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In this talk at the 'research games' barcamp I presented my research area 'Social Serious Games' with the related fields and definitions. ...

In this talk at the 'research games' barcamp I presented my research area 'Social Serious Games' with the related fields and definitions.
The slides give an insight into architectural design and aspects to keep in mind when designing such games.

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Social Serious Games = Serious Games and Social Media Presentation Transcript

  • 1. Social Serious Games = Serious Games and Social Media New opportunities for game-based learning 6th October 2012, Wiesbaden Prof. Dr.-Ing. Ralf SteinmetzDipl.-Inform. Johannes Konert KOM - Multimedia Communications Lab 3-Apr-13© author(s) of these slides including research results from the KOM research network and TU Darmstadt; otherwise it is specified at the respective slide
  • 2. Social Media Serious Games Social Serious Games Social GamesWHAT ARE SOCIAL SERIOUS GAMES? KOM – Multimedia Communications Lab 2
  • 3. Serious Games What is a Serious Game?Image sources: http://www.slidetoplay.com/, http://www.multimediamanufaktur.com/de/, KOM – Multimedia Communications Lab 3http://highactivities.com/
  • 4. Serious Games There is an agreement in the research world that there is no agreement about the term Serious Game. One definition „Serious Games are computer games for a primary purpose other than pure entertainment“ (wikipedia) ..but nobody knows exactly.Image source: amazon et al. KOM – Multimedia Communications Lab 4
  • 5. Serious GamesOur definition: „Serious Games are the combination of game technology and concepts plus additional technology and science in manifold application domains “ (Göbel)My definition: „Serious Games are computer games used for another purpose beside pure entertainment“ (Konert)Wikipedia definition: „Serious Games are computer games for a primary purpose other than pure entertainment“ (wikipedia) KOM – Multimedia Communications Lab 5
  • 6. Serious Games What is a Serious Game? maybe ..it depends on the contextSource: http://www.slidetoplay.com/, http://www.multimediamanufaktur.com/de/, http://highactivities.com/ KOM – Multimedia Communications Lab 6
  • 7. Serious Games Authoring Control Evaluation Der Wechsel, TU DarmstadtExamples Geograficus, Braingame Das Portal, DECK13 Ecotopia,Talkie 2weistein, Brainm. St.Image sources: www.deck13.com, http://www.brainmonster.de, https://www.facebook.com/ecotopia.beta, http://www.geograficus- KOM – Multimedia Communications Lab 7game.de, ‘Der Wechsel’ presented at http://www.gamedays2012.de; circle images: http://www.kom.tu-darmstadt.de
  • 8. Social Media Serious Games Social Serious Games Social GamesWHAT ARE SOCIAL SERIOUS GAMES? KOM – Multimedia Communications Lab 8
  • 9. Social Media ( & Web 2.0)Sociologically driven terms Technical Applications:Web 2.0 is the internet usage Twitter, Blogging, with collaboratively developed Folksonomies, .. content and applications.Loose Socializing is the Online Social Networks, Followers, … internet usage to effortlessly keep connection to a broad amount of individuals‘ activities.„Social Media is a group of Internet-based applications that build on the ideological and technological foundations of Web 2.0, which allows the creation and exchange of user-generated content” [Kaplan & Haenlein]e.g. Social Media Applications: Youtube, Flickr, FacebookSources: wikipedia.org, KOM – Multimedia Communications Lab 9
  • 10. Social Media (Landscape 2011)7 categoriesTrend towards  seamless communication  context-aware filtering  activity-centered servicesMost promising players:Facebook, Google and Twitter KOM – Multimedia Communications Lab 11
  • 11. Social Media (Landscape 2011)11 Social Media Needs: Publishing, Discussing, Sharing, Gaming, Networking, Searching, Location-based Services, Event-based Services, Single-Sign-On (Identity-Management), Extensibility (Plugins), (Micro)-Payment-Service KOM – Multimedia Communications Lab 12
