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    <id>tag:www.textuality.org,2009-02-27://1</id>
    <updated>2010-07-04T03:17:43Z</updated>
    <subtitle>Perambulations through digital texts: games, hypertexts, and their literacies.</subtitle>
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<entry>
    <title>Recent podcast appearances</title>
    <link rel="alternate" type="text/html" href="http://www.textuality.org/2010/07/recent-podcast-appearances.html" />
    <id>tag:www.textuality.org,2010://1.72</id>

    <published>2010-07-04T03:17:41Z</published>
    <updated>2010-07-04T03:17:43Z</updated>

    <summary>In the last few weeks, I have made guest appearances on a couple of podcasts. Between the recent conference appearances and these podcasts, I spent May and June talking a lot about what I do ... it felt good to...</summary>
    <author>
        <name>Scott Price</name>
        <uri>http://www.grendel.org/hunter</uri>
    </author>
    
    
    <content type="html" xml:lang="en" xml:base="http://www.textuality.org/">
        <![CDATA[In the last few weeks, I have made guest appearances on a couple of podcasts.  Between the recent conference appearances and these podcasts, I spent May and June talking a lot about what I do ... it felt good to get back to being a <a href="http://www.prlog.org/10234743-talkers-and-doers-by-eline-ventures-selected-as-2009-digital-media-and-learning-competition-winner.html">Doer and not just a Talker</a>, especially as the microphone end of podcasting is pretty new to me.  

The skills for giving a good presentation at a conference and for being a good podcast guest are really different.  Presentations are planned, focused on a single topic, can be visual.  Podcasts are spontaneous, more like interviews, may cover a variety of topics, are aural, and (more) interactive.  I suppose that panels or other conference formats with 'respondent's are somewhere in between.

In either format, I need to be careful to speak less about myself; and to confidently say something once and then to move on.  I have a bit of a tendency to explain things three or four ways in the hopes of covering the bases when once is enough.

Without further ado, then, 'my' podcasts:

<ul><li><a href="http://teachersteachingteachers.org/?p=259">On Teachers Teaching Teachers, talking about Gamestar Mechanic with teachers who have used it</a></li><li>On Dice, Food, Lodging, talking about all sorts of things - <a href="http://www.dicefoodlodging.com/2010/05/episode-008-conversation-with-scott-part-1/">Part 1</a> and <a href="http://www.dicefoodlodging.com/2010/05/episode-009-conversation-with-scott-part-2/">Part 2</a></li><li><a href="http://www.dicefoodlodging.com/2010/06/adventure-week-prelude-project-management/">On Dice, Food, Lodging again, trying to apply game dev software management wisdom to small teams developing tabletop RPG modules in a week</a></li></ul><br />]]>
        
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<entry>
    <title>What to do with some Mac Minis?</title>
    <link rel="alternate" type="text/html" href="http://www.textuality.org/2010/07/what-to-do-with-some-mac-minis.html" />
    <id>tag:www.textuality.org,2010://1.71</id>

    <published>2010-07-03T21:07:11Z</published>
    <updated>2010-07-03T21:07:12Z</updated>

    <summary>I have a couple of Mac Minis that we haven&apos;t used in a while. I doubt with our current setup that we&apos;ll use them again. Besides taking them in to Tekserve on Electronics Recycling Day, what could we do with...</summary>
    <author>
        <name>Scott Price</name>
        <uri>http://www.grendel.org/hunter</uri>
    </author>
    
    
    <content type="html" xml:lang="en" xml:base="http://www.textuality.org/">
        <![CDATA[I have a couple of Mac Minis that we haven't used in a while.  I doubt with our current setup that we'll use them again.  Besides taking them in to <a href="http://www.tekserve.com/">Tekserve</a> on <a href="http://www.tekserve.com/service/recycling.php?front0701">Electronics Recycling Day</a>, what could we do with them?

They're Mac Mini (Original)s, <a href="http://support.apple.com/kb/SP65">specs here at Apple</a>.  The quick version of that is that they've got minimal specs to be useful these days-- they're 1.25 GHz G4s, with 512 MB of RAM, IIRC.  They're in good shape, they're just ... old.

Thoughts?<br />]]>
        
    </content>
</entry>

<entry>
    <title>G4C Talk: &quot;Top 10 Mistakes People make in ... Production&quot;</title>
    <link rel="alternate" type="text/html" href="http://www.textuality.org/2010/06/g4c-talk-top-10-mistakes-people-make-in-production.html" />
    <id>tag:www.textuality.org,2010://1.69</id>

    <published>2010-06-15T23:21:39Z</published>
    <updated>2010-06-16T03:25:34Z</updated>

    <summary><![CDATA[I recently spoke at the Games For Change Festival's "Games for Change 101.5: A Workshop for Making Social Issue Games" day.&nbsp; The talk went ... well, I had a catastrophe, but it was one that I planned for. &nbsp;I went...]]></summary>
    <author>
        <name>Scott Price</name>
        <uri>http://www.grendel.org/hunter</uri>
    </author>
    
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        <![CDATA[I recently spoke at the <a href="http://www.gamesforchange.org/fest2010-archive">Games For Change Festival</a>'s "<a href="http://gamesforchange.org/f-program-2010#101">Games for Change 101.5: A Workshop for Making Social Issue Games</a>" day.&nbsp; <br /><div><br /></div><div>The talk went ... well, I had a catastrophe, but it was one that I planned for. &nbsp;I went into the presentation worried that I'd sent off a draft of my PowerPoint rather than the final version, and that the last slide would be empty. &nbsp;So I crafted a joke to laugh it off, and went in. &nbsp;As I opened the presentation, I established that the final slide was okay. &nbsp;Then, partway through and running late, I came across ... slide #5 duplicated instead of slide #6. &nbsp;I made the prepared joke --"Like I said, you need to test, because you <i>will</i>&nbsp;be wrong the first time. &nbsp;And now I'm back on schedule." &nbsp;Super classy!</div><div><br /></div><div>Besides that, the talk went well. &nbsp;For my first-ever talk at a professional conference/convention, it was great! &nbsp;I was talking well within my domain, spoke well and was relatively at ease. &nbsp;I've got some high standards for what makes a good presentation, and while I have a long way to go yet to live up to them, I hit a few key points in this talk: &nbsp;I like slides that don't duplicate what the speaker is saying. &nbsp;I prefer slides to summarize and provide a counterpoint or commentary to the spoken presentation. &nbsp;(Did that.) &nbsp;I like slides that provide visual jokes. (Didn't get that.) &nbsp;I like presentations that are grounded in what I know but make me see things in a new way (Didn't). &nbsp;I like presentations that are chock full of 1500 ideas so that a few of them resonate or say something in a lovely concise manner (Did).</div><div><br /></div><div>The proper final version of my talk is here in several formats:</div><div><div>*&nbsp;<span class="mt-enclosure mt-enclosure-file" style="display: inline;"><a href="http://www.textuality.org/2010/06/14/sprice_Top10MistakesInProduction.ppt">sprice_Top10MistakesInProduction.ppt</a></span>&nbsp;(ppt, 332 KB)</div><div>*&nbsp;<span class="mt-enclosure mt-enclosure-file" style="display: inline;"><a href="http://www.textuality.org/2010/06/14/sprice_Top10MistakesInProduction.pdf">sprice_Top10MistakesInProduction.pdf</a></span>&nbsp;(pdf, 1.3 MB)</div></div><div><br /></div>]]>
        
    </content>
</entry>

<entry>
    <title>G4C Game Slam: When Rewards Attack</title>
    <link rel="alternate" type="text/html" href="http://www.textuality.org/2010/06/g4c-game-slam-when-rewards-attack.html" />
    <id>tag:www.textuality.org,2010://1.70</id>

    <published>2010-06-15T15:52:18Z</published>
    <updated>2010-06-16T03:01:24Z</updated>

    <summary><![CDATA[A few weeks ago, I was invited to speak in a "Game Slam" at the Games4Change conference. &nbsp;The session was modeled after PechaKucha and other microtalks. &nbsp;Each of the twelve speakers had exactly 4 minutes to talk about whatever they'd...]]></summary>
    <author>
        <name>Scott Price</name>
        <uri>http://www.grendel.org/hunter</uri>
    </author>
    
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        <![CDATA[<div>A few weeks ago, I was invited to speak in a "Game Slam" at the Games4Change conference. &nbsp;The session was modeled after <a href="http://www.pecha-kucha.org/">PechaKucha</a> and other microtalks. &nbsp;Each of the twelve speakers had exactly 4 minutes to talk about whatever they'd like, related hopefully to game design and <a href="http://www.gamesforchange.org/">Games4Change</a>.</div><div><br /></div><div>Since GDC 2010, I've had a bee in my bonnet about motivation and rewards in video games. &nbsp;Chris Hecker gave a great talk at GDC that <a href="http://www.destructoid.com/gdc-10-are-achievements-harmful--166646.phtml">questioned achievements systems</a> and suggested, based on decades of <a href="http://en.wikipedia.org/wiki/The_Candle_Problem#Response">psychology</a> and education <a href="http://scholar.google.com/scholar?q=rewards+motivation+research&amp;hl=en&amp;as_sdt=0&amp;as_vis=1&amp;oi=scholart">research</a>, that certain kinds of rewards can actually decrease the ability and motivation (read: fun, in a game) of the player.</div><div><br /></div><div>It was a compelling argument, and then I had to face it directly as we started to tackle an advancement system for <i><a href="http://gamestarmechanic.com/">Gamestar Mechanic</a></i> that includes achievements.&nbsp;</div><div><br /></div><div>I considered two topics: one thinking about the various levels at which action within the game and action by the player <a href="http://www.designer-notes.com/?p=184">can align (or not)</a>, and this. &nbsp;Practicality won: I wanted not only to discuss this with others, but to come up with some sort of solution.</div><div><br /></div><div>So here is my game slam talk in several forms:</div><div><ul><li><span class="mt-enclosure mt-enclosure-file" style="display: inline;"><a href="http://www.textuality.org/2010/06/14/sprice_G4CGameSlam_Rewards.ppt">sprice_G4CGameSlam_Rewards.ppt</a></span>&nbsp;(ppt, 500 KB)</li><li><span class="mt-enclosure mt-enclosure-file" style="display: inline;"><a href="http://www.textuality.org/2010/06/14/sprice_G4CGameSlam_Rewards.pdf">sprice_G4CGameSlam_Rewards.pdf</a></span>&nbsp;(pdf, 106 KB)</li><li><span class="mt-enclosure mt-enclosure-file" style="display: inline;"><a href="http://www.textuality.org/2010/06/14/sprice_G4CGameSlam_Rewards_notes.pdf">sprice_G4CGameSlam_Rewards_notes.pdf</a></span>&nbsp;speaking notes,&nbsp;lots more than in the slides but no visuals (pdf, 74 KB)</li></ul></div><div>Interestingly, several of the speakers spoke around the topic of motivation and extrinsic/exogenous rewards. &nbsp;I don't know whether <a href="http://www.criticalsmack.com/">Nick Fortugno</a>, <a href="http://www.jesperjuul.net/ludologist/">Jesper Juul</a>, or <a href="http://gamedesignadvance.com/?p=2166">Naomi Clark</a> will post their talks, but if they do, they're part of the same conversation. &nbsp;Many thanks to Richard LeMarchand and Colleen Macklin for inviting my newbie self to speak.</div><div><br /></div><div>One more thing about that talk. &nbsp;I really like the microtalk format, at least when there's plenty of time to then talk with the speakers. &nbsp;Preparing a microtalk is like writing a sonnet or haiku: you've got to figure out the absolute core of what you really want to say, and then craft a presentation of it which is richly allusive and wastes not a word or thought. &nbsp;I changed the emphasis of this talk four times as I figured out what the real heart of the issue was, and how I could present that within four minutes.</div> ]]>
        
