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Masters and Doctoral Theses on Serious Games

September 22, 2009 Shawn 2 comments

A list maintained by Katrin Becker at SFU, ‘Serious Games Pathfinder‘:

The following is a list of Master’s and Doctoral theses that have been completed that have to do with serious games (and in some cases more broadly with digital games). Doctoral Theses are marked in bold. You can get more info on each thesis by clicking on the associated ‘details’ link.

Note: I am just starting to develop this list. So far, almost all the theses are Canadian ones. If anyone has a thesis they would like me to add, please let me know the following:

Name, Title, Year, Degree, Country, Institution, Department, Abstract, URL to the thesis (If you are willing, I’d like your nationality too).

Please send info on theses that are about DIGITAL GAMES ONLY (I am not interested in theses about Game Theory (i.e. math), ELearning, Virtual Spaces, Social Websites, Blogging, Graphics, AI, … UNLESS they specifically focus on applications to or for digital games)

I reproduce below the listing she has for 2008:

2008

details Applications of CSP solving in computer games (camera control) Ali, Mohammed Liakat
details The invention of good games: understanding learning design in commercial video games Becker, Katrin
details Gamers as learners: Emergent culture, enculturation, and informal learning in massively multiplayer online games Chu, Sarah
details Consistency Maintenance for Multiplayer Video Games Fletcher, Robert D. S
details Homeless: It’s No Game – Measuring the Effectiveness of a Persuasive Videogame Lavender, Terrance
details The “Heat Game”: an augmented reality game for scientific literacy Rees, Carol
details Beyond Fun and Games: 
Interactive Theatre and Serious Videogames with Social Impact Shyba, Lori
details Believability, Adaptivity, and Performativity: Three Lenses for the Analysis of Interactive Storytelling. Tanenbaum, Joshua Glen
details Adolescent problem gambling: relationship with affect regulation, Internet addiction, and problematic video game playing Taylor, Robyn N
details Video game expertise and visual search and discrimination Wu, Sijing
details Computer-aided exercise Yim, Jeffrey W.H

Thinking Worlds: Rapid World Authoring

April 3, 2009 Shawn 3 comments

A constant complaint regarding virtual worlds – especially by educators, who are busy enough already! – is the steep learning curve required to get anything worthwhile up and running. Various companies are addressing this (vastpark, justleapin, et al), so it will be interesting to see what emerges. A strong candidate for frontrunner, at least as far as education goes, is ‘Thinking Worlds‘, from Caspian Learning.
romeindanger
Their authoring system [download it here] uses libraries of templates so that 3d worlds can quickly be put together. Then, especially attractive to educators, they have another whole suite of tools to rapidly embed learning objects, formative assessments, scripts (in the sense of things people say, for easy NPC creation), and so on:

Rapidly create challenges and tests using simple templates for MCQ, Options, Checklists, Image drag and many others.

Build non linear scenarios and branching dialogue using wizards and templates.

Develop entirely new learning interactions by selecting controls and customising the GUI.

Build a library of learning interactions to reuse and share.

Setup 3D Scenes

Add different worlds, characters and objects from libraries – templates, wizards and icons using simple drag and drop.

Place new cameras, triggers and paths with the click of a button.

Use animations, particles and sounds for context.

Story Board

Scene Flow canvas uses visual action nodes and wires to intuitively build interactivity.

Vast array of simple action nodes giving designers the power to create complex scenarios and performance measurement.

Easily test, change, amend and extend your design.

Very flexible yet simple to use – drop down lists, check boxes and simple English.

These worlds can be embedded into websites, or they can be stand-alone applications on your computer. Both of these options are attractive – also is the fact that it is a ‘walled-garden’ approach, keeping out the stranger, more dangerous inhabitants of online worlds (a concern for primary and secondary teachers). Indeed, worlds published with Thinking Worlds are also SCORM compliant, and can be embedded in LMS’s. This is, strategically, a master stroke- you’ve got your LMS set up, why not use Thinking Worlds for your immersive component?

One of the demo worlds is called ‘Rome In Danger‘, and seems to be a jump-back-in-time to save the Romans kind of world.

