DIS: Re: BUS: (@Herald) Smaller thesis that is hopefully easier to get a smaller degree for and easier to resubmit
The idea behind this thesis is solid, but the execution leaves some holes where i'd expect more to be. I assign this REVISE AND RESUBMIT, and think it will be worthy of a degree once the criticisms of myself and others are addressed. > On Jun 9, 2023, at 7:27 PM, Forest Sweeney via agora-business > wrote: > > I submit another thesis, shorter, more to the point, more organised, and > more fact based. Hopefully this makes it easy enough to edit when it > ultimately and inevitably is given "REVISE AND RESUBMIT". > > {Agoran Sources of Fun: > Shoving things into boxes. > > 0) Introduction > I'm writing an entirely different thesis, again. Hopefully this one is > focused and precise, and is easy-to-modify when, inevitably, (rightfully > due) criticism arrives. It feels like this part shouldn't be in a finished thesis :P. > This thesis comes from a place where I do feel that > something exists that I want to address, but I haven't adequately or > scientifically done so, so I will try to base everything on external > sources/fact, then relate Agora to those sources, and keep all that > separate from my (valid) feelings about it all. Instead of this, just say what you actually want to address! I'm still not sure what that is. > > > 1) Sources > a) Atomic Dissections > [0] https://users.cs.northwestern.edu/~hunicke/pubs/MDA.pdf > The Mechanics, Dynamics, and Aesthetics framework of game design, along > with a sample breakdown of aesthetics you might examine. > [1] > https://gamedesignconcepts.wordpress.com/2009/07/23/level-8-kinds-of-fun-kinds-of-players/ > The 8 kinds of fun (aesthetic) in detail identified in [1]. > (Sensation, Fantasy, Narrative, Challenge, Fellowship, Discovery, > Expression, and Submission) > [2] > https://www.gamified.uk/2013/06/05/gamification-user-types-and-the-4-keys-2-fun/ > Lazarro's 4 kinds of fun: Friendship, Novelty, Challenge, and Meaning. > Along with Marczewski's 4 kinds of fun : Relatedness, Autonomy, Mastery, > and Purpose. > (Purpose and meaning seem to go together, as do Challenge and Mastery. > Friendship is slightly different than Relatedness, because competition > isn't necessarily super friendly, but also fellowship from the 8 kinds of > fun) > [3] https://lushdesignsblog.wordpress.com/2015/07/07/anatomy-of-fun/ > A listing of more taxonomies of fun. (just shows that there's no one > "correct" taxonomy) > [4] > https://www.interaction-design.org/literature/article/bartle-s-player-types-for-gamification > Bartle's taxonomy is a framework to think about the players and how to > improve the engagement from that standpoint. (seems he later expanded this > into 8 types, but didn't go looking for it.) > Player types: Killer, Achiever, Socializer, Explorer. > [5] https://www.gamified.uk/user-types/ > a different player taxonomy that builds directly off of Lazarro's with > another axis. > Player types: > Socialiser, Free Spirit, Philanthropist, and Achiever > Player (subtypes are) Self-seeker, Consumer, Networker, Exploiter > Disruptor (subtypes are) Griefer, Destroyer, Improver, Influencer The use of these sources is unclear until further into the thesis, so they should instead be introduced as needed. > > 2) Relating To Agora > a) Classifying Things Into Player and Fun Taxonomies > Firstly, lets begin with (1a). An overview of this is that Agora is the > Dynamic play of modifying Mechanics[0]. The Aesthetic appeal of this, at a > high level then, is that all of the Aesthetics can, and do, apply. Using > many of the taxonomies provided, Agora can fill nearly any requirement. So > why bother? > In the context of Agora, I feel that the most helpful taxonomies are the > ones that reduce options to the least number of choices: for example > Bartle's Taxonomy[4], Marczewski’s Hexad [5], or Lazarro's 4 keys to fun > [2]. I say this because of what Agora is at its heart: a game of changing > the mechanics of itself. That and due to the relatively low amount of > players at any given time, a taxonomy will not be too helpful unless it can > capture larger swaths of the population. I think the point in bothering is > the similarities of the taxonomies, even if we don't have the exact right > complexities trapped within them. > > That being said, given what Agora is at it's core, a game of nomic, of > self-amendment and change, then what are the core mechanics of Agora? I > would say that it would be getting players to agree to the game and changes > thereof. > That means, we have a few core mechanics: > Proposals, Judgement, Offices, Rules, Assets (Points > by any other name), Voting, Blots (punishment by any other name), Degrees, > Subgames, and Contracts > > Relating these mechanics to the few main taxonomies (Marczewski's fun and > player types[2,5], Lazarro's fun types[2], and Bartle's player types[4]), > then, we have the following: > The proposal system generally maps to expression, novelty, > fellowship/relatedness, discovery, meaning, autonomy, and