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<entry>
    <title>Serious Games are Getting Serious</title>
    <link rel="alternate" type="text/html" href="http://www.textuality.org/2010/05/serious-games-are-getting-serious.html" />
    <id>tag:www.textuality.org,2010://1.68</id>

    <published>2010-05-29T14:12:20Z</published>
    <updated>2010-05-29T14:42:01Z</updated>

    <summary><![CDATA[I spent a bunch of this week at the Games 4 Change 2010 Festival and thinking about the potential for games, mostly digital, to effect change in the world.&nbsp; Luminaries at the conference (uncited in case I've botched their eloquence)...]]></summary>
    <author>
        <name>Scott Price</name>
        <uri>http://www.grendel.org/hunter</uri>
    </author>
    
        <category term="Game" scheme="http://www.sixapart.com/ns/types#category" />
    
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    <category term="g4c" label="G4C" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="seriousgames" label="serious games" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://www.textuality.org/">
        <![CDATA[I spent a bunch of this week at the <a href="http://www.gamesforchange.org/">Games 4 Change</a> <a href="http://www.gamesforchange.org/fest2010">2010 Festival</a> and thinking about the potential for games, mostly digital, to effect change in the world.&nbsp; Luminaries at the conference (uncited in case I've botched their eloquence) have called games the "art form of social discourse" and "unique as a medium that enacts formal discourse and cultural interpretation with the audience."&nbsp; Certainly, games are a medium of interaction and engagement, and often model rules that we believe the world to work by.&nbsp; Playing games can be a powerful way to consider alternative ways of looking at the world within the safe space "of just a game."<br /><br />As I was preparing for the conference, a friend forwarded me <a href="http://www.theatlantic.com/culture/archive/2010/05/serious-gaming/56765/">this letter or comment from the Atlantic Monthly's site</a>, and it couldn't have been more timely.&nbsp; An excerpt (beyond the cut), though it's short and you really should take three minutes to read the whole thing:<br /><br /> ]]>
        <![CDATA[<br />
<blockquote>
  <div>I don't want to go back on this Obama piece again, but I think 
this
 is why when I hear people denigrate video games, it pisses me off. 
Something like Total War has greatly enhanced my understanding of the 
Civil War. I re-watched Glory the other day, and it changed how I looked
 at the battle scenes. &nbsp;It's little stuff, like actually seeing someone 
marching at the quick-step or double time, as opposed to reading it. 
There's no other way to convey it without experiencing it.&nbsp;</div>
  <div><br /></div>
Which
 leads me to something else--politics almost certainly prevent it, and 
it would have to be done right, but I would love to see 
some&nbsp;knowledgeable&nbsp;people tackling the black experience through gaming. I
 know The Scramble For Africa is shameful to a lot of us, as is the 
slave trade, and much of the Diaspora experience.<br />
</blockquote>
<br />
Now that I see that the post is open to the public, I would like to 
respond within the (generally very articulate and respectful) comments.&nbsp;
 Ta-Nehisi's post was unusual in that it was very positive and looking 
for good work on this front.&nbsp; I think the good work is out there, at 
least the beginning of it, and more people should know about it.&nbsp; This 
was my reply to the friend that sent it to me, edited for re-use here on
 my general site.<br />
<br />
<blockquote>Thank you for sending this article (comment?)!&nbsp; Ta-Nehisi 
raises some 
really good points, and ones that are being actively discussed in both 
the video gaming and tabletop gaming industries.&nbsp; This week I've been 
attending, and presenting at, a conference called "Games For Change" 
which is all about Serious Games ... to the extent that some even apply 
the name Serious Games to the growing field.&nbsp; Others prefer Social Issue
 Games or Games for Change.<br />
</blockquote>

<br />
<blockquote>Two really interesting projects that are specifically close 
to what 
Ta-Nehisi wants are out there now.&nbsp; (My friend "Ogreteeth") recently 
linked me to a game 
called "Steal Away Jordan," a (non-digital) role-playing game about the 
American slave experience.&nbsp; <a href="http://stone-baby.com/?page_id=4" target="_blank">http://stone-baby.com/?page_<wbr>id=4</a>&nbsp; I haven't 
read up much on it, but it looks like the author feels the need that 
Ta-Nehisi feels.<br />
  <br />
Another is done by a luminary of the digital game industry who has 
taken a few years off from digital life to focus on non-digital games, 
and she's taken on a bunch of really provocative and difficult topics.&nbsp; 
The whole process was prompted by her daughter coming home from school 
with a casual attitude toward their recent study focus on The Middle 
Passage.&nbsp; Brenda Brathwaite, the game designer, was shocked that her 
daughter knew so much about the economics and history of the slave 
trade, but seemed to feel nothing.&nbsp; She sat down with her daughter and 
improvised a game that brought the human side of the issue home.&nbsp; She 
gave a talk on it that is freely available and worth a look.&nbsp;&nbsp;&nbsp; To see 
it, go here and scroll right through the list near the top looking for 
"Train: or how I learned to dump electricity and love game design."&nbsp; <a href="http://www.gdcvault.com/free/category/280/conference/" target="_blank">http://www.gdcvault.com/free/<wbr>category/280/conference/</a><br />
  <br />
Neither of these is what Ta-Nehisi is really looking for, which is a AAA
 digital game with the tech and publicity to be part of pop cultural 
discourse.&nbsp; But there
 are people --a lot of people-- who are working very hard on just what 
the article/comment calls for, and that's cause for some hope.&nbsp; And some
 of them are doing great work.<br />
  <br />
  <a href="http://gamesforchange.org/play" target="_blank">http://gamesforchange.org/play</a><br />
</blockquote>



There's some hope for your Memorial Day weekend.<br />
]]>
    </content>
</entry>

<entry>
    <title>Watching Red Dead Redemption</title>
    <link rel="alternate" type="text/html" href="http://www.textuality.org/2010/05/watching-red-dead-redemption.html" />
    <id>tag:www.textuality.org,2010://1.67</id>

    <published>2010-05-22T02:51:29Z</published>
    <updated>2010-05-22T03:57:50Z</updated>

    <summary><![CDATA[I don't have a whole lot to say on Red Dead Redemption, as I myself am not playing it.&nbsp; Though I'm a bit embarrassed to admit, I haven't yet played many "sandbox" games, or enough Rockstar to offer a well-informed...]]></summary>
    <author>
        <name>Scott Price</name>
        <uri>http://www.grendel.org/hunter</uri>
    </author>
    
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        <![CDATA[I don't have a whole lot to say on <a href="http://www.rockstargames.com/reddeadredemption">Red Dead Redemption</a>, as I myself am not playing it.&nbsp; Though I'm a bit embarrassed to admit, I haven't yet played many "sandbox" games, or enough <a href="http://www.rockstargames.com/">Rockstar</a> to offer a well-informed opinion.&nbsp; Things I have enjoyed watching Red Dead Redemption, though:<br /><br /><br />]]>
        <![CDATA[


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<ul style="margin-top: 0in;" type="disc"><li class="MsoNormal" style="margin-top: 0.1pt; margin-bottom: 0.1pt;"><span style="font-size: 10pt; font-family: Times;">The setting shows as much or
     more love and research as any of Rockstar's previous games.&nbsp; I
     remember wandering <a href="http://grandtheftauto.ign.com/maps/1/Liberty-City-Map">Liberty City</a> with my Gamelab <a href="http://gamedesignadvance.com/?p=2166">friends</a> looking for our
     respective apartments, and noting whose home blocks were or weren't on the
     map.&nbsp; The attention to details was great enough to call out features
     of individual and otherwise unremarkable buildings.<o:p></o:p></span></li><li class="MsoNormal" style="margin-top: 0.1pt; margin-bottom: 0.1pt;"><span style="font-size: 10pt; font-family: Times;">In RDR, I can practically smell
     the west.&nbsp; My family traveled a lot while I was in middle and high
     school.&nbsp; We'd fly out to family in Denver, then take a few weeks of
     summer to drive around -- a north loop one year, several south loops over
     other years.&nbsp; We camped out under the stars with my aunt and
     uncle.&nbsp; The depiction of the area between the Rockies and the Sierras
     could hardly be more accurate or evocative.&nbsp; The flora changes as you
     rise in elevation, in recognizable ways.&nbsp; The washes and arroyos are
     clearly from very specific reference.&nbsp; When night falls and the moon
     comes out, the high desert changes perfectly to show the sharp shadows and
     frosty-looking sage.<o:p></o:p></span></li><li class="MsoNormal" style="margin-top: 0.1pt; margin-bottom: 0.1pt;"><span style="font-size: 10pt; font-family: Times;">It's got honor, and fame, but
     no clear game advantage depending on it.&nbsp; After a few recent
     discussions (<a href="http://gamecenter.nyu.edu/?p=392"><span style="color: blue;">Ethics and Game Design</span></a> and some <a href="http://www.destructoid.com/gdc-10-are-achievements-harmful--166646.phtml"><span style="color: blue;">GDC talk</span></a>s) I'm pleased to see that little
     depends on your honor.&nbsp; You don't get <a href="http://www.criticalsmack.com/?p=517"><span style="color: blue;">easy
     outs from being particularly honorable</span></a> -- just easier access to
     side missions, as far as I've seen.<o:p></o:p></span></li><li class="MsoNormal" style="margin-top: 0.1pt; margin-bottom: 0.1pt;"><span style="font-size: 10pt; font-family: Times;">I'm not generally keen on
     westerns, but something in RDR strikes me as pulling out the best of the
     genre.&nbsp; The sense of freedom on the frontier, and the craziness and
     loneliness that it could have taken to live there, comes through in a
     sandbox game.&nbsp; What I've seen of the GTA games and their stories seem
     driven of desperation or avarice, and the city seems like mostly a
     distraction and a series of obstacles on your way to the goal.&nbsp; (Granted, <i>I have not played them much</i>.)&nbsp; In
     RDR, the frontier feel seems appropriate.&nbsp; There's a lot you can do,
     and you can just do things to get by.&nbsp; If you're going to succeed,
     you'll have to decide that you're going to step up and go for it.&nbsp;
     That seems very western-genre to me.<o:p></o:p></span></li></ul>

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    </content>
</entry>

<entry>
    <title>Play-Log: 30 Second Hero #1</title>
    <link rel="alternate" type="text/html" href="http://www.textuality.org/2010/05/play-log-30-second-hero-1.html" />
    <id>tag:www.textuality.org,2010://1.66</id>

    <published>2010-05-16T03:25:20Z</published>
    <updated>2010-05-17T03:22:41Z</updated>

    <summary><![CDATA[I was drawn to 30 Second Hero because of its potential to be targeting me: someone with a taste for casual gameplay and limited time; someone who liked RPGs and their conventions; someone who could appreciate a design&nbsp; built around...]]></summary>
    <author>
        <name>Scott Price</name>
        <uri>http://www.grendel.org/hunter</uri>
    </author>
    