Video:

A tag line on the Thinking Worlds website says ‘build a game in a week’. We shall see…

Greek and Roman Games in the Computer Age

February 13, 2009 Shawn 1 comment

If you’re going to be anywhere near Trondheim in the next while, you might want to take in ‘Greek and Roman Games in the Computer Age‘. If you go, steal all the handouts & powerpoints you can, and send them to me…

I’ve had the pleasure of correspondence with some of the presenters, so I know it’ll be a stimulating programme; I note that Caesar IV is under discussion too – I play way too much of that game… I have mused elsewhere on its possibilities as a counterfactual approach to Roman economics. Ah to be in Trondheim in February…

Programme:

FRIDAY 20th – SATURDAY 21st of February at Campus Dragvoll, Trondheim, Norway

Friday:

Auditorium DL33 (’Låven’)

10-10.20 Welcome address and introduction by Dean Kathrine Skretting and Staffan Wahlgren

Session 1: Chair: Marek Kretschmer

10.20-11.00 Martin Dinter, (King’s College London, Classics): ‘Ludological Approaches to Virtual Gaming’

11.00-11.40 Frank Furtwängler, (Universität Konstanz, Media): ‘”God of War” and the Mythology of New Media’

11.40-12.00 Coffee break

12.00-12.40 Stephen Kidd, (New York University, Classics): ‘Herodotus and the New Historiography of Virtual Gaming’

12.40-13.20 Dunstan Lowe, (Reading University, Classics): ‘Always Already Ancient. Ruins in the Virtual World’

13.40-14.20 Lunch

Session 2: Chair: Jan Frode Hatlen

14.20-15.30 Richard Beacham, (King’s College London, School of Theatre Studies) and Hugh Denard, (King’s College London, Computing in the Humanities): ‘Observations on Staging the Ludi Virtuales’

15.30-16.10 Thea Selliaas Thorsen, (NTNU, Classics): ‘Virtually There? Women in Ovid, Tatian and the 3D Theatre of Pompey’

16.10-16.30 Coffee break

16.30-17.10 Gian Paolo Castelli, (Rome, Classics): ‘The Emperor’s Seal. On Producing a Roman Computer Game’

17.10-17.50 Adam Lindhagen, (University of Lund, Archaeology): ‘Constructing and Governing a Province – between Fact and Fiction in Caesar IV’

20.00 Dinner

Saturday:

Auditorium D3

Session 3: Chair: Thea Selliaas Thorsen

10.00-10.40 Andrew Gardner, (University College London, Archaeology): ‘Entertainment and Empire. A Critical Engagement with Roman Themed Strategy Games’

10.40-11.20 Leif Inge Petersen, (NTNU, History): ‘Siege Warfare in Computer Games. Problems and Possibilities’

11.20-11.40 Coffee break

11.40-12.20 Kristine Ask, (NTNU, Technological Studies): ‘Technology in Games and Games of Technology’

12.20-13.00 Jan Frode Hatlen, (NTNU, History): ‘Students of Rome: Total War. A Socio-Educational Approach’

13.00-14.00 Lunch

Session 4: Chair: Staffan Wahlgren

14.00-15.00 Daniel Jung, (University of Bergen, Computing in the Humanities) and Barbara McManus, (The College of New Rochelle, NY, Classics): ‘Latina Ludens. Educational Gaming in VRoma’

15.00-15.40 Andrew Reinhard, (Bolchazy-Carducci, eLearning, USA): ‘eLearning Latin’

15.40 ConcLVSIOns (Thea Sellias Thorsen)

17.00 Guided Tour of the City Centre

Call for Papers: Chicago Digital Humanities

June 10, 2008 Shawn Leave a comment

In my inbox this morning, a notice of what looks like a fantastic opportunity:

Call for Papers: 3rd Annual Chicago Digital Humanities/Computer Science Colloquium

DHCS Colloquium, November 1st – 3rd, 2008
Submission Deadline: August 31st, 2008

The goal of the annual Chicago Digital Humanities/Computer Science (DHCS) Colloquium is to bring together researchers and scholars in the Humanities and Computer Sciences to examine the current state of Digital Humanities as a field of intellectual inquiry and to identify and explore new directions and perspectives for future research. In 2006, the first DHCS Colloquium examined the challenges and opportunities posed by the “million books” digitization projects. The second DHCS Colloquium in 2007 focused on searching and querying as both tools and methodologies.

