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Learning with Digital Games – Nicola Whitton

November 18, 2009 Shawn Leave a comment

I’ve just gotten my hands on an (e-)inspection version of Nicola Whitton’s Learning with Digital Games: A Practical Guide to Engaging Students in Higher Education.

From the introduction,

Two recent UK studies provide evidence that students may not be as comfortable with technology for learning and new ways of working as is commonly assumed. In a study of student expectations of higher education, IPSOS MORI(2007) found that while the group of potential students who took part in their study had grown up with technology they did not value the use of technology for its own sake, but instead put a high value on face-to-face teaching and traditional teacher-student interaction. A recent study by CIBER (2008) also provides evidence that the assumption that young people who are brought up in the information age are more web-literate than older people is false. Although young people show an apparent ease with computers, they rely heavily on search engines and lack critical and analytic skills. In fact, the study claims, character traits that are often associated with young web users, such as lack of tolerance of delay in search and navigation, are actually true of all age groups of web users.

This followed a section dealing & dismissing with ‘digital natives’, that old saw. I like it already! I would love dearly to give you the page number for that reference, but the e-inspection software does not allow me to copy text, so I typed it all out – then my browser reloaded, and the page was reset to 1.

Would you accept that excuse from a student? Of course not… :)

(The same digital version, minus bookmarking and annotation tools, can be viewed here). The companion site is here.

Anyway, this looks like a tremendously useful book. Whitton targets her approach explicitly at higher education, from a constructivist point of view. I should’ve ordered a paper copy. You should too!

From the publisher’s blurb:

Written for Higher Education teaching and learning professionals, Learning with Digital Games provides an accessible, straightforward introduction to the field of computer game-based learning. Up to date with current trends and the changing learning needs of today’s students, this text offers friendly guidance, and is unique in its focus on post-school education and its pragmatic view of the use of computer games with adults.

Learning with Digital Games enables readers to quickly grasp practical and technological concepts, using examples that can easily be applied to their own teaching. The book assumes no prior technical knowledge but guides the reader step-by-step through the theoretical, practical and technical considerations of using digital games for learning. Activities throughout guide the reader through the process of designing a game for their own practice, and the book also offers:

A toolkit of guidelines, templates and checklists.

Concrete examples of different types of game-based learning using six case studies.

Examples of games that show active and experiential learning

Practical examples of educational game design and development.

This professional guide upholds the sound reputation of the Open and Flexible Learning series, is grounded in theory and closely links examples from practice. Higher Education academics, e-learning practitioners, developers and training professionals at all technical skill levels and experience will find this text is the perfect resource for explaining “how to” integrate computer games into their teaching practice.

A companion website is available and provides up-to-date technological information, additional resources and further examples.

I have had my own experiences with game-based learning in my classes so I’m looking forward to reading Whitton’s recommendations for design and implementation, to juxtapose with my own experience.

Visualisation in Archaeology

August 21, 2009 Shawn Leave a comment

An interesting project hosted by Southampton in the UK and English Heritage – see the full website here. They’re hosting what looks to be a fascinating wee conference in October:

Visualisation In Context:
An Interplay of Practice and Theory

22 – 23 October 2009
Hosted by the University of Southampton

The 2009 VIA Workshop is designed to probe the intersections between theory (which might traditionally be represented in terms of critique – linear and written) and practice (which might increasingly be expressed in terms of production – non-linear and visual) within the field of archaeology as well as other disciplines from the humanities and the sciences.

Check out the VIA  showcase:

