledge seeker is a huge fan of Video Games]]
####[[• There is only one simple and easy definition to what is a game]]
####[[• There is not a unique answer to the question “What is a Game?”]]](align:"=><=")+(box:"X")[#(text-colour:lime)[YOU GOT IT RIGHT!!]
###Your FIRST step through this path is DONE. Don't stop now:
##[[Casual/ Hardcore Games]]](align:"=><=")+(box:"X")[#(text-colour:red)[NOT QUITE!!]
###You've just started, keep trying hard and you shall pass...
Press the undo button on the top left to try again or check the knowledge base first:
##~>[[What is a Game?]]](align:"=><=")+(box:"X")[#(text-colour:red)[YOU'VE MISSED IT!!]
###Your journey has just begun, keep trying hard and you shall pass...
Press the undo button on the top left to try again or check the knowledge base first:
##~>[[What is a Game?]]](align:"=><=")+(box:"X")[#(text-colour:lime)[YOU GOT IT RIGHT!!]
###Your next step through this path is awaiting for you:
##[[Wargaming]]](align:"=><=")+(box:"X")[#(text-colour:red)[IT WAS CLOSE!!]
###Your journey has just began, keep trying hard and you shall pass...
Press the undo button on the top left to try again or check the knowledge base first:
##~>[[Casual/ Hardcore Games]]](align:"=><=")+(box:"X")[#(text-colour:red)[YOU CAN DO BETTER!!]
###Your journey has just began, keep trying hard and you shall pass...
Press the undo button on the top left to try again or check the knowledge base first:
##~>[[Casual/ Hardcore Games]]](align:"=><=")+(box:"X")[#(text-colour:lime)[YOU GOT IT RIGHT!!]
###If you are ready, your next step is already awaiting for you:
##[[Game-Based Learning]]](align:"=><=")+(box:"X")[#(text-colour:red)[YOU'VE MISSED IT!!]
###Your journey has already started, keep focused and open for any detail!
Press the undo button on the top left to try again or check the knowledge base first:
##~>[[Wargaming]]](align:"=><=")+(box:"X")[#(text-colour:red)[IT'S NOT OVER YET!!]
###Your journey has already started, keep focused and open for any detail!
Press the undo button on the top left to try again or check the knowledge base first:
##~>[[Wargaming]]](align:"=><=")+(box:"X")[##This is your fourth Challenge.
Choose the option you believe is most compatible with what you have just read:
[[• FarmVille is an example of Game-Based Learning as you can learn to run your own farm on it]]
[[• Games and learning are deeply connected]]
[[• Recent research shows that since the traditional learning system adopted games, students are increasingly becoming more interested in schools]]](align:"=><=")+(box:"X")[#(text-colour:lime)[YOU GOT IT RIGHT!!]
### Now is the time you've been waiting for so long, your next step is one click from you:
##[[Massively Multiplayer Online Role-Playing (MMORPGs)]]](align:"=><=")+(box:"X")[#(text-colour:red)[YOU'VE MISSED IT!!]
###You're halfway in your journey, be bold and face that Challenge again!
Press the undo button on the top left to try again or check the knowledge base first:
##~>[[Game-Based Learning]]](align:"=><=")+(box:"X")[#(text-colour:red)[YOU NEARLT GOT IT!!]
###You're halfway in your journey, be bold and face that Challenge again!
Press the undo button on the top left to try again or check the knowledge base first:
##~>[[Game-Based Learning]]](align:"=><=")+(box:"X")[##This is your fifth Challenge.
Choose the option you believe is most compatible with what you have just read:
[[• MMORPGs = MUD + RPG]]
[[• MMORPGs = MMO + RPG]]
[[• MMORPGs = RPG²]]](align:"=><=")+(box:"X")[#(text-colour:lime)[YOU GOT IT RIGHT!!]
###You're halfway in your journey, keep the pace through your next Challenges:
##[[Game History]]](align:"=><=")+(box:"X")[#(text-colour:red)[NOT QUITE!!]