        <category term="Game" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="Play Log" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="playlog" label="Play-Log" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://www.textuality.org/">
        <![CDATA[I was drawn to 30 Second Hero because of its potential to be targeting 
me: someone with a taste for casual gameplay and limited time; someone 
who liked RPGs and their conventions; someone who could appreciate a 
design&nbsp; built around a sarcastic nostalgia for old-school games.&nbsp; Though
 the execution has some real problems, 30 Second Hero&nbsp; largely delivers 
on that promise.<br /><br />Read on...<br /> ]]>
        <![CDATA[I was drawn to 30 Second Hero because of its potential to be targeting 
me: someone with a taste for casual gameplay and limited time; someone 
who liked RPGs and their conventions; someone who could appreciate a 
design&nbsp; built around a sarcastic nostalgia for old-school games.&nbsp; Though
 the execution has some real problems, 30 Second Hero&nbsp; largely delivers 
on that promise.<br /><br />I first flipped through the guide, as I often do because I bought the game well in advance of when I could play it.&nbsp; I like the flippant approach to RPG conventions.&nbsp; Instead of a party of four heroes, 3SH has four *games* featuring one strong and particular character each.&nbsp; Rather than an epic story that goes from a foundling in a village to the ultimate battle between good and evil on the moon, 3SH features ridiculous stories that supposedly play out in 30 seconds each.&nbsp; Rather than spend 120 hours in a game, there are four radically different games, each taking at most a minute at a time.&nbsp; It's the ultimate casual RPG with a sense of humor about itself.<br /><br />However, there are some real flaws in the execution, which I discovered ... well, okay, more&nbsp; than 30 seconds in.&nbsp; In the eponymous mini-game, you play a hero out to defeat the Evil Lord who is casting a spell that will destroy the world in 30 seconds.&nbsp; Your whole quest, from overland movement through mini-battles to the final showdown, must happen in 30 seconds.&nbsp; The first round went well, and I averted catastrophe, watched the credits roll, and found myself in 30 Second Hero II.&nbsp; As a veteran of Retro Game Challenge, I smiled and readied myself for the next game. &nbsp;<br /><br />The next 'game', though, level 2 really, I couldn't beat after 3 or 4 tries, and I'm not sure that I will beat it, for anticipation of a punishing mechanic.&nbsp; See, you've got 30 seconds to get from point a to b to c to the boss.&nbsp; The first problem is that the controls are finicky, and I find myself wandering back and forth (for several precious seconds) trying to stop in the one point where I can enter the town or the cave or what not.&nbsp; Secondly, the way that you get more time in the game, which this level seems to require, is to pray at a statue and make a donation.&nbsp; The patron deity rolls back time a bit to give you an extension-- but the money that it requires increases every time you ask.&nbsp; The game and the booklet are painfully clear about this.<br /><br />So I'm stuck in anticipation of a negative feedback loop - the more I can't control my character, the more I need to pay, the more I need to pay next time.&nbsp; I'm on a trajectory where I expect to find myself stuck having to grind more and more in a game that I'm having trouble with already in level 2.<br /><br />So forget that, and let that be a lesson to designers like me who tend to forget the learning curve when presented with a clever mechanic.<br /><br /><a href="http://wondermark.com/621/"><img src="http://wondermark.com/c/2010-05-11-621game.gif" /></a><br />(mouseover text reads:"He came to a level where you just keep dying with no way of predicting <br />I've tried another of the minigames, Princess 30, and it is much more my speed.&nbsp; This is a scrolling shooter with some clever conceits wrapped around it-- the princess has a 30 second curfew.&nbsp; She runs out on missions to get things to heal her ailing father, but must do so within the curfew.&nbsp; She's carried out on these missions by a retinue of loyal knights; as the player bumps the mass of knights into harm, the knights are injured, leave (slowing the palanquin) and come back after some time having incurred medical expenses that the princess must pay.<br /><br />It's packed with attitude, as well.&nbsp; The princess likes the magical crossbow her father gives her, and gets into what the court calls 'crossbow mode' where she's insanely gung-ho about her missions.&nbsp;&nbsp;&nbsp; She's loyal to the knights, naive about the world (it *is* a 30-second curfew),&nbsp; The story is ridiculous, teasing, but plenty fun enough for the mini-game. &nbsp;<br /><br />And, critically, the mechanics are balanced.&nbsp; There were some levels that I had to try several times, but my failures were always something I could change my tactics to fix.<br /><br />I haven't tried the other two mini-games yet, and am looking forward to them.&nbsp; One is an RTS where I'll play a beautiful evil lord tormenting the unbeautiful and unworthy populace (grin); the other sounds very different but I'm not clear on it and it isn't unlocked at the start.<br /><br />The quick lesson I got from this first play, because I like to get lessons, apparently I am paying not for a game but to be schooled, is that you may have to be careful about communicating how difficult something will eventually become.&nbsp; You can turn something that isn't actually punishing into a brutal and doomed strategy in the players mind even if it isn't actually so in the game (or won't be for a long time).&nbsp; I saw a version of this in playlists for the Gamelab games Downbeat and Out of Your Mind.&nbsp; If you give a player too much advice against dangerous-but-not-deadly strategies before they understand the game well, they don't have enough information to properly assess how dangerous the strategy is, and they may avoid it altogether.&nbsp; Tell a child that swearing is sometimes bad, and (self-assertion aside) they will not use that word at all.&nbsp; They don't know enough to understand the nuance of 'sometimes.']]>
    </content>
</entry>

<entry>
    <title>Why Am I Here On This Blog</title>
    <link rel="alternate" type="text/html" href="http://www.textuality.org/2009/07/why-am-i-here-on-this-blog.html" />
    <id>tag:www.textuality.org,2009://1.61</id>

    <published>2009-07-19T16:11:14Z</published>
    <updated>2009-07-19T16:12:02Z</updated>

    <summary><![CDATA[Why am I here (on this blog) and what do I have to say?&nbsp; I like to trace patterns.&nbsp; I like to make worlds.&nbsp; I like to poke at systems to see how they work.&nbsp; And&nbsp; I like to share...]]></summary>
    <author>
        <name>Scott Price</name>
        <uri>http://www.grendel.org/hunter</uri>
    </author>
    
        <category term="About Textuality.org" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="dd" label="D&amp;D" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="gls" label="GLS" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="davidschaffer" label="david schaffer" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="jimgee" label="jim gee" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="katiesalen" label="katie salen" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="stevenjohnson" label="steven johnson" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://www.textuality.org/">
        <![CDATA[<p><font face="Helvetica" size="3">Why am I here (on this blog) and 
what do I have to say?</font>&nbsp;<br /></p>

<p><font face="Helvetica" size="3">I like to trace patterns.&nbsp; I 
like to make worlds.&nbsp; I like to poke at systems to see how they 
work.&nbsp; And&nbsp; I like to share all that with people, because 
I think a lot better when others are asking me to be clearer or telling 
me where I'm wrong or just off course.&nbsp; </font>&nbsp;<br /></p>

<p><font face="Helvetica" size="3">When I was in high school and living 
in small-town New York State ("Sparsely Populated - Drive Carefully"), 
the systems I studied were the seed-dispersion techniques of woody underbrush, 
drainage patterns leading into creeks, or the social networks of my 
classmates (one system I never 'got' very well).&nbsp; Everything I 
learned from them fed into the worlds I created for storytelling and 
then for games of Dungeons and Dragons.&nbsp;&nbsp; Maps got elegant ecosystems, towns had flavorful characters, and monsters fit their environments.&nbsp; The game gave me a context in which to ground what I tried to learn.</font><br /></p>

<p><font face="Helvetica" size="3">The information went both ways, too-- 
I'd set up something in the game like a town and realize that I really 
didn't understand how an agrarian economy would affect travel patterns 
and population density, so I'd read up on medieval villages and look 
at maps of Krakow, Poland, across 500 years.&nbsp; I didn't do this consciously, but the game's rich allusions to folktales and mythology led me out into the real thing.</font>&nbsp; I think that the first case was an epiphany reading Lloyd Alexander's Chronicles of Prydain, when I came across a character from the books in a D&amp;D sourcebook and realized that Alexander (and D&amp;D) hadn't just made it all up themselves.<br /></p>

<p><font face="Helvetica" size="3">So in the last few years, when scholars 
and writers like <a href="http://www.gamersmob.com/">Katie Salen</a>, <a href="http://gameslearningsociety.org/people_geej.php">Jim Gee</a>, <a href="http://epistemicgames.org/eg/category/people/david-williamson-shaffer/">David Schaffer,</a> and <a href="http://www.amazon.com/gp/product/B001TK89XK?ie=UTF8&amp;tag=hypertextuali-20&amp;linkCode=as2&amp;camp=1789&amp;creative=9325&amp;creativeASIN=B001TK89XK">Steven Johnson</a><img src="http://www.assoc-amazon.com/e/ir?t=hypertextuali-20&amp;l=as2&amp;o=1&amp;a=B001TK89XK" alt="" style="border: medium none  ! important; margin: 0px ! important;" border="0" height="1" width="1" />
 
say that kids learn well from games, that games teach systems thinking, 
and that games can provide a context for rich problems and situated 
learning, it's made a lot of sense to me.&nbsp; I grew up on what they're 
describing.</font>&nbsp;</p><blockquote><p>The words in a chemistry textbook are tied to a game, the game of chemistry.... If you played the game of chemistry, you come to understand why people use the words as tools to do things, to engage in actions, to label images. -Jim Gee, <a href="http://www.edutopia.org/james-gee-games-learning-video">Edutopia interview</a></p><p>Study after study has shown that kids and adults alike assimilate
information better when they are studying topics which they are
interested in rather than things which they are forced to learn ...the advantage that traditional video games have is that the user
inherently cares about what they are doing. This enthusiasm is
(comparatively) easy to channel or transfer to other activities, which
brings us to the topic of tangential learning. -James Portnow, <a href="http://www.edge-online.com/blogs/the-power-tangential-learning?page=0%2C0">Edge Blog</a><br /></p></blockquote><p><font face="Helvetica" size="3">What I'm still missing, though, is 
the community *talking* about all this.&nbsp; I bring it up sometimes 
at game nights, but it's not very helpful in keeping my friends from 
cleaning my clock in Citadels.&nbsp; I go to the very excellent <a href="http://www.glsconference.org/">Games, 
Learning, Society Conference</a> every year, but it's <a href="http://www.textuality.org/2009/06/liveblogging-the-gls-conference-wednesday.html#more">three</a> <a href="http://www.textuality.org/2009/06/liveblogging-the-gls-conference-thursday.html#more">too-brief</a> <a href="http://www.textuality.org/2009/06/liveblogging-the-gls-conference-friday.html#more">days</a> 
in a year 122 times that long.</font>&nbsp;<br /></p>

<p><font face="Helvetica" size="3">Also, honestly, I think that games, 
or at least ludic sensibilities and systems, are a lot more pervasive 
than many people think.&nbsp; I like to look at how, beyond representing 
some small piece of the world in a game, people actually approach the 
world as a set of games all the time, every day.&nbsp; I think&nbsp; 
that we can come to understand a few more things about ourselves and 
our world by watching how we play, how we read, and how we make games 
and stories.</font>&nbsp;<br /></p>

<font face="Helvetica" size="3">And that's a pretty good reason for 
a blog.</font>&nbsp;  ]]>
        
    </content>
</entry>

<entry>
    <title>Will Wright on Educational Games</title>
    <link rel="alternate" type="text/html" href="http://www.textuality.org/2009/07/will-wright-on-educational-games.html" />
    <id>tag:www.textuality.org,2009://1.64</id>

    <published>2009-07-18T20:27:21Z</published>
    <updated>2009-07-18T20:54:27Z</updated>

