Identifies symbiotic relationships between theory and practice in different disciplines (particularly with reference to film) and outlines ways for Digital Game Studies to benefit from incorporating design experiments as a playful means of knowledge creation. Cf. http://agd.swerning.org/ for more information.
Workshop on Game Poetry (Utrecht Summer School '14)Stefan Werning
The workshop explored the concept of Game Poetry hinted at by Ian Bogost, both in terms of its conceptual implications and from a practical, analytical game design perspective.
Learning Analytics Design in Game-based LearningMIT
Summary: The workshop will deal with the problematic of designing learning analytics in games for learning, it makes special emphasis on the process and the design side, and will prepare assistants to start facing this or similar analytical challenges in the future.
- Methodology: It will be an active workshop where the instructor will do short introductions, present step-by-step examples and then participants will work in their own designs in groups, with the support of the instructor. We finalize by sharing with the rest of the class to see different designs for different games and constructs.
- Intended audience: Will definitely be interesting for anyone working around learning analytics, games for learning and alternative assessment methods. But anyone can enjoy this workshop as it will be dynamic and scaffolded. No requisites needed.
Workshop on Game Poetry (Utrecht Summer School '14)Stefan Werning
The workshop explored the concept of Game Poetry hinted at by Ian Bogost, both in terms of its conceptual implications and from a practical, analytical game design perspective.
Learning Analytics Design in Game-based LearningMIT
Summary: The workshop will deal with the problematic of designing learning analytics in games for learning, it makes special emphasis on the process and the design side, and will prepare assistants to start facing this or similar analytical challenges in the future.
- Methodology: It will be an active workshop where the instructor will do short introductions, present step-by-step examples and then participants will work in their own designs in groups, with the support of the instructor. We finalize by sharing with the rest of the class to see different designs for different games and constructs.
- Intended audience: Will definitely be interesting for anyone working around learning analytics, games for learning and alternative assessment methods. But anyone can enjoy this workshop as it will be dynamic and scaffolded. No requisites needed.
The ENGAGE Learning portal and tools were presented at this workshop and knowledge will be provided on the step by step introduction of game-based learning. The tools will support workshop participants in how to select, modify, design and adopt games for their own classes, regarding their local and cultural agendas. Selected use cases of game-based learning were presented and explained. The workshop was carried out interleaving presentations, demonstrations, discussions and group work.
Slides from the 2016/2017 edition of the Video game Design and Programming course at the Politecnico di Milano. More information at http://www.polimigamecollective.org
Some of the video games developed by the students during the course are available at
https://polimi-game-collective.itch.io
Using Analytical Game Design to make datasets ‘playable’ in the classroomStefan Werning
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Video game design and programming course for the Master in Computer Engineering at the Politecnico di Milano.
http://www.facebook.com/polimigamecollective
https://twitter.com/@POLIMIGC
http://www.youtube.com/PierLucaLanzi
http://www.polimigamecollective.org
Politecnico di Milano, Videogiochi, Video Games, Computer Engineering, game design, game development, sviluppo videogiochi
From Storytelling to Story-playing
Intertextuality and Contexts of Production in Game Adaptation
This paper proposal is based on a study of game production in the context of cross-media strategies, and follows the adaptation journey of the Muddle Earth IP from a children’s book, into a BBC TV series, and finally into a game.
The research looks at the text and its production, drawing on empirical data from game-playing, interviews with producers and the analysis of design and production documents.
Game adaptations of narratives from other media are based not just hypertextually on their source texts, but also intertextually on other games and games conventions. Besides textual influences, game adaptations are also strongly shaped by ‘extratextual’ conditions of production (budgets, technology, editorial guidelines), all of which influence the ways in which game adaptations translate existing narratives.
The paper explores how storytelling devices in games both remediate older forms of media, but also create new ways of telling (or playing) stories. In this process, different source narrative elements are reused, enhanced or discarded – and mixed with ludic elements – through decisions shaped by commercial, editorial and other criteria, which ultimately define the final game text.
Steering away from outdated notions of ‘fidelity’ in adaptation studies, the paper proposes the concept of ‘brand consistency’ as an essential requirement of cross-media strategies, to achieve seamless audience experiences and maximize IP audiences across media.
