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Ed Webb

cyoa - 3 views

  • I’d be very curious to know the reason for this progression toward linearity. Presumably the invisible hand was guiding this development, but whether the hunger was for less difficulty in the books or simply for something with more in the way of traditional storytelling is harder to unravel. I could also imagine that this balance between interaction and exposition was peculiar to the individual writers, so this could merely reflect a changing set of practitioners. In another way, this trend mirrors the adoption of more recent new media. In the early days of the web, people flocked to what was unique to HTML, namely links, animated gifs, and the <blink> tag. A similar cautionless exuberance marked the appearance of affordable typesetting systems – the first time people without phototypositors had access to typefaces beyond a choice of monospaced typewriter fonts.When a world of new possibilities has just opened, it’s hard to find the will for restraint. But, in time, people scale back the more gratuitous uses of this sort of glitz, moving from what’s possible to what best suits the material. It could be that the glut of choices in the early books reflected more a rush toward the new than a well-considered balancing of storytelling and reader-directedness. As the genre developed, the choice-based structure ceased being so novel that it was an experiential end in itself. Perhaps only then could it recede into its proper role as a gameplay mechanic – all the more potent when used judiciously.
  • a peek into the construction process the authors went through as they folded their nonlinear stories into a sequential medium
  • In a computer game, tracking this kind of inventory state is a simple matter. By flipping bits in memory, the program itself can keep a running tally of items you’ve encountered and possibly picked up. In a book this responsibility falls to the reader, and with it an expectation of honesty. To encourage a degree of fair play, the Cavern of Doom engages in a form of entrapment by asking the reader, in the midst of a dicy situation, whether they have a magic item that would clearly save the day. What the book knows and the reader may not is that this item does not even exist. Woe upon the adventurer who angers the gamebook in this way.
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    Very nice to see this. CYOA is a vital antecedent for digital storytelling, from hypertext to gaming to branching YouTube videos.
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    I feel sheepish for not tagging this to our group when I saw it months ago, but thanks to Ed for remedying that. :) I wish I had the skills in infographic production the author has, but it reminds me that enriching your argument with different media forms is becoming more and more essential.
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    This might be a good time for humanists to identify a bunch of easy, low-cost tools for that. Like Wordle.
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    Agreed, Bryan. There are quite a few low-cost (in terms of learning curve and the general attentive economy) visualization tools that we could all learn to use more frequently. I've been playing again, after a break of a couple of years, with Dipity, for instance, to generate timelines. Word clouds and mind maps might be forms with applications in discussing digital storytelling in games and other media.
Ed Webb

Fun Inc: Why Games Are the 21st Century's Most Serious Business by Tom Chatfield | Book... - 1 views

  • Fun Inc.: Why Games are the 21st Century's Most Serious Business by Tom Chatfield 288pp, Virgin Books, £11.99
  • games might involve a lot of effort, but the payoff is that "effort is always rewarded".
  • elf-and-safety roleplayer World of Warcraft
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  • First, games are interesting in themselves, as constructions of space, logic and ideas (games are "a kind of playground for the mind"); second, they are interesting in their potential effect on other realms.
  • he possibility of using gamelike structures to produce empirical results in the social sciences
  • Chatfield's emphasis on games' fecund variety, on the other hand, will be valuable to non-specialists: he writes evocatively not just about Grand Theft Auto but about indie gems such as Passage, where your quest is meaningless and you die after five minutes. His comparison of videogames to installation art, meanwhile, is striking, and he even manages to make World of Warcraft sound interesting – though his awed description of a particular sword as being "the length of a full-grown orc" is rather lovable nonsense to someone who doesn't know how long orcs grow.
  • "the best games are a trigger for discussion, reading and writing – not an end to it"
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    games might involve a lot of effort, but the payoff is that "effort is always rewarded".
Todd Bryant

