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Daniel Gardner

Daniel Gardner

Lecturer in Computing and Game Design at Robert Gordon University; author of "Thresholds of Digital Gameplay" (MIT Press, 2025)

Jul 21, 2026

11:53
Who's to decide? But why have these often overlooked elements become more central to gaming than we actually realize?
12:04
Sure.
12:04
I mean, all the reasons before I won't rehash all of that stuff.
12:09
Right.
12:09
But all that stuff plus.
12:11
Right.
12:13
Basically, I think the reason that they often first often get overlooked is because so often we still sort of.

14 MINS LATER

speaker_5ADVERTISER
26:37
head.
11:57
Who's, who's to decide? Uh, but, um, why have these often overlooked elements become more central to gaming than we actually realize?
12:07
Sure.
12:08
Um- I mean, all the reasons before, I won't rehash all of that stuff, right? But all, all that stuff plus, right? Um, basically, I think the reason that they often first g- often get overlooked is because so often we still sort of...
12:25
There's still a lot of emphasis on the sort of theoretical traditions of games in play that sort of as theoretical constructs, right? Uh, from a pre-digital age, and we sort of, we really are, we really care about players for lots of really good reasons, and we really care about, like, these things called games for lots of really good reasons.
12:42
Uh, and we're just sort of for-- and it's very sort of, it's focused on the fun parts, [chuckles] right? And I think that that's why it gets overlooked.
12:50
But I mean, w- but to your, the second part of the question about like the h-how, you know, um, why have they become so central? Uh, i-i-oft, sometimes it's about games in very practical reasons.
13:01
Sometimes it's about broader things.

13 MINS LATER

26:25
Sorry person.
11:57
Who's, who's to decide? Uh, but, um, why have these often overlooked elements become more central to gaming than we actually realize?
12:08
Sure.
12:08
Um- I mean, all the reasons before, I won't rehash all of that stuff, right? But all, all that stuff plus, right? Um, basically, I think the reason that they often-- first g- often get overlooked is because so often we still sort of-- There's still a lot of emphasis on the sort of theoretical traditions of games in play that sort of as theoretical constructs, right? Uh, from a pre-digital age, and we sort of, we really are, we really care about players for lots of really good reasons, and we really care about, like, these things called games for lots of really good reasons.
12:42
Uh, and we're just sort of for-- and it's very sort of, it's focused on the fun parts, [chuckles] right? And I think that that's why it gets overlooked.
12:50
But I mean, w- but to your, the second part of the question about like the how, how, you know, um, why have they become so central? Uh, i- oft- sometimes it's about games and for very practical reasons, sometimes it's about broader things.
13:03
Like a- account logins as the first example, right? Easily the most mundane, but also the most pervasive, uh, right? Uh, and, and not unique to games in any, in really any way, shape, or form.
13:15
But they, they aren't unique to game software.

14 MINS LATER

26:50
Sorry person.
11:42
Who's, who's to decide? Uh, but, um, why have these often overlooked elements become more central to gaming than we actually realize?
11:52
Sure.
11:53
Um, I mean, all the reasons before, I won't rehash all of that stuff, right? But all, all that stuff plus, right? Um, basically, I think the reason that they often first g- often get overlooked is because so often we still sort of There's still a lot of emphasis on the sort of theoretical traditions of games in play that sort of as theoretical constructs, right, uh, from a pre-digital age.
12:19
And we sort of, we really are, we really care about players for lots of really good reasons, and we really care about, like, these things called games for lots of really good reasons.
12:27
Uh, and we're just sort of for-- And it's very sort of...
12:30
It's focused on the fun parts, [chuckles] right? And I think that that's why it gets overlooked.
12:35
But, I mean, w-but to your-- The second part of the question about, like, the how, how, you know, um, why have they become so central? Uh, i-i-oft sometimes it's about games and for very practical reasons, sometimes it's about broader things.

14 MINS LATER

26:40
Sorry person.
11:44
Qui doit décider ? Mais pourquoi est-ce que ces éléments souvent observés deviennent plus centrales à la gamification que nous en réalisons ?
11:56
Bien sûr.
11:56
Je veux dire, toutes les raisons précédentes, je ne vais pas réagir à toutes ces choses, mais toutes ces choses, en plus, en fait, je pense que la raison pour laquelle ils sont souvent, d'abord, souvent éclatés, c'est parce que, si souvent, nous sommes toujours, en fait, il y a toujours beaucoup d'emphasis sur les traditions théoriques des jeux à jouer qui ont des constructeurs théoriques, d'une époque pré-digital.
12:22
On s'en soucie vraiment des joueurs pour de bonnes raisons.
12:26
On s'en soucie vraiment des jeux pour de bonnes raisons.
12:30
Et c'est très... c'est concentré sur les choses amusantes, et je pense que c'est pour ça qu'il est oublié.
12:38
Mais pour la seconde question sur pourquoi ils sont devenus si centrales, parfois c'est à cause des jeux, et pour des raisons très pratiques, parfois c'est à cause de choses plus broades, comme les logins d'accounts comme premier exemple, facilement le plus mondain, mais aussi le plus pervasif, et pas unique aux jeux de toute façon, mais ils ne sont pas uniques au software de jeux.

12 MINS LATER

25:33
Pouvez-vous nous expliquer ce que ressemblent ces impacts ?
speaker_0HOST
7:17
[laughs]
7:19
Yeah.
7:19
So mathematical modeling is a, you know, discipline in applied mathematics, but it spreads across computer science, business administration, et cetera, uh, in the use in, uh, healthcare modeling.
7:32
And what we try to understand is the interconnectedness between the different parts of the s- system.
7:38
For example, GPs referring patients to hospitals, what does that mean to the demand coming in? Winter pressure planning, uh, mental health waiting lists, uh, dental, et cetera.
7:49
Geographical modeling, you know, why is that, that in one part of the country people are waiting, you know, 10 times longer than in other parts, et cetera.
7:57
So all aligning demand and capacity in a model that tells us, you know, what if, uh, if we, um, did resource alignment differently or if we planned winter pressures differently, what would happen then, um, on the ground? Yeah.

13 MINS LATER

speaker_0HOST
21:11
Yeah

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