The theoretical framework is derived from game studies, adaptation studies, intertextuality theory, narrative theory, and political economy.
The Research Game project will motivate secondary school students by replicating the excitement of scientific research. Your schools will be able to take part in the game. http://rg.uws.ac.uk/
Description
Do your secondary students need motivation?
Do they understand how science works?
Would they want to take part in a science game?
The European ‘Research Game’ will inspire and teach your students the value and methodology of scientific research.
Your students can join the game, just write to us for more details.
Discursive Game Design or: Game Design as Cultural PracticeStefan Werning
The slides outline Discursive Game Design as a conceptual framework, that frames game design in four distinct ways: a) as cultural practice, b) as play, c) as persuasive communication, and d) as a research heuristic in its own right.
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The slides present our work on developing ecomodding, i.e. the creation of game modifications to explore ecological issues, as a playful, critical teaching and research technique.
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The ENGAGE Learning portal and tools were presented at this workshop and knowledge will be provided on the step by step introduction of game-based learning. The tools will support workshop participants in how to select, modify, design and adopt games for their own classes, regarding their local and cultural agendas. Selected use cases of game-based learning were presented and explained. The workshop was carried out interleaving presentations, demonstrations, discussions and group work.
Slides from the 2016/2017 edition of the Video game Design and Programming course at the Politecnico di Milano. More information at http://www.polimigamecollective.org
Some of the video games developed by the students during the course are available at
https://polimi-game-collective.itch.io
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The paper was presented at the symposium “Games for Learning: Moving Goal Posts in Educational Game Design”, organized by the focus area Game Research at Utrecht University and held at the Academiegebouw Utrecht on March 15, 2018. It outlines a technique based on Analytical Game Design to analyze and teach datasets through play in academic classroom contexts.
Video game design and programming course for the Master in Computer Engineering at the Politecnico di Milano.
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The research looks at the text and its production, drawing on empirical data from game-playing, interviews with producers and the analysis of design and production documents.
Game adaptations of narratives from other media are based not just hypertextually on their source texts, but also intertextually on other games and games conventions. Besides textual influences, game adaptations are also strongly shaped by ‘extratextual’ conditions of production (budgets, technology, editorial guidelines), all of which influence the ways in which game adaptations translate existing narratives.
The paper explores how storytelling devices in games both remediate older forms of media, but also create new ways of telling (or playing) stories. In this process, different source narrative elements are reused, enhanced or discarded – and mixed with ludic elements – through decisions shaped by commercial, editorial and other criteria, which ultimately define the final game text.
Steering away from outdated notions of ‘fidelity’ in adaptation studies, the paper proposes the concept of ‘brand consistency’ as an essential requirement of cross-media strategies, to achieve seamless audience experiences and maximize IP audiences across media.
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The Research Game project will motivate secondary school students by replicating the excitement of scientific research. Your schools will be able to take part in the game. http://rg.uws.ac.uk/
Description
Do your secondary students need motivation?
Do they understand how science works?
Would they want to take part in a science game?
The European ‘Research Game’ will inspire and teach your students the value and methodology of scientific research.
Your students can join the game, just write to us for more details.
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Analytical Game Design: Digital Game Studies between theory and practice
1. Slide No. 1 of 16GAP Summer School – Utrecht – August 21st, 2014
Analytical Game Design.
Digital Game Studies between theory and practice.
Dr. Stefan Werning (University of Utrecht)
2. Slide No. 2 of 16GAP Summer School – Utrecht – August 21st, 2014
Problematizing ‚the‘ digital game studies
• Ian Bogost: „a mess“ (2009) *
– Few consensual terms and concepts
– ‚Imported‘ structural metaphors such as „design
patterns“ (Christopher Alexander) are still often
limited to specific sub-discourses
– Limited corpus of examples
• E.g. >40 references to Psycho Mantis in game-
analytical texts on Google Scholar (as of July 2014)
– Focus on discursively ‚claiming‘ new subject areas
and phenomena
– Limited demonstrability of hypotheses since
games are more volatile as ‚proof‘ than e.g. films
• Reconsidering the role of practice
might be one way to address this* Bogost, Ian. 2009. Videogames are a Mess, online:
http://www.bogost.com/writing/videogames_are_a_mess.shtml.