Games don't Equal Academic Achievement - 20 views

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    Makes a good point. There's a big difference between showing games help students learn, and finding games that match the much more narrow objectives of a class.
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    Sure... compare with reading a book, or doing an experiment. It takes contextualization and reflection, which can be done by a learner (autodictat) or school (pedagogy).
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    It's also a higher level of learning that's difficult to quantify. Student A and B take History 101. Student A is given a book on US History after 1870. Gets test on same topic. If he read the book, does pretty well. Student B plays a history game, explains outcome, and compares with actual historical events. Certainly more impressive, but if given the standard 101 exam, would he do better? I think games are likely to get the short end of the stick with most standardized assessments.
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    I don't know -- it has much to do with the way the prof articulates her objectives. For us (who use games regularly), we can/will shape our objectives at least somewhat around existing titles (just as others do so around existing texts), or augment those games with other content that they don't cover (as others do with inadequate texts). So it seems the issue is more about trying to articulate why games could be useful to *others*, who don't yet use them. Trying to persuade our colleagues to try games when they've been using texts with which they're familiar to accomplish pedagogical objectives they've been using for years is going to be hard, and that's where identifying games that more directly support traditional objectives becomes a boon.
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    I wonder if we could develop a few talking points tying games to Bloom's taxonomy (updated version), making clear that like all pedagogical tools, games address some student needs better than others. And, of course, that not all games address the same type of developmental tasks, just as all texts, A/V materials, classroom techniques do not address the same tasks. The computer/radio analogy is a good one. Expecting computers and/or games to replace some other educational and entertainment resource is missing the point - they are their own thing.
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    Ed, I feel like such a set of points might already exist and/or have been publicly expressed by game critics/designers, especially from the serious games side of things. But that shouldn't stop us from discussing whether they might be in need of update/reworking/extension. :) I'm interested -- could/should we try to look at some existing texts/posts and then come together in a conference call or something?
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    I'm thinking something specific to liberal arts educators. We could brainstorm with an etherpad clone (e.g. ietherpad.com) or asynchronously via a google doc.
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    Ed, would you object if I took that Bloom's approach in a forthcoming paper? "augment those games with other content that they don't cover (as others do with inadequate texts)" - nicely said, Brett.
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    Go for it, Bryan. If you want to kick ideas around, let me know.
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    Will certainly do.
Todd Bryant

The Ice-Bound Concordance - 2 views

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    Choose your own adventurish, but reader creates dialogue with the book. Can see well received. Nice example of overlap lit and games.
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    Notice _House of Leaves_ on a table during the promo video.
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    Sounds fascinating.
Victoria Pullen

Video Games: The 21st Century's Fine Art Frontier : NPR - 2 views

  • Video Games: The 21st Century's Fine Art Frontier
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    Book review for "Extra Lives" by Tom Bissell.  I wouldn't say that "beat Red Dead Redemption" should be on the list, but I don't disagree with adding Bioshock.
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    Good catch, Vicky. The book's on my stack.
Rebecca Davis

News: 'The Warcraft Civilization' - Inside Higher Ed - 1 views

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    new book on world of warcraft
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    Anyone read this yet?
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    Not yet. Do you have a copy? If not, I'll get one and we can share. Different person than this guy, maybe: http://www.professorbainbridge.com/
Ed Webb

Gamification has issues, but they aren't the ones everyone focuses on - O'Reilly Radar - 1 views

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    Via James Schirmer on Buzz. As I commented there:  This is quite sensible. Since I do want to dismantle capitalism, I don't agree with that bit. More subtly, I am concerned about the entrenchment of simplistic binary thinking in western, particularly US, culture, so "Game designers often like to see an epic battle between good and evil - even where there isn't one - but that's part of the charm" - for me that's a significant drawback. To the extent that a game includes an argument about how the world is or how the world should be, then reinforcing oversimplification (rather than the simplification necessary in any model of the/a world, be it a book, movie, academic article or game) is problematic. I like my myths/theories/stories multifaceted.
Ed Webb

The Life-Changing $20 Rightward-Facing Cow - 4 views

  • The A Slow Year limited sets include the poetry book and the game on Atari cartridge, all set in black velvet and red leather, gold foil stamping, all hand-numbered, hand-made. While a manic counter was screaming the end of Bogost's journey to challenge social gaming norms, the creator was quietly, manually, assembling a physical art object. Only 25 will ever be made; they will sell for $500 apiece. Most have already been sold. To Bogost, like the poetry book that accompanies the Atari game, the handcraft and limited nature of A Slow Year's special edition help establish the project uncompromisingly as an art object, a creation bigger than "video game."
    • Ed Webb
       