  • 12. Social Media (Landscape 2012)7 cat. 6 categories2011 2012Publish PublishShare ShareCommerce BuyLocation LocationNetwork NetworkGames PlayingDiscussMost promising players:Facebook, Google and Twitter KOM – Multimedia Communications Lab 13
  • 13. Social Media Social Media Explained  Why are these Social Media Applications so successfull?  What makes them different from other kinds of media?Source: Forbes: Google+s Success and Failure, in Two Images. KOM – Multimedia Communications Lab 15http://www.forbes.com/sites/roberthof/2012/02/09/googles-success-and-failure-in-two-images/
  • 14. Social MediaSocial Media (compared to industrial media)Reach: producers can easily reach their audienceAccess: producers can easily create content by themself (nearly for free)Usability: producers can use without profession, consumers can easily consumeImmediacy : no long distribution or finalization processPermanence: stored and repeatable accessible, re-usable and changeableSource: wikipedia.org ‘Social Media’ using [Benkler] KOM – Multimedia Communications Lab 16
  • 15. Social Media 12 Social Media Interaction Types (simplified)  Post, Share, Update,  Vote, Comment,  Chat, Invite,  Join, Tag,  Connect, Buy, Play Fig: Share, Vote and Comment Interactions SchemesReferences: [Crumlish, 2009] [Julien, 2011] KOM – Multimedia Communications Lab 17
  • 16. CAN’T THIS BE USED FOR GAMES?Source: http://croobal.com/wp-content/uploads/2012/06/ThinkingSmiley.jpg KOM – Multimedia Communications Lab 18
  • 17. Social Media Serious Games Social Serious Games Social GamesWHAT ARE SOCIAL SERIOUS GAMES? KOM – Multimedia Communications Lab 19
  • 18. Social GamesSource: http://best-farmville-farms.blogspot.de/ KOM – Multimedia Communications Lab 20
  • 19. Social Games  Farmville  Sim Social  Bejeweled Blitz  Garden of Time  City of Wonder  Market Street  ESPNU College Town  Martian Boneyards  Code of Everand  Online Image Labeling - The ESP Game  Infiniteams  Chemistry – MeCHeM  Ars Regendi  Wolf Quest  Grepolis  Industry Player (…)Sources: selection from www.playdom.com, www.gamesforchange.org, KOM – Multimedia Communications Lab 21www.socialimpactgames.com, seriousgames.msu.edu/games.php and www.spielbar.de
  • 20. Social Games What is a Social (Casual) Game? Criteria for a Social Game  casually played or  Asynchronous Play each player at his own time, pace and intensity  with easy to use interfaces which are  Casual Multiplayer  connected to OSNs awareness of others actions in game [Loreto & Gouaïch, 2004]  Coopetition low competition, high cooperation, no direct drawbacks for individual players  Beneficial Social Media Integration user generated content as knowledge resource, physicality of game play activityReferences: [Loreto & Gouaïch, 2004] [O’Neill, 2008] [Nalebuff, 2007] [PlayGen, 2010] KOM – Multimedia Communications Lab 22
  • 21. ARE THERE SERIOUS SOCIAL GAMES? KOM – Multimedia Communications Lab 23
  • 22. Serious Social Games Enercities Criterion Enercities 1st purpose Yes entertainment 2nd extra purpose Inter-subject Minimal interaction Interdependency Minimal Internet-based Yes Beneficial Social Partly Media Integration Coopetition No Casual Multiplayer No Asynchronous Play Yes Enercities.eu – European Commission fundedImage source: Enercities.eu, screenshot from game KOM – Multimedia Communications Lab 24
  • 23. Serious Social Games PoweRBrands Criterion PoweRBrands 1st purpose Yes entertainment 2nd extra purpose Inter-subject Yes interaction Interdependency Yes Internet-based Yes Beneficial Social Partly Media Integration Coopetition Yes Casual Multiplayer Yes Asynchronous Play Yes Reckitt Benckiser RecruitingImage source: http://apps.facebook.com/powerbrands/, screenshot from game KOM – Multimedia Communications Lab 25
  • 24. Serious Social Games PowerOfResearch Criterion PowerOfResearch 1st purpose Yes entertainment 2nd extra purpose Inter-subject Yes interaction Interdependency Yes Internet-based Yes Beneficial Social Partly Media Integration Coopetition Yes Casual Multiplayer Partly Asynchronous Play Yes TMP Games Gmbh, funded by ECs 7th Framework ProgramImage source: powerofresearch.eu, screenshot from game KOM – Multimedia Communications Lab 26
