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Bryan Alexander

Spotlight on DML | Turning Point for Video Games with Learning Goals? - 1 views

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    Looking at progress and challenges in .edu gaming over the past 5 years. Notes here: http://let.blog.nitle.org/2009/06/23/progress-and-challenges-in-games-for-learning/
Brett Boessen

image2rqz.gif (300×176) - 4 views

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    Why game designs should include challenge.
Bryan Alexander

Statecraft sim - 2 views

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    "Dr. Keller: I designed the simulation with two main goals in mind. First, it had to be an effective teaching tool. I wanted to take abstract concepts and theories that my students often had difficulty grasping, and make these vivid and clearly understandable. I wanted students to personally experience the challenges and complexities of world politics-to get off the sidelines and become players. Although the countries, domestic factions, and global issues in Statecraft are fictional, they have been carefully designed to provide maximum insight into parallel real-world dilemmas: as students grapple with the Orion slavery issue, the threat posed by the melting Ice Mountain, and the temptation to seize Sapphire Island's vast resources they come to understand the security dilemma, the collective action problem, two-level games, the challenges of cooperation under anarchy, and many other constructs not as theoretical concepts but as visceral truths that permeate their conversations with classmates, friends, and parents, and may even keep them up at night."
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    I like the concept of Statecraft, and took an early look at them. But boy, I wish they would stop spamming up my inbox with invitations to lunch etc. Quite pushy.
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    That's weird. Are they aggressively courting players for other purposes, or pushing ads?
Bryan Alexander

Philip Sabin, "Wargaming in higher education: Contributions and challenges " - 1 views

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    "Wargames, especially on historical conflicts, do not currently play much part in the booming academic use of simulation and gaming techniques. This is despite the fact that they offer rich vehicles for active learning and interactive exploration of conflict dynamics. Constraints of time, expertise and resources do make it challenging to employ wargames in academia, but a greater problem is the stigma which wargaming attracts due to its association with childish enthusiasts and its perceived deficiencies as a modelling technique. This article builds on my many years of teaching and research experience with wargames to show how playing and designing them can benefit students and scholars alike."
Ed Webb

The Imagination Age: GAMEFUL Challenge - 0 views

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    How very cool. I'll have to spend more time on 'ful.
Ed Webb

Virtual Worlds, Simulations, and Games for Education: A Unifying View - 2009 - ASTD - 0 views

  • It is more useful, and perhaps more complete, to see virtual worlds, games, and simulations as points along a continuum, all instances of highly interactive virtual environments (HIVEs).
  • The ease with which the children in the pool, the students in the virtual class, and the pilot in the flight simulator move from exploratory virtual-world behaviors to structured but simple games to taking on rigorous simulation challenges illustrates both the differences across these three instances and the connections that link them. It is only by building from open experimentation to increasingly rigorous rules, structures, and success criteria that children learn transferable water survival skills and pilots learn critical flying skills.
  • A virtual world will not suffice where a simulation is needed. The virtual world offers only context with no content; it contributes a set of tools that both enable and restrict the uses to which it may be put. An educational simulation may take place in a virtual world, but it still must be rigorously designed and implemented. Organizations routinely fail in their efforts to access the potential of virtual worlds when they believe that buying a virtual world means getting a simulation. Likewise, a game is not an educational simulation. Playing SimCity will not make someone a better mayor. Some players of, for instance, World of Warcraft may learn deep, transferable, even measurable leadership skills but not all players will. The game does not provide a structure for ensuring learning. Just because some players learn these skills playing the game, that does not mean either that most players are also learning these skills or that it should be adopted in a leadership development program. Conversely, a purely educational simulation may not be very much fun. The program may have the three-dimensional graphics and motion capture animations of a computer game, but the content may be frustrating. Specific competencies must be invoked, and students' assumptions about what the content should be, likely shaped by their experiences with games, will be challenged.
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  • One example of the commonality across all HIVEs is the need for introductory structures. These asynchronous, self-paced levels or locations allow students to learn and demonstrate basic competencies in manipulation, navigation, and communication before moving on to the "real" exercise.
  • the need for communities around games and simulations
  • Virtual environments provide a natural way for people to learn by nurturing an instinctive progression from experiencing to playing to learning; instructors should encourage the shifting across experimentation, play, and practice in which students naturally engage. In fact, instructors can exploit that behavior by providing stages that accommodate each stage. Light games and self-paced introductory levels can be used to get students comfortable with basic concepts and the interface necessary to exist in the virtual world, and the complexity can be increased to encourage students to move on to play and practice stages.
  • While best practices in content structuring may be transferred from stand-alone educational simulations to virtual world-based simulations, metrics and learning objectives for the different contexts should be different. Learning objectives and assessments around games, for instance, should be focused on the engagement, exposure, and use of simple interfaces while those for educational simulations should measure the development of complex, transferrable skills.
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    via @timbuckteeth
Rebecca Davis

