I modified my job game a bit again. I realized that the achievements that require me to gain exp every day can be harmful. The problem is with requiring side-quests on weekends. While it's all good to set some goals to do game design on weekends it kind of pushes all the game design tasks from week days to weekends because the exp needs to be gained then. So I ditched those achievements. I might bring them back and limit them to working days only. That was more productive. Note to designers: achievements should be thought out really carefully. Faulty goals can ruin the experience and change the way the game is played.
I have reached level 3 and hacked my way to level 7 bosses. The last one I defeated was Prismatic Ghost. I just make up the names after I've randomly generated the requirements for defeating the boss. I also renamed the skills in the game to theme it into a fantasy setting:
Programming -> Melee
Writing -> Sorcery
Game Design -> Creativity
Reading -> Lore
Networking -> Cooperation
Research -> Experimentation
My paper "Designing Ubiquitous Computing Systems to Transform Activities into Games" was accepted to the doctoral colloquium workshop in GPC2011. I have not yet received the reviews of my paper but nevertheless it does mean two things: 1) my thesis topic has received a certain level of acceptance; 2) I will get to present it to an audience and receive feedback from people outside my research group. I will tell you more about the exact contents of the paper a bit later after I have read the reviews, given the presentation and received feedback. It will also be available in the proceedings of the conference.
As a final note, Jane McGonigal's awesome talk at the Game Developers Conference is available for free here.