Online Research Showcase
Centred on the visualisation of data in both archaeology and the wider fields of the social sciences, arts, and science and technology studies. Like the bibliography, these summaries aim to link practitioners across disciplines, highlight innovative visual projects, and offer a platform for future planning and discussion of best practices around archaeological visual method and theory.
Click to view full entry and abstract... Archaeology and Community Museology: Ancient Egyptian Daily Life Scenes in Museums
Gemma Tully
University of Southampton
Click to view full entry and abstract... Choreographic Morphologies: Interdisciplinary Crossovers in the Use of Digital Visualisation Methods in Dance and Archaeology
Helen Bailey, Stuart Dunn, James Hewison, Martin Turner
King’s College London
University of Bedfordshire
University of Manchester
Click to view full entry and abstract... Fractured Media: Challenging the Dimensions of Archaeology’s Typical Visual Modes of Engagement
Sara Perry
University of Southampton
Click to view full entry and abstract... Framing Machu Picchu: Science, Photography and the Making of Patrimony
Amy Cox
University of Florida
Click to view full entry and abstract... Imag(in)ing the Other at Dura-Europos
Jennifer Baird
Birkbeck College, University of London
Click to view full entry and abstract... Institutionalising Images: Early Visualisation Networks in Aegean Archaeology
Deborah Harlan
University of Sheffield
Click to view full entry and abstract... Interactive Panoramas and 3D Modelling Based on Panoramas
Karol Kwiatek, Martin Woolner, Simon Standing, Jes Martens
University of Plymouth, Institute of Creative and Cultural Industries
University of Oslo, Norway, Museum of Cultural History
Click to view full entry and abstract... OKAPI Island in Second Life
Ruth Tringham, Noah Wittman, Colleen Morgan
University of California, Berkeley
Click to view full entry and abstract... Pervasive Gaming, Education, and Cultural Heritage: Emplaced Interpretive Games at the Presidio of San Francisco
Ruth Tringham, Colleen Morgan
University of California, Berkeley
The Presidio Archaeology Lab
Click to view full entry and abstract... Reflexive Representations: The Partibility of Archaeology
Andrew Cochrane, Ian Russell
Cardiff University
University College Dublin
Click to view full entry and abstract... Representing Prehistory: The Biographies of the Robenhausen Lake Dwelling Collections at the Cambridge Museum of Archaeology and Anthropology (2008-2009)
Katherine Cooper
University of Cambridge
Click to view full entry and abstract... SahulTime: Rethinking Archaeological Representation in the Digital Age
Matthew Coller
Monash University, Melbourne, Australia
Click to view full entry and abstract... Scandalous Artefacts
Alessandro Zambelli
Bartlett School of Architecture, University College London
Click to view full entry and abstract... Strategies of Visualisation in German Archaeology, 19th-20th C
Stefanie Klamm
Max Planck Institute for the History of Science
Humboldt University, Berlin
Click to view full entry and abstract... The Archaeological Eye: Visualisation and the Disciplinary Foundations of British Archaeology
Sara Perry
University of Southampton
Click to view full entry and abstract... The Gateway to Sarup
Niels H. Andersen, Maria Isenbecker, Camilla Bjarnø, Jan Solheim
Moesgård Museum, DenmarkSamsøgades Skole, Denmark
Supported by the Danish Ministry of Culture and the Danish Ministry of Education
Click to view full entry and abstract... The Remediated Places Project
Ruth Tringham, Michael Ashley, Steve Mills, Eric Blind, Jason Quinlan, Colleen Morgan
University of California, Berkeley