    <summary><![CDATA[Kotaku picked up a video interview of Will Wright made for the Chronicle of Higher Education.&nbsp; I try not to worship Will Wright, but I think he gets just about everything right in this interview.&nbsp; http://kotaku.com/5315098/will-wright-talks-educational-gaming-funny-money"We've gotten disconnected from the...]]></summary>
    <author>
        <name>Scott Price</name>
        <uri>http://www.grendel.org/hunter</uri>
    </author>
    
        <category term="News Response" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="Quick Link" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="gitftheory" label="GITFTheory" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="educationalgames" label="educational games" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="kotaku" label="kotaku" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="links" label="links" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="willwright" label="will wright" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://www.textuality.org/">
        <![CDATA[Kotaku picked up a video interview of Will Wright made for the Chronicle of Higher Education.&nbsp; I try not to worship Will Wright, but I think he gets just about everything right in this interview.&nbsp; <br /><br /><a href="http://kotaku.com/5315098/will-wright-talks-educational-gaming-funny-money">http://kotaku.com/5315098/will-wright-talks-educational-gaming-funny-money</a><br /><br /><ul><li>"We've gotten disconnected from the idea of play.... I don't think it's games so much as play.... we still think of play as a sort of useless, time-wasting activity.&nbsp; When, in fact, play is a fundamental educational technology."</li><li>On <a href="http://en.wikipedia.org/wiki/Serious_game">Serious Games</a>: "I think there's an environment they're emerging in, a certain garden, ecosystem ... in which they have to look serious first." "They could be a lot more fun than they are ... lot of them are maybe too specifically targeted."&nbsp; <br /></li><li>He offers Rod Serling's Twilight Zone and Dr. Seuss as examples of serious messages couched within a rich context or a playful presentation.</li><li>Perhaps motivation is a better goal than education, for games.&nbsp; They'll educate anyway, but it's too serious a goal for most designers, who would do better aiming to motivate instead.<br /></li></ul>The Kotaku comments also have some good links to other material, including some TED talks.&nbsp; It's a wonderful antidote to the <a href="http://www.textuality.org/2009/03/wiifit-to-the-boxes-we-put-ourselves-in.html">representatives</a> of the <a href="http://penny-arcade.com/view.php3?date=2004-03-19">GIF Theory</a> that you find on any Kotaku thread about one of the big three consoles.<br />]]>
        
    </content>
</entry>

<entry>
    <title>Recent Readings</title>
    <link rel="alternate" type="text/html" href="http://www.textuality.org/2009/06/current-readings-1.html" />
    <id>tag:www.textuality.org,2009://1.63</id>

    <published>2009-06-30T04:17:41Z</published>
    <updated>2009-07-19T03:32:35Z</updated>

    <summary><![CDATA[This week's readings are all over the place.&nbsp; After a talk by Clay Shirky, I read up on him; I missed a conference that I'd have liked to have gone to; and I followed up on some old topics of...]]></summary>
    <author>
        <name>Scott Price</name>
        <uri>http://www.grendel.org/hunter</uri>
    </author>
    
        <category term="News Response" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="Quick Link" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="clay_shirky" label="clay_shirky" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="links" label="links" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="readings" label="readings" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="twitter" label="twitter" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://www.textuality.org/">
        <![CDATA[This week's readings are all over the place.&nbsp; After a talk by Clay Shirky, I read up on him; I missed a conference that I'd have liked to have gone to; and I followed up on some old topics of interest.<br /><br /><ul><li><a href="http://www.sayeverything.com/excerpt/say-everything-chapter-one/">The Story of Justin Hall, as "Putting Everything Out There"</a> - The first chapter from Scott Rosenberg's book about blogging.&nbsp; I went to school with Justin Hall, and everything I read in the article seems aptly described.&nbsp; This should be required reading for anyone who wants to be knowledgeable about the history of writing on the internet.<br /><br /></li><li><a href="http://www.escapistmagazine.com/articles/view/conferences/tgc_2009/6021-TGC-2009-How-a-Board-Game-Can-Make-You-Cry">The Escapist Magazine - How a Board Game Can Make You Cry</a> - "Serious games" done well, and well told.<br /><br /></li><li><a href="http://www.gameeducationsummit.com/ges_programs_2009.php">The Game Education Summit Schedule</a> - The week after GLS, I couldn't possibly make this conference.&nbsp; Too bad; it sounds like it was pretty interesting.<br />&nbsp;</li><li><a href="http://www.telegraph.co.uk/culture/books/bookreviews/5291671/Endpaper---Fiction-reaches-a-new-level.html">Fiction Reaches a New Level</a> - The upcoming game Dante's Inferno is going to set back the clock about 5 years on trying to get games recognized as artwork or even a storytelling medium.&nbsp; We can do better than this.&nbsp; The article is actually pretty kind, and mostly focuses on how exceptional this case is.<br /><br /></li><li><a href="http://www.openp2p.com/pub/a/p2p/2002/12/26/inroom_chat.html?page=3">twitter before twitter, by Clay Shirky</a> - a remarkably prescient piece.&nbsp; He doesn't mention twitter, but you might as well find/replace it in there.<br /><br /></li><li><a href="http://www.ted.com/talks/ken_robinson_says_schools_kill_creativity.html">Ken Robison says schools kill kids' creativity</a> - another TED talk.<br /></li></ul>]]>
        
    </content>
</entry>

<entry>
    <title>Liveblogging the GLS Conference: Friday</title>
    <link rel="alternate" type="text/html" href="http://www.textuality.org/2009/06/liveblogging-the-gls-conference-friday.html" />
    <id>tag:www.textuality.org,2009://1.60</id>

    <published>2009-06-12T14:18:32Z</published>
    <updated>2009-06-12T20:10:40Z</updated>

    <summary>Day three of my notes from the Games, Learning, Society Conference!After the jump: A lot of notes....</summary>
    <author>
        <name>Scott Price</name>
        <uri>http://www.grendel.org/hunter</uri>
    </author>
    
