This is what drives the best teachers away…

Approximate Reading Time: 2 minutes

NC Teacher: “I Quit” « Diane Ravitch’s blog.

Boy, I can totally relate!

It’s part of what drove me to give up my tenure, and it may keep me from teaching at one of my local universities.

To me, it’s really about trust. Do the PTB (powers that be) trust the people they hire or not?

Here’s how it SHOULD be (other than the underpaid part):

In New Mexico, I led a team of underpaid teachers who were passionate about their jobs and who did amazing things. We were happy because our students were well-behaved, our community was supportive, and our jobs afforded us the luxuries of time, respect, and visionary leadership. Our district was huge, but we got things done because we were a team.

….

I was given the autonomy I dreamed of, and I used it to find new and risky ways to introduce technology into the math curriculum. My peers looked forward to learning from me, the community gave me a lot of money to get my projects off the ground, and my students were amazing.

This is how to kill innovation and goodwill:

I noticed immediately that these people weren’t happy to see us; they were much more interested in making sure we knew their rules. It was a one-hour lecture about what happens when teachers mess up.

Any time the “rules” take center stage, it is an indication that they don’t trust you. They are more interested in control than in leadership. They do not, and never will consider you a peer. You will be forever treated as second-class. Even if you suck up to them and support everything they do (including helping them to abuse others), you will never be considered an equal.

I refuse to be led by a top-down hierarchy that is completely detached from the classrooms for which it is supposed to be responsible.

I could add those who can’t stand to have anyone be better than they are, so they hobble everyone who might be.

I will not spend another day in a district where my coworkers are both on autopilot and in survival mode. Misery loves company, but I will not be that company.

That’s the completely predictable (and avoidable) consequence of ruling through control – it becomes “every man for himself” because being helpful, generous, or sharing results in having your ideas stolen, or being mobbed.

The mediocre are easily threatened.

Finally, I’m tired of watching parents being tricked into believing that their children are being prepared for the complex world ahead, especially since their children’s teachers are being cowed into meeting expectations and standards that are not conducive to their children’s futures.

When I was in grade 12, I took a course called “Modern Living”. The teacher we had used to have to look both ways down the hall to make sure no-one was listening before talking to us about relationships, sex, and marriage.

I had thought universities were supposed to places where free thought is protected. Recently, I was talking to a colleague, who felt the need to do the exact same thing, before talking to me.

How sad.

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The Diffusion of Innovations Con (and Apple)

Approximate Reading Time: 3 minutes

I learned about Everett Rogers’ Diffusion of Innovations theory when I fist started studying Education formally in 2003. I found it curious that I had never heard of it in all my years in Computer Science, but that’s a topic for a different rant.

The first time around, I thought it was a really interesting theory. Like many who read about this, I secretly congratulated myself for being one of the “innovators”.

Who doesn’t want to be an “innovator”?

I had occasion to look at it again in some detail as part of my coursework for a  Graduate Certificate in Serious Game Design and Research at Michigan State.

This time around I saw it a little differently. I’m older. I’ve read more widely. I am more comfortable with what I know about educational technology in particular as well as technology in general. I will freely admit I am also, in many ways, more jaded than I was ten years ago. I’ve had more experience working with bullies and pretenders.

What struck me this time around is the particular choice of terms for this theory.

Diffusion of Innovation – fine. I still see it as a pretty straight-forward label for the theory. BUT… it is important to remember that this is NOT really a theory about innovation. Rather, it is a theory about diffusion of products to consumers. Ergo, it is a theory about marketing and consumerism.

With that perspective, the rest of the theory starts to bother me. It is itself a very clever marketing ploy. It distorts things by the very words it uses.

Look:

The labels themselves have the effect of pushing people to identify themselves with certain categories. These terms are NOT neutral. In fact they are really quite manipulative.

According to this theory, “Innovators” are the first ones to adopt a particular technology.

Problem is, they are not innovators. Innovation is about inventing things. They invented NOTHING. They are merely the first to BUY something invented by someone else. They’re the ones who swallow the hype. The term is a very clever choice though, because it tricks people into believing they are leaders, when in fact they are nothing more than the first followers. In other circles we call them guinea pigs, and it is considered a foolish thing to be.

Rogers’ “Innovators” are not creators, though the term suggests they are. Unlike the real innovators who actually make new things and have new ideas, Rogers’  “Innovators” are the ones who stand in lines waiting for their next ithing like fabricants heading to “ascension”. I won’t spoil the film for you if you haven’t yet seen it, but I think a very similar thing happens to these “innovators” as happens to the fabricants.