Videogame preservation and massively multiplayer online role-playing games: A review of... - 0 views

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    Videogames are important cultural and economic artifacts. They also present challenges that anticipate the problems inherent in any complex digital interactive system. Not only are they digital and hence very difficult to preserve but they also are software systems that have significant hardware, peripheral, and network dependencies, which are difficult to collect and formally represent. This article reviews the literature related to videogame preservation. In addition to covering the traditional technology-related issues inherent in all digital preservation endeavors, this review also attempts to describe the complexities and relationships between the traditional acts of technology preservation, representation, and collection development. Future work should include the identification of important user groups, an examination of games' context of use, and the development of representational models to describe interaction of players with the game and the interactions between players playing the game.
Bryan Alexander

SPENT - 1 views

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    Urban Ministries of Durham serves over 6000 people every year who struggle with poverty and homelessness. Spent is an interactive game created by McKinney that challenges you to manage your money, raise a child and make it through the month getting paid minimum wage after a stretch of unemployment.
Bryan Alexander

Beyond gamification: reconceptualizing game-based learning in early childhood environments - 2 views

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    The recent promotion and adoption of digital game-based learning (DGBL) in K-12 education presents compelling opportunities as well as challenges for early childhood educators who seek to critically, equitably and holistically support the learning and play of today's so-called digital natives.
Ed Webb