        <category term="Event" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="gls" label="GLS" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://www.textuality.org/">
        <![CDATA[Day three of my notes from the Games, Learning, Society Conference!<br /><br /><i>After the jump: A lot of notes.</i><br /> ]]>
        <![CDATA[Keynote: <span class="grid-event"><a href="http://www.glsconference.org/2009/program/event/9">Rethinking Education in the Age of Technology: The Digital Revolution and Schooling in America</a></span><br /><ul><li>Gee: "People are smart, but they are stupid once they're in institutions."</li><li>If you're inside the design process, you can't afford wholesale destruction.&nbsp; You have to make do with what you have.&nbsp; If you're outside the design process, you can give a thumbs up or thumbs down.</li><li>Talk goals: history of how schooling = learning.&nbsp; the hopes of a technological revolution. <br /></li><li>Knowledge as a rare commodity - with the ephemerality of knowledge throughout history, if you didn't pass it on, it was lost.&nbsp; So we had methods for transfer of knowledge: apprenticeship and rote (repeat back) 'learning'.</li><li>"high schools are the weakest link - the rationale for learning in high schools is pretty shaky for the people in them, still."</li><li>Loose coupling model (between kindergarten, graded schools, high schools, vocational schools/apprenticeships, colleges, universities... makes the system adaptable, but resists changes to the core technologies.&nbsp; (why?)</li><li>Burden of making people better, the hope of improvement, has shifted from churches in teh 17th century to schools in the 20th.</li><li>1950s: Gardner, <a href="http://books.google.com/books?id=-6RCJfgZRaEC&amp;dq=gardner+the+mind%27s+new+science&amp;printsec=frontcover&amp;source=bl&amp;ots=Ypu51gijJW&amp;sig=KWLmh1NHk0S31o6hRvo1Pyx06wM&amp;hl=en&amp;ei=aH8ySrX6B5LGM7b2kfYJ&amp;sa=X&amp;oi=book_result&amp;ct=result&amp;resnum=1#PPA389,M1">The Mind's New Science</a> - computers as the source of the cognitive revolution in the 50's because you could model complex systems.</li><li>1980s: Papert, etc. in 1980s *could* allow a personal version of that revolution - by allowing students to make dynamic representations.</li><li><a href="http://sustainability.terc.edu/index.cfm/page/406">Larry Cuban</a>: <a href="http://www.amazon.com/Oversold-Underused-Computers-Larry-Cuban/dp/0674011090">Computers: Oversold and Underused</a>.</li><li>The result of the 90's investment isn't the programs, the artifacts of the grants, it's GLS, the people that resulted.</li><li>Technology percolated, it just started to happen around school.&nbsp; 1.5M homeschooled students.&nbsp; Virtual school, virtual charter, workplace learning, <br />social networks, video games.</li><li>Why? <br /></li><ul><li>easy answers - lack of will, skill, or politics. too pat for institutions.<br /></li><li>hard answers - technologies for learning vs. learners. (historic link to burden for improvement?)</li></ul><li>public responsibility for access to schooling has become ingrained.&nbsp; Brown: access to institution is not access to education.&nbsp; War on poverty.&nbsp; With investment comes accountability.&nbsp; call for accountability became bipartisan as people want to argue and defend.&nbsp; ADA.&nbsp; Discussion shifts from access to schooling to outcomes.</li><li>NCLB: idea that standards and accountability will lead to outcomes.</li><li>accountability: <a href="http://dpi.wi.gov/sig/index.html">WINSS</a>.&nbsp; NCLB has completely transformed administration - and made it conservative - only what is proven to work.</li><li>NCLB leads to common textbooks, common terminology (so they can compare and collaborate).&nbsp; Low-risk solutions.</li><li>Compare: learning vs. learners.</li><ul><li>schools adapt technologies to guarantee learning; out of school teck focuses on learners.</li><li>high-yield strategies vs. customization strategies.</li><li>reliable vs. eclectic</li><li>tested consequence of means vs. learning as a happy consequence of means.</li><li>(something) vs. adoptive models of implementation.</li><li>democratic model of learning vs. meritocratic model.</li></ul><li>When you're in a game, you're defined by the rules/role of the game.&nbsp; Who you are within the game and without the game becomes a topic for negotiation.</li><li>He's come up with a new argument against outcomes as a standard for policy success!</li><li>The drive for data is ambivalent: we want to understand the system; but we don't want to fetishize the data.&nbsp; Response: it's about the level of customization - data enables customization, or "play", flexibility within the system.&nbsp; We want to move it down the system toward the learner.</li><li>Do we really believe in educational system, still?&nbsp; Yes: still biggest investment over roads, prisons, etc.&nbsp; Look at WI data.</li><li>Could there be a game of being a school superintendant?&nbsp; Rich is still uncomfortable with the generality of a superintendant's tools.&nbsp; He's worried that a game would proliferate the bad methods rather than critique them.</li><li>What does a tool for learner look like?!</li><li>Increased documentation of high school dropouts ... his hunch is that that's directly due to NCLB.&nbsp;&nbsp;</li></ul>Session 1: <span class="grid-event"><a href="http://www.glsconference.org/2009/program/event/52">Gaming the Future of Science Learning</a></span><br /><ul><li>AR games and science learning</li><ul><li>They're thinking of "being and becoming", just like the <a href="http://www.q2l.org/">Q2L</a>.</li><li>We want to move from "effects on the learner" to meaning.&nbsp; The best teachers are certain of their pedagogy and work in non-routine environments; the worst are uncertain (follow fads) in a routine environment.&nbsp; Good to have teacher encouraging a 'growth mindset' at all levels.</li><li>That all works for good project managers, too.&nbsp; ;) <br /></li><li>AR game: wander the forest, meet the hawk, the cottonwood, have them all argue their case for ruling the forest?</li><li>Used MIT's Outdoor AR Editor (~5 yrs old) - <a href="http://education.mit.edu/drupal/OutdoorARSoftware">AR Game Builder</a> <br /></li><li>Games tend to fall into "tour the town" or CYOA.&nbsp; Can we get into a broader set of games?</li><li>Schools don't alway allow googling for images.</li></ul><li>StarLogoTNG</li><ul><li><a href="http://education.mit.edu/drupal/starlogo-tng">StarLogo TNG website</a>, <a href="http://search.techrepublic.com.com/search/starlogo+tng.html">resources</a><br /></li><li>They want all students (not just science focused kids) to get systems, key popular issues.</li><li>Primary goal is a good one: Get kids to 'thnk scientifically" - use the tools of scientists and to develop the habits of mind of scientists.</li><li>They use a 'black box/glass box' metaphor for software.</li><li>Have students create a piece similar to an art piece - makes them abstract what's important.&nbsp; Programming isn't the best tool for full reproduction.</li><li>They used game difficulty level design as performance assessment - in order to design to a specific difficulty, they have to understand the systems in play.</li><li>Give students a level with parameters, and ask them to balance the level.&nbsp; The player will be a bunny that needs to meet others and get to safety; balancing factors in the fire's spread determines the difficulty of the level.</li></ul><li>Programming and Game-building and Game-play</li><ul><li>How to design a course where game-building occurs throughout the year?</li><li>Shout-out to diSessa, A (2000).&nbsp; Changing Minds: Computers, Learning and Literacy. Cambridge MA: MIT Press</li><li>First challenge - program ducks to seek high ground in a small environment.</li><li>Another challenge - observe agents to see whether you can figure out their rules.</li><li>After showing kids how in the virtual world a set of rules (code) can direct the motion of an object/agent, bring it back to physics - how the set of rules (laws of motion) can describe and explain motion in the physical world.</li><li>Engineering Design vs. Scientific method of play vs. science in play<br /></li><ul><li>play/start</li><li>design vs. observe vs. observe/collect data<br /></li><li>build vs. generate strategies vs. generate questions/ideas</li></ul><li>The game ends up working as an excellent context for the science learning. They need to know how acceleration works.</li><li>Okay, seriously, folks: just make your screen the projector's screen.&nbsp; Print your notes if you need to.</li><li>They have the kids make blogs throughout the units. !!!</li><li>Frustration + motivation = incorporation of analysis and reasoning into a process of trial and error</li><li>Takes a week to really bring the teachers in ... and its often the second year before they really do more than dip their toe into the water with the activity<br /></li></ul><li>This session was a really good set of case studies for all of this games/learning stuff in real classrooms.</li><li><span class="grid-event"><a href="http://www.glsconference.org/2009/program/event/191">OTB: On the Backchannel</a></span>
    </li><ul><li><span class="grid-event">This was just the awards for the game, and I was helping to video record and take photos, so I'll need to write up my thoughts more fully soon.</span></li></ul><li><span class="grid-event"><a href="http://www.glsconference.org/2009/program/event/16">Grand Theft Childhood? Making Sense of Teenagers' Responses to Violent Videogames</a></span>&nbsp; - Lawrece Kutner, Ph.D.</li><ul><li>Credit Mobilier scandal of 1873, when Comstock led raids on pornography. Comstock went after the "dime novel" (which often focused on independent women).<br /></li><li>Horatio Alger as the next example.&nbsp; Then gangster movies and the Hays Code.&nbsp; Then crime and horror comics in the 40s and 50s (nevermind the Tales from the Crypt stories about victimized people rising from the dead for retribution). What Parents Don't Know About Comic Books by Frederic Wertham.<br /></li><li>Nice quote from Bill O'Reilly perfectly paralleling Wertham.</li><li>1200 surveys, 500 kids. Surveys were opt-out (everyone unless requested).&nbsp; Assessed exposure: "list 5 games you've played a lot in the past 6 months".&nbsp; Over half the games listed were played by only one child. (LONG Tail!)&nbsp; Not a single kid listed 'thin' violent games like Manhunt or _______.&nbsp; <br /></li><li>Boys played: GTA: 44%, Madden: 34, Halo 3: 22.&nbsp; Girls played: Sims, then GTA, then Supermario, Solitaire, and Tycoon games.&nbsp; One finding: boys go on missions in GTA, girls use it as a sandbox.</li><li>Few (5-6%) play with parents a lot; 11-19% with strangers over the internet.&nbsp; Boys were more likely to play with friends than girls... contrary to pundits or gender stereotype.</li><li>Why?&nbsp; Over half said creative activities.&nbsp; Kids listed plot - pure violence wasn't in it.<br /></li><li>Emotional management - 62% of boys play to relax; ~23% for emotional regulation - forget problems, get anger out, feel less lonely.&nbsp; These kids were much more likely to play a lot, defining an at-risk group who use games to self-medicate.</li><li>FBI figures show that youth violence has *declined* over the last 20 years while coverage has increased greatly.</li><li>ESRB ratings don't mention the *goal* of the violence in games</li><li>Kids who played M rated games (at 12-14 yrs old) were much more likely to play alone.&nbsp; A console or computer in the bedroom correllated to the M rating players.</li><li>There's no evidence for links between games and major violence; but link for low-grade common violence.&nbsp; There is a correlation (not a causal relationship) with low-grade violence: more M-rated titles corresponds to more incidents of violence.&nbsp; For girls, those who play daily were more likely to bully and fight.</li><li>Statistical prediction cannot show causation - but it's a marker of risk, especially among girls.</li><li>Boys enjoyed fantasies of power, fame, and respect, but were clear on fantasy vs. reality.</li><li>What appealed to boys (action, challenge, variety, realistic environments, tests of behavior and consequence) were more common in violent games.</li><li>Boys would give same concerns about younger siblings playing violent games that parents give about them.&nbsp; Boys were most concerned not about violence but 'swears'.</li><li>"What shouldn't you play at 13?" "The Sims, because ...." awkwardness "... they kiss."</li><li>"What's more terrifying to boys at age 13 than kissing a girl?&nbsp; Zombies are easy."</li><li>Another marker: feeling worse after playing.&nbsp; Most kids feel more relaxed when done with a game.</li><li>Major potential benefits of games: inspire new interests.</li><li>Proven benefits w/ computers and games for kids with disabilities (empowerment) and kids with ADD/ADHD (hypothesis: non-judgemental).</li><li>Virginia shooter: mentioned twice in police report: kid *didnt* play, only played Sonic in high school.</li><li>Couch potato factor: kids who play realistic sports games actually get more exercise than others.&nbsp; Not true for other games, either pos. or neg.</li><li>Wonderful 'listening for" anecdote.<br /></li></ul></ul>]]>
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<entry>
    <title>Liveblogging the GLS Conference: Thursday</title>
    <link rel="alternate" type="text/html" href="http://www.textuality.org/2009/06/liveblogging-the-gls-conference-thursday.html" />
    <id>tag:www.textuality.org,2009://1.59</id>

    <published>2009-06-11T14:20:22Z</published>
    <updated>2009-06-12T17:24:34Z</updated>

    <summary>Liveblogging yesterday&apos;s GLS conference went pretty well, so I&apos;m back at it today! Today&apos;s a full da, so there&apos;s going to be even more after the jump!...</summary>
    <author>
        <name>Scott Price</name>
        <uri>http://www.grendel.org/hunter</uri>
    </author>
    
