Theories of Games and Interaction for Design (2: 3 Queries)

Approximate Reading Time: 4 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 2

These are the readings for the week:

  • Ritterfeld, U. Cody, M & Vorderer, P. (Eds.). (2009). Serious games: Mechanisms and effects. New York: Routledge. [Ch. 2, 3, 4, 8]

These are the games:

 

My Questions

1. What Are You Playing Now?

Ben Sawyer along with David Rejeski coined the term “Serious Games” in relation to digital games. Ben wrote the forward to our Ritterfeld book and has been one of the key figures in the Serious Games movement for the last 10 years. At the various Serious Games venues he helped organize, he always insisted that presenters include a slide in their presentations that shows what games they are playing. Here’s how he explains it on his website:

A tip to those working in, or with videogames… try playing them!

We’re amazed how often people who put themselves forward as experts on games and serious games are far from serious about playing games. We’re quite serious. We now require all speakers at our game events to provide the audience with a list of the last few games they’ve played. We provide the same list for ourselves whenever we speak.

With that in mind, what are each of you playing now? It seems to me that we are primarily concerned with digital games in this course, so let’s just include digital games. Just to keep things even, list at most 5. Games we are playing/reviewing for this course don’t count.

I’ll start: (they’re all DS or tablet games as I tend not to play on my desktop)

  1. Animal Crossing (Wild World)
  2. Resident Evil: Revelations 3D
  3. Flow Free
  4. Machinarium
  5. Legend of Zelda Ocarina of TIme 3D

Your turn ;o)

2. What Does “Serious Games” Mean to You?

Is a game still a game when it is not being played, and can anything become a game if we play with it the right way?What is the “right” way?

A definitional debate over the term “Serious Games” breaks out on some of the game studies forums (like GAMESNETWORK) several times a year. This has been happening almost like clockwork for nearly a decade.

I was in computer science when we went through the Software Engineering wars – there were even threats of lawsuits from engineering associations over the use of the word “engineering”. Ultimately the whole thing blew over and the term became accepted. I am still one of those people who believes that “software engineering” has little to do with creating software and almost nothing to do with engineering. It’s a terrible name for what is really management – however, it is what it is, and how I feel about the term is ultimately irrelevant.

The same is true (or should be) for the term “Serious Games”. While it is crucial to continue to discuss SG design and evaluation – there’s so much we still need to learn – I think the time for arguing over what it means or whether or not you like the term has passed.

What do you think?

3. Is Fun Really Necessary?

Many people in Education seem to believe that fun and education are at odds with each other.

Some years ago I did a survey with public school teachers to see if they were using games in school, and if not, why not. Some of the obvious and significant barriers were highlighted: lack of admin support, lack of resources, lack of time to learn, etc.

The comment that still sticks with me today is this one:

As a parent I object to having my child “play” on the computer when he has completed some piece of work. I want my kids working at school. I can use computer games at home for there entertainment. I also think that “edutainment” as a name is attempting to give computer games some degree of educational value. My students come to school to learn not to be entertained. Would you want your university profs. entertaining you?

I do understand the pressure on teachers to not “waste” time, but the sentiment voiced by this teacher still lingers in the heads of many educators. As soon as we start to have too much fun, educators become suspicious that there is not enough learning happening.

This is something that interferes with our ability to make inroads in formal education with games. While “fun” is typically THE most important measure of viability in commercial games, it is possible that we need to use a different word when it comes to measuring serious games (and just in case you are so inclined, I think “engagement” is too nebulous to be useful).

What would you use instead of the word “fun”?

 

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Coursera Gamification Course, Second Impressions.

Approximate Reading Time: 2 minutes

I am now midway through my first coursera course on Gamification. (If you want to find other posts on this, try the ‘coursera’ tag, right).

I offered some initial thoughts here. I haven’t really changed those opinions. I will say that the materials that are there are all well put together, clean, sans glitches, and professional looking. I will also add that the videos run very smoothly, even for me, and that’s saying something – I have terrible bandwidth.