###You're halfway in your journey, be bold and face that Challenge again!
Press the undo button on the top left to try again or check the knowledge base first:
##~>[[Massively Multiplayer Online Role-Playing (MMORPGs)]]](align:"=><=")+(box:"X")[#(text-colour:red)[YOU'VE MISSED IT!!]
###You're halfway in your journey, be bold and face that Challenge again!
Press the undo button on the top left to try again or check the knowledge base first:
##~>[[Massively Multiplayer Online Role-Playing (MMORPGs)]]](align:"=><=")+(box:"X")[##This is your sixth Challenge.
Choose the option you believe is most compatible with what you have just read:
[[• Game history starts when Mario moves to the Mushroom Kingdom]]
[[• The history of games became popular recently after The Sims releases “The Storyteller”]]
[[• Games are part of our society's culture and history]]](align:"=><=")+(box:"X")[#(text-colour:lime)[YOU GOT IT RIGHT!!]
###You are doing an amazing work. The next step in this path is already waiting for you:
##[[Online Communities]]](align:"=><=")+(box:"X")[#(text-colour:red)[IT'S NOT OVER YET!!]
###You're halfway in your journey, be bold and face that Challenge again!
Press the undo button on the top left to try again or check the knowledge base first:
##~>[[Game History]]](align:"=><=")+(box:"X")[#(text-colour:red)[IT WAS REALLY CLOSE!!]
###You're halfway in your journey, be bold and face that Challenge again!
Press the undo button on the top left to try again or check the knowledge base first:
##~>[[Game History]]](align:"=><=")+(box:"X")[##This is your seventh Challenge.
Choose the option you believe is most compatible with what you have just read:
[[• To the game exist, both are necessary, developers and players]]
[[• The only group vital to the survival of games are the developers who create them]]
[[• Thanks to Mark Zukemberg, Games can now have online communities]]](align:"=><=")+(box:"X")[#(text-colour:lime)[YOU GOT IT RIGHT!!]
###We are pround of you, you are almost there. Your next step waits for you:
##[[Games and Labor]]](align:"=><=")+(box:"X")[#(text-colour:red)[YOU'VE MISSED IT!!]
###Your journey seems to be reaching its END, don't you dare to slow down now!
Press the undo button on the top left to try again or check the knowledge base first:
##~>[[Online Communities]]](align:"=><=")+(box:"X")[#(text-colour:red)[INCORRECT!!]
###Your journey seems to be reaching its END, don't you dare to slow down now!
Press the undo button on the top left to try again or check the knowledge base first:
##~>[[Online Communities]]](align:"=><=")+(box:"X")[## This is your eighth Challenge.
Choose the option you believe is most compatible with what you have just read:
[[• Extreme work practices is a known issue in the game industry]]
[[• The labor with games is always fun, so there is no need to have days off or holidays]]
[[• Developers are paid per hour, so they work as much as they can to become rich as soon as possible]]](align:"=><=")+(box:"X")[#(text-colour:lime)[YOU GOT IT RIGHT!!]
###You're so close now, keep going and all your effort will be acknowledged:
##[[Women and Diversity in Games]]](align:"=><=")+(box:"X")[#(text-colour:red)[IT'S NOT OVER YET!!]
###Your journey seems to be reaching its END, don't you dare to slow down now!
Press the undo button on the top left to try again or check the knowledge base first:
##~>[[Games and Labor]]](align:"=><=")+(box:"X")[#(text-colour:red)[NEARLY THERE!!]
###Your journey seems to be reaching its END, don't you dare to slow down now!
Press the undo button on the top left to try again or check the knowledge base first:
##~>[[Games and Labor]]](align:"=><=")+(box:"X")[##This is your ninth Challenge.