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        <![CDATA[Liveblogging yesterday's GLS conference went pretty well, so I'm back at it today! Today's a full da, so there's going to be even more after the jump!<br />]]>
        <![CDATA[<ul><li>Keynote: <span class="grid-event"><a href="http://www.glsconference.org/2009/program/event/178">Soft Modding</a></span>, Jim Gee</li><ul><li>Anecdote about shut-in mother who made a purple toilet for her daughter in the Sims, got hooked on the modding community, and now has ~7M downloads.</li><li>Repeated, wonderful pattern - start with a dedicated community of players and they'll become designers, given a chance.</li><li>One way they do this is by giving each other challenges, like the <a href="http://bbs.thesims2.ea.com/community/bbs/messages.php?threadID=e3c4af5e8c79145b4290c82f3eef3429&amp;directoryID=128&amp;startRow=1&amp;openItemID=item.128,root.1,item.43,item.61,item.41,item.23">Nickel and Dimed Challenge</a>.<br /></li><li>The book <a href="http://www.amazon.com/Nickel-Dimed-Not-Getting-America/dp/0805063897">Nickel and Dimed</a> <a href="http://en.wikipedia.org/wiki/Nickel_and_Dimed">is a simulation</a>; so is The Sims.&nbsp; The Sims isn't actually good for it - she has to add extra restrictions.&nbsp; Lists cheats not to use.&nbsp; Lists helping mechanics that aren't realistic for her challenge.&nbsp; No quitting without saving.&nbsp;&nbsp;&nbsp; She's got considerable technical understanding, but she's using it to build social engagement.</li><li>On argument from members about unrealistic restrictions, the argument is: it's not a full simulation, it's meant to capture the feeling.&nbsp; It's a metaphor.</li><li>The player is fostering modding to require emotional intelligence.</li><li>We're losing to China in algebra?&nbsp; The answer is not to teach more algebra... it's <br /></li><li>"This sort of emotional intelligence ... is a future thing, either we get it or we go out of business."&nbsp; It's not common now, in women or men.</li><li>Modding, and its communities, leads to new kinds of stories.&nbsp; They incorporate and move fluidly between what the player does as a gamer; what the character does in the game; how the rules of the simulation or game affected the story (the context); and the story that results.</li><li>People wanted to keep the results of the game to show their kids what they lived through!<br /></li><li><a href="http://www.ea.com/">EA</a> could never do the Nickel and Dimed challenge.</li><li>21st century leadership.<br /></li><li>No whining!&nbsp; If she could turn the Sims into this challenge, well, there's no excuse not to make games about anything.</li><li>If you give people creative tools, everyone is creative</li></ul></ul>Session 2: <span class="grid-slot-title">Leveraging Game Design for Learning<br /></span><ul><li><span class="grid-event"><a href="http://www.glsconference.org/2009/program/event/96">Gaming After School: Boys and Girls Clubs of America Game Design Curriculum</a></span>
    </li><ul><li>9-13 year olds, 4000+ clubs, soft launch fall 09, hard launch fall 10</li><li>systems thinking, iterative design process, introductory programming concepts, game design principles, problem solving skills, and teamwork and collaboration.</li><li>PETLab, Education Development Center, Boys &amp; Girls Clubs of America, AMD Foundation, and Todd Wagner Foundation</li><li>30 min. think &amp; design, 15 min play-test, 15 min. repeat = 60 min. total (this was the final, not the initial, time spread)<br /></li><li>Tech: Gamestar Mechanic, Scratch, and craft materials.</li><li>First Playtest results: not college, not school... B&amp;G Clubs. Needed to be sensitive to the culture of the community.</li><li>Learned: fit the culture.&nbsp; modularize, and give "recipe cards" rather than literal readable instructions.&nbsp; Flex with tech</li><li>Learned from round 2: kids don't like the deconstruction or working on someone else's game.&nbsp; I wonder whether they need it, though.</li><li>Now, more modular: Design 101 workshop, then Scratch, then "YOUR" game.</li><li>Technologies, finally: Scratch and paper.&nbsp; Gamestar just wasn't readily available.</li><li>Questions:</li><ul><li>through game literacy can you create issue literacy</li><li>how do you design for a culture other than your own</li><li>can the iterative process at the core of design transfer to other areas?</li></ul></ul><li><span class="grid-event"><a href="http://www.glsconference.org/2009/program/event/40">The Psycholingistics of Children's Game Design: Results of Year 3 of the Gamestar Mechanic Project</a>, Alex Games</span>
    </li><ul><li><span class="grid-event">They designed GSM around teaching kids to think like designers.&nbsp; But kids don't want to be taught, they want to be listened to.</span></li><li><span class="grid-event">Theoretical framework: designed to help children learn to adopt the discourse of game designers, with its asociated thinking and communication practices.&nbsp; (Gee, 2003)</span></li><li><span class="grid-event">central to that is using the specialist "language of games" (in all its modalities).</span></li><li><span class="grid-event">I'd like to find out from him what 'gamer terms' kids used.&nbsp; We wanted to work that into the world, but didn't know as well what terms kids use (now).</span></li><li><span class="grid-event">Made Alex Games 'just another player'.</span></li><li><span class="grid-event">Children don't learn to thnk *about* GSM, but *with* it, using three dialogues:</span></li><ul><li><span class="grid-event">Material - through iterative trial and error, players learn the design grammar and the system's thinking.</span></li><li><span class="grid-event">ideal player - using the materials to express an idea of a game - creating an 'ideal player' which the game calls for through its design.</span></li><li><span class="grid-event">the real player - talking about how the game will need to play out with a player - through terminology referring to the player.</span></li></ul><li>what's next?&nbsp; what is the utilitarian value of the programming?</li></ul><li><span class="grid-event"><a href="http://www.glsconference.org/2009/program/event/108">Learning Within a Nodal Ecology Activated by Gamestar Mechanic</a>, Robert Torres</span>
    </li><ul><li>This talk focuses on what a knowledge domain is and how GSM fostered the growth of a knowledge domain around game design.</li><li>The domain wasn't conceived as nodal, but it was: discussion happened in the game, out of school, at home, on the forum, etc.</li><li>The context: 50% Black and Latino kids drop-out ... but then we want a program to teach despite that?&nbsp; <br /></li><li>Across nodes, there were architectural elements that all occurred in each node: social activity, specialist language, distnict physical or virtual spaces, behavioral norms defined early by participants, ways of being, time allocations...</li><li>This isn't novel-- it's "islands of knowledge"</li><li>"Quest 2 Learn" got a flurry of writing and typing.</li></ul><li><span class="grid-event"><a href="http://www.glsconference.org/2009/program/event/87">Creativity in Videogame Programming as a Pedagogy</a></span>
    </li><ul><li>We're coming to understand that creativity isn't innate, a gift, but contextual, varied, and enabled.&nbsp; The move from religion to science also witnessed a big shift in how creativity was conceived.</li><li>How does Scratch manage its community?</li><li>Learned to leverage the students' imitation of existing work, rather than fight it.</li></ul><li>Q&amp;A</li><ul><li>Alex Games: we don't yet know how designers can and do talk to each other, what "expert practice" is.</li><li>Gamestar's not yet fully out there - so we haven't learned much from it yet.&nbsp; Alex inserted some ringers - and it REALLY helped the kids.&nbsp; Who were these people and users?</li><li>There's a bit of a suppressive nature in schools and clubs - no one wants to critique and risk seeming not to be a team player, or to imply to their funders that there are problems with what is being funded.<br /></li><li>For a game being used in a workshop or school, it can be good to separate the developers from the mentor/coordinator - it lets the mentor be a peer rather than the vulnerable designer.&nbsp; Alex Games wasn't the creator of Gamestar Mechanic, so he could be 'one of the players'.</li><li>ACME Animation mentioned as an excellent mentor community for animation.</li></ul></ul>Session 3: Games Vs. Schools<br /><ul><li>I didn't take many notes this session because the room was set up very poorly - the setup required speakers to stand in front of the projector, or in front of me; the sound was low, and there were no outlets in the room.</li></ul>Session 4: Worked Examples<br /><ul><li>MacArthur put $50M into the field.&nbsp; But how to assess, when the field doesn't exist yet?&nbsp; One way is to require a "worked example".</li><li>Classic definition: take a well-solved problem and ahve an expert walk through it.&nbsp; But how in a new field?</li><li>In a new field, look for exemplars.&nbsp; Not the canonical example, but work that's clearly good and is probably central.</li><li>Shree Durga: literacy around coding in&nbsp; Civ 4 forums.<br /></li><li>Robert Torres: looking at systems thinking and challenging theories of situated learning.<br /></li><li>Caro Williams: WoW, and using mathematics and narrative within.</li><li>Matthew Berland: Pandemic (collaborative board game) and how they collaborate to learn the rules and build strategies: distributed cognition.</li></ul>Evening Keynote: <span class="grid-event"><a href="http://www.glsconference.org/2009/program/event/5">For the Lulz: How 9000 Internet Jackasses Took On the Church of Scientology and Redefined the Politics of Play</a></span><br /><ul><li>Was Julian Dibbell the person who gave on of my fave talks last year, in defense of griefers?</li><li>Politics of play: we usually think about laws against games, rules against games in schools, etc.&nbsp; But he means to explore how play can be a driver for politics.</li><li>Presents the Anon "Message to Scientology" video not as an initiator, but the point at which the movement got it together, uniting the messy campaign from before the video and taking from illegal hacking back to a more traditional protest movement.</li><li>Moving to the playful aspect makes serious response from the church difficult.</li><li>Attempts a definition of 4chan.&nbsp; And /b/: "freewheeling cacaphony of hilarity and stupidity".</li><li>Anonymity is NOT pseudonymity.</li><li>The perfect anonymity of /b/ leads to games.&nbsp; This thing: go!</li><li>"You think you can get lost in wikipedia?&nbsp; Go to 4chan and encyclopedia dramatica and you can get lost in a parallel universe where nothing is of use to you."</li><li>4chan pwns Time Magazine.&nbsp; Brilliant. Made an acrostic of the top people of all time.</li><li>"One of the important things about trolling is picking your target. Whcih means taking yourself too seriously."</li><li>Look up the Sekrit Code of Anonymous.</li><li>Precedents: seattle, 1999; phillipines, 2001; spain, 2004; moldova, 2009.&nbsp; "Get people out on the streets and freak people out" is easy enough to do.</li><li>Anonymous : lulz :: linux : lulz.&nbsp; A ludic motivation.</li><li>copyright is integral to "the tech", to Scientology's being - ostensibly because deviating from dogmatic technology would bring harm to people.</li><li>anon.penet.fi - useful in <a href="http://www.discord.org/%7Elippard/skeptic/03.3.jl-jj-scientology.html">Scientology vs. the Internet</a></li><li>tech : memes :: fair game : trolling</li><li>general point: project chanology may not be generalisable because of the specificity re: information.</li><li>analogy to linux: if they don't stay focused on the code (lulz) but get caught up in fighting microsoft ("moralfags", by /b/ terminology)</li><li>more extreme and despicable acts, he says, are tactical, to police the moralfags.&nbsp;</li></ul>]]>
    </content>
</entry>

<entry>
    <title>Liveblogging the GLS Conference: Wednesday</title>
    <link rel="alternate" type="text/html" href="http://www.textuality.org/2009/06/liveblogging-the-gls-conference-wednesday.html" />
    <id>tag:www.textuality.org,2009://1.58</id>

    <published>2009-06-10T19:06:27Z</published>
    <updated>2009-06-12T20:09:36Z</updated>

    <summary><![CDATA[This is my first attempt at liveblogging.&nbsp; The plan is to take notes on each session here in textuality, then to later write some entries in greater depth on particular topics.After the jump: notes on the sessions!...]]></summary>
    <author>
        <name>Scott Price</name>
        <uri>http://www.grendel.org/hunter</uri>
    </author>
    
