https://www.codingfont.com/ #fontselection #codingfonts #developerproductivity #gamification #LazyMonoVibrantInk #HackerNews #ngated
📣 News Digest #RDM in #NaturalScience Week 13, 2026!
Today with @FAIRmat, @NFDI4Chem, @mardi and @mardi. Enjoy reading:
https://thefairelephant.com/news_digest_archive/news-digest-rdm-in-natural-science-week-13-2026/
#FAIRElephantNews #RDM #EOR #ResearchDataManagement #Gamification #FAIRdata
Since completing my Conqueror Challenge, I've been looking at alternative apps that gamify walking as the primary trigger.
This is #Prado - it turns your steps into, well, turns, in an #RPG card-based game.
Adventure/Quest decks can be mostly combat or mostly foraging/gathering.
Between decks, you can craft gear and consumables, rest at the tavern, change class etc. And it's free, with clear upgrade prices.
#apps #walking #exercise #PradoTraveler #gaming #gamification
🕹️ Spiele als Methode der politischen Bildung
Die Fachgruppe Politische Bildung, verankert in Zusammenarbeit von EEB Bundesverband & Comenius-Institut, bietet am 4.05. von 14-16 Uhr in einem kostenlosen Online-Workshop die Möglichkeit, innovative spielerische Formate der Demokratiebildung kennenzulernen und sich über deren Einsatz in der Praxis auszutauschen.
⏩ Weitere Infos & Anmeldung: https://eeb-bundesverband.de/events/online-workshop-demokratie-spielend-leicht/
#Erwachsenenbildung #PolitischeBildung #Demokratie #Demokratiebildung #Gamification
Ahead of Print in BFP: New BFP article: Escape-game edutainment for teaching library use. Stella & Voigt present “BiblioBreak”, a mobile escape game at SuUB Bremen that replaces classic inductions with game-based, team-oriented learning for up to 30 participants. #gamification #informationliteracy

Libraries are full of knowledge – and full of secrets! With the escape game „BiblioBreak”, designed as an introduction to general library use, exploring research tools, borrowing systems and library services becomes an interactive adventure. Since August 2024, this edutainment format (education + entertainment) has been used at the State and University Library Bremen (SuUB) to provide first-time users of the central library with a playful and engaging introduction.
taz: Warum können wir uns so schlecht von unseren Bildschirmen lösen?
Log: Weil es eine Multibillionen-Dollar-Industrie gibt, deren zentrales Ziel es ist, uns an unsere Geräte zu fesseln.
Nicht nur die Kinder.
Oh, btw, a book suggestion: A theory of fun for game design by Raph Koster.
It's about the neurological underpinnings, structure, and some pragmatics of #gamification. I lent my dead tree copy to an offline friend yesterday, but when she'll be done with it, I'm planning to re-read it, now with a particular eye on #AI sycophancy. (I first read it in 2017 or so, years before the rise of LLM chatbots, and noted interesting lines about, well, Gamergate, even though the 2010 edition also predates Gamergate. Also, I wasn't yet medicated for ADHD back then.)
https://annas-archive.gl/md5/fa685d7aa6a38f52809a553b3c3ac6d7
- We need a few million volunteers to collect training data.
Niantic: Hold my beer.
[releases Pokémon Go]
The 30-Billion-Image Dataset Built by Pokémon Go Players Is Now Training Robots https://parametric-architecture.com/pokemon-go-players-now-training-robots/ #zeitgeist #gamification #technofeudalism