A neologism – the art, science or profession of facilitating learning through play or games
Welcome to Ludogogy Magazine
This magazine relies on the generosity of its contributors who have committed time and effort to creating articles for us to. I am sure that you will enjoy reading what they have created as much as I have. Please see our Contributors’ page to see details of and links to our contributors’ work.
– Sarah Le-Fevre (Editor)
New in this issue
We now have a Minimum Viable Product for the Project Marketplace. At the moment, this just consists of a custom post type ‘Projects’. Currently you will have to send me your copy if you want to post here, but in a couple of weeks, I will enable front-end publishing, which means that you can post your own projects, and invite collaborators from the Ludogogy community to join you in making them a reality.
At the moment, the mechanism for collaborators to get in touch is just email (MVP, as I said), but we will soon be adding the capability for people to create Ludogogy profiles, highlighting their skills and experience, so that project owners can invite them directly to projects.
Projects can be of any kind, games design, research, writing projects – whatever you like. The first project I’ve uploaded, is a collaborative writing project, which was launched last week. It’s related to the theme of the next issue of the magazine ‘Futurism’, and should be an exciting exploration of using ‘speculative optimism’ to inspire positive activism on big wicked problems. Of course, there will also be a game – read more about it here https://www.ludogogy.co.uk/project/
Since the last issue, your Editor has chaired a panel at Gamification Europe, on using games and gamification to explore challenges in Learning and Development and Education, where she was joined by Ludogogy contributors Dave Eng and Antonios Triantafyllakis, as well as Monica Cornetti. You can see the recording of this panel on the Gamification Europe Channel on YouTube.
To round off the year, on the 11th December, several current (and future) Ludogogy contributors spoke at TEDxWallingford, part of TEDxCountdown – a global initiative to champion and accelerate solutions to the Climate Crisis. Erik Agudelo, Sophie Segal and Scott Provence gave us, respectively, talks on using games design as a deep learning tool, the Circular Economy, and what failure in games can teach us about tackling the climate crisis. You can enjoy these and six other ‘ideas worth sharing’ (from folk who I hope to persuade to contribute to Ludogogy in the future) at the TEDxWallingford website.
We are now accepting submissions for the following themes:
Issue 10 (March) ‘Futurism’ – deadline 28 February – Designing games to look to the future? What does the future of games-based learning hold? How can games help us to practise foresight? etc.
- Issue 11 (May) ‘Changes’ – deadline 25 April – Designing games or gamification to drive behaviour change. How is change represented in game narrative? Games for self-help or improvement. Coping with change (such as Covid-19) in a design team. Games around life-changes (adolescence, changing school, bereavement) etc.
Contact firstname.lastname@example.org for either submissions, or to express an interest in becoming involved in the Ludogogy revamp project.
Stay Home, Stay Safe, Stay Playful