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    <content type="html" xml:lang="en" xml:base="http://www.textuality.org/">
        <![CDATA[This is my first attempt at liveblogging.&nbsp; The plan is to take notes on each session here in textuality, then to later write some entries in greater depth on particular topics.<br /><br />After the jump: notes on the sessions!<br /> ]]>
        <![CDATA[Session 1: Designing Games for Learning: PostMortems, Insights, &amp; Challenges<br /><br /><ul><li><span class="grid-event"><a href="http://www.glsconference.org/2009/program/event/60">Embodying, Designing, and Learning Multimodally with SMALLab</a></span>
    SMALLLab was used for the project<br /></li><ul><li>Okay, so there's some overhead for liveblogging.&nbsp; I'm having a hard tim catching up to this session.</li><li>it's tough to get learners to think about writing as a process, and how to use writing to think, rather than as a static and faithful representation of thought.&nbsp; That's a problem with wikis, too.</li><li>thnk about difference between games as tool to teach and games as spaces where learning is relevant</li><li>it's almost impossible to use smalllab to teach content ... so it's useful or getting users to think about it as a (physical *and* mental) space for learning.</li></ul><li><span class="grid-event"><a href="http://www.glsconference.org/2009/program/event/121">In Retrospect: Outcomes of Cosmos Chaos!</a></span> <br /></li><ul><li><a href="http://www.cosmoschaos.info/">Cosmos Chaos!</a>- RPG that focuses on social studies.</li><li>Dang!&nbsp; I just lost out on a prize because I didn't bring my DS!</li><li>worked with San diego school district</li><li>Berkeley Policy Associates - evaluator</li><li>Using the DS became a motivator to get homework done, and quickly ... of COURSE.</li><li>They'd like games to be good enough that schools require them.</li><li>Games on the DS are social ... how much of this is the physical mobility?&nbsp; <br /></li><li>They were surprised that much of the engagement was social - mentor roles among students, etc.<br /></li><li>The game was designed for readers ... not to teach decoding, but interpretation.</li><li>How much the facilitators were game-players themselves mattered a lot - more engagement among kids because the facilitators encouraged community around play more.</li><li>When the weather improved, they lost kids to outside.&nbsp; Migrant workers also disappeared by season.</li><li>Open questions - what about special ed and ESL?&nbsp; Football players in American Samoa in high school ... really enjoyed the 4th grade-level game.</li><li>If we could do it again - only lost 2 DSes out of 300.&nbsp; !!!</li></ul><li><span class="grid-event"><a href="http://www.glsconference.org/2009/program/event/101">The Best of Both Worlds? Design Challenges for Developing Playable Historical Games for Classroom Learning</a></span></li><ul><li>Mission America - an old-school adventure game in 1770 Boston just before the Massacre</li><li>yay, they're engaged.&nbsp; But is it that it's a game (any game), or that it's interactive, or somethign made for them?&nbsp; I wonder what it would be like if the teacher ran this as an RPG session.</li><li>The class stopped periodically and strategized about the game.</li><li>Penny whistle game that ripped off Guitar Hero and was a real success.</li><li>Corporation for Public Broadcasting American History &amp; Civics Initiative Grant, with wNET/Channel 13 as a partner.</li><li>wanted to show increased student historical knowledge and historical thinking as well as enhances civic participation *AND* to create a process that is replicable for other topics/content.</li><li>Karen Schreier, producer.</li><li>Pedagogical Drivers - situated learning, ethical reasoning and reflection, identity formation, and media fluency.</li><li>Do kids get media fluency, or could they prove fluency, without media *creation*?</li><li>Historical Objectives - convey chaos, perspectives of eyewitneses, sense of Boston, and the role of ordinary people in the revolution (not just founding fathers).&nbsp; showing different perspectives and the role of perspectives/experience in historical accounts.</li><li>Game Design - early on, game design defined playground; later, historical and pedagogical objectives drove game design.</li><li>evaluation - multiple choice exam?!? more richly, looked at engraving and judged how well students could see the engraving as a argument rather than fact.</li><li>Saw cases of (Jim Gee's term) "projective identity" ... separation between student's perspective and the student's choices for the character's actions.</li></ul><li><div class="grid-presentation">
    <span class="grid-event"><a href="http://www.glsconference.org/2009/program/event/109">Re:Activism NYC: Urban Interactions and Learning</a></span></div></li><ul><li>Colleen Macklin, for Petlab</li><li>played at CO&amp;P in 2008; also with students</li><li>game visits sites of activism in NYC.&nbsp; semi-simple scavenger hunt ... go there, and answer questions that require the locale; many challenges would require re-enactment, with bonus points for pulling people in.</li><li>enact acts in the location to unerstand perspectives.&nbsp; Shirtwaist factory fire enacted by doing chalk drawings of kids on the sidewalk.</li><li>learned from playtests that giving legit-looking materials really helped validate the game with passers-by.</li><li>a team that lost ... lost because they found some great people to talk to.</li><li>they revised the game to allow those rich experiences to pay off, so that it's not just about the quantity of sites.</li><li>big games are <i>in the real world</i>.</li><li>racing mechanic fought against the goal of deep engagement with sites.</li><li>levels of learning - the designers learned the most to build the game; players learned a lot; but public learned, too, watching the <br /></li><li>next up: photopolis in beijing</li><li>would repeat for 20-40 people!</li><li>How do you deal with the contentious nature?&nbsp; they send chaperones, esp. with kids.&nbsp; warn about photographs.</li></ul><li>my q: are these spreadable beyond the mediated context?</li></ul>Symposium: <span class="grid-slot-title">Emerging Models of Game Development &amp; Publication<br /></span><ul><li><span class="grid-event"><a href="http://www.glsconference.org/2009/program/event/196">P is for Partnership: How A New Game Publishing Model Can Advance Children's Learning Across Settings</a></span>
    </li><ul><li><span class="grid-event">Levine from Koontz Center &amp; Alan Gershenfeld from E-Line Ventures.</span></li><li>Levine: gap between formal and informal learning.&nbsp; Getting industry to respond to the challenge, and to think about "24/7"</li><li>Gershenfeld: Activision had a rigorous greenlight process that included publishing, business model, portfolio, etc.&nbsp; But in G4C world, there's little rigor in the business side or a holistic publishing strategy.</li><li>What does a 24/7 publishing model look like?&nbsp; What models include moderated play (and what are the modes of moderated learning/play)?</li><li>E-Line: use the consumer market as the basis; if it won't work there, it won't work elsewhere... BUT, they want an organic connection between the model and the project and its viability in the learning community.</li><li>BrainPop (I don't know about this.)&nbsp; They have light animations that are teacher-friendly, low tech requirements</li><li>Levine: We've lost co-viewing for television.&nbsp; Can we get a version of it back?&nbsp; How about intergenerational play?</li><li>Gershenfeld:&nbsp; Intergenerational play is changing how they're thinking about Fab game design.</li></ul><li><span class="grid-event"><a href="http://www.glsconference.org/2009/program/event/187">The Interactive Social Language Education (ISLE) Platform</a></span>
    </li><ul><li><span class="grid-event">Process network: organization of groups that do various parts of the project, but not full-time or all in the same place.</span></li><li><span class="grid-event">Labyrinth ... meant to help with algebra, though it's never mentioned.&nbsp; icue, NBC's project on history and social studies. <br /></span></li><li><span class="grid-event">g4gmib.org - wanting to create a space where kids could get involved in raising money for childrens' medical programs&nbsp; "Generation Cures"</span> <br /></li><li><span class="grid-event">useful slide goes here outlining the "Generation Cures Process Network" and the order in which they gathered various groups.</span></li><li><span class="grid-event">central need.&nbsp; vendor group. stakeholder group. knitting the two together.</span></li><li>designed the program not around getting money, but about incentivizing players/participants to build their own networks - to work with parents, friends, etc. by seeking sponsors and advisors.</li><li>It's a "game-a-thon".<br /></li><li>yay, steampunk!&nbsp; designed game&nbsp; not to be completely brain-candy, but to do hospital-aligned activities, at least at some level.&nbsp; They want the world to make the medical and scientific worlds appealing.</li><li>Kids are excited and involved, fine.&nbsp; Getting parents involved and interested is tougher.&nbsp; They ignore email!</li><li>This entire conference is jazzed about getting teachers the right games for their classes.&nbsp; How do we do that?</li><li>XEOS-ISLE Process Network is very different.&nbsp; grntor and grantee. Learning Games Network for design consulting, help; brough in implementation vendors; HP for platform, state department for activities within platform. GLS &amp; South African group.</li><li>This model looks a lot like DYN, iremix.org.</li><li>You can't just build it and expect them to come; you have to get groups involved (stakeholders) and their users immediately.</li><li>Matches people who know the language with people who are learning the language.</li><li>Construct sentences using shared words on cards, then link them and people vote for the best sentence.<br /></li><li>I played <a href="http://www.xenosisle.com/">xenosisle</a> for a bit.</li></ul><li><span class="grid-event"><a href="http://www.glsconference.org/2009/program/event/188">Science Education-Fundraising Project</a></span>
    </li><ul><li>Muzzylane.com<br /><span class="grid-event"></span></li><li><span class="grid-event">Sandstone - deliver games in browser with java plugin, 3D</span></li><li><span class="grid-event">Setting immersive 3D as a goal feels like a mistake - expensive and a visual time-sink.&nbsp; Why set the tech bar that high?</span></li><li><span class="grid-event">Smart to make multipayer built-in.</span></li><li><span class="grid-event">(nice slide showing the game service)</span></li><li>got a tour of the game... I checked backchatter.&nbsp; *blush*<span class="grid-event"><br /></span></li></ul></ul><span class="grid-event"><br /></span>]]>
    </content>
</entry>

<entry>
    <title>Current Readings</title>
    <link rel="alternate" type="text/html" href="http://www.textuality.org/2009/05/current-readings.html" />
    <id>tag:www.textuality.org,2009://1.57</id>

    <published>2009-05-20T22:16:35Z</published>
    <updated>2009-05-22T03:40:55Z</updated>

    <summary><![CDATA[This week I've been preparing for the Games, Learning, Society 5 conference coming up in a few weeks -- which, embarrassingly, means going through all the flyers, papers, and postcards that I picked up last year.&nbsp; So this week's reading...]]></summary>
    <author>
        <name>Scott Price</name>
        <uri>http://www.grendel.org/hunter</uri>
    </author>
    
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    <category term="igda" label="IGDA" scheme="http://www.sixapart.com/ns/types#tag" />
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        <![CDATA[This week I've been preparing for the Games, Learning, Society 5 conference coming up in a few weeks -- which, embarrassingly, means going through all the flyers, papers, and postcards that I picked up last year.&nbsp; So this week's reading is GLS + links.<br /><br /><i>Beyond the jump: academics, academic papers, and transmedia.</i><br /> ]]>
        <![CDATA[<ul><li><a href="http://www.businessweek.com/magazine/content/09_21/b4132048821605.htm">Giving Products a Good Backstory</a> - Jeff Gomez is doing some really interesting work in creating narratives to help fans identify with a product.&nbsp; I have mixed feelings about his work, sometimes, with my academic snobbery.&nbsp; What he does is to carefully craft brands to be more appealing to me, like chocolate coating an olive (I don't like olives).&nbsp; On the other hand, when done on something that I *do* like, it feels like taking something thin and making it three-dimensional.&nbsp; So I think my occasional distaste is really just prejudicial snobbery-- when it works in my favor, I think it's awesome.<br /><br /></li><li><a href="http://www.igda.org/academia/curriculum_framework.php">IGDA Curriculum Framework</a> - initially started to create a template for creating lectures, courses, and degree programs in game-related fields, this changed to a "curriculum framework" with the goal of delineating all the topics related to games in an educational context - in other words, all the skills, topics, and material, but with the presentation left to the reader.&nbsp; The result of the shift is that on reading it, I can't, for instance, say "this, this, this, and that are going to make up my course."&nbsp; What I could do is take my existing course on a topic and look through the curriculum framework to see whether I've covered the bases, whether there are other elements that are "low-hanging fruit" which I could cover, and find some alternative contexts to bring up in class to tie in other topics that students find interesting.&nbsp; <br /><br /></li><li><a href="http://www.jason.org/public/curriculum/ORPGame.aspx?pos=1">Operation: Resilient Planet - the Game</a> - part of <a href="http://www.nationalgeographic.com/">National Geographic</a>'s <a href="http://www.jason.org/public/home.aspx">JASON Project</a>.&nbsp; I haven't played this yet, and so don't have much to write, but I'm curious to see whether it stands on its own without teacher interventions.&nbsp; Many 'games' like this don't, or at least aren't fun without them.&nbsp; Its developers, <a href="http://www.filamentgames.com/">Filament Games</a>, spoke at GLS.<br /><br /></li><li>"Engage Learning Using Simulations and Games" - a pamphlet put out by the <a href="http://engage.doit.wisc.edu/">Engage project</a> introducing some basics of simulations and games and calling for grant proposals.<br /><br /></li><li><a href="http://www.investigaming.com/index/about_this_gateway/">investiGaming</a> - a gateway (portal) for research on gender and games.&nbsp; It's a bit more than a blog ... interestingly, it's a lot like what I originally intended for textuality.org.&nbsp; Each entry in the system is categorized and has a bunch of searchable metadata, as well as appearing somewhat like a blog and having entries that aren't just its subjects.&nbsp; And that's not saying anything about its actual content, which could be quite interesting.<br /><br /></li><li><a href="http://www.rezed.org/">RezEd</a> - "the hub for learning and virtual worlds," provides practitioners like educators, slibrarians, parents, and others with access to high quality resources and research in the field to establish a strong network amongst those using virtual worlds for learning."&nbsp; These guys actually get it.&nbsp; I found them through <a href="http://www.linkedin.com/pub/barry-joseph/0/4b/1a4">Barry Joseph</a> of <a href="http://globalkids.org/">Global Kids</a>, which produces RezEd, and I'm continually impressed by how thoroughly and authentically they <i>get it</i>. They run a lot of student-led projects where the students actually get to lead, and major parts of the project like the <a href="http://twitter.com/HolyMeatballs">twitter feed</a> and <a href="http://www.rezed.org/page">podcasts</a> are <a href="http://www.holymeatballs.org/teen_posts.htm">written by students</a>.&nbsp; If you're interested in how education <i>could</i> be around games and virtual worlds, you should watch these guys.<br /><br /></li><li>Balancing an Open-Ended Game for Learning - an interesting <a href="http://glsconference.org/2008/session.html?id=23">paper from GLS</a>, this focuses on assessing learning in a game that has many possible solutions or end-points.&nbsp; How do you guarantee learning, or assess what was learned, if the game doesn't offer a single win condition as a sort of 'final exam'?&nbsp; The game itself reminded me a *lot* of <a href="http://www.playfirst.com/game/plantasia">Plantasia</a>, but apparently it was a bit richer in its biology and a bit thinner in the game design.<br /><br /></li><li>"Press Play to Grow! How Video Games Could be Designed to Facilitate Personal and Spiritual Growth Education" - a paper presented at GLS 2008, which seems to have gone on to become the basis of <a href="http://www.pressplaytogrow.com/">a full website including a blog</a>.&nbsp; The author brings a very carefully grounded approach to the issue.&nbsp; <br /><br /></li><li><a href="http://selene.cet.edu/">Selene - A Lunar Formation GaME</a> - there's a lot about this online; the thing that caught me at the conference was the discussion of the hoops that they had to jump through to get a game-like project funded.&nbsp; They couldn't call it a game, it had to be, at most, a Game-based, Metaphor-Enhanced (GaME) method.&nbsp; However, in the course of jumping through all those hoops, they became very good at articulating why games game-like approaches work so well for education... and their methodology for "ensuring that your instructional game makes learning intuitive for players" is quite promising.<br /></li></ul>]]>
    </content>
</entry>

