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What FarmVille can teach us about cooperative workflows and architectures

Published:01 December 2011Publication History
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Abstract

An earlier version of this paper was presented at the 2011 IEEE International Symposium on Technology and Society (ISTAS) at Saint Xavier University in Chicago, Illinois (and printed in the 2011 ISTAS proceedings).

Perhaps the most remarkable characteristic of digital social games such as Zynga's FarmVille is that they are designed in such a way that any user, regardless of their skills and experience, can familiarise themselves in a matter of moments with the object of the game, the interface, and the tools and options involved in playing them. In contrast, developers of collaborative platforms for teaching and research have been struggling for the last 15 to 20 years to gain a wide acceptance among users, and with very limited success. Although simple and intuitive usability has long been recognised as a key design goal, no-one has, apparently, yet succeeded in integrating all the tools and functions required for academic work into a platform with an intuitive interface that target groups make enthusiastic use of. This paper investigates which principles and features may be adopted to make the use of these platforms easier and more intuitive. This electronic document is a "live" template. The various components of your paper [title, text, heads, etc.] are already defined on the style sheet, as illustrated by the portions given in this document.

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                cover image ACM SIGCAS Computers and Society
                ACM SIGCAS Computers and Society  Volume 41, Issue 2
                Special Issue on Selected Papers from ISTAS 2011
                December 2011
                52 pages
                ISSN:0095-2737
                DOI:10.1145/2095272
                Issue’s Table of Contents

                Copyright © 2011 Authors

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                Association for Computing Machinery

                New York, NY, United States

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                • Published: 1 December 2011

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