“Innovators” jump in without thinking about much of anything. They are converts and disciples, who buy whatever they think will make them look cool. These are P.T.Barnum’s favorite people, and there’s one born every minute.

That’s where Apple comes in – they are very good at manipulating this group. In case you’re wondering, the Apple guys are the ones in the red robes.

Let’s go on.

“Early Adopters” is actually a good term. If I were to take a truly cynical view, I would say that it was chosen this way on purpose because these are the people who actually have market influence. They are people who take a bit of time to think about things before jumping in. They are the ones upon whom you can rely to give you fair, multifaceted reviews of products. They’re the ones who influence the success of a product after the first 48-hour hype dies down. It would be a bad move to insult these people by using the wrong label.

The next two categories are again contrived to make people feel good – who doesn’t want to be in the majority?

The last one, of course is derisive. Who wants to be a laggard? It does however, attract some who choose to be out of step on purpose. If we only look at those with the economic means to choose and excuse those who don’t have the money buy stuff willy-nilly, this category mainly traps two kinds of people:

  1. Those who are proud of their disconnect with modern society. Many of these are people who can also be described as willfully ignorant. These are also people who see themselves as being cool by being anti-heroes.
  2. Those who have lives not tied to technology. There aren’t many of these left in western society.

One day, it would be nice to see what a “pure” theory of diffusion of actual innovation looks like. I mean, one that looks at how truly innovative ideas are spread throughout society as opposed to one that looks at how people buy stuff.

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Male scientists still seem to think that women innately suck at math.

Approximate Reading Time: < 1 minute

What Male And Female Scientists Say About Women In Science

Interesting study, though to most women in the sciences, especially in math, physics, and tech, this is hardly news.

It might also be worth teaching male scientists that women don’t innately suck at math, a fact of which female scientists already seem to be aware.

In the survey, women were more likely than men to cite discrimination as a reason there were fewer female physicists than biologists. Women were less likely to say that individual preferences were a factor. In the interviews, other differences emerged. Biologists often said that innate differences played a role, but the way they talked about these differences changed depending on their gender. Women were more likely to talk about women’s desire to connect emotionally with what they were working; men talked about brain differences or women’s (supposed) problems with math.

 

“that few men in either discipline emphasized the present discrimination that women in science may face (and that men in physics hold a much larger share of senior faculty positions) suggests that discrimination is not being adequately addressed in physics departments at top research universities.”

via What Male And Female Scientists Say About Women In Science.

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Reverse Design: Final Fantasy 6 – 1

Approximate Reading Time: < 1 minute

Last month there was a discussion on one of the forums I belong to about the value of analysing games, particularly when one is interested in games for learning.

There was at least one person who did not seem to see any value in analysing learning in games without the users. In other words, this person couldn’t seem to understand why one would want to look at the game itself rather than the users.

Game analysis is one of my “things”, so of course I defended the idea.

I happen to think BOTH are important (looking at the game as well as looking at the user), and that looking at the application (games and otherwise) should NOT be left in the hands of HCI folks, like it usually is.

The analysis in the article here, while not focused on learning, is one of the most comprehensive examinations I have yet seen.

This sort of analysis also has some very interesting possibilities if our goal is to look at what people are learning in a game, whether it be educational or not.

It’s long, but then FF6 is a rich and complex game. Well worth a look.

Reverse Design: Final Fantasy 6 – 1.

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Where I’ve Been Online (to Oct. 20)

Approximate Reading Time: 4 minutes
  • For many years, Michael Allen has been sounding the call to move beyond ADDIE towards a process that is more responsive, flexible, and manageable. More importantly, to move to a process that can actually produce high quality learning experiences. Yesterday at the ASTD ICE conference in Denver, he once again challenged us to leave ADDIE behind. But for what you ask? That’s a great question (A question for which I sure hope you already know the answer…hint, hint). Before we talk about WHAT to leave ADDIE behind for, let’s discuss WHY you should leave ADDIE – and most traditional processes for that matter. These traditional processes have been churning out some disappointing training over the years. This disappointment is measured by the impact on the training departments, management, learners, and even shareholders. Training departments spend too much money and time on training that has little, if any, impact on the performance of the learners. Management is in the constant cycle of allocating ever diminishing budgets which are not adequate to build training that has any return-on-investment. Learners are becoming disillusioned and unmotivated by the boring, lifeless click-through training to which they are subjected. Shareholders are seeing their organizations miss opportunities to improve performance and efficiency, and therefore the bottom line.