<entry>
    <title>ICON 28: Game Design Workshop</title>
    <link rel="alternate" type="text/html" href="http://www.textuality.org/2009/05/icon-28-game-design-workshop.html" />
    <id>tag:www.textuality.org,2009://1.56</id>

    <published>2009-05-17T17:00:02Z</published>
    <updated>2009-05-17T19:02:46Z</updated>

    <summary><![CDATA[This was the second year that I've run a game design workshop at the I-CON SF &amp; Fantasy convention.&nbsp; It was the second year, as well, that very few people showed up but that those who did seemed to enjoy...]]></summary>
    <author>
        <name>Scott Price</name>
        <uri>http://www.grendel.org/hunter</uri>
    </author>
    
        <category term="Design Exercise" scheme="http://www.sixapart.com/ns/types#category" />
    
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    <category term="event" label="event" scheme="http://www.sixapart.com/ns/types#tag" />
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    <content type="html" xml:lang="en" xml:base="http://www.textuality.org/">
        <![CDATA[This was the second year that I've run a game design workshop at the
<a href="http://iconsf.org/">I-CON SF &amp; Fantasy convention</a>.&nbsp; It was the second year, as well,
that very few people showed up but that those who did seemed to enjoy
themselves.&nbsp; I've gone back and forth on the design of the workshop itself, but both years ended up with a similar setup due to the constraints of a convention.<br /><br />I think that it's worth doing a bit of a post-mortem on the workshop, the workshop within the con, and just generally posting this for comment.&nbsp; I'd love to improve this for other events!<br /><br /><i>Beyond the jump: Summary, Constraints of a convention, and possible revisions.</i><br /> ]]>
        <![CDATA[<b><font style="font-size: 1.25em;">Constraints</font></b><br /><br />The convention as a venue brings a set of particular constraints to a workshop.&nbsp; These assumptions are pretty much given for a convention or conference:<br /><br /><ul><li><b>You have little idea or control over how many people will attend.</b>&nbsp; Unless you're well-established in the field or the con, it's a big con with attendees likely to be interested in the topic,<i> and</i> the con will back you on limiting attendance somehow, you need to prepare for anywhere from 5 to 50 attendees.&nbsp; This is even more variable given the vicissitudes of scheduling at a con.&nbsp; If you are in a central location, at an easy time (not early morning), not scheduled against something popular, you migth get a lot of people ... but you don't control any of those things, probably.<br /><br /></li><li><b>Digital is a terrible idea.&nbsp;</b> I've attended several digital game design workshops at <a href="http://www.otakon.com/">Otakon</a> and heard about others.&nbsp; They always disappoint.&nbsp; The computers will have problems, taking time to solve and reducing the number of participants.&nbsp; You will have to teach whatever software you're using.&nbsp; You will not have enough time to set up a digital project from scratch, so you'll have to set something up beforehand and have participants tweak it - which will annoy a bunch of attendees who aren't interested in that genre of game, and greatly limits what you can teach about game design.&nbsp; And then, at a con that can afford a room full of computers for you, you will also have way, way too many attendees for the computers.<br /><br /></li><li>You will not be able to describe what you're doing before people arrive.&nbsp; Cons vary on how much info they give out about their events, but in the best circumstances you'll have 3-5 sentences in a program that no one will read.&nbsp; Mostly people are going to skim the calendar and decide based on that (and what you're up against) whether to attend.<br /><br /></li><li><b>You probably won't have much time.</b>&nbsp; You're unlikely to get more than 1-2 hours, which really isn't that much, given that ...<br /><br /></li><li><b>You'll have no control or foreknowledge of the design experience of the attendees.</b>&nbsp; You've got to set up something that's fun for (in my case) a 13-year-old who likes space RTSes and a guy who's been making software for years and attends <a href="http://www.igda.org/">IGDA</a> events regularly.<br /></li></ul><br />Ideally, I'd give the better part of a day for the workshop, and would give out some readings ahead of time or could otherwise gauge the
experience of the attendees and tailor the workshop to them.&nbsp;&nbsp; With
nearly a day, some setup time, and a way to be specific in the event description, I could even do something digital.&nbsp; That's just not how a con works, though.<br /><br /><font style="font-size: 1.25em;"><b>Summary</b></font><br /><br />Given the contraints, both times I've used the <a href="http://www.valuesatplay.org/">Values@Play Workshop</a>'s <a href="http://www.valuesatplay.org/?page_id=6">Grow-A-Game deck</a> for the workshop.&nbsp; We talked a bit about design, then analysed games to get familiar with talking design, then did a mini design jam with the rest of the time. <br /><br /><ol><li><b>Design Primer</b> - I haven't found a great way to do this, but there needs to be a way to get everyone speaking roughly the same language.&nbsp; With only 1-2 hours, this has to be quick - I've given out a handout and run through it quickly (&lt;10 min.) in order to familiarize people with the terms that I'll then be throwing around for the rest of the workshop.&nbsp; The handout that I've used is below.</li><li><b>Analysis</b> - Everyone draws a value or a mechanic card from the Grow-A-Game deck, and then we go around the group naming games that use that mechanic or play with that value.&nbsp; The value is much harder for people than the mechanic, surprisingly - I think because you have to be familiar with analysing mechanics in order to consider the values they encourage.&nbsp; However, even being wrong is productive: "<i>Sure, Final Fantasy includes buying things for money, but is that really teaching you trade?</i>" If possible, there can be a second part of this - have everyone draw a game card and then discuss the mechanics or values that are present in that game.&nbsp;&nbsp;</li><li><b>Concepting</b> - I floated around this, but the most successful system seems to be to jump right into the Grow-A-Game deck: each person or group draws a value and a mechanic (and a game if they get stuck), and then that group or the group as a whole comes up with a concept that seems to address the cards.&nbsp; It's best to keep the concepting moving and to bring everyone back together quickly, because some of the ideas just aren't going to be workable or interesting.&nbsp; And once you've done this to generate some ideas, you can move on to...</li><li><b>Design</b> - This depends a lot on the time available and the people.&nbsp; Even with two hours, with a fresh set of people I couldn't get 'paper prototypes' going.&nbsp; With a small group, we used this to close in on one idea to try to get it to a stage where it could be prototyped.&nbsp; With a more experienced group and/or a few more hours, this has worked very well and created playable prototypes.<br /></li></ol><br /><b><font style="font-size: 1.25em;">Handout</font></b><br /><br /><blockquote><b>Grow-A-Game: A Game Design Workshop</b><br /><br /><b>Formal Design Elements</b><br /><br /><ul><li>Players (audience)</li><li>Objectives</li><li>Procedures (verbs)</li><li>Rules</li><li>Resources</li><li>Conflict</li><li>Boundaries</li><li>Outcome</li></ul><b><br />A different perspective: Play Elements</b><br /><ul><li>Mechanics</li><li>Verbs vs. Nouns</li><li>Uncertainty</li><li>Actors/Players</li><li>(Meaningful) Choices</li><li>Quantifiable Outcome</li><li>Narrative Space</li></ul><br /><b>Forwards and Backwards Design:<br /></b><br /><ol><li>Core Emotion/Experience<br />... leads to ...</li><li>Mechanics that foster that experience<br />... leads to ...</li><li>Aesthetics or Content that match those mechanics</li></ol><br />Or,<br /><br /><ol><li>You've got Content<br />... which in the real world works by ...</li><li>Mechanics that can be simulated/abstracted in a game<br />... which come down to ...</li><li>A Core Experience or game</li></ol><br /><b>Further Readings:<br /></b><br /><a href="http://www.amazon.com/gp/product/0262240459?ie=UTF8&amp;tag=hypertextuali-20&amp;linkCode=as2&amp;camp=1789&amp;creative=9325&amp;creativeASIN=0262240459">Rules of Play: Game Design Fundamentals</a><img src="http://www.assoc-amazon.com/e/ir?t=hypertextuali-20&amp;l=as2&amp;o=1&amp;a=0262240459" alt="" style="border: medium none  ! important; margin: 0px ! important;" border="0" height="1" width="1" />, by Katie Salen and Eric Zimmerman.&nbsp; MIT Press, 2004<br /><a href="http://www.amazon.com/gp/product/0240809742?ie=UTF8&amp;tag=hypertextuali-20&amp;linkCode=as2&amp;camp=1789&amp;creative=9325&amp;creativeASIN=0240809742">Game Design Workshop, Second Edition: A Playcentric Approach to Creating Innovative Games</a><img src="http://www.assoc-amazon.com/e/ir?t=hypertextuali-20&amp;l=as2&amp;o=1&amp;a=0240809742" alt="" style="border: medium none  ! important; margin: 0px ! important;" border="0" height="1" width="1" />, by Tracy Fullerton.&nbsp; Morgan Kaufmann Publishers, 2007<br /></blockquote><br /><font style="font-size: 1.25em;"><b>Post-Mortem</b></font><br /><br />Overall, this structure has served well.&nbsp; No one left halfway through, and everyone seemed interested rather than frustrated or disappointed.&nbsp; That said, there are some things that I'd like to do differently:<br /><br /><ul><li>The <b>Analysis stage is too dry</b>.&nbsp; Right now it's just discussion.&nbsp; I'd like to make it a bit more dynamic without taking too much more time.&nbsp; It would be nice to do a "vote with your feet" setup ... if there are enough people, have each person walk around the room and stand near someone else whose game card uses the value or mechanic that they have, and when everyone has connected somehow, go through the group to explain their idea.&nbsp; Or, closer to the vote-with-the-feet system, repeatedly choose games for areas of the room and have people go to the game area that most strongly utilizes their value or mechanic.<br /><br /></li><li>With enough people, it would be great to <b>make a meta-game</b> for this.&nbsp; In each of the three stages, doing the analysis or design would net your group points, and at the end the top few scores would get a free game.&nbsp; ... and then the group discusses whether that was really a game, a fun one, or how it could be made more interesting.&nbsp; Set up like that, it's not really a game, though, more like a grading system for a quiz; it would be nice to give it some "meaningful choices" to make it a game.<br /><br /></li><li>I haven't yet been to a design workshop for newbies run by anyone more experienced than myself.&nbsp; I'd<b> love to see</b> what <a href="http://www.ericzimmerman.com/">Eric Zimmerman</a>, or <a href="http://www.tracyfullerton.com/">Tracy Fullerton</a>, or <a href="http://maryflanagan.com/">Mary Flanagan</a>, or <a href="http://www.playareacode.com/flbio.html">Frank Lantz</a>, or a hundred others, would do for this. </li></ul>]]>
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