Serious Gaming: Framing
Upcoming SlideShare
Loading in...5
×
 

Serious Gaming: Framing

on

  • 563 views

 

Statistics

Views

Total Views
563
Views on SlideShare
497
Embed Views
66

Actions

Likes
1
Downloads
19
Comments
0

3 Embeds 66

https://twitter.com 50
https://www.linkedin.com 14
http://www.linkedin.com 2

Accessibility

Upload Details

Uploaded via as Microsoft PowerPoint

Usage Rights

© All Rights Reserved

Report content

Flagged as inappropriate Flag as inappropriate
Flag as inappropriate

Select your reason for flagging this presentation as inappropriate.

Cancel
  • Full Name Full Name Comment goes here.
    Are you sure you want to
    Your message goes here
    Processing…
Post Comment
Edit your comment

Serious Gaming: Framing Serious Gaming: Framing Presentation Transcript

  • Framing Serious Gaming © Dr. Igor Mayer i.s.mayer@tudelft.nl Faculty Technology, Policy and Management (TPM) & Signature Games Delft University of technology, The Netherlands Challenge the future 1
  • Challenge the future 2
  • References 1. Mayer, I. S., Warmelink, H. J. G., & Zhou, Q. (2014). The Utility of Games for Society, Business and Politics: A Frame Reflective Analysis. In Nick Rushby & D. Surry (Eds.), Wiley Handbook of Learning Technology (in press). Wiley. 2. Mayer, I. S., Bekebrede, G., Harteveld, C., Warmelink, H. J. G., Zhou, Q., van Ruijven, T., … Wenzler, I. (2013). The research and evaluation of serious games: Toward a comprehensive methodology. British Journal of Educational Technology, n/a–n/a. doi:10.1111/bjet.12067 3. Mayer, I. S., Bekebrede, G., Warmelink, H. J. G., & Zhou, Q. (2013). A Brief Methodology for Researching and Evaluating Serious Games and Game-Based Learning. In T. M. Connolly, L. Boyle, T. Hainey, G. Baxter, & P. Moreno-Ger (Eds.), Psychology, Pedagogy and Assessment in Serious Games (in press) (pp. 357–393). IGI Global. doi:10.4018/978-1-46664773-2.ch017 4. Mayer, I. S., Riedel, J. c. k. h., Baalsrud Hauge, J., Bellotti, F., De Gloria, A., Ott, M., & Petersen, S. A. (2013). Serious Games in a European Policy Context. In M. Ma, M. F. Oliveira, S. Petersen, & J. Baalsrud Hauge (Eds.), 4th International Conference, SGDA 2013, Trondheim, Norway, September 25-27, 2013. Proceedings (pp. 307–320). Berlin Heidelberg: Springer Verlag. doi:10.1007/978-3-642-40790-1_32 Challenge the future 3
  • Towards a science of SG? Frames and discourses Methodology Research designs and data-gathering Validated research instruments and tools A dynamic body of knowledge identifying the state of the art and knowledge gaps. Professional ethics of the SG designer, the SG advocate, the SG seller, the SG interventionist, etc. Challenge the future 4
  • Challenge the future 5
  • • • Frame analysis (Erving Goffman 1974 Frame analysis: An essay on the organization of experience ) Framing (Communication & Marketing) "Framing is the process by which a communication source, such as a news organization, defines and constructs a political issue or public controversy"6 Challenge the future (Nelson, Oxley, & Clawson, 1997, p. 221).
  • Challenge the future 7
  • Challenge the future 8
  • Serious games Serious games Serious games Serious games Serious games Serious games Serious games Serious games Serious games Serious games Serious games Serious games Serious games Serious games Serious games Serious games Proposition: Serious gaming can only be viewed through multiple frames at the same time! Challenge the future 9
  • Innovation model: Where is SG? Gamification Marketing, branding games COTS games in formal education, Edutainment Mixed & augmented reality Policy games, E-learning games Training simulators Business games War games Second Life Ref: Gartner Hype Cycle / Through of disillusionment Challenge the future 10
  • Framing the discourse on (serious) gaming (© Mayer, Warmelink, forthcoming) Realist, Utilitarian Interventionist, Decisionist Evolutionist, Transformationist Idealist, Phenomenological Challenge the future 11
  • Gaming = Intervention, Therapy?! ADHD – Healseeker - Flanders Care http://www.youtube.com/watch? v=s5iTOHVQBj0 Challenge the future 12
  • Framing the discourse on (serious) gaming (© Mayer, Warmelink, forthcoming) Realist, Utilitarian Interventionist, Decisionist Evolutionist, Transformationist Idealist, Phenomenological Challenge the future 13
  • Gaming = Better way to Innovate (€) !? Ford Augmented Reality http://www.youtube.com/watch?featur e=player_embedded&v=zmeR-u-DioE Challenge the future 14
  • Framing the discourse on (serious) gaming (© Mayer, Warmelink, forthcoming) Realist, Utilitarian Interventionist, Decisionist Evolutionist, Transformationist Idealist, Phenomenological Challenge the future 15
  • Gaming = Better way to influence ideas ?! Poverty is not a game http://www.youtube.com/watch?v=hVcdRil7W98 Challenge the future 16
  • Gaming = Better way to influence ideas ?! Wikileaks http://www.youtube.com/watch?v=hVcdRil7 W98 Challenge the future 17
  • Changing (political) ideas Economia (EU) ‘Let’s educate them’ frame Occupy Wall street ‘Radical, anti-politics’ frame SOS slaves – ‘Grass Roots‘ frame Wikileaks – ‘Critical’ frame Anti SOPA / PIPA ‘Advocacy Perspective’ Challenge the future 18
  • Gaming = Changing Ideas = Branding & Marketing http://www.youtube.com/watch ?v=eQtai7HMbuQ&feature=play er_embedded Challenge the future 19
  • Framing the discourse on (serious) gaming (© Mayer, Warmelink, forthcoming) Realist, Utilitarian Interventionist, Decisionist Evolutionist, Transformationist Idealist, Phenomenological Challenge the future 20
  • Gaming = A better way to organize!? Foldit Foldit: http://www.youtube.com/watch?v=JdBcpdH _ptA Challenge the future 21
  • Framing the discourse on (serious) gaming (© Mayer, Warmelink, forthcoming) Realist, Utilitarian Effectiveness Innovation (€) Gaming is a (more) effective, better way of learning, training and decision support. Global Economic Rat race. Gaming = Innovation and ec. sector. Lack of Proof Disturbance Show me the evidence? Do we teach the right things?. Poss. Neg. effects, such as agression, addiction? Interventionist, decisionist SG Discipline = research… Over-optimism and side effects.Risks of industrial policy (subsidies, protection). Frame reflective analysis Frameworks Persuasion Playfulness Methods Games are rhetorical; They Ludification, gamification of Tools can convince, change society, organization, politics, Ethics ideas, beliefs of players, consumers, citizens Manipulation Risk of manipulation, abuse of power, hidden agendas and ideologies. Ideology battle. Evolutionist, Transformationist leadership, management. Inequality Social-ec. exclusion; what are the consequences for society, power (gap between generations, rich/poor, nation s). Idealist, Phenomenological Challenge the future 22