The quizzes have some variety of questions, but for obvious reasons, there are no essay-type or short answer questions. The assignments are short and are to be “marked” by other members of the class. This part gives me pause. I don’t actually have any suggestions for another way to do this given the size of the class but without some sort of oversight by a facilitator it really seems like the blind leading the blind. I ‘m told that we will all get to assess the submissions of 5 other people. Not sure why we have to do 5 but 2 possibilities come to mind: 1. they are expecting that many people will not do their share, and 2. it may be possible to get a more realistic assessment if more than one person does it. Of course, the second possibility assumes that the people doing the assessment will do a decent job AND that they are fit to do the assessment.

When I submitted my assignment, I was effectively forced to assess 5 other submissions. The system takes you through lock-step so you are given 5 other submissions. Presumably, you won’t get to see your mark unless you do them.

I really like that I can download all the lectures and that I have numerous choices for the format:  I can download the mp4 video or just the slides (pdf). at this point this first half of the lectures also offer a text only version (txt), and subtitles (srt).

That having been said, there is nothing innovative about the way the content is presented or the way it is assessed.

I’ve also noticed that I have a different attitude towards this course than I do towards the other online course I’m taking. The other one is for “real” – meaning I’m paying money for it and I, if I succeed, I will come out the other end with a bona fide credential. I find I don’t put the same effort into the coursera course that I do into a real course for a couple of reasons:

  1. There’s no benefit to being outstanding, only to being ‘good enough’.
  2. I’m not sure I like the idea of sharing my best ideas with 5 strangers (at least if I post them on my blog, there is some sort of public record that I control).

 

I should be getting my first set of marks in both courses soon. I’ll let you know.

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Theories of Games and Interaction for Design (2: Education vs Learning)

Approximate Reading Time: 3 minutes

This is a re-posting of my reflection 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 2

These are the readings for this week:

  • Ritterfeld, U. Cody, M & Vorderer, P. (Eds.). (2009). Serious games: Mechanisms and effects. New York: Routledge. [Ch. 2, 3, 4, 8]

These are the games:

 My Response

On page xv (Ritterfeld, et. al., 2009) Ben Sawyer says, “Too many people who work within, and study the notion of serious games are themselves casting too narrow a net.” The worst case of all is the notion of games for learning, because despite it being the most prevalent use, the very proponents of this use have often succeeded in leaving many audiences for their work as equating serious games only as games for learning.”

I have to wonder if the authors of this week’s readings caught that part of the preface. In fact, I can tell you from my own conversations with Ben that this is something that just drives him nuts. Serious Games are NOT synonymous with games for learning, or even with games for education.

I was surprised to see “Educational Content” as one of the primary categories for the classification of serious games (Ch. 2). It presupposes that ALL content in serious games is somehow, educational – even marketing, it seems. To me, this exposes a fundamental misapprehension about the nature of education and of learning. They are not the same thing.

First, allow me to re-post Ben’s own taxonomy of serious games, presented with Peter Smith at the Games For Health Conference in 2008 (http://www.ieducate.eu/admin/upload_data/Pages/Documents/serious-games-taxonomy-2008_web.pdf)

Now, while I would argue that learning is an integral part of ALL games (that is, after all how we get to the end of the game), I make fundamental distinctions between education and learning, without which I would suggest it is very difficult to get a proper handle on how to design serious games in general, and educational games in particular.

All education involves learning, but all learning is NOT education. Education is a special sub-category of learning and has several features that distinguish it as a particular kind of learning.

Learning happens all the time – as a species, it’s what we DO. Learning is in-discriminant: we can learn things that are bad for us as well as things that are good for us; we can learn things that are useLESS as well as things that are useFUL. What counts as Education, on the other hand, is determined by the society in which it happens. Education is a value-laden proposition. A medieval peasant would have been given an education that we likely wouldn’t  call education anymore, and what counts as education in Bhutan may bear little resemblance to a university degree here. That’s as it should be, and referring to all learning as education glosses over this important difference.

It is certainly true that one sub-group of serious games is educational games, and I often broaden this category in my own talks and writings to: games for learning. However, I have serious (pun intended) objections to referring to marketing as a form of education – propaganda maybe, but education: really?