Choose the option you believe is most compatible with what you have just read:
[[• The game industry is a reference in terms of diversity]]
[[• The game industry is becoming more diverse, but there is still a lot of work to be done]]
[[• Research shows that people prefer to use white man characters when they are playing even if this stereotype doesn’t represent them]]](align:"=><=")+(box:"X")[#(text-colour:lime)[YOU GOT IT RIGHT!!]
###This is the last stop in this journey. Whatever happen from now on, you are already a winner.
##[[Gamification and ARGS]]](align:"=><=")+(box:"X")[#(text-colour:red)[YOU CAN MAKE BETTER!!]
###You're a few step from MASTERING your knowledge through this journey!
Press the undo button on the top left to try again or check the knowledge base first:
##~>[[Women and Diversity in Games]]](align:"=><=")+(box:"X")[#(text-colour:red)[YOU'VE MISSED IT!!]
###You're a few step from MASTERING your knowledge through this journey!
Press the undo button on the top left to try again or check the knowledge base first:
##~>[[Women and Diversity in Games]]](align:"=><=")+(box:"X")[(text-colour:#8ce99a)[#CONGRATULATIONS!!]
####YOU HAVE TRAVELED ''100%'' OF PATH THROUGH ##//MODEL, SIMULATIONS & GAME// IN THE EVOLVING NATURE OF GAMES AND DIGITAL CULTURE JOURNEY.
####Use your new power of knowledge to bring light to all those away from it.
###I hope I see you again for your next journey through the beyond of our realm of the knowledge & infinity...](align:"==><==")+(box:"X")[##Casual/ Hardcore Games
“Genres can generally be categorized as either “casual” or “core”: casual games tend to be more accessible or simplistic, while core games lean toward complexity, competitiveness, or difficulty” (Bian et al., 2019)
People play games in different situations for different reasons and therefore, the definition of casual and hardcor gamers is deeper than it seems to be. Games have distinct levels of difficulty and consequently, more difficult games tend to be played by people who have more time available, so they can learn and effectively progress in the game. On the other hand, people that don’t have a large amount of time and play between one activity and another will normally choose easier, interruptible and quicker games. However, this does not mean that a person will always be a casual or hardcore player, because availability may vary throughout life, so someone can be a temporary hardcore game and vice-versa.
Games involve multiple possibilities and many psychological aspects when we like or dislike them and the game industry is identifying and consequently supplying people’s needs. The casual game design invites, with a friendly environment, nice usability, achievable challenges and the possibility of playing interruptible shorter games, who was out of the party for some reason.
###If you feel ready to your next Challenge, click here:
##[[CHALLENGE II]]](align:"==><==")+(box:"X")[##Wargaming
The word wargame is a translation of the German word Kriegsspiel (Caffrey, 2000). Invented in Prussia, the modern war game had its first appearance in the early 19th century, developed to prepare militaries for the battlefield.
Game History has a deep relationship with war in many aspects. Besides the large influence that tabletop war games had on modern games, the technological foundation in which the entertainment industry has been developed stems from financial investment in computer, graphics, simulations and networking technology for war (Prensky, 2001).
Inspired by chess, but more similar to the battlefield, war games were used for military training and preparation, but soon they became popular to civilians (Cape, 2010). In 1974 a company called TSR combined tabletop war games with role-playing fantasy and created the Dungeons and Dragons, which influenced the early Video Games created in 1980 (Cape, 2010). Thus, D&D contributed to the acceptance of fantasy in games and later, Magic: The Gathering started the card trend.
Nowadays it is the opposite, commercial military games are so advanced, realistic and sophisticated that they have been largely used by the military industry for training. Digital Game-Based Learning was incorporated by the military for three reasons according to Marc Prensky. First is the cost, second the motivation and third the relevance (Prensky, 2001).
###If you feel ready to face your next Challenge, click here:
##[[CHALLENGE III]]](align:"==><==")+(box:"X")[##Game-Based Learning
Gaming and learning have a deep connection. To be a gamer is all about learning how to solve tasks individually and as a group. It is about understanding a problem and finding the resources to solve it. About being flexible and able to improvise solutions using the tools available.