The theme of the third Chicago DHCS Colloquium is “Making Sense” – an exploration of how meaning is created and apprehended at the transition of the digital and the analog.

We encourage submissions from scholars and researchers on all topics that intersect current theory and practice in the Humanities and Computer Science.

Sponsored by the Humanities Division, the Computation Institute, NSIT Academic Technologies and the University Library at the University of Chicago, Northwestern University and the College of Science and Letters at the Illinois Institute of Technology.

Interactive Fiction, Passively

April 15, 2008 Shawn Leave a comment

PMOG:The Passively Multiplayer Online Game

An interesting feature of Pmog ‘missions’ is the way that so many of them are really guided tours of specialty websites (e.g. this one). This is a handy approach if, say, you teach via distance and you want to show your students what constitutes ‘good’ research sites.

Yet, that’s really nothing a powerpoint couldn’t already do. An interesting variant on these missions is the ‘puzzle’ mission, where creators exploit a glitch in the game to create breaks in the flow of the mission. The only way to progress is to solve the riddle to learn what website to go to next – whereupon the mission resumes.  Some of these, like ‘The Mystery Machine‘, require you to read the page to fill in the blanks: each word represents a letter in an ultimate URL. If you’ve got the right letters and you complete the last URL, the resulting webpage represents the ‘Victory!’ screen.  Others are more complex, more devious. My own mission, ‘The Case of the Missing … Something” depends on anagrams of URLs (which is mean, I know). I can’t solve ‘The Lost Gold of Dr. Nes‘, since it depends on a gamer’s knowledge of nintendo, but the principle is good.  ‘Meet Felix Klein‘ takes the player on a tour through various flickr photographs to create a kind of visual story. No puzzle, but it certainly *feels* like an old-style text adventure.

All of these represent a new twist on “interactive fiction”, with the fiction layered on top of the day-to-day internet (perhaps a riff on augment reality, too?).  In a way, they are like the ‘Prisoner Escape from the Tower of London‘ game created by mscape: the fiction intersects with daily life to create the game, with events being triggered by your physical or virtual location in the game space. Unlike regular interactive fiction, the game creator does not control that game space – other people intrude (in Pmog, other players might lay, for reasons unrelated to the mission you happen to be on, mines or portals on pages within a mission, which could -perhaps- prevent you from completing it).

The archaeological angle: simple show and tell of vetted sites is good, for starters. Using Pmog (or other AR) to create layers of information/meaning on top of the information is even better. You could imagine a student creating a pmog mission on curse-tablets. This might begin as simple show and tell. Other students could then play the mission, leaving mines on pages they think are ‘bad’ (poor information, bad research, whatever) or portals to ‘good’ sites… the game records the play, and the meta-analysis afterwards with the prof would spark a deeper discussion. Inserting puzzles into the mission would force a deeper engagement still, and completing a puzzle mission would constitute a formative assessment exercise.  Creating missions could also be exercises in public archaeology for the students,  if built around a decent resource (say the British Museum, or Chaco Canyon).

What I’m arguing for is that we, as educators, need to be using things like Pmog to get our students to engage with online materials in a deeper fashion. They are too often uncritical users of what they find. They need to interact passively.

Creating Serious Games

January 22, 2008 Shawn Leave a comment

An interesting piece by Mark DeLoura on creating serious games:

“This Tuesday an article I wrote for The Escapist should be published on their website. It is roughly based on the invited speech I delivered at Tokyo Game Show / CoFesta in September. At that event, by coincidence, Robin Hunicke, Raph Koster, and myself wound up giving consecutive presentations that all focused on very similar ideas: how can we make games more accessible to more people, whether they be developers, players, or grandmas (no offense to grandmas)? [...]

In the article, I mentioned a few websites and resources for people who want to create and share games. There are certainly many, many more. Kongregate is the most advanced site for sharing games at this point. Unfortunately many of the websites that are available are completely focused on sharing games, and they don’t really help you to create them. Diving into the Flash toolset is not the most intuitive experience, so some help to ease the difficulty ramp would certainly be appreciated! ….”

