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Garrett Eastman

Digital Games and the Hero's Journey in Management Workshops and Tertiary Education - 0 views

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    Abstract: Joseph Campbell's Monomyth not only provides a well-proven pattern for successful storytelling, it may also help to guide teams and team leaders through the challenges of change and innovation processes. In project "HELD: Innovationsdramaturgie nach dem Heldenprinzip" researchers of the University of the Arts Berlin and the Berlin Gameslab, part of the University of Applied Sciences HTW-Berlin, team up to examine the applicability of the Hero's Journey to change management using an adaptation of Campbell's pattern called „Heldenprinzip®". The project's goal is not to teach the stages of the Monomyth as mere facts but to enable participants of training courses and interventions to actually experience its concepts using a portfolio of creative and aesthetic methods. While a pool of aesthetic methods - like drawing, performing or role-playing - is already being used, the Gameslab subproject qualitatively researches the potentials for enriching and complementing these methods with interactive digital media and games. This paper discusses three types of game based learning treatments to be used in training and intervention sessions as well as teaching the Monomyth in a game based learning university course. The first option is providing participants with a game that follows the Hero's Journey and inducing them to reflect on the experience and its relation to the learning goal. An alternative strategy is to make participants go through a game sequence broaching issues that are relevant for a stage or the journey of change in general. Last but not least, digital equivalents of the non-digital aesthetic methods can be constructed using digital games or digitally enhanced set-ups for playful interactions. All three treatments have their merits and pitfalls, which are discussed in relation to the identified game-based learning scenarios: self-study, blended game-based learning and face-to-face sessions"
Garrett Eastman

AI as game producer - 0 views

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    Abstract: "A number of changes are occurring in the field of computer game development: persistent online games, digital distribution platforms, social and mobile games, and the emer- gence of new business models have pushed game development to put heavier emphasis on the live operation of games. Artificial intelligence has long been an important part of game development practices. The forces of change in the industry present an opportunity for Game AI to have new and profound impact on game development practices. Specifically, Game AI agents should act as "producers" responsible for managing a long-running set of live games, their player communities, and real-world context. We characterize a confluence of four major forces at play in the games industry today, together producing a wealth of data that opens unique research opportunities and challenges for Game AI as producers. We enumerate 12 new research areas spawned by these forces and steps toward how they can be addressed by data-driven Game AI Producers"
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