Top 100 Learning Games, according to Upside Learning

August 20, 2009 Shawn 1 comment

From the Upside Learning Blog

  1. It is All Fun and Games…And Then Students Learn- Kapp Notes, July 30, 2008
  2. Building Better Learning Games- Learning Visions, April 9, 2009
  3. Marc Prensky – Digital Game-Based Learning
  4. Gadgets, games and gizmos for learning- Clive on Learning, January 29, 2008
  5. How to Delight and Instruct in the 21st Century
  6. What Makes a Learning Game?
  7. Serious Games Blog
  8. mLearn08: MiLK: students building mobile learning games in higher education by Debra Polson- Ignatia Webs, November 12, 2008
  9. Marc Prensky – Twitch Speed, June 17, 2009
  10. Using computer games in education- ThirdForce Blog, January 30, 2009
  11. Digital games and learning gains (PDF), June 17, 2009
  12. Learning in Immersive worlds: A review of game-based learning
  13. Army War College – digital game resources
  14. Immerse Yourself in Another Language- Kapp Notes, June 3, 2008
  15. Resources: Games and Gaming in Education- Don’t Waste Your Time
  16. Which name is better – Serious Games or Educational Simulations or…?- The Learning Circuits Blog, October 13, 2007
  17. Interactive learning with game-based design principles
  18. More Educational Games- Kapp Notes, August 7, 2008
  19. Examples from TWITCHSPEED.COM Digital Game-Based Learning, June 17, 2009
  20. The Art of Making Video Games- Kapp Notes, June 10, 2008
  21. Linking Commercial Games with Defense
  22. Colleges Play Games- Kapp Notes, May 27, 2008
  23. Casual Games get Serious, June 17, 2009
  24. Aspects of Game- Based Learning
  25. Walk a Mile in My Shoes: Games Let You Do That- Kapp Notes, July 30, 2007
  26. Educause
  27. Digital Game Based Learning
  28. Good Video Games and Good Learning
  29. Digital Games: A Motivational Perspective
  30. The use of computer and video games for learning
  31. For a Better World: Digital Game and the Social Change Sector
  32. Games for Change – Toolkit
  33. Lego Games
  34. Additional Resources for Digital Game-Based Learning
  35. Why Are Video Games Good For Learning?
  36. Teaching Educational Games Resources
  37. using the technology of today, in the classroom today
  38. Simulation Games – A Learning Tool
  39. Video games and the future of learning
  40. moving learning games forward
  41. 36 Learning Games to Change the World
  42. Game Development Research
  43. BBC School Games
  44. Yes You CAN Create E-learning Games- Bozarthzone , June 22, 2007
  45. Apple Learning Games
  46. And You Thought Mechanical Engineering was Boring- Kapp Notes, August 14, 2008
  47. Adopting Digital Game-based Learning: Why and How- Upside Learning Blog, March 26, 2009
  48. ZaidLearn: 75 Free EduGames to Spice Up Your Course!, December 11, 2008
  49. A Theory of Fun- Clive on Learning, August 16, 2007
  50. Games e-Learners Play, April 29, 2009
  51. The treatment matrix- Clive on Learning, August 5, 2008
  52. PDF: Serious games: online games for learning (PDF), June 17, 2009
  53. Where games, sims and 3D worlds meet- Clive on Learning, June 24, 2007
  54. The Top 5 Platforms for Creating Educational Video Games « Educational Games Research, June 17, 2009
  55. Caspian’s ILS taxonomy- Clive on Learning, November 17, 2008
  56. 24 Questions about computer games and education- The Learning Circuits Blog, August 8, 2005
  57. Casual and Serious Digital Games for Learning – Some Considerations- Upside Learning Blog, April 17, 2009
  58. Clark Aldrich’s Style Guide for Serious Games and Simulations: costs for simulation, December 11, 2008
  59. Gadgets, Games and Gizmos: Learning Algebra in a Game- Kapp Notes, November 19, 2006
  60. Latest Issue of The Escapist Focuses on War Games and Gaming, September 23, 2008
  61. Games and the Gamer Generation: Keynote- Kapp Notes, August 10, 2007
  62. Games and Learner Assessment- Kapp Notes, May 30, 2008
  63. World Bank: Serious Games and Urban Planning, October 30, 2006
  64. Top 10 Educational Games of the 1980s- Kapp Notes, September 20, 2008
  65. Game Studies 0102: Cultural framing of computer/video games. By Kurt Squire, June 17, 2009
  66. It’s Monday, Are You Stressed? Relax with a Unique Video Game- Kapp Notes, October 29, 2007
  67. Confessions of an Aca/Fan: The Official Weblog of Henry Jenkins: From Serious Games to Serious Gaming (Part Four): Labyrinth, November 14, 2007
  68. Save Planet Helios from ecological devastation!-3D Game by IBM- Kapp Notes, August 29, 2008
  69. Serious Games: Slideshow of examples from an event at Harvard Business School, December 13, 2007
  70. Email Games, June 17, 2009
  71. Trends with Games, December 23, 2008
  72. Learning Circuits – ASTD’s Online Magazine Covering E-Learning
  73. Learning in Video Games
  74. Hong Kong Digital Game Based Learning Association
  75. Gadgets, Games and Gizmos: MMORPG in ICT Education- Kapp Notes, January 16, 2007
  76. GDC’s Serious Games Summit- Upside Learning Blog, April 3, 2009
  77. Rapid authoring for immersive games and sims- Clive on Learning, January 26, 2009
  78. Gadgets, Games and Gizmos: ESL in SL- Kapp Notes, February 13, 2007
  79. What is a Game? The Art of Computer Game Design, June 17, 2009
  80. TCC09: Digital Learning Environments: Context Sensitive and Imaginative Classes in Second Life, April 14, 2009
  81. Why Most Off the Shelf Commerical Games Will Not Work in Education? And What Is The Alternative?, June 17, 2009
  82. Textra Games, June 17, 2009
  83. Shootorials: Kongregate Teaches You How To Make Your Own Games, October 22, 2008
  84. Predictions for 2009, December 30, 2008
  85. Simulations – Are They Games (PDF), June 17, 2009
  86. Serious Games Enhancing The Rehabilitation Environment, June 17, 2009
  87. Training Games, June 12, 2007
  88. Eight Myths About Video Games Debunked, June 17, 2009
  89. Computer Games and the Military: Two Views, June 17, 2009
  90. Serious Games, June 17, 2009
  91. Social Sites, Design, Informal Learning, & Brain Games, May 4, 2009
  92. Groupboard, May 7, 2008
  93. Why Do People Play Games? – The Art of Computer Game Design, June 17, 2009
  94. Video games are good for you!, February 13, 2009
  95. Army is to Spend $50 Million in Edutainment for Troops, November 25, 2008
  96. Playing with Our Heads – Why Video Games are Making our Kids Smarter-and more obedient, June 17, 2009
  97. Federal Consortium on Virtual Worlds, November 19, 2007
  98. Examples of Games Based Learning, June 17, 2009
  99. Interesting Web Sites for Game-Based Training, e-Learning and Education:, June 17, 2009
  100. Fourteen Forms of Fun, June 17, 2009

