Skip to main content

Home/ Gaming and the liberal arts/ Group items tagged theory

Rss Feed Group items tagged

Ed Webb

Game Theory: Why World of Warcraft may be the future of the nation-state | Aleks Krotos... - 0 views

  •  
    "These spaces threaten world order" - I've been waiting for the panic to start for a while, now.
Ed Webb

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

  •  
    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.
Bryan Alexander

Statecraft sim - 2 views

  •  
    "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."
  •  
    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.
  •  
    That's weird. Are they aggressively courting players for other purposes, or pushing ads?
Bryan Alexander

New game "Honor Bound" sweeps Trinity's campus : Trinitonian - 1 views

  •  
    Trinitonian | March 23rd, 2012 - 8:44 am Senior's communications honors thesis pits students against each other with a $500 prize on the line by Maddie Rau Today marks the launch date of "Honor Bound," a Trinity campus game theory project created by senior Laura Schluckebier.
  •  
    Love it! Glad to hear a student group could put together a project like this. Does anyone know someone at Trinity who was involved? I'd love to be introduced and talk to them a bit about pedagogical aspects.
Brett Boessen

Press Start to Continue: Toward a New Video Game Studies | HASTAC - 3 views

  • being a gamer is less an inherent attribute—either you are or you aren’t—than it is a malleable description of practices that change throughout one’s lifetime, whether from “hardcore” to “casual,” single-player to “social,” or genre to genre
  • one could argue that part of the origin story of game studies was the struggle to establish the idea that games are not narratives--that they were a radically "new" textuality, but this just delayed the needful discussions of how games related to the inherited media ecology, how they used narrative, music, video, etc. to new effects
  • students tend not to be "well-played," on an analogy to "well-read," but knowledgeable in one or a few genres
  • ...5 more annotations...
  • what about our students' physical abilities and skill sets? How does skill play into their experiences of games?
  • Can or should one philosophize about a medium one has not embraced to the point of design?  I vote:  no.
  • In an academic paper, I don't think that I would feel legitimate in citing something from a designer. It doesn't feel credible, even though the designer may be someone like Ron Gilbert
  • a senior-level seminar in “Digital Games and Culture”
  • Betty Hayes and I have been teaching an undergrad games studies course uniting new media reading/writing, academic readings across disciplines, and gameplay across genres for two years now
  •  
    HASTAC has started a forum (a blog post with lots o' comments) to discuss video game studies.
Brett Boessen

The "Rattomorphism" of Gamification | Critical Gaming Project - 3 views

  • the revelation born out in long term studies is that ultimately it backfires. Over time, people engaged in activities that are structured by and sustained through operant conditioning grow to resent or hate those activities, and their creativity in approach as well as their productivity declines.
  • Ian Bogost has done an excellent job identifying gamification rhetoric as bullshit, and suggesting many of its products are exploitationware. In light of Kohn’s work we are compelled to add that the logic of gamification is the logic of corrosion
  • If the goal is to get users to simply DO something, then the logic of gamification may not read as corrosive – just effective
  • ...3 more annotations...
  • But if quality of action, emotional engagement, and development over time matter at all, we should be concerned about the corrosive conditioning the techniques of gamification entail
  • The problem is that there is no such thing as a “game layer,” if we understand “game” to mean something more than an assemblage of techniques we find in games
  • What we are really talking about here is more like a “reward layer,” or more abstractly, an activity “feedback layer” that draws its inspiration from techniques associated with games, and thus evokes expectations of gameplay
  •  
    The final bit is what I said to Bogost when he was in town earlier this year, shortly after his post in the link. If there's an upshot to "gamification" as a movement and idea, it's that our feedback systems are woefully underdesigned. Not everything needs to be made "fun," but clear goals and feedback could make a lot of things less un-fun.
Todd Bryant

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

  •  
    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
  • ...2 more comments...
  •  
    Have you played any of these yet?
  •  
    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.
  •  
    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.
  •  
    Thanks, Brett.
Bryan Alexander

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

  •  
    A nice brace of thinkers connected, however briefly, with gaming.
Ed Webb

Google Develops a Facebook Rival - WSJ.com - 1 views

  • A Facebook spokesman said the company wouldn't speculate about Google's initiative but said the company expected new social-networking efforts by others and "looks forward to seeing what others have to offer."
    • Ed Webb
       