Simulation games create an environment or a digital world which provides the possibility to experience deep and meaningful conexion with a reality that otherwise would be impossible and therefore, as Thomas and Seely Brown say, games offer the possibility to “learn to be” instead of “learn about”.
Massively multiplayer online games (MMOGs) play an important role here, because they combine role-playing with sophisticated interface, providing “new and unusual opportunities for learning” (Thomas and Seely Brown, 2007). The social nature of MMOGs and the way they instigate imagination combine delivering a more complete comprehension about the virtual and real worlds issues.
Games have the power to transform the solitary, standardized and monotonous process of learning, in a collective, customized and practical experience. Government, military and corporations are already using GBL, but for the games to be tested and developed from inside of the learning system, there is a need to reframe the way games are seen.
Traditional schooling system has not adopted these new possibilities, ignoring what we have become as society and the technology we have available now. With technology, the union schooling and learning is questioned and while the educational system is not embracing this opportunity students are increasingly losing interest in schools.
###If you feel ready to face your next Challenge, click here:
##[[CHALLENGE IV]]](align:"==><==")+(box:"X")[##Massively Multiplayer Online Role-Playing (MMORPGs)
Massively multiplayer online role-playing (MMORPGs) is a genre of game originated from the fusion of multi-user dungeon (MUD) game and RPG. The MUD game was created in the late 1970s and inspired the creation of many similar games in the following years. These are completely text-based worlds where players provide a textual description of who they are, what are their physical characteristics and abilities, how they behave and interact with others in the world. While RPG (role player game) emerged in the 1990s combining a narrative around a principal character and more sophisticated graphics.
While MUDs allow the player to do anything that can be transmitted into words and consequently imagine any narrative, RPGs force the player to experience a specific role and identity within a predefined narrative.
MMORPGs became very popular. World of Warcraft alone had nearly 8 million players in 2007 (Thomas and Seely Brown, 2007). The game communities formed by MMORPGs are extremely complex places. The quick spread of digital networks has created new dynamics in which people can interact, structuring play communities in creative forms. This space of collective imagination has unique characteristics that unfold specific behavior and culture, making those environments a very interesting source of study.
###If you feel ready to face your next Challenge, click here:
##[[CHALLENGE V]]](align:"==><==")+(box:"X")[##Game History
Gaming has been part of our society’s culture and history. It was impacted by the technological advancements we had in printing, computers, the Internet and recently, the Smartphones.
According to Cape’s text, modern game started with wargames in the 19th century inspired in chess game, adding later the ideas of role-playing and fantasy, while the McCaffery's piece tell us about the wide history behind wargaming since the 17th century and the participation of it in several moments of war history.
Cape also mentions the positive and negative aspects of gaming in our society, which seems there are some disagreements about. For example, some people believe that games cause antisocial behavior while others think exactly the opposite.
Regarding printed games, Wood’s text explains the foundations of board games back in Italy - 14th century - starting with card games, as well as the important role of printing technology in its spread. He also tells about the Fortune Book, its origins and impact in board games later.
Reading Prensky’s piece it is possible to understand the more recent development of war games into digital gaming-base training used by the US Military and the good results they have in terms of engagement. Serious games are being used now for training and preparation purposes, to understand a player's personality and aptitudes, to recruit and retain kids.
I also read the TechCrunch text, which tells the history of modern computer games since the first game machine in 1940 until recently with the emergence of Smartphones. It also mentions the possibilities for the future: virtual reality, artificial intelligence, voice recognition and finishes with the scary and exciting prediction that “gaming in 2025 will be almost unrecognizable to how it is today.”