Defining serious games as those designed for purposes other than (or in addition to) pure entertainment does not exclude entertainment games from being used for serious purposes, but I think it is important to define something based on its designed intent. If we don’t anything can become anything else, depending on how it’s used, and that’s not useful.

I do think educational games should be a distinct category of serious games, but it is a mistake to imply that all serious games have educational content. Casting the net too widely is also limiting.

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Theories of Games and Interaction for Design (2: 3 Responses)

Approximate Reading Time: 5 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 my classmates, 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 2

1. Do All Games Include a Conflict?

My response to this one is: Yes. And: No. It depends on how we define things.

First, I think it’s important to distinguish between digital games and non-digital or ‘analog’ games in these discussions. Few can agree on a precise definition for ‘game’ and there has been much discussion about it over the years (Wittgenstein, 1953, McLuhan, 1964, Sutton-Smith, 1997, Salen & Zimmerman, 2004, Juul, 2005, Egenfeldt-Nielsen et. al., 2008). Given that, we stand a better chance of getting to meaningful discussions of we can constrain the domain a bit. So, I am excluding non-digital games from my response.

Having established the domain, the answer to this question is completely dependent on how one defines “conflict”.  If we define “conflict” to be some sort of challenge, then yes, all games must have this. If they don’t then they are toys rather than games. The word “conflict” has negative connotations for me as well as others, and I personally tend to avoid games that have the kind of conflict that pits people against each other – even virtual ones. I’m not a fan of shooters, fighting games, or war games.

Given that, it should be no surprise that my favorite genre is puzzle games, and I would say that while puzzles can have considerable challenge, they tend not to have much in the way of conflict. On the other hand, games with a narrative, often do involve some identifiable conflict: Phoenix Wright is about finding out who committed the crime, and Professor Layton has a mystery to solve that usually includes some villain and very clear conflict.

Thiagarajan is a well-respected training specialist and designer who specializes in in-class and paper-based learning and development activities. He identifies five critical characteristics of training simulation games that I’ve found quite useful (Thiagarajan & Stolovitch, 1978):

  1. conflict (which can also be described as challenge) – I prefer the term ‘challenge’.
  2. constraints (on players’ behaviors; = rules)
  3. closure (the game must come to an end)
  4. contrivance – all games are contrived situations
  5. correspondence – designed to respond to some selected aspects of reality (It turns out that the degree to which people insist on this connection lies at the heart of many arguments over whether or not some learning and development activity constitutes a game or a simulation. This is a judgment call and highly subjective.)
  • Egenfeldt-Nielsen, S., Smith, J. H., & Tosca, S. P. (2008). Understanding video games : the essential introduction. New York: Routledge.
  • Juul, J. (2005). Half-real : video games between real rules and fictional worlds. Cambridge, Mass.: MIT Press.
  • McLuhan, M. (1964). Understanding media : the extensions of man (1st ed.). New York: McGraw-Hill.
  • Salen, K., & Zimmerman, E. (2004). Rules of play: game design fundamentals. Cambridge, Mass.: MIT Press.
  • Sutton-Smith, B. (1997). The ambiguity of play. Cambridge, Mass.: Harvard University Press.
  • Thiagarajan, S., & Stolovitch, H. D. (1978). Instructional simulation games. Englewood Cliffs, N.J.: Educational Technology Publications.
  • Wittgenstein, L. (1953). Philosophical investigations. New York,: Macmillan.

 

2. How Can GBL Succeed in Traditional High Schools?

Through Baby Steps.

Telling the “Powers that Be” they are doing it all wrong and need to do things your way has rarely, if ever, succeeded. The only way that games will make serious and lasting inroads into traditional schooling is if they are clearly shown to be useful. That means it is essential that we connect all the dots.

