Writing New Games:
          Designers Enacting the New Media Literacies




                                             ...
55% protect their personal information online




Tuesday, October 30, 2007                                               ...
More than half of all
       American teens--and 57% of
        teens who could use the
           internet--could be
    ...
More than half of all
       American teens--and 57% of
        teens who could use the
           internet--could be
    ...
More than half of all
       American teens--and 57% of
        teens who could use the
           internet--could be
    ...
More than half of all
       American teens--and 57% of
        teens who could use the
           internet--could be
    ...
More than half of all
       American teens--and 57% of
        teens who could use the
           internet--could be
    ...
More than half of all
       American teens--and 57% of
        teens who could use the
           internet--could be
    ...
More than half of all
       American teens--and 57% of
        teens who could use the
           internet--could be
    ...
More than half of all
       American teens--and 57% of
        teens who could use the
           internet--could be
    ...
What do we mean by “literacies?”
            encoded texts that can be retrieved, worked
             with, and made avail...
Tuesday, October 30, 2007   4
Tuesday, October 30, 2007   4
Tuesday, October 30, 2007   4
Tuesday, October 30, 2007   4
Tuesday, October 30, 2007   4
Tuesday, October 30, 2007   4
Tuesday, October 30, 2007   4
Tuesday, October 30, 2007   4
Tuesday, October 30, 2007   4
Tuesday, October 30, 2007   4
Tuesday, October 30, 2007   4
Tuesday, October 30, 2007   4
new (media) literacies
               technical stuff: we can now use cool stuff to do the
               same kinds of th...
it’s not a big truck

                                     “The internet isn’t just
                                     s...
tagging,
                            folksonomies




Tuesday, October 30, 2007                  7
data visualization of
                              online identities




Tuesday, October 30, 2007                       ...
online social
    networks




Tuesday, October 30, 2007   9
alternate reality games




Tuesday, October 30, 2007                             10
is it possible to make a
                game out of all those
                     new literacies?


Tuesday, October 30,...
http://bud.com




Tuesday, October 30, 2007                    12
http://bud.com
                            PMOG “adds an element
                            of score-keeping, gentle
    ...
http://bud.com
                            PMOG “adds an element
                            of score-keeping, gentle
    ...
PMOG
                  literacies
                            identity play
                             affiliations
    ...
if you were actually playing the game and you
                 had the sidebar open, I feel like you actually feel
       ...
I feel like having a persistent presence in a web
                browser is very much like being a role-playing
         ...
2.0 ethos-> PMOG
                •                                •
                     Kodak Picture Gallery -->       s...
what can your game do?
                     What do you think PMOG has the potential to do? Either
                     co...
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Alice Robison Purdue Games Forum 10-07

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A presentation given as part of the Purdue games forum, October 2007.

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Alice Robison Purdue Games Forum 10-07