Game History
###If you feel ready to face your next Challenge, click here:
##[[CHALLENGE VI]]](align:"==><==")+(box:"X")[##Online Communities
Taylor raises the concern about the boundaries between real and virtual worlds. She proposes then a “nondichotomous” model, claiming that “the segregation of game and nongame, social and game, on and offline, virtual and real, not only misunderstands our relationship with technology, but our relationship with culture.”
I found interesting the point she made about the contribution of players as producers, beta testers and QA, not to mention the amount of behavioral data they provide. What makes me wonder if these players are aware of the importance of their contribution and mainly of the data being collected.
To the game exist, both developers and players are necessary - ‘co-creative media’. This is because games can be played in different ways, rules reinterpreted and meaning built in several forms. The players and the community will shape the experience of the game. Rules and norms are part of the culture (and many come from the community).
The text Communities of Play reminds us of the correlation between communities of practice and communities of play, both providing an environment of sharing, learning, commitment and engagement.
In WarCraftCivilization, I found it interesting to see the relation between the struggles experienced in the game with our mundane existential issues. As said later in the text, the experience that these worlds provide can help us to see our world differently.
Based on this, it seems the qualitative observational research is essential to understand the intersection between game designers/ players/ worlds, and also how they shape each other. Only as observers or as participants, I believe it’s important to understand the dynamics of the game and the meanings and complexities of the social aspect that only a deep immersion can provide.]
(align:"<==")[Some questions I would ask to the players:
• How important do you believe your contribution is to the existence of the game you play?
• What do you like most about the game(s) you play?
• What is a major problem, challenge or threat to games you currently see in our society?
• What about the other players? How do you feel about them? What do you like about the interaction and the things you learn from them?
• Do you believe what you’ve learned in the real world helps you in the virtual world and vice-versa?
• Which was the last game you stopped playing and why?
Some questions I would ask to the game designers:
• How do you believe the values and the rules of a game are created? How do they change and evolve?
• How do you see the contribution of players to the construction and development of a game?
• Which factors you think are the most significant to the success/ failure of a game?
]
(align:"=><=")+(box:"X")[###If you feel ready to face your next Challenge, click here:
##[[CHALLENGE VII]]](align:"==><==")+(box:"X")[##Games and Labor
I feel that extreme work practices are present in all technology related industries. I worked in a SaaS Ecommerce Platform as project manager for 3 years and the texts ‘Weekends became something other people did’ and ‘The perils of project-based work’ really resonate with my experience. I used to work between 10 and 15 hours a day and this was quite normal in all sectors of the company, not only in the Developer team.
Actually, those few who limited their working hours to the amount fixed in their contract were seen as not worthy of their position and normally would leave the company soon. In periods like Black Friday we used to stay three days working, partying, eating and sleeping inside of the office as a big and united family. Until the day I said: Ok, I need to dedicate some time to myself, this is over. ]
(align:"<==")[The issue in the Game industry seems to be a combination of many factors:
• The “project-based” structure of the work generates instability to the developers, that in turn have to be constantly worried about the next job and consequently their reputation and portfolio.
• The passion of the developers for their activity that leads to unbalanced working practices.
• The passion also increases the amount of people available to this job, which makes it easier for the companies to replace the developers and in turn, those who are employed just think that they need to keep it under any circumstance.
• The fact that quality of workers life is not a core value of the companies
• The fear that if I don’t accept these conditions someone else will.
• The belief that game projects are “unmanageable”. If all stakeholders involved believe in that, even those who are the most affected, how can you change that?
• The belief that no matter what happens, no matter how many changes are done during the project, the developers have to meet the deadline.
• The belief that this is a lifestyle of someone who loves the work and is committed to it.]
(align:"==><==")+(box:"X")[###If you feel ready to face your next Challenge, click here:
##[[CHALLENGE VIII]]](align:"==><==")+(box:"X")[##Women and Diversity in Games
It is visible the association of gaming with specific stereotypes. This is true not only for players, but also developers and executives working in the industry. Although diversity is being increasingly discussed and becoming slowly a reality, with data from the University of Sheffield, the Guardian website shows that, in terms of gender participation in the game industry, female is still far behind.