Categories: games, making, serious games

“Making Dead History Come Alive Through Mobile Game Play”

December 14, 2007 Shawn Leave a comment

In an earlier post, I mused on the possibilities for enhancing the experience at an archaeological site by mashing-up the physical and the virtual, and in a subsquent post I presented a lesson plan for doing that in a group setting. A related post concerns the use of Mediascapes to play games at the Tower of London. Seems I’m not the only one thinking along these lines – a paper presented at the Computer/Human Interaction Conference 2007 by researchers at the University of Bari explicitly details an augmented-reality game at a Roman site in Italy (full paper):

“Abstract: This work in progress presents a design approach to digitally enhancing an existing paper-based game to support young students learning history at an archaeological site, by making use of recent advantages provided by mobile technology. It requires minimal investments and changes to the existing site exhibition because it runs on the visitors’ own cellular phones. It is expected that game-play will trigger a desire to learn more about ancient history and to make archaeological visits more effective and exciting. “

Interestingly, they propose to use memory-cards with cellphones, rather than to try and transmit and download information on the fly. Their game (‘Gais’ day in Egnathia’; Egnathia is a Roman city in Apulia) started life as a paper-based game played on the site. With the addition of the cellphones and the memory cards, the designers of the game hope to be able to collect data on the actual game-play data which will assist them in improving the learning experience.

Civilized Education

November 29, 2007 Shawn 2 comments

An article and two sites:

Jan van der Crabben: ‘Civilized Education

From Firaxis: ‘Educators’ Exchange

and from Kurt Squire, doyen of Civ-for-education: CivWorld

“This is a site for people interested in using Sid Meier’s Civilization for learning academic content, including history, geography, or even game design. We have custom-designed game scenarios, curricula, case studies, and experts on using Civ for learning. Our goal is to help players, students, parents, and even teachers use the game at home, in after school centers and maybe even classrooms.”

I’m in the process of writing up my latest thoughts on using Civ IV in the classroom (and especially, for distance education!). My biggest mistake in my initial foray (link on my publications’ list) was in not thinking carefully enough about assessment and what exactly I was trying to assess. Who knew that university students would balk at playing a game for marks? Watch this space…

Rubric for assessing historical scenario-building for Civilization

November 14, 2007 Shawn 2 comments

One of the things that always amazes me about playing Civilization IV (or indeed, just about any game you’d care to name) is what might be called the ‘metagame’ – the discussions on the forums, the fansites, the user-created mods. It seems to me that this is one of the most important aspects of the educational use of commercial games. On Civfanatics, there is a discussion entitled ‘the Rise and Fall of Rome‘ which I find absolutely fascinating. These folks are not historians, they are not classics students, but in the course of trying to make an historically ‘authentic’ simulation of Roman culture they embrace such difficult concepts as the conditions behind the emergence of the Social War – and then they devise a way to allow for the possibility of a Social War emerging in the game play! (other historical scenarios in Civ IV available here)

That is the kind of discussion I would want to emerge in my classroom, were I to formally assign the creation of a Civ mod or scenario as part of the assessment of the course. The problem that I’m addressing in this post though is how would I assess the scenario, and the metagame? I’ve addressed the problem of assessment when students play a scenario (in my ‘Year of the Four Emperors’ scenario for Civ IV I assigned a ‘game diary’ that asked pointed questions of the students at particular points in the game) but I’ve only started to grapple with the problem of assessing construction recently. How can you be fair and assess two individual students, one who has a good technical grasp of python, xml, and scenario building but is hazy on the history, and one who knows the history but freezes at the sight of the worldbuilder? How do you mark the mass of material that will be produced as a byproduct? How do you manage the paper trail?