M/C Journal: "Artificial Intelligence" - 0 views

  • Within twenty-four hours of the sensationalistic news breaking, however, a group of Battlefield 2 fans was crowing about the idiocy of reporters. The game play footage wasn’t from a high-tech modification of the software by Islamic extremists; it had been posted on a Planet Battlefield forum the previous December of 2005 by a game fan who had cut together regular game play with a Bush remix and a parody snippet of the soundtrack from the 2004 hit comedy film Team America. The voice describing the Black Hawk helicopters was the voice of Trey Parker of South Park cartoon fame, and – much to Parker’s amusement – even the mention of “goats screaming” did not clue spectators in to the fact of a comic source.
  • The man behind the “SonicJihad” pseudonym turned out to be a twenty-five-year-old hospital administrator named Samir, and what reporters and representatives saw was nothing more exotic than game play from an add-on expansion pack of Battlefield 2, which – like other versions of the game – allows first-person shooter play from the position of the opponent as a standard feature. While SonicJihad initially joined his fellow gamers in ridiculing the mainstream media, he also expressed astonishment and outrage about a larger politics of reception. In one interview he argued that the media illiteracy of Reuters potentially enabled a whole series of category errors, in which harmless gamers could be demonised as terrorists.
  • a self-identified “parody” video was shown to the august House Intelligence Committee by a team of well-paid “experts” from the Science Applications International Corporation (SAIC), a major contractor with the federal government, as key evidence of terrorist recruitment techniques and abuse of digital networks. Moreover, this story of media illiteracy unfolded in the context of a fundamental Constitutional debate about domestic surveillance via communications technology and the further regulation of digital content by lawmakers. Furthermore, the transcripts of the actual hearing showed that much more than simple gullibility or technological ignorance was in play.
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  • elected representatives and government experts appear to be keenly aware that the digital discourses of an emerging information culture might be challenging their authority and that of the longstanding institutions of knowledge and power with which they are affiliated. These hearings can be seen as representative of a larger historical moment in which emphatic declarations about prohibiting specific practices in digital culture have come to occupy a prominent place at the podium, news desk, or official Web portal.
  • The hearing also invites consideration of privacy, intellectual property, and digital “rights,” because moral values about freedom and ownership are alluded to by many of the elected representatives present, albeit often through the looking glass of user behaviours imagined as radically Other. For example, terrorists are described as “modders” and “hackers” who subvert those who properly create, own, legitimate, and regulate intellectual property.
  • lawmakers identify Weblogs (blogs) as a particular area of concern as a destabilising alternative to authoritative print sources of information from established institutions.
  • To understand the larger cultural conversation of the hearing, it is important to keep in mind that the related argument that “games” can “psychologically condition” players to be predisposed to violence is one that was important in other congressional hearings of the period, as well one that played a role in bills and resolutions that were passed by the full body of the legislative branch. In the witness’s testimony an appeal to anti-game sympathies at home is combined with a critique of a closed anti-democratic system abroad in which the circuits of rhetorical production and their composite metonymic chains are described as those that command specific, unvarying, robotic responses.
  • The premise behind the contractors’ working method – surveilling the technical apparatus not the social network – may be related to other beliefs expressed by government witnesses, such as the supposition that jihadist Websites are collectively produced and spontaneously emerge from the indigenous, traditional, tribal culture, instead of assuming that Iraqi insurgents have analogous beliefs, practices, and technological awareness to those in first-world countries.
  • hroughout the hearings, the witnesses imply that unregulated lateral communication among social actors who are not authorised to speak for nation-states or to produce legitimated expert discourses is potentially destabilising to political order.
  • The experts go on to claim that this “oral tradition” can contaminate other media because it functions as “rumor,” the traditional bane of the stately discourse of military leaders since the classical era.
  • In this hearing, the word “rhetoric” is associated with destructive counter-cultural forces by the witnesses who reiterate cultural truisms dating back to Plato and the Gorgias. For example, witness Eric Michael initially presents “rhetoric” as the use of culturally specific and hence untranslatable figures of speech, but he quickly moves to an outright castigation of the entire communicative mode. “Rhetoric,” he tells us, is designed to “distort the truth,” because it is a “selective” assembly or a “distortion.” Rhetoric is also at odds with reason, because it appeals to “emotion” and a romanticised Weltanschauung oriented around discourses of “struggle.”
  • “oral tradition”
  • In the hearing, the oft-cited solution to the problem created by the hybridity and iterability of digital rhetoric appears to be “public diplomacy.” Both consultants and lawmakers seem to agree that the damaging messages of the insurgents must be countered with U.S. sanctioned information, and thus the phrase “public diplomacy” appears in the hearing seven times. However, witness Roughhead complains that the protean “oral tradition” and what Henry Jenkins has called the “transmedia” character of digital culture, which often crosses several platforms of traditional print, projection, or broadcast media, stymies their best rhetorical efforts: “I think the point that we’ve tried to make in the briefing is that wherever there’s Internet availability at all, they can then download these – these programs and put them onto compact discs, DVDs, or post them into posters, and provide them to a greater range of people in the oral tradition that they’ve grown up in. And so they only need a few Internet sites in order to distribute and disseminate the message.”
  • Bogost may be right that Congress received terrible counsel on that day, but a close reading of the transcript reveals that elected officials were much more than passive listeners: in fact they were lively participants in a cultural conversation about regulating digital media. After looking at the actual language of these exchanges, it seems that the persuasiveness of the misinformation from the Pentagon and SAIC had as much to do with lawmakers’ preconceived anxieties about practices of computer-mediated communication close to home as it did with the contradictory stereotypes that were presented to them about Internet practices abroad. In other words, lawmakers found themselves looking into a fun house mirror that distorted what should have been familiar artefacts of American popular culture because it was precisely what they wanted to see.
Rebecca Davis

Imagine Cup Finalists Make Video Games and Software to Solve World's Woes - Wired Campu... - 1 views

  • In the game-design category, a team from Central Piedmont Community College and the University of North Carolina won with a game that involves a series of quest challenges. The main character is a child in a developing country who must go through obstacles to meet a need, such as finding clean water. The name of the game, "Sixth," refers to the one-sixth of the population in developing countries that live in slums.
Ed Webb

Lessons Learned in Playful Game Design - ProfHacker - The Chronicle of Higher Education - 3 views