Besides that, as the participation of women in the game industry grows, misogyny issues become more visible and urgent to be addressed. The article “Exploring An Equity & Inclusivity Problem” explains that these issues are the result of an eroticization of female characters in games, the lack of women in the gaming workforce, and the harassment that female players suffer.
Shepard reminds us that we have more to learn with RPGs than it looks, people enjoy seeing characters like them and being “whatever they want'' (Shepard, 2017). The game The Sims seems to have understood that and is constantly adding more physical customization features. One example is the last September updated, when they added over 100 skin tones (Arts, 2020).
Making games for everyone is an ethical question, but also a matter of increasing the market share of the category. To create more diverse games it’s necessary a diversified team, people with different realities and backgrounds that understand how minorities want to be represented and what kind of narrative they want to experience. Also, community forums and other online gaming spaces have to be inclusive and safe from toxicity or harassments, so everyone can feel welcomed.
###If you feel ready to face your next Challenge, click here:
##[[CHALLENGE IX]]](align:"==><==")+(box:"X")[##Gamification and ARGS
Honestly, the day that Schell describes seems like an episode of Black Mirror to me. I agree that gamification is already part of our life. If we wanted it or not, fidelity programs are EVERYWHERE. Another example, the company I work here in Ireland has many gamification activities: monthly bonus and exclusive parties for employees that “win” the performance board are only some of them. But I think we are more aware of the issue with privacy and data misuse than we were 10 years ago, so I don’t believe that things will go that way, or I don’t want to believe they will.
How can we use the skills that gamers develop playing games to solve real world issues? This question was wonderfully approached by Jane McGonigal in her Ted Talks. Although she seems overly optimistic, I found brilliant her point of taking the feelings, the knowledge and motivation from games and applying them into the real world.
I did some further research and found her webpage where there is a nice definition of ARGs and videos of the games she has created: Jane McGonigal - you found me. In one of her videos she says that alternate reality games are not roleplay, but real play. This in my opinion is what makes ARGs useful for learning, because you can simulate real life issues and train people as they engage with conflicts and solve problems.
AR is definitely growing faster as people already have the appropriate devices in their pockets, the filters on Instagram probably will never go away and more companies seeking new ways to engage with their audience will find their way into it soon. There are already online shops that are using AR to see how a piece of furniture will look in your home before you buy it (See it in YOUR home with Jerome's virtual reality) and also mirrors in which you can see how a clothes will look like without having to wear it (This mirror lets you see how you look with different clothes on). But the problem which Mike mentioned that with VR people fall over the furniture is solved in the movie Ready Player One with a kind of running machine, so maybe VR still has a chance.
###If you feel ready to face your FINAL Challenge, click here:
##[[CHALLENGE X]]](align:"=><=")+(box:"X")[#(text-colour:lime)[I KNEW YOU COULD DO IT!!]
###Your journey has reached its END, and you must know that...
#//(text-colour:#c92a2a)[With great power comes great RESPONSIBILITIES!]//
//(Uncle Ben, 2002)//
##>[[THE END]]<](align:"=><=")+(box:"X")[#(text-colour:red)[I KNOW YOU CAN DO IT!!]
###This is your last Challenge, glory is closer than you think!
Press the undo button on the top left to try again or check the knowledge base first:
##~>[[Gamification and ARGS]]](align:"=><=")+(box:"X")[#(text-colour:red)[YOU'VE MISSED IT!!]
###This is your last Challenge, glory is closer than you think!
Press the undo button on the top left to try again or check the knowledge base first:
##~>[[Gamification and ARGS]]](align:"=><=")+(box:"X")[##This is your tenth Challenge.
Choose the option you believe is most compatible with what you have just read:
[[• There is nothing in games that can be useful in the real world]]
[[• Gamification is found exclusively inside games]]
[[• Serious games can help us to solve real issues in the world]]]