Canadian Historical Review – article on game for history

June 19, 2009 Shawn 2 comments

I’m happy to say I had a hand in this article.

History computer games have become an economic and cultural phenomenon, and historians should seize the opportunity to participate in their development. Players of history games are interested in the past and in the big questions that drive historical scholarship. In this way, games have the potential to draw players into the discipline if we can discover the best way to express history though simulation. But what research do we draw on as we study how to accomplish this transformation? This essay is the product of a meeting of historians, educators, and gamers who joined previously separate lines of inquiry to identify literature and models that we believe form the foundation for developing a theory of good history through gaming.

Résumé:

Les jeux vidéo à thème historique sont devenus un phénomène économique et culturel, et les historiens devraient saisir cette occasion de participer à leur développement. Les personnes qui jouent à des jeux historiques s’intéressent au passé et aux grandes questions qui mobilisent la recherche historique. Par les jeux, il est peut-être possible d’attirer les joueurs dans la discipline, si nous parvenons à découvrir la meilleure façon d’exprimer l’histoire par la simulation. Mais à quelle recherche faisons-nous appel quand nous étudions les moyens de réaliser cette transformation? Cet essai est le produit d’une réunion d’historiens, d’éducateurs et de spécialistes du jeu qui ont relié des pistes de recherche jusque-là indépendantes afin de repérer les études et les modèles qui, croyons-nous, serviront de base à l’élaboration d’une théorie de bonne pratique de l’histoire par le jeu

Report on the Greek and Roman Games in the Computer Age Conference, Trondeheim, Norway

March 26, 2009 Shawn Leave a comment

From Andrew Reinhard, a report on the recent short conference detailing the nascent Classicists-discover-computer-games movement:

A revolution is happening now and the flashpoint is Scandinavia. Both Sweden and Norway have fought and won to keep Classics as a vital and viable subject of study at the secondary school and university level. Activist bloggers like Moa Ekbom in Sweden (see her Latinblogg), and activist students like Magnus Eriksson in Norway have been responsible for rescuing canceled Classics programs while at the same time finding ways to resuscitate Classics, promoting and publicizing both Latin and Greek as important for contemporary audiences, not just relating to scholarship, but also to popular culture, stripping the stigma of elitism from Classics and proving that Classical Studies is indeed essential for anyone.

The Greek and Roman Games in the Computer Age conference was organized by Classics professors Thea Selliaas Thorsen and Staffan Wahlgren, both of the Norwegian University of Science and Technology just outside of Trondheim, Norway. The first of its kind, this conference sought to survey Classics in computer games and virtual worlds as presented by fifteen speakers from Norway, Sweden, Germany, Italy, the United Kingdom, and the United States.

Full report here. I note one of the games mentioned is Caesar IV, which I’ve written about a number of times on this blog. Another series of blog posts from the conference floor live here. I look forward to future iterations of this conference, and hope they come to this side of the pond so I stand a chance of attending.