  • The site reflected my commitment to designing the class assignments around collaborative mission-based tasks that would increase in difficulty level each week and reward multiple paths of completion. Each week I tried to think beyond discussion topics and create playful mechanics–the real challenge of harnessing gameplay, which no site can provide on its own–and some weeks it was hard to escape giving assignments that would never feel playful.
  • many of the students appreciated the greater sense of collaboration
  • Ian Bogost escalated his anti-gamification campaign with a Gamasutra article that explicitly mentioned how the rhetoric of gamification is drawing attention from educators to a trend that threatens “to replace real incentives with fictional ones,” among many other sins. The piece even inspired Darius Kazemi to build a Chrome extension that replaces “gamification” with “exploitationware.”
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  • From edutainment titles that amounted to repackaging of classroom drills to simulations that favor particular structures of reality, games as they stand are learning experiences we’ve started to understand but are still trying to harness in the classroom.
  • a class-based Alternate Reality Game
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    Neat! I like the way she worked in anti-gamification.
Rebecca Davis

Interactive Games Studies Undergraduate Program | St. Edward's University, Austin Texas - 6 views

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    This is a full-time bachelor's degree for students who want a traditional 4-year college experience. The Bachelor of Arts in Interactive Games Studies at St. Edward's prepares you to turn your passion for video games into a fulfilling career.
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    Wow. Is this the first full-size (major) program at an LAC in game studies? Computer Science and I have started some very early conversations here, but I don't think we'd do anything more than a minor.
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    Cool. I especially like the Design Challenge as a requirement for acceptance into the program. I wonder if they had issues when they started with people declaring the major without sufficient commitment? At ND when I was an undergrad, the Program of Liberal Studies, my major, required a short essay as part of an application to be a major. The Chair later admitted they don't really even evaluate them, but they found just having such a requirement was a deterrent to those on campus who (erroneously) saw the degree as light and fluffy. I'm not sure how I feel about that as the sole motivation for the requirement, but I'd definitely like to see what students who applied to Champlain's program submitted. :)
Bryan Alexander

Warco: an FPS where you hold a camera instead of a gun - 5 views

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    Warco is a first-person game where players shoot footage instead of a gun. A work in progress at Brisbane-based studio Defiant Development, the game is a collaboration of sorts; Defiant is working with both a journalist and a filmmaker to create a game that puts you in the role of a journalist embedded in a warzone.
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    I find the comment that "It will be difficult to market a First Person Shooter where you don't shoot" very odd. How many copies of Portal were sold? Prior to that, the Thief series sold well and won tons of awards. It's not even the first game to feature a camera as the primary mechanic- I can't remember the name but there was one I played years ago where that was the primary role. Step outside the box a bit guys.
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    Thief is a great example of an FPS where the S isn't about shooting people. First-person sneaker, some people called it. One of my personal favorite games of all time. I agree with edremy that there is no marketing problem here at all. Quite the reverse - war correspondent is a glamorous kind of profession (from the outside) and likely to attract not only the usual FPS fanbase but also appeal more broadly.
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    I wonder about attracting the usual FPS fanbase, but I do take your point that there's no a priori feature of the gaming market that would make this a hard sell. Now politics, however, if they're foregrounded here, could be bad for the bottom line, as, of course, could clunky gameplay. If the levels require a significant amount of challenge and variety to complete, this could be quite popular. Did anyone see any kind of release date and cost?
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    Agreed, edremy. Makes me think of _War is a Force That Gives Us Meaning_. Not yet, Brett.
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

Special Issue of Syllabus: Teaching with and about Games - 1 views

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    TABLE OF CONTENTS EDITORIAL Special Issue: Teaching with and about Games Video Game Studies How to Play Games of Truth: An Introduction to Video Game Studies Novel Interfaces for Interactive Environments Educational and Serious Game Design: Case Study In Collaboration Introduction to Games Design Representing the Past: Video Games Challenge to the Historical Narrative Learning Through Making: Notes on Teaching Interactive Narrative Video Games as a New Form of Interactive Literature Writing In and Around Games Hints, Advice, and Maybe Cheat Codes: An English Topics Course About Computer Games Teaching Network Game Programming with the Dragonfly Game Engine Root of Play - Game Design for Digital Humanists Alternative Reality Games to Teach Game-Based Storytelling "Continue West and Ascend the Stairs": Game Walkthroughs in Professional and Technical Communication Annotated Bibliography for Game Studies: Modeling Scholarly Research in a Popular Culture Field
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