Gamedev here. Sigh. One, the measurement of novelty is bad: it's basically the measure of whether the game exhibits a novel mashup of mechanics according to the BoardGameGeek ontology of mechanics. This is a terrible definition of novelty, as it ignores all of the other aspects of game design, both in gameplay (interesting systems, challenges, loops) and non-game play (fiction, setting, presentation, etc). Who measur…
Is that the main problem with the article, or is it the main point of the article.
>voluntary teams of users...are driven by different incentives and motivations