3. Slide No. 3 of 16GAP Summer School – Utrecht – August 21st, 2014
‚Analytical‘ practices in different arts and disciplines
• Literature
– Oulipo: Prototyping ‚littérature potentielle‘
– Literatur based on ‚algorithms‘ (or: rules of play)
• S+7/N+7, snowball, palindromes, univocalism
– Allowed for ‚testing‘ the feasibility of literary techniques
– Explored the relation between textual and procedural rhetoric
• E.g. Raymond Queneau, Un conte à votre façon (1967)
• Music
– Variations on a theme
– Alexander Skrjabin; Theodor W. Adorno
• Reenactment and games in historiography
– Includes aspects of corporeality into historical analyses
• E.g. spatial experience, weight and texture of weapons
– Kevin Kee, Rob MacDougall, Timothy Compeau
• Using ARGs in teaching history
• Architecture
– Parametric design practices
– Iterative and intrinsically playful
4. Slide No. 4 of 16GAP Summer School – Utrecht – August 21st, 2014
The role of practice in film studies
• The ‚Kuleshov experiments‘
– Part of an ‚experimental culture of filmmaking‘
• cf. e.g. ‚creative geography‘ und ‚creative anatomy‘
– Situated within the opposition between performance
(actors) and montage (editors)
• Conceptually similar to the early opposition between ludology
and narratology
• Experiments facilitated a productive resolution
– Fostered a quantitative perspective on film
• Kuleshov drew on the quantification of actors‘ movements in
time and space following Frederick Taylor (Prince/Hensley)
• Notation syntax for on-screen movement
• Faciliated the ‚rapid prototyping‘ of aesthetic ideas
5. Slide No. 5 of 16GAP Summer School – Utrecht – August 21st, 2014
The role of practice in film studies II
• Only iteration and comparison
produced new insights
– The singular experiment propagated montage rather
than analyzing it
– ‚Testing hypotheses‘ about film syntax
– Made viewing conventions and bias observable and,
thus, analyzable
• Call for a „Citizen Kane of videogames“
– http://thecitizenkaneofvideogames.tumblr.com/
– „Citizen Kane moment“ (EDGE Online)
– Instead, we rather need lots of video game
experiments following the example of Kuleshov
6. Slide No. 6 of 16GAP Summer School – Utrecht – August 21st, 2014
The role of practice in film studies III
• Supercuts and video essays as analytical
‚tools‘
– Kogonada: Kubrick // One-Point Perspective
• Several ‚experiments‘ within a single
video
– Implemented by recontextualizing the same footage
within different contexts
• Adds an ‚aesthetic quality‘ to the
hypothesis
– E.g. through the juxtaposition of images and music
• Already used in institutionalized film
analysis
– Cf. e.g. Catherine Grant on ‚direct addresses‘ in
Bunuels Los Olvidados
7. Slide No. 7 of 16GAP Summer School – Utrecht – August 21st, 2014
Reflective playing practices I:
Theorycrafting
• Speedrunning as a conceptual
‚precursor‘
– Quasi-analytical playing practice
• Theorycrafting
– Methodical iteration on player behavior and
documentation of the ‚results‘
– Hypotheses on game-internal parameters
– Mostly with reference to MMO(RP)Gs
– Analyses are limited to game-internal
phenomena
• E.g. used to optimize playing strategies
• Do not generate ‚new‘ insights
• I.e. rather a self-referential activity
8. Slide No. 8 of 16GAP Summer School – Utrecht – August 21st, 2014
Reflective playing practices II:
In-Game Photography
• ‚Testing hypotheses‘ on aesthetic
aspects
– perspective and framing
– Genres such as architecture, portrait or still life
– mis-en-scène
• ‚Testing hypotheses‘ on photographic
and ‚touristic‘ practices and
perceptions
• Deemphasizes the element of ‚ludus‘
• ‚Photos‘ are being archived,
documented, evaluated and used as
the basis for new ‚experiments‘
9. Slide No. 9 of 16GAP Summer School – Utrecht – August 21st, 2014
The role of practice
in Digital Game Studies
• Reflective practitioners in game
design/analysis
– Ian Bogost, Dan Pinchbeck, Jesper Juul
– Perform similar functions as Eisenstein or Kuleshov
• Rationalized media practice
– Second of six ‚phases‘ of media theory (Rainer
Leschke)
– Lindley/Eladhari: Causal Normalization: A
Methodology for Coherent Story Logic Design in
Computer Role-Playing Games
– Bjork/Holopainen: Patterns in Game Design
10. Slide No. 10 of 16GAP Summer School – Utrecht – August 21st, 2014
The (potential) role of practice in game studies:
Video production as a form of analyzing games
• Videography as a form of
knowledge production with a
long tradition
• EXAMPLE: Recutting game
footage according to
cinematographic syntax
– ‚Analyzes‘ the game and its relation to
other narrative media
– Makes structural incompatibilities
evident and more easily analyzable
„The main reason this game is often criticized is the fact that it is extremely
repetitious. Even with the editing I did, you will definitely notice this to be true.