      Sounds like something in a Wm Gibson or Bruce Sterling story
  • "I never expected that would happen," reflects Bogost. "A lot of the serious players… just like clicking a cow sometimes. It's very innocent; they just like clicking a cow."
  • Cow Clicker was never supposed to be fun. It was supposed to be silly, insultingly simple, a vacuous waste of time, and a manipulative joke at the expense of its players-–in other words, everything Bogost thought that Facebook games like the Zynga-made hit FarmVille are. In Cow Clicker, players get a cow, they click it, and then they must either pay to click it again or wait six hours; an embarrassing, joyless labor that to him represented the quintessential aspects of the games that were flourishing all over the social network.
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  • the story of a person whose joke project became more successful than the one on which he lavished love and intellect, the climate that caused that to happen and how ultimately he decided to learn from it instead of becoming upset
  • Then came the Gamification movement, the shiny new idea that if people were assigned goals and extrinsic "rewards," they'd be more motivated to engage with tasks-–and brands-–than they would have otherwise been
  • Cow Clicker developed an active player base–-people who missed the humor and attached to it as if it were a "real" game. These players unquestioningly spent real-money Facebook credits to enjoy their cows and sent Bogost innocent player feedback in the hopes of improving their experience. It subverted every expectation that he had, even as it reaffirmed his worst fears about the exploitive sadism of Facebook game design. Its success also became something to dread.
Bryan Alexander

Where's the curtsy button? I test-drive the online Jane Austen role-playing game | Book... - 1 views

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    "Gossip is our weapon of choice," reads Tyrer's Kickstarter pitch. "Instead of raids, we will have grand balls. Instead of dungeons, we will have dinner parties." Ever, Jane, currently a free playable prototype, has strict social rules. To navigate its mazes of etiquette, my character keeps a Lady's Magazine to hand. Drinks with characters are scheduled via requests sent by letter, while the importance of social conduct is reflected in the fact you have three buttons, each offering a different kind of curtsy or bow. "It was about finding out what the characters in her novels did," says Tyrer, "coupled with the etiquette of Regency period."
Lisa Spiro

The E-Book Sector | Inside Higher Ed - 1 views

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    "Online for-profits such as American Public University System and the University of Phoenix have for years strategically steered students toward e-textbooks in an attempt to shave costs and ensure a more reliable delivery method that, in the context of online education, might seem to make more sense."
Ed Webb

1984 | Sawbuck Gamer | The Gameological Society - 3 views

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    Too bad: "ERROR - This project has been removed by the author. It may return later."
Ed Webb

Random House Sets Up Videogame Team - WSJ.com - 2 views

  • Random House, eager to cash in on the lucrative videogame business, has set up an in-house team to create original stories for videogames and provide story advice for games in development. The book publisher, a unit of Germany's Bertelsmann AG, has started looking for a buyer for two original projects, one a fantasy adventure and the other a horror thriller. Each of the proposed games has a cast of characters, suggested stories, and an analysis of the type of gamer in mind.
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    I wonder if Heavy Rain played a role in this.
Ed Webb

Admongo, the government video game that teaches kids about the perils of advertising. -... - 5 views