  • 25. Serious Social Games These games do not use Social Interactions for what they are popular for! Social Interactions in Social Media platforms are used for:  Mutual support (groups, interest, …)  Knowledge exchange (hints, opinions)  Assessment of ideas and creative solutions  Help and Guidance (tutoring) This is what Peer Education means: Peer Education = Peer Tutoring + Peer Assessment .. and more like flutter, ecotopia, Change for Rio, … KOM – Multimedia Communications Lab 27
  • 26. So,….WHAT ARE SOCIAL SERIOUS GAMES? KOM – Multimedia Communications Lab 28
  • 27. Social Media Serious Games Social Serious Games Social GamesWHAT ARE SOCIAL SERIOUS GAMES? KOM – Multimedia Communications Lab 29
  • 28. Motivation: Peer Tutoring Learning with Games (Singleplayer) Today:  Well designed Digital Storytelling  Player seeks help for challenges from friends, forums, .. Challenges: Power Of Research, TPM Games  No integrated assistance and help  Only ‘random’ match Der Wechsel, TUD FIF (person or content) for assistance Idea: Support knowledge transfer by Peer Tutoring using the social network of playersImage sources: powerofresearch.eu; ‘Der Wechsel’ presented at http://www.gamedays2012.de KOM – Multimedia Communications Lab 30
  • 29. Motivation: Peer Assessment Assessment in Games (Singleplayer) Today:  Gaming complexity improves fast  More sophisticated learning content Challenges: 2weistein, Brainmonster Studios  Missing complex open format challenges PEDALE Learning Environment  Assessment by (closed-format part) (limited) computer algorithms Idea: Support player feedback by Peer Assessment using the social network of learnersImage sources: http://www.brainmonster.de; ‘Der Wechsel’ presented at http://www.gamedays2012.de KOM – Multimedia Communications Lab 31
  • 30. Social Serious Games A Social Serious Game is a Serious Game satisfying all criteria mandatory for a Social Game. (Asynchronous Play, Casual Multiplayer, Coopetition, Beneficial Social Media Integration) Using Peer Tutoring Using Peer Assessment  Hints  Rating, ranking  Assistance  Allows open format tasks in games  Best practices  User-generated tasks Serious Social Media Games Applications Social Serious GamesImage sources: FreeDigitalPhotos.net (Idea go and jscreationzs) KOM – Multimedia Communications Lab 32
  • 31. Social Serious Games (Existing ) Social Media Serious Games Platform (g+, fb, …)Image sources: http://www.brainmonster.de; ‘Der Wechsel’ presented at http://www.gamedays2012.de KOM – Multimedia Communications Lab 33
  • 32. Social Serious Games The integration of Social Media allows:  Influence game play from outside (creativity, individuality, assessment)  Add content  Personalized game experience  Viral effects Influence Influence by SN-data and metrics by interaction patterns  Ego-Network  Short-time reactions  User profile data  Assessments  Opinions, votesImage sources: https://www.facebook.com/johannes.konert, http://www.nytimes.com/2009/03/29/technology/internet/29face.html KOM – Multimedia Communications Lab 34and research project GENIUS HessenModellProjekte, LOEWE (design draft)
  • 33. Social Serious Games: Influence System Focused and implemented influences Influence Influence by SN-data and metrics by interaction patterns  Access to ego-network  Single choice and multiple choice  Access to profile data  Text input, gap text  (both normalized)  Content upload (images, audio)  Combinations of all (including list extension)  positioning-tasks* … (extendable)*derived from expert interview conducted with CEO Thomas Wagner, KOM – Multimedia Communications Lab 35Reality Twist GmbH, Game Studio, Munich on 24.04.2012
  • 34. Finally “First playable prototypes are expected for 2013. Stay tuned…”Image source: FreeDigitalPhotos.net (ponsulak) KOM – Multimedia Communications Lab 36
  • 35. Social Media Serious Games Social Serious Games Social GamesTHESE ARE SOCIAL SERIOUS GAMES KOM – Multimedia Communications Lab 37
  • 36. Questions & Contact Thank you for your  Attention,  Questions and  Feedback. Connect on www.linkedin.com/in/johanneskonert KOM – Multimedia Communications Lab 38