However, I hope the form of editing I did helps move the story along smoother
than actually playing the game does, which should allow this game to possibly be
more watchable as a movie than playable as a game.“
„I've done my best to try to bring out the movie experience in this game. I've
removed as much of the HUD as I could, and as with the Uncharted series, I've only
included the bare minimum gameplay necessary to understand the story.“
11. Slide No. 11 of 16GAP Summer School – Utrecht – August 21st, 2014
The (potential) role of practice in game studies:
Game experiments
• Which? and More Which?
(Nekogames, 2012)
– Differentiate between outwardly identical
objects
– Experimental setting through iteration
– E.g. hard/soft, full/empty, 2D/3D
– ‚Analyzes‘ the (im-)mediacy of game-internal
perception
• Triggers the introspection and self-reflexivity of
the player
– Does not produce ‚answers‘ but rather
important follow-up questions
12. Slide No. 12 of 16GAP Summer School – Utrecht – August 21st, 2014
Analytical game design
• The independent game scene already
‚iterates‘ on concepts through sheer
quantity
– Sophie Houlden, The Linear RPG
– Nekogames, Parameters
• Hypotheses need to be tested through
iteration and remixing
– Problem: Existing games are not easily remixable
and repeatable
• Adapting methods from (commercial)
software development
– E.g. game analytics (Google analytics)
– E.g. split testing as used in web and app
development
– E.g. platforms for collaborative code editing
• Forking and embedded comment functionality
13. Slide No. 13 of 16GAP Summer School – Utrecht – August 21st, 2014
(How) Can games ‚answer‘ questions?
• Bryan Lawson: „How Designers Think“
– Always multiple ‚solutions‘, none of which is clearly
‚ideal‘
– Every solution can only be assessed in its practical
application
• Design as „conversation and perception“
• Even the DT heuristic of the Hasso-
Plattner-Institute (Stanford) is being
constantly varied and ‚redesigned‘
– Understand
– Observe
– Define point of view
– Ideate & choose
– Prototype & test
– Implement
14. Slide No. 14 of 16GAP Summer School – Utrecht – August 21st, 2014
Playful knowledge production, or:
The digital game studies as a game
• 1) Game prototyping as a game in itself
– Iterative process allows for quick recombination of design elements (paidia)
– Scripting language as ‚ruleset‘ (ludus)
– Optimization problems similar to common gameplay mechanisms
• 2) Similarly, analytical game design encourages playful heuristics of
knowledge production
– Playing with the parameters of the experiments /prototypes (paidia)
• 3) Games can and should be part of the ‚dispositif‘ of game studies
– Cf. e.g. Beat Wyss: slides/diapositives and Powerpoint as the dispositif of art history
• Collecting, taxonomizing, organizing as educational principles
• Philology rather than philosophy
15. Slide No. 15 of 16GAP Summer School – Utrecht – August 21st, 2014
OUTLOOK: Thematic links to the workshop
‚Reading and Writing Game Poetry‘
• Game poetry (Ian Bogost) as
one potential manifestation of
‚analytical game design‘
• Goal of the workshop
– Designing new ‚gameplay vignettes‘ that
allow for approaching the concept of
(game) poetry from different angles
• Slides will be available online
16. Slide No. 16 of 16GAP Summer School – Utrecht – August 21st, 2014