  • Admongo.gov, the new Web site from the Federal Trade Commission, seeks to educate kids ages 8 to 12 about the nuances of marketing. In the Admongo video game, players confronts advertisements at every turn—at bus stops, in magazines, on TV, even as part of other video games within the video game. Whenever an ad appears (they're all for fictional products, including a soda, a cereal, a movie, and an acne wash), the player is encouraged to ask three questions: Who is responsible for the ad? What is the ad actually saying? What does the ad want me to do
  • there's no evidence I know of showing that media literacy has an impact on consumer behavior. Ads target emotions, not logic. You can know you're being manipulated but still be manipulated. People talk about how media-savvy kids are these days, but that just means they recognize a lot of brands
  • the most interesting thing about Admongo is its emphasis on the ubiquity of ads. A previous FTC-designed game, called You Are Here, also urged kids to consider where ads come from and to examine the truth of marketing claims. But in Admongo, a major part of playing the game is understanding that ads can be anywhere and can take many different forms. The player encounters text-message ads, ads inside videogames, cross-promotions, and product placements. This element of Admongo is testament to the explosion of new advertising platforms and the fierce intensity of modern marketing. According to Linn, in 2008 American Idol—consistently a top-rated show for 2-11 year-olds—featured 4,151 product placements in its first 38 episodes, averaging 14 minutes of product placement on each show. Kids are now constantly in front of screens of all kinds, and those screens are brimming with ads that pretend they aren't ads. These days, just being able to recognize when you're being marketed to is a useful skill.
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  • check out the Admongo poster, which the FTC includes with the package of curriculum materials it makes available to teachers. The poster is meant to be hung up in classrooms. It's an illustration that helps kids spot all the different places ads can appear, from cereal boxes to magazines to blimps in the sky. Ironically, in the poster's lower right corner is the logo for Scholastic—which worked with the FTC on the Admongo project, and which sells books and other products through its catalogs to a captive school-kid audience. "The Scholastic name helps in terms of getting our curriculum into classrooms," said one FTC representative I spoke to. "With Scholastic, you're talking about a known commodity for teachers, while they might not be that familiar with the FTC." Behold the power of branding, kids. And consider this a learning opportunity
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    Persuasive game about, er, persuasion
Todd Bryant

Anti Somalian Piracy, crowdsourcing game - 1 views

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    Interested as much in the potentially open platform they're using as the game itself. Scenario prompts followed by polling.
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    The Jungle Book ref is surreal.
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    Choose Your Own Adventure style - interesting.
Ed Webb

Ian Bogost - Gamification is Bullshit - 4 views

  • gamification is marketing bullshit, invented by consultants as a means to capture the wild, coveted beast that is videogames and to domesticate it for use in the grey, hopeless wasteland of big business, where bullshit already reigns anyway
  • The title of this symposium shorthands these points for me: the slogan "For the Win," accompanied by a turgid budgetary arrow and a tumescent rocket, suggesting the inevitable priapism this powerful pill will bring about—a Viagra for engagement dysfunction, engorgement guaranteed for up to one fiscal quarter.
  • I realize that using games earnestly would mean changing the very operation of most businesses. For those whose goal is to clock out at 5pm having matched the strategy and performance of your competitors, I understand that mediocrity's lips are seductive because they are willing.
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    via Kirk Battle on Buzz
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    Bogost seems to be getting more and more irritated by the gamification pseudo-movement. His response to McGonigal's book was contrary but professional. The exploitationware piece was critical and pointed, but I thought still civil. This is...angry. And that really comes through in his comment to the gamify.com guy's post. I'm mostly in agreement on the substance of his objections to much of gamification. But I wonder why this movement toward such vehemence? Do you suppose he's now fielding more annoying offers to help design game-like systems? Is Cow Clicker kindof backfiring, leading people to him as a designer instead of away from him? I don't know. But he sure is pissed, that's clear.
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    I have no inside knowledge. But I suspect his irritation increases in proportion to the hype. The tone here is caustic, but the content is on the money. If you agree with him, and if you love games and their potential, you can understand the rage, I think.
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    I don't know -- rage, really? Isn't the "games vs. gamification" tack ultimately more of a both/and thing than a conflict? I'm not sure why having gamification exist necessarily entails an undermining of what games are. I suppose there's the question of educating non-gamers on the great potential of actual games, and perhaps policing a boundary between the two concepts. But just as I don't really want the local police to become enraged when I cross a line, I find this kind of response (and again, I've seen Bogost do it far better and with greater restraint elsewhere) off-putting to say the least. One comment on his post referred to Bogost's "war" against gamification; I'm just not sure that's the most productive approach to addressing its rise.
Bryan Alexander

Mark Carnes, "Minds on Fire" - 0 views

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    Reacting to the Past game book.
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