    tags: addie instructional_design

  • By Jane McGonigal October 15, 2012 Is gameplay good for us? It’s a question I hear daily from gamers – as well as from their parents, teachers, doctors, therapists, and pastors. There’s certainly good reason to ask this question. Collectively, as a planet, we now spend more than one billion hours every single day playing videogames – a total that’s up more than 50% from just three years ago. Meanwhile, the average young person racks up 10,000 hours playing videogames by the age of twenty-one. (By comparison, they will spend just 10,084 hours in the classroom throughout all of middle school and high school combined.)

    tags: games research mcgonigal

  • Ontario’s top court has found a right to privacy in material contained on a work computer. A judgment on Tuesday from the Ontario Court of Appeal broke new ground on an issue that is exploding into the court system – the extent to which Internet information is private and beyond the reach of the law.

    tags: material computer private court rules privacy

  • How 10 Colleges Are Using Game-Based Learning Right Now Topics: colleges, Game Based Learning, gamification, guide, How To One of the hottest trends in education evolution is the introduction of games into the classroom. Gamification of just about anything has been tried by teachers around the globe. If you’re interested in using games in the classroom, where should you start? We strongly recommend checking out the following 10 colleges and see what they’re doing. Then build on that and take your game-based learning to the next level! Get it? Levels? Video game joke?

    tags: gamification GBL gamebasedlearning edtech

  • The free lecture is at 6pm on Wednesday 17 October in the Main Lecture Theatre in Abertay’s Kydd Building. To reserve seats, please contact abertayevents@abertay.ac.uk How can computer games technology help discover new drugs to treat cancer? This surprising step forward for science will be revealed at a free public lecture at the University of Abertay Dundee this Wednesday at 6pm (17 October).

    tags: university dundee games serious_games

  • Quest for the Code® – Quest for the Code is an online interactive game that helps kids learn how to manage their asthma. Featuring the talent of Whoopi Goldberg, Cuba Gooding Jr., Kelsey Grammer, Gwyneth Paltrow and other celebrities, Quest for the Code challenges players to outsmart a team of asthma villains in order to win back the pieces of the secret code. Knowledge of asthma, including asthma triggers and medications, is the secret weapon in challenging the villains! © 2011 Starlight Children’s FoundationTM and its Licensors. All rights reserved. Starlight Children’s FoundationTM and Asthma: Quest for the Code® are trademarks or registered trademarks of Starlight Children’s FoundationTM

    tags: quest code asthma game how to serious_game

  • The pioneer of object-orientation, co-designer of Smalltalk, and UI luminary opines on programming, browsers, objects, the illusion of patterns, and how Socrates could still make it to heaven. In June of this year, the Association of Computing Machinery (ACM) celebrated the centenary of Alan Turing’s birth by holding a conference with presentations by more than 30 Turing Award winners. The conference was filled with unusual lectures and panels (videos are available here) both about Turing and present-day computing. During a break in the proceedings, I interviewed Alan Kay — a Turing Award recipient known for many innovations and his articulated belief that the best way to predict the future is to invent it. [A side note: Re-creating Kay’s answers to interview questions was particularly difficult. Rather than the linear explanation in response to an interview question, his answers were more of a cavalcade of topics, tangents, and tales threaded together, sometimes quite loosely — always rich, and frequently punctuated by strong opinions. The text that follows attempts to create somewhat more linearity to the content. — ALB]

    tags: AlanKay interview

Posted from Diigo. The rest of my favorite links are here.

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Theories of Games and Interaction for Design (7: 3 Queries)

Approximate Reading Time: 3 minutes

These are public postings of my writings for the first course of the Graduate Certificate Program in Serious Game Design and Research at Michigan State University.

Each week, we are also required to post three questions for the rest of the class. These are mine.

Please note: these posts are not intended as any kind of commentary on or assessment of the course I’m taking, or its instructor, OR of Michigan State University or the College of Communication Arts and Sciences, or the Department of Telecommunication, Information Studies and Media. They are solely my thoughts and reactions that stem from the readings.

Feel free to comment, disagree, or what have you.