      Translation: "bring it!"
    • Bryan Alexander
       
      Indeed. I note that Google is seeking gaming assistance in this quest.
  • Many users now rely on their friends on Facebook—not just Google—to discover content and products they can purchase on the Internet. And much of the content generated by users on Facebook is generally kept out of view of Google's search engine.
  • In an interview this week, Google Chief Executive Eric Schmidt declined to confirm the development of a social-networking service that would incorporate social games, rumored to be called "Google Me." When asked if Google's service might resemble Facebook's, Mr. Schmidt said "the world doesn't need a copy of the same thing."
  • ...2 more annotations...
  • For social-game developers, a successful Google offering would mean they wouldn't be so heavily dependent on Facebook, where the vast majority of users access the games. Consumers' appetite for social games is booming— Zynga's "Farmville" game has more than 60 million active monthly users—and that is attracting bigger players looking to tap new sources of growth. On Tuesday, Walt Disney Co. acquired Playdom for $563.2 million plus up to $200 million more if performance targets are reached. And retailer GameStop Corp. agreed to buy online game distributor Kongregate Inc. for an undisclosed amount.
  • Game developers pay Facebook 30% of the earnings from virtual-good purchases in their games. Google already has an online payment mechanism called Checkout that, in theory, it could use to collect payments for social games on its platform.
Ed Webb

Watching violent TV or video games desensitizes teenagers and may promote more aggressi... - 4 views

  •  
    Hmmm. I'd like some expert opinion on this...
  • ...1 more comment...
  •  
    Well I wouldn't call myself an expert, although I _have_ looked at this issue several times before with students. The usual elements are here: very small sample size, heavily controlled experiment, undefined categories ("low," "mild"), and murky description of the results (although that could definitely be the fault of the journalist reporting the findings, too). However, these are all possible issues with any social science experiment. There are some other things that often come with media effects specifically. If you haven't seen David Gauntlett's "Ten Things Wrong with Media Effects Research," it's worth a look: concise but packed with criticism (and easy to use in class). http://www.theory.org.uk/david/effects.htm Otherwise, to me this sounds like the same research that occasionally comes out about games and violence, and has been so for at least a decade. The new wrinkle here could be the MRI readings, and I'll admit I'm no expert there either. But given the limited degree to which science really understands the relationships between thought, behavior, and brain activity, I'm not sure the correlations they're showing in the evidence are all that helpful either.
  •  
    I don't have much to add to Brett's fine comment. Yeah, this is part of a kind of study which shows that well-produced media tends to elicit emotions. Er, yes. There are some hilarious stories about porn like this. But yes, the big deal is MRI, over time. I don't know if the rest of the boys' experience has been successfully gapped out.
  •  
    MRI will maybe change things. Not for the better, I fear. I'm watching the emerging field here: http://www.diigo.com/user/edwebb/neurocinematics
Brett Boessen

What Will They Do? Transmedia Producers as Narrative Architects « Asmedia - 5 views

  • The transmedia producer thus holds a different type of skill set, one that draws connections across media forms and one that involves conceptualizing, analyzing, and designing experiences at the macro-level. It is a person that does not just dive into the transmedia realm with a laundry list of media to explore, but actually has a deep understanding of the relationship between content, context, and culture.
  • transmedia producers must understand the unique storytelling potential behind each media platform. Certain stories lend themselves to particular media and vice versa. And as more narrative complexities threaten to impede comprehension , transmedia producers guard against blatant inconsistencies and contradictions. The narrative structure they design must be durable and organized, all while allowing room for future construction and additions.
  • the transmedia producer will have an incredible knack for activating communities and rewarding collective intelligence.
  • ...1 more annotation...
  • Transmedia producers possess storytelling talent, yes, but they should also appreciate the complex relationship between story and game, author and audience, openness and closure, art and commodity. They are as well versed in any sector of the entertainment industry as they are in popular culture and fandom as a whole.
  •  
    Is there a better description of the concrete skills a liberal arts education offers than the description of what transmedia producers do outlined here?
  • ...2 more comments...
  •  
    Brett - Aaron's my former student, so I'll take your compliment once removed! He's a very smart fellow...
  •  
    You know, that just makes complete sense now that you say that: it would be hard to imagine someone who was not the product of a solid liberal arts education making such a coherent and persuasive argument for its value in this way.
  •  
    Brett, the liberal arts connection really sings in passages like this: "The best architects draw on a range of influences, disciplines, and perspectives, taking into account history, theory, and criticism to develop innovating concepts. Likewise, I see a similar approach to the emerging field of transmedia studies..."
  •  
    Agreed, Bryan. Media Studies has always been deeply interdisciplinary, and transmedia strikes me as pushing it even further in that direction (or perhaps pulling into itself the most interdisciplinary facets of MS).
Brett Boessen

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

    • Brett Boessen
       
      The comments for this post are especially interesting.
  •  
    Fascinating. On the one hand, a lot of talk around liberal education. On the other, that classic theory/practice debate.
  • ...3 more comments...
  •  
    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.
  •  
    Interesting historical perspective, Brett. How is gaming's incorporation different from digital media's, a decade ago?
  •  
    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.
  •  
    Will gaming become older media's younger sibling, then?
  •  
    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.
  • ...4 more annotations...
  • 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.
  •  
    via @timbuckteeth
1 - 17 of 17
Showing 20 items per page