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I'll be there...Will you?

Academic programs focusing on serious games

Reading List

  • Jamais Cascio, et al.: Metaverse Roadmap: Pathways to the 3D Web
  • Federation of American Scientists: Harnessing the Power of Video Games for Learning
  • Jeff Hoke: Museum of Lost Wonder
  • Katie Salen and Eric Zimmerman: Rules of Play: Game Design Fundamentals
  • ed. Katie Salen and Eric Zimmerman: The Game Design Reader: A Rules of Play Anthology
  • Edward Castronova: Synthetic Worlds: The Business and Culture of Online Games
  • James Paul Gee: What Video Games Have to Teach Us About Learning and Literacy
  • A Theory of Fun: Raph Koster
  • Richard Bartle: Designing Virtual Worlds
  • T. L. Taylor: Play Between Worlds
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November 03, 2008

It's Too Important Not to Say Something

NO8-300x250-Chrome

Tomorrow, California voters will be presented with a number of "citizen initiatives", or propositions.

Among these, is Proposition 8, an initiative intended to amend the state constitution in order to UNDO the civil right of gay and lesbian couples to marry.

That's right - a constitutional amendment to eliminate a civil right for gay people, a right currently guaranteed to all Californians.

If it passes, Proposition 8 could nullify the marriages of thousands of couples who are already married. Like mine.

Think of it. Can you imagine the state UN-DOING your marriage?

Vote NO on California's Prop. 8!
If you can't vote in California, make sure you talk to family and friends in California. Tell them to
Vote NO on Prop. 8!




August 14, 2008

It's Back to School - Unless You Want to Be a Game Designer

Richard Bartle (I include his book, Designing Virtual Worlds, in the Reading List <- for serious game designers) spoke this week at the Edinburgh Interactive Festival (poorly scheduled for the same time as SIGGRAPH). You will, of course, remember Dr. Bartle for being co-creator of the first ever multi-user dungeon (MUD); Bartle is currently a Principal Fellow and Visiting Professor at the Department of Computing and Electronic Systems at Essex University. I'd say all that adds up to some chops - at least when it comes to game design and higher education.

You can imagine, then, how thrilled I am that Bartle is echoing my clarion call for more and better game design and development programs at the university level. In an amusing twist, he laments that public money in the UK is going toward games-as-anything-but-games program(me)s as a means of legitimizing the industry, but I digress.

Most interestingly, Bartle notes that only "modern" UK universities, those that used to be polytechnic or vocational schools, are offering degree programs in this space. The implication of this is that those who are entering the world of game production will do so without benefit of any particular liberal arts or philosophy education prior to receiving a degree.

In recent months, I have had discussions with two public universities and a private/corporate post-secondary institute, both interested in introducing serious gaming into their curricula (each from a different part of the institution: corporate development, journalism, computer science, student placement). In each case, we have talked about the difference between game design and game production, and how integrated these activities are. For the moment, the complexity of the knot that represents the practice of game development together with the complexity that is a university system have derailed these organizations in their progress.

Failing to meet this challenge head-on today, however daunting it may seem, will only make for a thornier problem tomorrow, if Katie Salen is to be believed (she is!). In addition to having co-authored the seminal text for Intro to Game Design and her faculty post at New School (also on my Reading List), she has designed a middle school for the New York Public School system based entirely on gaming. She spoke just this week at SIGGRAPH, where she pointed out that kids don't think of themselves as gamers; the concepts of networks, play, and everyday life are already intertwined in their experience. "Gaming is more collective, not individual," she says. "Kids are learning how to play from each other and mentor from each other."

But to play and mentor together successfully, kids need games that provoke their minds in appropriate ways. They need social gaming networks that facilitate positive behaviors and sideline negative ones. They need games that match both learning requirements and social/emotional maturity. They need a means to use/manipulate/interact with content in ways that they can't otherwise do in their classrooms or homes.

Who will design and develop these games for the next set of middle school students? Who will have the technical skills and the liberal arts knowledge to bring all this together?

Understanding learners' minds, learning content, and learning behavior requires study together with experience in the world. Developing successful serious games requires this understanding. The few programs (<- look left) available to those seeking such knowledge and understanding expose students to a cross-section of the liberal arts together with technical skills. But they are oh-so-few in number.

I'm serious,

Anne

New whitepaper available

Just posted: a white paper I recently wrote for Forterra on virtual worlds. Check it out under Pubs and Pres (look left ->).

July 23, 2008

Do you know where your critters are?

There are only 45 days left before Spore is launched! Have you gotten Spore Creature Creator yet? No? Not even sure what I'm talking about?

Spore is the next game phenomenon from Will Wright, creator of The Sims franchise. In Spore, players nurture single-cell animals into sentient beings that create community and build civilizations, eventually exploring and colonizing space. In this video, Will presents Spore - and his game design philosophy, based in large measure on Maria Montessori's philosophy of education. Notably, Will underscores the importance of user-generated content to the player's attachment to the game and the player's overall game experience.

To my mind, there are three key take-aways from Will's presentation:

  1. The notion of attachment is vital to learning, too, of course. Attachment creates personal meaning and relevance - important factors to learning, retention, and transference.
  2. Learner-generated content is not only useful in demonstrating content mastery; it keeps a learner/player engaged with content - and potentially with other learners/players.
  3. Serious game designers have much to learn from the gurus of entertainment game design.

After you look at Will's presentation, create your own critters. Yes, you'll get attached to the little buggers. You'll be very excited to launch them into the Spore universe and grow them into complex societies. Along the way, you'll learn about evolution, biology, geology, climate change, cosmology... Now that's a seriously fun game.

I'm serious,
Anne

April 29, 2008

New vendor opportunities

We have a number of new RFP announcements in the Opportunities section today. Ol' Uncle Sam is getting game fever!

I'm serious,
Anne

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