Week 7

These are the readings for the week (Topics: Theories of Behavior Part 2: Community Organization, Diffusion of innovation, Media Effects, Putting Theory into Practice Using Planning Models):

  • Peng, W. (2009). Design and evaluation of a computer game to promote a healthy diet for young adults. Health Communication, 24, 115-127.
  • NIH Theory at a glance (pg. 22-31, 35-46 – USE PAGE NUMBERS IN DOCUMENT, NOT THE ONES IN ACROBAT) National Institutes of Health (2005). Theory at a glance: A guide for health promotion practice. Retrieved August 15, 2010 from http://www.cancer.gov/PDF/481f5d53-63df-41bc-bfaf-5aa48ee1da4d/TAAG3.pdf
  • Optional:  Daley, A. J. (2009). Can Exergaming Contribute to Improving Physical Activity Levels and Health Outcomes in Children? Pediatrics, 124, 763-771
  • Optional: Anderson-Hanley, C., Snyder, A., Nimon, J., Arciero, P. (2011). “Social facilitation in virtual reality-enhanced exercise: competitiveness moderates exercise effort of older adults,” Clinical Interventions Aging. 2011; 6: 275–280.  http://www.ncbi.nlm.nih.gov/pmc/articles/PMC3212419/

Question1: [Week 7 KB Q 1/3] In what way are serious game projects wicked problems?

The notion of wicked problems (Rittel & Webber, 1984) is something I came across nearly a decade ago when I was studying instructional design models. There’s more information here (http://en.wikipedia.org/wiki/Wicked_problem ) but briefly, wicked problems are social problems that have the following properties:

  1. There is no definitive formulation of a wicked problem (defining wicked problems is itself a wicked problem).
  2. Wicked problems have no stopping rule.
  3. Solutions to wicked problems are not true-or-false, but better or worse.
  4. There is no immediate and no ultimate test of a solution to a wicked problem.
  5. Every solution to a wicked problem is a “one-shot operation”; because there is no opportunity to learn by trial and error, every attempt counts significantly.
  6. Wicked problems do not have an enumerable (or an exhaustively describable) set of potential solutions, nor is there a well-described set of permissible operations that may be incorporated into the plan.
  7. Every wicked problem is essentially unique.
  8. Every wicked problem can be considered to be a symptom of another problem.
  9. The existence of a discrepancy representing a wicked problem can be explained in numerous ways. The choice of explanation determines the nature of the problem’s resolution.
  10. The planner has no right to be wrong (planners are liable for the consequences of the actions they generate).

Rittel, H. W. J., & Webber, M. M. (1984). Planning Problems Are Wicked Problems. In N. Cross (Ed.), Developments in Design Methodology (pp. 135–144). New York:: John Wiley and Sons.

Question2: [Week 7 KB Q 2/3] How do we apply theory to design in the face of chaos?

A colleague and friend of mine is a big fan of complexity and chaos theory as it applies to educational leadership and organizational change in education. It seems to me that approaches to behavioral change in health could have many overlaps with those of leadership and change in education. Is there something there we can use?

Towards a Framework for Smarter, Adaptive and Agile Organizations

by Eugene Kowch Academia.edu link: http://academia.edu/1799041/Kowch_Towards_a_Framework_for_Smarter_Adaptive_and_Agile_Organizations

Question3: [Week 7 KB Q 3/3] How do we justify theory driven design?

In the field of health, behavior change can have life and death consequences. Something that’s been kind of nagging at me for a while is the question of how to we justify the choice of one or another approach, when the outcome can be so serious?

Personally, I think we can, because it is hoped that the game we end up designed will only be one tool in a much larger arsenal of tactics used. At least, I would assume that a response to an identified health concern would involve more than having people play one game, in spite of many games relying on the somewhat tired narrative of: “we are counting on you to save the world”. Even so, under what circumstances do you think it would be OK to justify the design of a game that embodies a single theory?

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Theories of Games and Interaction for Design (7: On theories, design, objectivity, and murk)

Approximate Reading Time: 3 minutes

These are public postings of my writings for the first course of the Graduate Certificate Program in Serious Game Design and Research at Michigan State University.

Please note: these posts are not intended as any kind of commentary on or assessment of the course I’m taking, or its instructor, OR of Michigan State University or the College of Communication Arts and Sciences, or the Department of Telecommunication, Information Studies and Media. They are solely my thoughts and reactions that stem from the readings.