There are many things that all have to be perceived as good enough for game based learning to succeed in traditional settings. First off, the games actually have to be good. Many, if not most educational games still aren’t very good, but more on that later. In order to gain acceptance in a traditional classroom, GBL ‘objects’ need to be “canned”, meaning they need to include everything a teacher might need to take it in to the classroom and use it right away. Over the years I have become quite convinced that most games will never even get a second look in a traditional setting without the following three things (I consider them 3 of the 4 essential pillars – the 4th being a good game):

  1. Curricular Ties: Teachers are often under tremendous pressure to make “good” use of their class time. If they can’t show that this game can meet a required curricular objective, their principal is likely to tell them they can’t use it.
  2. Assessment Connections: The forms of assessment provided by the game must align with the assessment currently being used in the class. If it doesn’t, then the designers need to make explicit connections between the in-game assessment (scoring, leveling up, etc.) and the assessment being used in the class.
  3. Teacher Support: Teachers don’t have a lot of time to explore games and figure out where and how they might connect with what they have to teach. If this information is not supplied with the game, most teachers won’t give the game a second look. If we expect them to use the game in class, then we need to provide lesson plans and other materials.

If we have these three things, the game stands a chance. In order to succeed, of course, it also needs to be a good game, and in education, a good game is one that delivers on its learning objectives. This is ultimately more important than having a game that is fun (although a game that isn’t engaging is unlikely to deliver on its learning objectives).

3. What Gaming Experience in Your Past is the Most Memorable?

My most memorable gaming experience actually involves watching my son play. He was born in the 80’s and I was teaching Computer Science at a university at the time. I was quite anti-games at the time, having bought in to the arch typical complaints: anti-social, don’t teach you anything, frivolous, etc. We would not allow our kids to have a gaming console, but did allow them to play various computer games, the justification being that computers are useful for more than games, while game consoles are not.

In the early-mid 90’s, my son played various games on our PC: Carmen Sandiego, Myst, and a host of “educational games”. One of these games was a math game whose name I don’t recall, but one part involved answering math drill questions to help your character climb a rope. Correct answers helped him climb higher, and incorrect ones made him slide. The problem was that the end of the rope was burning and got shorter as time passed. The memory that sticks in my mind to this day is that this game had a profound negative impact on my son. He would get more and more flustered as the rope got shorter, whereupon he would get more and more incorrect answers (of course). It upset him so that he would invariably end up in tears.

While it is clear that not all kids would have been bothered by this game this way, I realized that educational games must be designed much more carefully than entertainment games. Entertainment games are played voluntarily, and although the designers probably hope everyone will want to play this game, most realize that most games will draw a particular type of player. Educational games are typically designed for a demographic characterized by age, discipline, or some characteristic unrelated to the type of game being played. Furthermore, players are often not playing voluntarily, and that changes everything.

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Link: PurposeGames.com – Create & Play Online Games

Approximate Reading Time: < 1 minute

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Links: A couple of Geography Quizzes

Approximate Reading Time: < 1 minute

Here are a couple of sites that let you test your knowledge of geography.

There are some kinds of learning for which simple rote learning and repitition are appropriate – this is one.

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Link: The 20 Best Blogs About Game-Based Learning – Online Colleges

Approximate Reading Time: < 1 minute
  • August 7, 2012 Adults these days (especially those who love themselves some Dateline) seem really into chastising video games those crazy kids are into as symptomatic of the human race’s inevitable, steady decline. Like every hobby and medium, legitimate concerns regarding these technologies certainly exist, but their complete lack of validity is decidedly not amongst them. Intrepid educators, developers, administrators, and parents alike know that new and digital media can be harnessed for more productive ends, such as helping students soak up various academic subjects or training new employees. Even the FBI recognizes and uses video games as valuable learning tools! Because the push toward incorporating these resources still exists in a comparatively inchoate state, anyone curious about how they apply to educational settings should keep up with the latest movements and technologies currently shaping the movement’s future. Blogs can help with that.

    tags: blogs learning online colleges

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Link: » Blog Archive » Women Gamers: Gaslamp Games forums are amazing

Approximate Reading Time: < 1 minute
  • I’m about to tell you a story about videogames, kitchens, and internet forums that has a happy ending. Stop laughing, I’m serious. What happened here has never happened to me before in my life, or to any other woman I have ever heard of, so listen up. Listen well all of you. If you’re a Game Dev or you moderate an internet community, or you’re a bunch of women who know how this usually plays out–no matter who the hell you are I promise you that you’ve never seen this before.

    tags: blog archive gamers games forums women

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