Before there were graphics, there was text: and fake dead people too

February 21, 2009 Shawn 1 comment

I’m still mulling Colleen’s post, Fake Dead People, where she writes about using non-player characters in games as mere ‘mouthpieces’ for architecture:

Turning people of the past into mere mouthpieces for their architecture diminishes the rich potential of reconstructions to impart information about complex lifeways. Using programmable objects such as the previously mentioned mano and metate allows avatars to act as their own guides to the past, populating the re-created ancient landscape with avatars of people interested in the past, interacting with artifacts and taking on roles suggested by these artifacts. This is simple for archaeologists who are accustomed to telling stories through objects and adds another level of interactivity to the virtual reconstruction.

She goes on to say,

[...]fundamentally we are better off wearing Caesar’s crown for ourselves rather than asking a poor simulacrum about the weather in the Republic.  Thinking of Caesar as a non-player character in history is a stretch by any means.  But game developers (and digital archaeologists) will probably not stop populating virtual worlds with fake people.  These NPCs are nonhuman manifestations of a network of agents (polygons, “modern” humans, fiber-optics, and the dead person herself) and the relationships between these agents and as a result should be studied as such.  But does this understanding of an NPC as a network make it ethical to take such liberties with the visages of the dead?

I like the phrase ‘network of agents’, but I wonder about the classification of what agents are. My agent models, though populated with simple & stupid autonomous creatures, are still autonomous… (although I like the idea of looking at the network of connections; that’s a major theme in my research) but that’s a side thought. What really prompted this post is this article from the Brass Lantern by Stephen Granade

One way to categorize non-player characters is by whether or not they act separately from the player. Many NPCs are reactive, living only to respond to player actions (assuming they respond at all). They are there to make the setting more real, provide information, or impede the player’s progress. They’re the cafe patron who doesn’t look up from her paper, or the mysterious man in the tweed jacket who talks of destiny and evil forces arrayed against you, or the guard who won’t let you into the building until you show her the proper keycard.

Autonomous NPCs are both harder to get right and more rewarding when done well. They don’t necessarily wait for the player to do something or stay in one place. They wander around and do their own thing, perhaps making unwanted comments or picking up things you really need.

Autonomous NPCs can be further subdivided based on how they’re implemented. Some NPCs are scripted: The NPC does exactly what the author codes. Others are freeform: They have a collection of rules that define their behavior, and the author winds them up and lets them go.

So I guess where I’m going with this thought: archaeological NPCs, whether appearing in text or in graphics, need to be of the autonomous kind, the kind that move with the emergent behaviour found in agent-based models. Then we’d have some real virtual reality in archaeology!

That’s a tall order. My first stab wasn’t all that successful, but it’s something to aim for.

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

PatronWorld – Digital Death for Artificial Romans

January 29, 2009 Shawn 3 comments

One long term project is finally nearing publication – my artificial society of Romans who pay respects one to another (the morning ’salutatio’: the process of visibily re-affirming patronage links). In the model, a theory of civil violence in the Roman world is articulated, as an outcome of patronage or its failure (I use to have a ’smite!’ button and could kill the digital Romans at will, but that was obviously unsatisfactory).

The model lives here.  Below the model on that page are excerpts from the paper describing what the model does, and an ever so brief rationale for why it does these things – you’ll have to wait for the formal publication for why any of this matters!

It’s currently under review, so I made the model public in order for  the reviewer to be able to delve into the code if he or she so desires.  Simulations are arguments-in-code, as Ian Bogost tells us, so the rhetoric of my code needs to be evaluated as much as the rhetoric of my article.

So you’re interested in Alternate Reality Games – some readings

September 4, 2008 Shawn 1 comment

[snipping all the ms-office crap that somehow made it into this post the other day without me noticing]

Things you should read: more ****** = you should really *really* read these

*****Jane McGonigal “This Is Not a Game: Immersive Aesthetics & Collective Play.” Digital Arts & Culture 2003 Conference Proceedings.  May 2003 http://www.seanstewart.org/beast/mcgonigal/notagame/paper.pdf

***** Jane McGonigal “Why I Love Bees: A Case Study in Collective Intelligence Gaming.” Ecologies of Play. Ed. Katie Salen. Forthcoming, spring 2008. http://avantgame.com/McGonigal_WhyILoveBees_Feb2007.pdf