Feel free to comment, disagree, or what have you.

Week 7

These are the readings for the week (Topics: Theories of Behavior Part 2: Community Organization, Diffusion of innovation, Media Effects, Putting Theory into Practice Using Planning Models):

  • Peng, W. (2009). Design and evaluation of a computer game to promote a healthy diet for young adults. Health Communication, 24, 115-127.
  • NIH Theory at a glance (pg. 22-31, 35-46 – USE PAGE NUMBERS IN DOCUMENT, NOT THE ONES IN ACROBAT) National Institutes of Health (2005). Theory at a glance: A guide for health promotion practice. Retrieved August 15, 2010 from http://www.cancer.gov/PDF/481f5d53-63df-41bc-bfaf-5aa48ee1da4d/TAAG3.pdf
  • Optional:  Daley, A. J. (2009). Can Exergaming Contribute to Improving Physical Activity Levels and Health Outcomes in Children? Pediatrics, 124, 763-771
  • Optional: Anderson-Hanley, C., Snyder, A., Nimon, J., Arciero, P. (2011). “Social facilitation in virtual reality-enhanced exercise: competitiveness moderates exercise effort of older adults,” Clinical Interventions Aging. 2011; 6: 275–280.  http://www.ncbi.nlm.nih.gov/pmc/articles/PMC3212419/

My head’s starting to swim from all the theories we’ve been talking about and I’m finding it harder and harder to hold a clear picture of the theories and their applications in my head.

I’m even still struggling with the word “theory” itself. I suspect that has to do with the fact that I’ve been a scientist for about 35 years. That is to say, I’ve been an actual scientist** doing natural and physical science stuff (as opposed to a political scientist, or any number of other social callings that feel the need to refer to themselves as scientists, presumably in the mistaken notion that using the word ‘science’ will somehow make what they do science). So, for my own clarity of mind, I will refer to all of the concepts we’ve been covering as “models”.

As I see it, there are two main ways we can approach theory driven design.

  1. Design a game around one or more theories.
  2. Settle on a main objective and then select one or more theories we believe will help us achieve that objective.

To me, the first one seems too much like an intellectual or academic exercise. If one is trying to test out or better understand a theory then this is a good way to go about it. However, in doing so, it seems to be you’re *still* choosing the objective first. In this case your objective just happens to be testing out a theory. It’s almost like a meta-objective.

When I am designing a serious game, the first thing I try and figure out is my primary goal, in other words, what is it players are supposed to be getting out of this experience? Until we have a reasonably good understanding of why we are creating this game we can’t really start to think about what theories might be useful in this context.

Many, if not most of the models we’ve been looking at are pretty subjective, both in terms of how one might measure whether or not the goals of the intervention are met, as well as whether or not the final design of our intervention is indeed an embodiment of the theory as described. That’s not to say that this approach isn’t worthwhile, I think it probably is, or at least, it can be. It does mean though, that there aren’t going to be any clear recipes for how to do this. In the end, the actual design and implementation of the application itself (in our case, a serious game) will probably proceed by following more familiar paths.

As a programmer and systems analyst, I tend to rely on my programming and software development experience when designing games, but that’s not enough. At the same time, I try to keep an eye on both sides of the machine, as it were:

  1. Inside the machine (i.e. at the code level), which where the programmers live.
  2. Outside the machine (i.e. the interface and behavior of the application), which is where the users live.

The models of behavior that we’ve been looking at have influence in the second perspective. We consider them when we do the designs, but not so much when we do the implementation. However, there are always changes that happen as the implementation is proceeding, and it is important to remain aware of whether or how implementation changes may affect the way a behavioral model is embodied.

Resources:

Health Communication Unit, Ontario Public Health, A comparison of Workplace Health Planning Models http://www.thcu.ca/workplace/documents/A%20Comparison%20of%20WHP%20Planning%20Models.pdf

**For two notions on what is science, see:

A lecture by Richard Feynman, What is Science? Presented at the fifteenth annual meeting of the National Science Teachers Association, 1966 in New York City, and reprinted from The Physics Teacher Vol. 7, issue 6, 1969, pp. 313-320 by permission of the editor and the author. http://www.fotuva.org/feynman/what_is_science.html

A tirade by Neil deGrasse Tyson, recorded on youtube: http://www.youtube.com/watch?v=NSJElZwEI8o

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Theories of Games and Interaction for Design (7: 3 Responses)

Approximate Reading Time: 6 minutes

These are public postings of my writings for the first course of the Graduate Certificate Program in Serious Game Design and Research at Michigan State University.

