links for 2010-07-22

  • "You get a cow. You can click on it. In six hours, you can click it again. Clicking earns you clicks. You can buy custom "premium" cows through micropayments (the Cow Clicker currency is called "mooney"), and you can buy your way out of the time delay by spending it. You can publish feed stories about clicking your cow, and you can click friends' cow clicks in their feed stories. Cow Clicker is Facebook games distilled to their essence." This bit jumped out at me, also: "In social games, friends aren't really friends; they are mere resources. And not just resources for the player, but also for the game developer, who relies on insipid, "viral" aspects of a design to make a system replicate."
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links for 2010-07-11

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links for 2010-07-10

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links for 2010-07-08

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links for 2010-07-04

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links for 2010-07-01

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links for 2010-06-28

  • What to write about, how to ensure quality, and how to identify and market to an audience are beyond the scope of this little post, but we can point to some dandy resources that tell how to create and test your epub. So let’s go!
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links for 2010-06-25

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links for 2010-06-19

  • "MTC have gone to great pains to assure users of the system that their data is safe from "getting zucked", and they've begun to provide free personal monitoring services to users of Clipper. It's now possible to access to a complete, up-to-the-minute stream of your own card usage (including the geographic location of each beep) along with a record of access requests to that same data by parents, friends, mobile apps, credit reporting firms, or government agencies monitoring transportation use for oil-credit tax breaks. If someone's peeking at your transit history, you're the first one to know." This is a term that needs to live on.
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links for 2010-06-17

  • Lovely tumblr theme.
    (tags: tumblr css theme)
  • "When done right, gradual engagement communicates the core essence of a service with a few lightweight interactions. If you can make people successful along the way—even better. Will Wright, the creator of the Sims & Spore, has a belief that games should allow people to succeed within the first five seconds. That's a great philosophy to bring to gradual engagement. In fact, I think if you can use lightweight actions to allow people to accomplish something relevant to the core of your product within their first one or two interactions with your service, that's gradual engagement at its finest."
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