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.
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?
New game "Honor Bound" sweeps Trinity's campus : Trinitonian - 1 views
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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.
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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.
Press Start to Continue: Toward a New Video Game Studies | HASTAC - 3 views
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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
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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
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students tend not to be "well-played," on an analogy to "well-read," but knowledgeable in one or a few genres
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The "Rattomorphism" of Gamification | Critical Gaming Project - 3 views
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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.
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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
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If the goal is to get users to simply DO something, then the logic of gamification may not read as corrosive – just effective
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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.
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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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.
Marx, Debord, Wells and Duchamp « Pervasive Games: Theory and Design - 0 views
extra-large medium | tumblelog - 0 views
Google Develops a Facebook Rival - WSJ.com - 1 views
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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."
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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.
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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."
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Watching violent TV or video games desensitizes teenagers and may promote more aggressi... - 4 views
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Hmmm. I'd like some expert opinion on this...
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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.
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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
What Will They Do? Transmedia Producers as Narrative Architects « Asmedia - 5 views
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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.
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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.
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the transmedia producer will have an incredible knack for activating communities and rewarding collective intelligence.
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Is there a better description of the concrete skills a liberal arts education offers than the description of what transmedia producers do outlined here?
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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..."
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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).
Terra Nova: Game Education: What Should You Study? - 7 views
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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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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).
Virtual Worlds, Simulations, and Games for Education: A Unifying View - 2009 - ASTD - 0 views
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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).
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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.
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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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