Each week, we are required to post three responses/reactions to queries posted by other members of the class in the previous week. These are mine.

I have paraphrased the queries to preserve my classmates’ privacy.

Please note: these posts are not intended as any kind of commentary on or assessment of the course I’m taking, or its instructor, OR of Michigan State University or the College of Communication Arts and Sciences, or the Department of Telecommunication, Information Studies and Media. They are solely my thoughts and reactions that stem from the readings.

Feel free to comment, disagree, or what have you.

Week 7

These are the readings from last week (Topics: Theories of Behavior Part 1: Health Belief, Model, Stage of Change, Theory of Planned, Behavior, Social Cognitive Theory):

  • Kelly, H., Howell, K., Glinert, E., Holding, L., Swain, C., Burrowbridge, A., & Roper, M. (2007). How to build serious games. Communications of the ACM, 50(7), 44-49.
  • NIH Theory at a glance (pg. 9-21 – USE PAGE NUMBERS IN DOCUMENT, NOT THE ONES IN ACROBAT) National Institutes of Health (2005). Theory at a glance: A guide for health promotion practice. Retrieved August 15, 2010 from http://www.cancer.gov/PDF/481f5d53-63df-41bc-bfaf-5aa48ee1da4d/TAAG3.pdf
  • Lieberman, D. (2012). Designing digital games, social media, and mobile technologies to motivate and support health behavior change. In R. E. Rice & C. K. Atkin (Eds.), Public Communication Campaigns (pp. 273-287). Thousand Oaks, CA: Sage.
  • GAME: Immune Attack http://www.fas.org/immuneattack

Response 1: [Week 7 KB dialog 1/3] Digital Games?

Lieberman goes over a number of digital games but what makes them digital? They all (with exception of mobile) existed before computer games, so is digital just something you can play on a computer or a computer like device? Or are there other things that make them digital?

 

I have long thought that ‘going digital’ changes things on a fundamental level. It is true that we can trace the history of digital games from traditional (non-digital, or analog) games to modern videogames, but that only tells a part of the story – maybe not even the most significant part. When we consider digital games we must also consider the other significant influence, namely computer simulations.

All (digital) games are simulations. The reverse is not true – i.e. not all simulations are games, but the history and development of digital games can’t be examined with any kind of completeness unless we look at digital simulations. When you “look under the hood” (i.e. at the algorithms and code) of any modern videogame, you will find that they use the same algorithms. Computer simulations are far more pervasive than most people realize – there is hardly a single thing built today that has not benefited from extensive simulations. The main impetus to develop computers in the first place was so that we could run simulations. Remember the Manhattan Project?

I have always made a distinction between “pure” digital games, in other words, games that have no physical, non-digital counterpart. Tetris is one of those, as are most MMOs (sure there are traditional pre-cursors to many of the MMOs, but they are NOT the same). The other kind of digital game is the computer-mediated game. These are games that are simply computer versions of traditional games, such as Chess and Solitaire. Both are simulations: computer-mediated games are simulations of pre-existing games, whereas ‘pure’ digital games are themselves simulations. They all simulate something – at the very least, they simulate time, but most simulate a great many other processes too.

Below is a table that lays out some of the key distinctions between analog and digital games:

Table 3-1: Digital vs Non-Digital Simulations and Games

Digital

Analog

Digital Simulations and Games (ALL)

Board & Card Games

Analog Simulation Games

Analog Role-Playing Games

Live Action Role-Play (including cosplay)

Model of Original System Painstakingly and precisely defined Many details taken for granted and never made explicit
Rule Enforcement hard-coded uses ‘honor system’ on the fly
Rule Structures Pre-determined Negotiable
Roles accurate placement into context Imagined, personally mediated Determined by game rules Imagined, personally mediated
Environment Dynamic – same for all players Static – unchanging Combined static physical artifacts (boards & pieces) AND imagined Imagined:
personalized
Environment Resolution dynamic static
physical
relatively static relatively static Individually mediated
Game Objects can be autonomous either inert or mechanical imagined ( can include props)
Game Interaction (what people can do with / to the game) consistent across all instantiations of the game consistent only if the rules are followed each instantiation can be different
Participants there need only be one human participant All participants are human

 

Reference: Katrin Becker & J.R.Parker (2011), The Guide to Computer Simulations and Games, Wiley Publishing, Inc. Book Site

Response 2: [Week 7 KB dialog 2/3] Proteus Effect threshold?

