Presentation Ketnet Kick Gaming Community Creativity


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A presentation about the possibilities of games and community-elements to foster creativity through the case Ketnet Kick

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  • When iwas a little boy, i used to be in a kind of club of friends and together we liked to play games, in these games, tv-shows that we liked, where acted out. It was a great feeling to relive the adventures of the characters and even to invent new stories and chararters. We even made our own props. (when i hear it now, we were kinda geeks) Anyway i believe at that point i was, for the very first time, i was particupating in a community. Maybee this sounds familiar to some of you? Aty least i hope i am not the only one who used to play this kind of geeky games.
  • Presentation Ketnet Kick Gaming Community Creativity

    1. 1. Cultuurconferentie 15 februari 2008 Tim Van Lier <ul><ul><ul><li>Gaming, </li></ul></ul></ul><ul><ul><ul><li>Community, </li></ul></ul></ul><ul><ul><ul><li>Creativity! </li></ul></ul></ul><ul><ul><ul><li>The Ketnet Kick-case </li></ul></ul></ul>
    2. 2. Purpose <ul><li>Understanding children’s experiences in the network society </li></ul><ul><li>Searching for ways to foster creativity and culture of children </li></ul><ul><li>Trying to set up a debate about the potential of games and communities </li></ul><ul><li>Creativity is becoming more important in this innovation driven society </li></ul><ul><li>Creativity is not enough stressed in education </li></ul>See Sir Ken Robinson
    3. 3. Middle Childhood The Big C’s Competitors Creators Collaborators Collectors Hughes, Piaget, Corsaro PLAY
    4. 4. PLAY Play is universal and essential for learning
    5. 5. Play and community It is during play that children are making friends and social networks
    6. 6. Playgrounds in the network society Playgrounds are changing. Children play offline and online. Internet and games are infiltrating in the lives of children.Children are digital natives.
    7. 7. The netplay society
    8. 8. Researching Ketnet Kick (KNK) Ketnet Kick: successful game developed by Larian and VRT More than 100.000 players Access with Cd-rom + online <ul><li>Qualitative research </li></ul><ul><ul><li>Literature study </li></ul></ul><ul><ul><li>Diaries </li></ul></ul><ul><ul><li>Six focusgroups </li></ul></ul><ul><ul><li>Ten duo-interviews </li></ul></ul><ul><li>In search of the community and game-experience of children </li></ul>This research combines the aspects of online communities and children (from 8 to 10 years old = forerunners of pre-adolescence). Through the case of KNK we will provide new insights about children, games and communities .
    9. 9. Ketnet Kick Gaming Community Creativity Online-offline Making stuff, art Having original ideas
    10. 10. Unfortunately no one can be told what Ketnet Kick is… … you have to see it for yourself!
    11. 11. <ul><li>Games are part of the lives of children and are appealing to the thinking of children </li></ul><ul><li>Games are learning tools </li></ul><ul><li>Games are fun and motivating because they are challenging. </li></ul><ul><li>The learning aspect makes it fun </li></ul><ul><li>Koster, Johnssen, Gee </li></ul>Gaming
    12. 12. Ketnet Kick as a game
    13. 13. The community experience of Ketnet Kick From an imagined community… … to an interpretative community
    14. 14. From an imagined community to… <ul><li>Imagination and fun </li></ul><ul><ul><li>Game </li></ul></ul><ul><li>Online presence </li></ul><ul><ul><li>Collaboration through creation (feedback loop) </li></ul></ul><ul><li>Shared symbol </li></ul><ul><ul><li>Fighting for KNK </li></ul></ul><ul><li>Myth - Mysterious island </li></ul><ul><ul><li>Sense of community </li></ul></ul>
    15. 15. The imagined community <ul><ul><ul><li>Iris (9 years old, PC-specialist): ‘At one point I was standing before a rock far away. A friend from school told me that when you jump very far and you almost fall, you have to jump again at the right time. Then it is possible to reach the mysterious island, because he has reached it many times already. He even found a red bottle. </li></ul></ul></ul><ul><ul><ul><li>Int: ‘So you think that children already have reached the island?’ </li></ul></ul></ul><ul><ul><ul><li>Iris: ‘If it is true of course’ </li></ul></ul></ul>The myth about the mysterious island
    16. 16. … to an interpretative community <ul><li>Often local contact </li></ul><ul><li>With friends </li></ul>Jonas (9 years old, screen entertainment): ‘We always say: ‘How far did you get in the cave game?’, and the one who got the furthest gets a piece of candy on Monday.’ Int: ‘How did you think of that?’ Jonas: ‘We use it with games that have levels, like ‘flying’ or the cave game or the mystery island. Everyone brings three pieces of candy on Monday, and whoever got the furthest in one game, gets one piece of candy from everyone.’ Int: ‘And who thought of that?’ Jonas: ‘We were talking about the game, and at one point, someone said that we could do that.’ Int: ‘That’s fun!’ Jeroen (low screen entertainment): ‘In fact it is stupid, because you can never prove that you got that far…’ Jonas: ‘Yes you can! When you push F7, you can print how far you got in the game!’ <ul><li>Spontaneously </li></ul><ul><li>Collaboration </li></ul>=> Sense of community
    17. 18. <ul><li>Action and play </li></ul><ul><li>Collecting </li></ul><ul><li>Adventurous world </li></ul><ul><li>Creativity </li></ul><ul><li>Imagination </li></ul><ul><li>Ketnet brand </li></ul><ul><li>Ketnet Kick = game => appropriate medium to set up a community for children </li></ul>‘ The cultures of games playing involves an ongoing construction of an ‘interpretive community’ and in this respect it may be better suited to the patterns of children’s play than older media such as books, which one is alone in consuming’ ( Jessen, 1999 ) . Appeal of Ketnet Kick
    18. 19. Conclusions
    19. 20. <ul><li>Games are mediums that fit in the lives of children </li></ul><ul><li>Games are learning tools and can be suited to stimulate creativity, which is becoming more important in this network society </li></ul><ul><li>‘ play’ and ‘community’ are important dimensions to reach children and stimulate creativity </li></ul>
    20. 21. Games+community => creativity Games gives possibilities to tell stories in an interactive way, often supported by a community. (game + netwerk) Interdisciplinary (new insights) Community (network of knowledge) Critical judgements / based on existing ideas In a game you can start over again and again Playing and taking risques Games are striving for controle. A game is a balance between skills and challenges. = FLOW Controle Games can be motivating / a way for exploration and simulation/ a medium of the young people Right Medium game Creativiteit
    21. 22. <ul><li>Need for further research about the potential of games </li></ul><ul><ul><li>Finding the balance between fun and education </li></ul></ul><ul><ul><li>Where? In the classroom or in free time? </li></ul></ul><ul><ul><li>How? Implicit or explicit? </li></ul></ul><ul><li>Need for innovation in games and game-content </li></ul><ul><li>Need to search for ways to incorporate creativity in games (next to aiming, timing, exploring,...) </li></ul>
    22. 24. Questions? Contacts: Tim Van Lier, +32 (0)2 6291835, Tim.Van. [email_address] IBBT Research Group SMIT - Vrije Universiteit Brussel (VUB) Pleinlaan 2, 1050 Brussels (Belgium) Thank you for listening!