DIS: Re: BUS: (@Herald) Smaller thesis that is hopefully easier to get a smaller degree for and easier to resubmit
oh crud I forgot I was the herald... Uh I'll figure this out soon properly On Fri, Jun 9, 2023 at 5:27 PM Forest Sweeney via agora-business < agora-busin...@agoranomic.org> wrote: > I submit another thesis, shorter, more to the point, more organised, and > more fact based. Hopefully this makes it easy enough to edit when it > ultimately and inevitably is given "REVISE AND RESUBMIT". > > {Agoran Sources of Fun: > Shoving things into boxes. > > 0) Introduction > I'm writing an entirely different thesis, again. Hopefully this one is > focused and precise, and is easy-to-modify when, inevitably, (rightfully > due) criticism arrives. This thesis comes from a place where I do feel that > something exists that I want to address, but I haven't adequately or > scientifically done so, so I will try to base everything on external > sources/fact, then relate Agora to those sources, and keep all that > separate from my (valid) feelings about it all. > > > 1) Sources > a) Atomic Dissections > [0] https://users.cs.northwestern.edu/~hunicke/pubs/MDA.pdf > The Mechanics, Dynamics, and Aesthetics framework of game design, along > with a sample breakdown of aesthetics you might examine. > [1] > > https://gamedesignconcepts.wordpress.com/2009/07/23/level-8-kinds-of-fun-kinds-of-players/ > The 8 kinds of fun (aesthetic) in detail identified in [1]. > (Sensation, Fantasy, Narrative, Challenge, Fellowship, Discovery, > Expression, and Submission) > [2] > > https://www.gamified.uk/2013/06/05/gamification-user-types-and-the-4-keys-2-fun/ > Lazarro's 4 kinds of fun: Friendship, Novelty, Challenge, and Meaning. > Along with Marczewski's 4 kinds of fun : Relatedness, Autonomy, Mastery, > and Purpose. > (Purpose and meaning seem to go together, as do Challenge and Mastery. > Friendship is slightly different than Relatedness, because competition > isn't necessarily super friendly, but also fellowship from the 8 kinds of > fun) > [3] https://lushdesignsblog.wordpress.com/2015/07/07/anatomy-of-fun/ > A listing of more taxonomies of fun. (just shows that there's no one > "correct" taxonomy) > [4] > > https://www.interaction-design.org/literature/article/bartle-s-player-types-for-gamification > Bartle's taxonomy is a framework to think about the players and how to > improve the engagement from that standpoint. (seems he later expanded this > into 8 types, but didn't go looking for it.) > Player types: Killer, Achiever, Socializer, Explorer. > [5] https://www.gamified.uk/user-types/ > a different player taxonomy that builds directly off of Lazarro's with > another axis. > Player types: > Socialiser, Free Spirit, Philanthropist, and Achiever > Player (subtypes are) Self-seeker, Consumer, Networker, Exploiter > Disruptor (subtypes are) Griefer, Destroyer, Improver, Influencer > > 2) Relating To Agora > a) Classifying Things Into Player and Fun Taxonomies > Firstly, lets begin with (1a). An overview of this is that Agora is the > Dynamic play of modifying Mechanics[0]. The Aesthetic appeal of this, at a > high level then, is that all of the Aesthetics can, and do, apply. Using > many of the taxonomies provided, Agora can fill nearly any requirement. So > why bother? > In the context of Agora, I feel that the most helpful taxonomies are the > ones that reduce options to the least number of choices: for example > Bartle's Taxonomy[4], Marczewski’s Hexad [5], or Lazarro's 4 keys to fun > [2]. I say this because of what Agora is at its heart: a game of changing > the mechanics of itself. That and due to the relatively low amount of > players at any given time, a taxonomy will not be too helpful unless it can > capture larger swaths of the population. I think the point in bothering is > the similarities of the taxonomies, even if we don't have the exact right > complexities trapped within them. > > That being said, given what Agora is at it's core, a game of nomic, of > self-amendment and change, then what are the core mechanics of Agora? I > would say that it would be getting players to agree to the game and changes > thereof. > That means, we have a few core mechanics: > Proposals, Judgement, Offices, Rules, Assets (Points > by any other name), Voting, Blots (punishment by any other name), Degrees, > Subgames, and Contracts > > Relating these mechanics to the few main taxonomies (Marczewski's fun and > player types[2,5], Lazarro's fun types[2], and Bartle's player types[4]), > then, we have the following: > The proposal system generally maps to expression, novelty, > fellowship/relatedness, discovery, meaning, autonomy, and creativity, and > also is the most versatile mechanic of Nomic. It appeals to primarily to > free spirits, explorers, and disruptors due to this versatility. > > The judgement system generally maps to relatedness/fellowship, narrative, > fantasy, meaning, and mastery. It appeals primarily to achievers and > philanthropists: to show a mastery over the ruleset and its interpretation > for the good of the game and the