I had a similar problem during my dark old days as a high school teacher of technical drawing. The solution there was a rubric, and I think the solution here might also be a rubric. Rubrics have the advantage of boiling everything down to a checklist of various criteria. Your students can see at a glance what you are looking for, and they can see what they have to do to achieve a good grade. As the prof, you save yourself time, energy, and headaches. Below is my proposed rubric for marking the creation of a scenario for Civilization IV:

Rubric for assessing historical scenario-building for Civilization

The first criterion addresses the question: has the student selected a good problem to try to render in a scenario? Civilization has built in assumptions about how history unfolds. Does the proposed scenario play to those assumptions, or does it challenge them?

The second criterion assesses whether the student has assembled the appropriate secondary or primary literature to ensure the ‘authenticity’ of the scenario (and a very good student will explore just what makes for an authentic scenario).

The next two criteria are asking the student to plan out the scenario on paper first. Where will the issues be? What kind of a map? What scale is appropriate both geographically and chronologically? Clear writing = clear thinking = an easier time of building the scenario. My own scenarios at first suffered from woolly design…

The ‘demonstrates understanding’ criterion might be the place to assess whether the student realizes the problems of simulating history…?

The ‘uses forum/wiki’ criterion – I envision having a group forum or wiki for students to talk out their design problems, and to offer help, hints, and suggestions to each other as they design their scenarios. I’m envisioning each student designs their own scenario, but I want the experience to be a social one. This is especially important for my distance education students…

‘Identify design issues’ – I’m not sure whether to keep this or to discard it. It really should be moved up to the ‘design’ part of this rubric. I do want the students to be demonstrate that they are aware of the constraints the Civilization environment imposes.

The last two are performance related. A student who is otherwise a poor historian (and would get low grades in an essay-based course) would here have a chance to pick up some points – and demonstrate their historical knowledge through making.

So, that’s all off the top of my head this morning. I would be interested to know how others have approached (or if they’ve approached) the problem of assessing the use of games in an educational context in this manner. Should the rubric be expanded? Contracted? Is it hitting the right targets?

Serious Games Canada Summit, Montreal

November 13, 2007 Shawn Leave a comment

I’ll be speaking in one of the sessions at the Serious Games Canada Summit in Montreal on November 27 & 28th. The focus of my contribution will be on modding in the classroom – that is to say, exploring some of the potentials, perils, and philosophical underpinnings of using in-game world- or scenario-builders. My perspective is drawn from my experience in distance and online education.

A fantastic example of what can be accomplished by adapting commercial, off-the-shelf games is discussed on Henry Jenkins blogRevolution, a game set in one pivotal day during the American Revolution. Why mod rather than build?

“Our first decision was to forego coding Revolution from scratch and make it as a mod of an existing game. Using an existing engine enabled rapid prototyping and design. Using an existing engine also improved production quality – graphics and sound would already be at a level students would associate with professional games. Since many game companies offer modification tools to consumers for sharing new content, we wanted to explore the advantages of modding for developing serious games.

After much consideration, we settled on the Neverwinter Nights toolset. Neverwinter Nights is an RPG series for the PC that was specifically designed by its makers, Bioware Corp., to support modding projects. There was already a very robust culture of player-made NWN mods, which we could tap for inspiration and experience. We wanted to create a socially dynamic world where students would interact with both player-controlled and non-player-controlled characters, and NWN was built for character conversation, a feature we felt was crucial to the social world we wanted to model.”

The other two panelists in the session are Kevin Kee and Richard Levy (participants list).

“Kevin is Canada Research Chair of Digital Humanities, Associate Professor, Brock University, and Adjunct Professor, McGill University. He was a Director and Project Director at the National Film Board of Canada from 1999-2002, where he lead various productions, one of which received Honor able Mention at the 2002 International New Media Awards. As a university-based researcher and developer, he has lead numerous productions, including: A Journey to the Past: A Quebec Village in 1890.

Richard Levy is a Professor of Planning and Urban Design at The University of Calgary, where he serves as the Planning Director (Chairman) for the Planning Program. Since 1996, Dr. Levy has also served as Director of Computing for the Faculty of EVDS. Dr. Levy is a founding member of the Virtual Reality Lab. Dr. Levy speaks at international and national conferences in the fields of virtual reality, 3D imaging, education, archaeology and planning. His published work appears in journals such as Internet Archaeology, IEEE MultiMedia, Journal of Visual Studies, and Plan Canada. “