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Todd Bryant

2015 Games for Change Awards nominees announced | Games for Change - 5 views

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    Drumroll, please! Here are your nominees for the Games for Change Awards, which celebrate the year's best social impact games. Come to the Festival to play and
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    Have you played any of these yet?
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    I did play Vi Hart's "playable blog post, "Parable of the Polygons," and found it a fascinating and innovative experiment in procedural learning. Reminded me of a series of mini-lectures on game design or game theory that were a combination of animated lecture and playable exercises...started with a version of Pong? I can't find it in my bookmarks at the moment, but they had a similar combination of commentary and interactivity as her Parable does.
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    OK - just tried "That's Your Right" too, and it's a fun little digital card game, like Blizzard's Hearthstone, that definitely had me more familiar with the five sub-clauses of the first amendment by the end of it than I was before my 15-minute play session. I'm curious what political science faculty in higher ed would think of it's cutesy interface and music, and of it's fairly straight-forward political content regarding the Bill of Rights, but I found it engaging enough during my first playthrough that I (re-)learned something.
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    Thanks, Brett.
Bryan Alexander

Marx, Debord, Wells and Duchamp « Pervasive Games: Theory and Design - 0 views

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    A nice brace of thinkers connected, however briefly, with gaming.
Victoria Pullen

3G Summit in Chicago - 1 views

I recently attended the 3G Summit (The Future of Girls, Gaming and Gender) at Columbia College Chicago. The presenters were: --Mary Flanagan, Professor of Digital Humanities at Dartmouth College --...

gaming education gender 3GSummit

started by Victoria Pullen on 17 Aug 10 no follow-up yet
Ed Webb

The Shallows: Chapters 2 & 3 | Royce Kimmons - 3 views

  • I have not looked into the particulars of this study nor current issues in neuroplasticity in depth, but this experiment at least draws my attention because of my interest in educational games and simulations (and gaming in general).  I have often wondered, for instance, about violence in video games, and though there is no evidence that violent video games make people more violent, the really interesting question, I think, is whether or not acting out violently in a video game alters the brain differently than acting out violently in real life.  Likewise, what about other behaviors that can be acted out in high fidelity through a game from stealing in Grand Theft Auto to cyber spouses in World of Warcraft.  Do these activities affect one's neural mapping?Obviously, there are other, more curriculum-oriented implications of this study that are probably more pertinent to my field, but I think that generally we tend to view digital experiences in a different way than real life experiences, and if it's all the same to our brains, then it seems like that is something we should be conscious of when designing and consuming digital products.
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    Royce should join this group!
Brett Boessen

Talking with Tom Bissell-By Donovan Hohn (Harper's Magazine) - 2 views

  • The best part of that scene, and what was so affecting about it, was, as Clint Hocking (the game’s designer) pointed out, it wasn’t scripted. It was something that grew organically out of the systems they put into place. And it was wonderful: upsetting, funny, bizarre, intense. What other form of entertainment can do that for you? Provide a series of systems that you poke and prod and walk around in and explore, to the effect that, sometimes, you have something happen right in front of you that you made happen by virtue of being a virtually present within the system. You think about it long enough and your brain begins to melt, doesn’t it? It’s not storytelling, actually, but it allows a story to happen.
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.
Ed Webb

'Minecraft' Designer: Gaming Industry Should Emulate Board Games, Not Hollywo... - 3 views

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    *Very* interesting. I wonder what that would mean - selling low-cost units?
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.
Bryan Alexander

Learning the art of creating computer games can boot student skills - 2 views

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    Computer games have a broad appeal that transcends gender, culture, age and socioeconomic status. Now, computer scientists think that creating computer games, rather than just playing them could boost students' critical and creative thinking skills as well as broaden their participation in computing." id="metasummary
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    I totally agree. But from my experience having students write interactive fiction in a senior seminar, this is a very time- and resource-intensive way to impart those skills. Not sure it is doable as part of a broader course. Perhaps a full course in game design is yet another thing to add to the stack of basic literacies in the general curriculum...
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    Perhaps thinner and/or lighter projects would work better. Thinner: spread the work even further across a class. Individual projects ->groups, groups ->whole class. Lighter: even easier to use tools. Inform is pretty easy, though...
Ed Webb

Appreciating Games Through Learning How To Make Them « OUseful.Info, the blog… - 1 views

  • they have learned to see more in the games they play – and appreciate them far more – from studying how games are designed and developed, as well as marketed and sold.
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

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
Bryan Alexander

Ethical Inquiry through Video Game Play and Design: A Symposium - 2 views

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    Looks great!
Brett Boessen

Reacting to the Past - 4 views

Agreed. That last, Bryan, can be an excellent way to draw non-"gamer" folks into game principles and design, too. This looks cool; passing it along to my historian colleague.

games simulation role play pedagogy

Ed Webb

'Grand Theft Auto' director's next game explores 1979 Iran revolution - CNN.com - 3 views

  • "People who might not be completely familiar with the game world look at fancy graphics and polished gameplay and say 'this is cutting edge,' " he continued. "But from what I've seen, it's still quite basic. Very much a checkers mentality -- red against black, good against evil. I'm interested in having good and evil within the same character, and for you to experience both. I think that's true to life, and I think you can design a game around that, too."
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    He's no longer with Rockstar, but I'm certainly looking forward to this.
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    I was convinced that someone should do a MMOG on the French Revolution, say from 1789-1791. Day by day, real time. Players could be anyone, anywhere in France.
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.
Todd Bryant

Fate of the World - 2 views

shared by Todd Bryant on 05 Sep 11 - No Cached
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    Climate Change Sim
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    I've been playing it for a while. Very interesting on several levels. First, it's very media-intensive. Lots of art, sound, big-screen design, many media assets. Second, the interface is... odd. It's anchored on cards, which might work better offline. Third, it's not easy! Things fall apart quickly.
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    What are the principal factors under your control? Is it more of an environmental science or political science game?
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    Grand strategy, with several domains at a very macro-level: economics, energy, organization.
Brett Boessen

Terra Nova: Game Education: What Should You Study? - 7 views

    • Brett Boessen
       
      The comments for this post are especially interesting.
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    Fascinating. On the one hand, a lot of talk around liberal education. On the other, that classic theory/practice debate.
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    They're certainly two perspectives on pedagogy I myself encounter regularly, though for me it's digital media production instead. Still, I wonder if games is entering the academy at an interesting time in terms of opening up conceptions of learning and pedagogy. A decade or two ago, and we might have seen less interdisciplinary language in the way these folks are talking about games as an object of study.
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    Interesting historical perspective, Brett. How is gaming's incorporation different from digital media's, a decade ago?
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    I was really thinking about TV -- guess it's more decades ago than I'd thought -- and the way TV became the younger sibling to film. Of course there are more formal similarities between them than between either and games in many ways, so maybe the comparison is not particularly apt.
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    Will gaming become older media's younger sibling, then?
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    I don't really see that, myself, at least not from the production side, because computers and coding are such a prominent component. But it does seem like game studies is overlapping with existing media studies in many institutions. Perhaps we'll see a more demarcated split between studies and game design in a way we haven't seen with film and TV (not that film and TV aren't fairly demarcated at lots of schools; but they're still usually in the same department when they're both available).
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
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