  1. 1. Writing New Games: Designers Enacting the New Media Literacies Alice J. Robison Massachusetts Institute of Technology Tuesday, October 30, 2007 1
  2. 2. 55% protect their personal information online Tuesday, October 30, 2007 2
  3. 3. More than half of all American teens--and 57% of teens who could use the internet--could be considered media creators. 55% protect their personal information online Tuesday, October 30, 2007 2
  4. 4. More than half of all American teens--and 57% of teens who could use the internet--could be considered media creators. 22% have their own homepages 55% protect their personal information online Tuesday, October 30, 2007 2
  5. 5. More than half of all American teens--and 57% of teens who could use the internet--could be considered media creators. 22% have their own homepages 55% protect their personal information online 33% share what they create online with others Tuesday, October 30, 2007 2
  6. 6. More than half of all American teens--and 57% of teens who could use the internet--could be considered media creators. 22% have their own homepages 55% protect their personal information online 33% share what they create online with others 19% blog and 19% remix content they find online Tuesday, October 30, 2007 2
  7. 7. More than half of all American teens--and 57% of teens who could use the internet--could be considered media creators. 22% have their own homepages 55% protect their personal information online 33% share what they create online with others 32% report they’ve experienced “cyberbullying” 19% blog and 19% remix content they find online Tuesday, October 30, 2007 2
  8. 8. More than half of all American teens--and 57% of teens who could use the internet--could be considered media creators. 22% have their own homepages 55% protect their personal information online 33% share what they create online with others 32% report they’ve experienced “cyberbullying” 19% blog and 19% remix content they find online 55% use online social networking regularly Tuesday, October 30, 2007 2
  9. 9. More than half of all American teens--and 57% of teens who could use the internet--could be considered media creators. 22% have their own homepages 55% protect their personal information online 33% share what they create online with others 32% report they’ve 85% use Facebook experienced “cyberbullying” 19% blog and 19% remix content they find online 55% use online social networking regularly Tuesday, October 30, 2007 2
  10. 10. More than half of all American teens--and 57% of teens who could use the internet--could be considered media creators. 22% have their own homepages 55% protect their personal information online 33% share what they create online with others 32% report they’ve 85% use Facebook if available on their campus experienced “cyberbullying” 19% blog and 19% remix content they find online 55% use online social networking regularly Tuesday, October 30, 2007 2
  11. 11. What do we mean by “literacies?” encoded texts that can be retrieved, worked with, and made available independent of the physical presence of another person What do we mean by “new literacies?” blogging, fanfic writing, manga-producing, meme-ing, photoshopping, podcasting, vodcasting, gaming, html-ing (Lankshear & Knobel, 2006) Tuesday, October 30, 2007 3
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  24. 24. new (media) literacies technical stuff: we can now use cool stuff to do the same kinds of things we have previously known; a “physical-industrial” mindset--individualized, enclosed, product-centered, hierarchical ethos stuff: co-existence of physical space and cyberspace; a “cyberspatial, post-industrial” mindset--collective, distributed, decentered, process- focused, change-based Lankshear & Knobel, 2006 Tuesday, October 30, 2007 5
  25. 25. it’s not a big truck “The internet isn’t just something you dump something on. It’s not a big truck. It’s...it’s a series of tubes.” --Senator Ted Stevens (R-Alaska) John Hodgman’s Reply Ted Stevens Remix Tuesday, October 30, 2007 6
  26. 26. tagging, folksonomies Tuesday, October 30, 2007 7
  27. 27. data visualization of online identities Tuesday, October 30, 2007 8
  28. 28. online social networks Tuesday, October 30, 2007 9
  29. 29. alternate reality games Tuesday, October 30, 2007 10
  30. 30. is it possible to make a game out of all those new literacies? Tuesday, October 30, 2007 11
  31. 31. http://bud.com Tuesday, October 30, 2007 12
  32. 32. http://bud.com PMOG “adds an element of score-keeping, gentle competition, cooperation and self-reflection through scorekeeping and game dynamics added to web- browsing” (Justin Hall, 2007) Tuesday, October 30, 2007 12
  33. 33. http://bud.com PMOG “adds an element of score-keeping, gentle competition, cooperation and self-reflection through scorekeeping and game dynamics added to web- browsing” (Justin Hall, 2007) It opens our eyes to what the web really holds, to expand our grasp of meaning-making experiences with the web Tuesday, October 30, 2007 12
  34. 34. PMOG literacies identity play affiliations affinity spaces collaborative problem-solving circulating information & data surfing with others Tuesday, October 30, 2007 13
  35. 35. if you were actually playing the game and you had the sidebar open, I feel like you actually feel like the web is a place, not like it’s a series of separate places. But that you are in this one sphere of activity with all of these people at the same time. And this is just surfing of course, not like being on an AIM or whatever-- then you’re just obviously with people online. But the experience of surfing itself can be a pretty lonely one, because you’re like going willy-nilly. But this is allowing other players to influence what your experience is like, and influencing the surfing experiences of other players as well. --Merci Hammon, PMOG Tuesday, October 30, 2007 14
  36. 36. I feel like having a persistent presence in a web browser is very much like being a role-playing character online. Because you’re in this environment that is necessarily different from...linked-to, but different. Next door to but not on top of your actual life. And you get to re-present yourself as a person online. And so you already are kind of a role-playing character when you go from Facebook to MySpace. And there are a lot of people who actually make fake profiles, so they’re like Jesus Christ or Buddha online. And so I think that one of the best things about being persistently present online is the ability to play with it and to be a character in this other universe. --Merci Hammon, PMOG Tuesday, October 30, 2007 15
  37. 37. 2.0 ethos-> PMOG • • Kodak Picture Gallery --> stickiness--> syndication • Flickr demographics--> identity • Britannica Online --> play • Wikipedia developer-written--> • personal websites --> players co-writing • blogging individual competencies • evite -->upcoming.org --> collaborative questing • • publishing--> value dependent on participation scarcity of products--> • content management value dependent on systems --> wikis behavior choices • • directories (taxonomy)--> surfing alone--> surfing tagging (quot;folksonomyquot;) with others Tuesday, October 30, 2007 16
  38. 38. what can your game do? What do you think PMOG has the potential to do? Either conceptually or long-term? “I think that potentially it could be an enormous amount of fun. That’s the primary goal. It’s a game, and it should be fun.” Tuesday, October 30, 2007 17

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