How lifelike need an avatar be in order for the Proteus Effect to be significant?  Would a genderless stick figure in a game with fantastic narrative and strategy still invite my identification with the avatar?  Would an avatar of a different gender or ethnicity or body type still affect me?  Do I need to see an avatar that is an exact 3-D rendering of myself in order to identify?

I believe there’s some sort of continuum between an avatar that does nothing for me and an avatar that is exactly me (which is probably impossible).  So what is the threshold for useful application of the Proteus Effect?

 

Like most things, the answer depends of course. It depends not only on the capabilities of the game (and its designers), but it also depends on the purpose of the game as well as the players.

The Players:

I’m sure it is no coincidence that avatars in games for children are almost exclusively cartoonish – I suspect they will be less interesting to the target audience. Kids like to customize their characters, but it seems to me that customization for kids is more about outfits, accessories (including ears, tails, hair, etc.) than it is about making the character look like the self. An adult audience is likely to be more interested in creating some reasonable facsimile, so for them the ability to create a character that is effectively a caricature of themselves would hold more appeal.

The Purpose:

Here I would suggest that the more ‘serious’ the message, the more realistic the avatar, as a general rule. At least, a more serious message should probably exclude silly kinds of customization. If you allow customization, then a game about obesity probably shouldn’t include clown makeup or clothes. It might work, but I would want to do some extensive user testing before I tried it. Most of the time our budgets are limited when we build serious games, so why take the risk?

The Technology:

There is an interesting article that came out some years ago that looked at what an effect called the “uncanny valley”. It talks about characters in general, but I’m sure the same ideas apply to avatars as well. The author observes that our association with various characters increases as the characters become more “human”. Pixar has done a fantastic job of that – they managed to create mother and child characters out of lamps – and they don’t even have faces, yet we still feel for them. Put eyes on almost anything and we find ways to identify with it. This connection increases as the character becomes more and more realistic, but as we get really close to ‘real’, something happens, and it suddenly becomes quite disturbing. The author postulates that this is why we are bothered by zombies. The author called this disconnection the ‘uncanny valley’. The same thing applies to avatars – I think it’s important to know about this effect and to make sure that avatar customization can’t create characters that fall into the uncanny valley or it will interfere with our ability to deliver on the message of the game.

Bryant, D. (2005). The Uncanny Valley:  Why are monster-movie zombies so horrifying and talking animals so fascinating?  Retrieved Jan 1, 2005, from http://www.arclight.net/~pdb/nonfiction/uncanny-valley.html

 

Response 3: [Week 7 KB dialog 3/3] Rate games by basis in theory and research?

Several of the authors we have read, including Lieberman (2012), make a persuasive argument in favor of basing health-promoting games on solid theories and research evidence. There is also an implication that some current games were not designed accordingly.

Do we need a rating system for games (especially serious games) to indicate how well-based they are in theory and empirical research? If so, who should be in charge of it? How likely would it be to affect consumer choice?

Interesting question!

A rating system would be great. The ESRB already has a rating system for videogames generally, and it seems to me that patterning it after that might work. Any system that attempts to identify the theories used to inform the design of a game would by necessity have to be quite subjective, unless of course the designers themselves provided that information. Even then it’s not guaranteed that the designers would have succeeded in embodying the intended theories in a way that actually operationalizes them.

Also, we already know that many games are designed without the benefit of grounding in theory, so there would have to be a way to append that information for games designed using other approaches. Perhaps a crowdsourcing approach might work to overlay possible theories onto games where the information isn’t provided by the designers.

I wouldn’t like to see any single group be in charge of it though – there is too much room for abuse and false advertising. Some of that happens anyways – back of the box claims on many educational games imply results that are rarely supported by real data.

In order to have an effect on consumer choice, I would think that a rating system would have to provide simple, easy to understand explanations of the theories. While I would not want to imply that people can’t understand them, generally speaking, if it’s too complicated, people are unlikely to want to invest the time required to learn. I wonder if it might help to try and group theories into just a few categories and then try that so see what kind of feedback it generates.

I wonder if there would be any interest in this class to start a list or table of theories. I’m not sure I would want to do this publicly, at least not at the start. How about a GoogleDoc that is shared among members of the class?

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