LUDUS surveys about the use of serious games – research co-financed by the European Union

Alittleb.it and gamification.it point out project LUDUS.

LUDUS is an European network for the transfer of knowledge and dissemination of best practices in the innovative field of Serious Games and have eight different partners in six european countries.

The italian one is METID (Metodi E Tecnologie Innovative per la Didattica), University Center dealing with design, development and delivery of e-Learning and e-Collaboration services, at both national and international level, with the objective to support the use of the web in the didactics and in the collaborative processes, in projects involving schools, companies, universities and public administration.

LUDUS is promoting a research to gather opinions about the use of serious games for the e-learning.
Two different surveys are available, for the users and producers, that can be filled to participate to the data collection.

Informations about LUDUS and METID can be found on the respective web sites:

Reciprocity Effect in Social Games

The third of the series of posts about the new objectives of game designers: today, game designers have to consider revenue issues and business models since the beginning of their creative processes.


Exploiting the power of “give and receive” social pattern certainly contributes to the strengthening of viral and attractive phenomenon and behaviours.
Reciprocity is a deep-rooted instinct in the human mind and many experts argue that it has played an important role in the development of modern society.
In social contexts, people interact with each other in similar ways: when someone gives a gift to you, you not only feel grateful and almost obliged to return the favour, but also your opinion of that person improves. Following this behavioural pattern is perceived correct; breaking it may cause a sort of confusion in the relationship between people.
In social games, players tend to behave according to this principle. Beyond enjoying the gifts received, doing the same can improve the personal image of the player. So, this creates a circle of strong viral and attractive reciprocity.
To fully exploit this type of dynamics, it is required to make the player’s actions observed – and therefore judged – by the other players. As game designers, it is particularly important to establish a clear sequence of in-game actions, which can create reciprocity expectancy, like “ Send gifts to your friends, and ask them to send one in return”.
Anyway, it is absolutely necessary to calculate very carefully this cycle: the feeling of “obligation” doesn’t always lead to expected results, particularly in long term, when it is perceived as a burden. The reciprocity effect is a double-edged blade with a great potential, but game designers should use it with attention and above all, with the skill to trigger it implicitly within the game.