Ludogogy is a monthly online magazine that looks at theory and practice in games-based learning, gamification, and gameful and playful design in general. Our writers and readers are the same people, and we welcome submissions from anyone who has an interest in the magazine’s topic area, as a creator or consumer. Ludogogy aspires to open a conversation between those who design and make playful experiences and those who utilise them to effect change, personally or in their organisations. The magazine offers inspiration, practical how-tos and exposure to new ideas, helping our readers to create and achieve value from gameful design and delivery.
We publish work from recognised experts in the field, but equally welcome submissions from those early in their careers, or from those who simply want to find out more. Articles published in Ludogogy should not be sales pitches, but conversation starters.
We recognise that some people may want to contribute, but may lack confidence in their ability to write an article. Please contact us at email@example.com if that is the case, or if you want to check that a topic or angle would be suitable for submission.
Articles do not currently need to be original pieces of work, but if they have previously been published elsewhere, please make that clear on submission, and provide a link to the original article
Currently we do not offer payment for submissions, but this may change in the future. Contributors may however promote their own work or products, so long as this does not occur within the article itself. For details see ‘Promotion’ below.
The editor reserves the right to make changes to submissions before publication, but will share the amended copy with authors for approval before publishing.
We can accept:
- Text articles with images (between 400 – 2000 words)
- Video files (less than 10 minutes in length)
- Audio files (less than 10 minutes in length)
- PDFs for items such as downloadable game materials
We accept pitches and drafts for articles. Video and audio files can be submitted to be embedded in the magazine site (preferred), or via a link to YouTube etc.
It is expected that in the future, the magazine will be accepting advertisements, from carefully vetted and relevant advertisers, and will also include a news section, but for now we are only accepting articles as above, so please do not send us sales pitches or press releases until these guidelines change.
Please use the following as a checklist before submitting your article
- Post length: a written article should be between 400-2000 words long. Video and audio files should be no longer than 10 minutes, and if they are included within a written article, the article length should mean that reading and consuming the multimedia content should take no longer than 12 minutes.in total (based on 200 wpm reading speed).
- Image requirements: Please aim to provide a suitable image for each 300 words in your article. Please indicate in writing that you are entitled to use the images, and if they are used under Creative Commons or similar please include appropriate attribution text (and links if needed). Each article should also include a featured image. The magazine theme is designed to use images in Landscape Sizes are as follows:
- Featured image – at least 1030px x 438px
- Embedded images – no particular size requirements, but should be landscape and ideally 16:9 aspect ratio
- Author pictures (see ‘Promotion’)– portrait, 3:4 aspect ratio e.g. 900px x 1200px. No smaller than 300px x 400px
- Citing sources: If research sources need to be cited, please use Harvard referencing (numbered in text and reference placed in footnote) e.g. Harris, E. (2015). For Special-Needs Students, Custom Furniture Out of Schoolhouse Scraps. New York Times, [online] p.A20. Available at: http://go.galegroup.com [Accessed 17 Apr. 2019]. Please visit https://www.citethisforme.com/harvard-referencing for detailed guidelines.
- Tags: Please include a list of tags to be used to reference your article. These may be used as is, or if similar tags already exist for the magazine, these may be used instead
Style and flavour guide
Please pay close attention to the following, as it will avoid articles being sent back for rewrites
- Tone: Content should not be in any way promotional or ‘salesy’. You may reference your products and services for illustrative purposes, but the article must be ‘about’ something other than how great your product is or how satisfied your customers are. As an example, if writing about Lego® Serious Play® and you are a facilitator, do not write about a workshop you did and how pleased your customer is. Instead, write about the process you go through to create suitable facilitative questions – as a how to. If in doubt – remember the audience. Would what you have written be genuinely useful to another practitioner, or interesting to a customer who wants to know how it all works? Would you find it interesting to read this article or would you feel the writer was trying to sell you something?
- Evidence-based: If your article focuses on giving advice, or recommending some particular product, strategy or approach, please make sure that it is more than a simple assertion. For example, if you want to say something like “People retain more when they learn through experience”, please ensure that this is presented as a proper argument, with evidence which can be scrutinised (through references) instead of just being unsubstantiated opinion.
- Choosing an angle: Ludogogy aspires to being an ideas-based space which will open interesting conversations between learning and design professionals, and their current and potential clients. To that end, we want to publish thought-provoking content which furnishes readers with ‘A-ha’ moments and makes them think in new ways. Think TED talks, when you are deciding how to write your post – and try to create the same level of novelty and engagement as you feel when watching one of those.
Although content needs to be kept promotion-free, you have two places where you can talk about yourself and your work.
- Author Bio: at the end of each article there is space for a short bio. Please note, that unless you indicate otherwise, your by-line will be your name. You may include any or all of the following for inclusion
- Author photo – portrait 3:4 aspect ratio e.g 300px x 400px
- Details of qualifications
- Brief details of current employment (and up to two previous)
- Brief details of current business (and up to two previous)
- Achievements e.g awards
- Contributors page: A longer piece where you can include details of and links to your work and products and services. You may include any or all of the following for inclusion
- Company logo
- Text – up to 250 words containing….
- Links to products, services, projects or similar you want to promote
- One testimonial quote or similar
- Accepted formats: Please submit articles as Word documents or similar Word readable text documents, images as .jpg. If submitting video or audio files, please contact me first to check compatibility
- Submit to: Send your submissions as attachments by email to firstname.lastname@example.org
- Review time: I will review work as quickly as possible, but please be aware that this might take some time, especially around deadlines, and do not chase unless you have not been contacted after seven days.
We are now accepting submissions for the following issues. See below for details and some ideas to start you off.
- 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.
- Issue 12 (July) ‘Debriefing and Feedback’ – deadline 27 June- Building feedback mechanisms into games, best practice in debriefing playful experiences, feedback and rewards in gamification, how we can help players with sense-making, gameful facilitation processes etc.
- Issue 13 (September) ‘Make or Break’ – deadline 29 August – Two really important aspects of designing games are prototyping and playtesting. What are the do’s and don’ts, prototyping frameworks, stories of playtests that went well, or went awry. Maybe we’ll even run a few live playtests.
- Issue 14 (November) ‘Economics’ – deadline 31 October – The intricacies of designing and implementing in-game economies, creating value ‘sources’ and ‘sinks’ in gamification applications, using games for learning about real-world economies, different economic models or ideas e.g. Doughnut Economics, Triple Bottom Line, as implemented in games etc.
- Issue 15 (January) ‘Winning’ – deadline 26 December – Designing ‘win-states’ in games to keep players playing, competition vs cooperation (or balancing the two), designing and implementing scoring systems, the psychological/pedagogical implications of winning (or losing) in learning games, how different player types ‘win’ etc.