***** Adam Martin and Tom Chatfield, editors. IGDA Alternate Reality Games – Special Interest Group – Whitepaper 2006 http://www.igda.org/arg/whitepaper or for continuously updated wiki version of the same, http://www.igda.org/wiki/index.php/Alternate_Reality_Games_SIG/Whitepaper

**** Shannon Drake ‘Breaking the Fourth Wall’ The Escapist Magazine June 27 2006 http://www.escapistmagazine.com/articles/view/issues/issue_51/308-Breaking-the-Fourth-Wall

**** Nova ‘Chimaera’ Barlow ‘The making of World Without Oil’ The Escapist Magazine September 18 2007 http://www.escapistmagazine.com/articles/view/issues/issue_115/1959-The-Making-of-World-Without-Oil

**** “History” unfiction.com http://www.unfiction.com/history/

*** Penelope Green “Mystery on Fifth AvenueNew York Times June 12 2008 http://www.nytimes.com/2008/06/12/garden/12puzzle.htm

*** Jane McGonigal”Massively Collaborative Science.” Op-Ed. Seed Magazine. Special Issue: The Universe in 2008. February 2008. http://avantgame.com/SEED%20Gaming%20Article_JanFeb08.pdf

*** Frank Rose “Secret Websites, Coded Messages: The New World of Immersive Games” Wired Magazine http://www.wired.com/entertainment/music/magazine/16-01/ff_args

** Shannon Drake ‘Wrapped Inside A Mystery In An Engima: Perplex City Revisited’ The Escapist Magazine February 14 2007 http://www.escapistmagazine.com/articles/view/editorials/interviews/1232-Wrapped-Inside-A-Mystery-In-An-Engima-Perplex-City-Revisited

** Russ Pitts “Horror 2.0: Lance Weiler’s Cinema ARG” The Escapist Magazine November 12 2007 http://www.escapistmagazine.com/articles/view/issues/issue_123/2621-Horror-2-0-Lance-Weiler-s-Cinema-ARG

** Richard Perrin “Art is Resistance” The Escapist Magazine September 18 2007 http://www.escapistmagazine.com/articles/view/issues/issue_115/1956-Art-is-Resistance

** Jane McGonigal “Making Alternate Reality the New Business Reality.” Op-Ed. Harvard Business Review. Special Issue: Top 20 Breakthrough Ideas for 2008. February 2008. http://www.harvardbusinessonline.org/hbsp/hbr/articles/article.jsp?ml_subscriber=true&ml_action=get-article&ml_issueid=BR0802&articleID=R0802A&pageNumber=1

* Edward Castronova “ARGs and Utopian Dreams” Terra Nova November 21 2005 http://terranova.blogs.com/terra_nova/2005/11/args_and_utopia.html

* Cory Ondrekja “Tombstone Hold’em” Terra Nova October 16 2005 http://terranova.blogs.com/terra_nova/2005/10/tombstone_hold_.html

* Clive Thompson “Fun Way to Lose Weight: Turn Dieting Into an RPG” Wired Magazine August 11 2008 http://www.wired.com/gaming/virtualworlds/commentary/games/2008/08/gamesfrontiers_0811

Civilization & Education

May 27, 2008 Shawn 1 comment

In the course of doing some writing on why making games and modifications for existing games is a much better educational endeavour than simply playing historically-themed games (it seemed much more clever when expressed in 7000 words than 20), I came across the following post on Rob MacDougall’s blog which covers some of what I’m thinking:

In simpler language, Civilization’s game play erases its own historical content. Learning to play means learning to ignore all the stuff that makes it a game about history and not about, say, fighting aliens. One could easily program a different game with a different set of ideological assumptions—Galloway imagines a “People’s Civilization” game by Howard Zinn—and see precisely the same de-historicizing effect. Mastering the simulation game necessarily involves a journey away from reality towards abstraction, away from history towards code.

However, I don’t know whether there’s anything particularly unique to computer games about that idea – isn’t any game, when you really get down to it, about mastering the mechanics of the game, the rules? (whether or not those rules are expressed mathematically or in a rule-book is immaterial I should think).

Anyway, there’s a lot more on his blog worth a longer look! Ultimately, MacDougall concludes that what one should do is get the students to design their own game. We’ve been doing just that at the Simulating History project at Brock for some time; we’ve got a workable beta up and running, but man! there’s a lot of work involved. My role in that project (making the game) is more of a background reviewer-type guy; I’m not at the coalface.

Yet.