  • 37. Appendix: References [Chen2007] Chen, J., 2007. Flow in Games ( and Everything Else ). Communications of the ACM, 50(4), p.31-34. Available at: http://delivery.acm.org/10.1145/1240000/1232769/p31- chen.pdf?key1=1232769&key2=3643268821&coll=GUIDE&dl=GUIDE&CFID=111187921&CFTOKEN=25517040. [Constant1996] Constant, D., Sproull, L. & Kiesler, S., 1996. The Kindness of Strangers: The Usefulness of Electronic Weak Ties for Technical Advice. Organization Science, 7(2), p.119-135. Available at: http://www-2.cs.cmu.edu/~kiesler/publications/PDFs/Constantkindness.pdf. [Crumlish2009] Crumlish, C. & Malone, E., 2009. Designing Social Interfaces: Principles, Patterns, and Practices for Improving the User Experience (Animal Guide), Yahoo Press. Available at: http://www.amazon.com/Designing-Social-Interfaces-Principles-Experience/dp/0596154925 [Accessed May 8, 2012]. [Damon1984] Damon, W., 1984. Peer education: The untapped potential. Journal of Applied Developmental Psychology, 5(4), p.331-343. Available at: http://linkinghub.elsevier.com/retrieve/pii/0193397384900066. [Granovetter1973] Granovetter, M.S., 1973. The strength-of-weak-ties perspective on creativity: a comprehensive examination and extension. The American Journal of Sociology, 78(6), p.1360-1380. [Jarvinen2010] Jarvinen, A. (2010). Social game Design for Social Networks. PlayGen., from http://playgen.com/game-design-for-social-networks/. [Accessed January 22, 2011] [Julien2011] Julien, J., 2011. Social Media Interaction Pattern Library. The Jordan Rules. Available at: http://thejordanrules.posterous.com/social-media- interaction-pattern-library [Accessed May 8, 2012]. [HistoryGames2012] History of Games Timeline. (n.d.). Retrieved April 28, 2012, from http://www.historicgames.com/gamestimeline.html [Kaplan & Haenlein] Kaplan, A.M. & Haenlein, M., 2010. Users of the World, Unite! The Challenges and Opportunities of Social Media. Business Horizons, 53(1), p.59-68. Available at: http://linkinghub.elsevier.com/retrieve/pii/S0007681309001232. [Konert2011] Konert, J., Richter, K., Göbel, S., & Bruder, R. (2011). Knowledge Sharing in the classroom - A social network approach for diagnostic assessment and learning together. Proceedings of the 11th IEEE International Conference on Advanced Learning Technologies (ICALT). Athens, Georgia, USA: IEEE. Retrieved from http://ieeexplore.ieee.org/xpls/abs_all.jsp?arnumber=5992341&tag=1 [Loreto2004] Loreto, I.D. & Gouaïch, A., 2004. Social Casual Games Success is not so Casual. Word Journal Of The International Linguistic Association. [Mohammad2009] Mohammad, A.L.S., Guetl, C. & Kappe, F., 2009. PASS: Peer-ASSessment Approach for Modern Learning Settings. In Advances in Web Based Learning-ICWL 2009: 8th International Conference, Aachen, Germany, August 19-21, 2009, Proceedings. Springer-Verlag New York Inc, p. 44 [Nalebuff2007] - Nalebuff B., Brandenburger A. Coopetition — kooperativ konkurrieren. Mit der Spieltheorie zum Unternehmenserfolg. In: Boersch C, Elschen R, eds. Das Summa Summarum des Management. 1st ed. Gabler; 2007:217-230. [ONeill2008] - ONeill N. What exactly are social games? Social Times. 2008. Available at: http://www.socialtimes.com/2008/07/social-games/ [Accessed January 18, 2011]. [PlayGen2010] - PlayGen. Social Games - Make Games with PlayGen. PlayGen. 2010. Available at: http://playgen.com/social-games/ [Accessed January 3, 2011]. [Stepanyan2009] Stepanyan, K., Mather, R., Jones, H., & Lusuardi, C., 2009. Student Engagement with Peer Assessment: A Review of Pedagogical Design and Technologies. Advances in Web Based Learning–ICWL 2009, 367–375. Springer. doi:10.1007/978-3-642-03426-8_44 [Westera 2007] Westera, W., & Wagemans, L., 2007. Help me ! Online Learner Support through the Self- Organised Allocation of Peer Tutors. Abstracts of the 13th International Conference on Technology Supported Learning & Training (pp. 105-107). Berlin: ICEW GmbH. Retrieved from http://hdl.handle.net/1820/2075Dipl.-Inform. Johannes Konert KOM – Multimedia Communications Lab 39