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wey-han.tan@uni-hamburg.de
http://blogs.epb.uni-hamburg.de/metagames




             The Breaking of the Circle
              Playing with, through, against medial boundaries
Narratives | „Why?“



                                      Text
                  „Doom“                   „Ultima Underworld II - Labyrinth of Worlds“
                  (Id 1993)                              (Origin 1993)


       [Juha Keinänen (DoeL 2011): „Good guys are handsome, bad guys are ugly.
                        Is there an application in education?“]
                [Paul Lowe (DoeL 2011): „The more you know the more you see.“]

 [Stephanie Rothenburg (DoeL 2011): WoW embodies the capitalistic dream.]
Rules | „How?“
 Learning games created by teachers-to-be


               Start
           (Ignorance)                              Finish
                                                 (Knowledge)
                          ?
                              ?          ?
                                    ?               „Crossing the
                                                     fairy woods“
                                             „Spelunking the
                                             cave of wisdom“
                                  „Climbing the mountain
                                      of knowledge“
                                                    or just „School“ ?
Narratives | cultural inscription
                                 „In elementary school kids learn about the
                                 actions of the Continental Army that won our
                                 freedoms under George Washington and the
                                 Army's role in ending Hitler's oppression.
                                 Today they need to know that the Army is
                                 engaged around the world to defeat terrorist
                                 forces bent on the destruction of America and
                                 our freedoms.“
                                 „America's Army. FAQ – Parentʼs Info“, United States Army (2003-2004)
    „Americaʻs Army“,
US Army (2002, 2003, 2009)
                             "In (...) World War II games, where is the
                             liberation of the concentration camps? I
  [Lauri Tammi: Is there     am looking for the motivation rather than
  historical accuracy in     just shooting a bunch of human figures."
   „Medal of Honor“?]        David Franzoni, Screenwriter, on the DICE-Convention 2006
Rules | explicitly implicit




                                   „Three-Learning-Theories-Mini-Games“,
                                                 Tan (2009)

     „Ayiti - The Cost of Life“,
       Global Kids (2006)                      [Salvatore Iaconesi:
                                              How to patent rules to
                                           create 20 Millionen Chairs?
                                              What is the product?
                                             The rules or the chairs?]
Magic Circles | receding borderlines

            Gamification                                              Ludic Design

             Serious Games                                             Beyond Usability
                                                                      Game Based
                     Playsuasion
                                                                      Assessment
                                             Educational Alternate
                                               Reality Games


  “(…) the interference is drawn that any
  contamination by ordinary life runs the risk of
  corrupting and destroying its very nature.”
  - Caillois (2001): “Men, Play and Games”
‚Game‘ | authored environments
  decontex-      toying, ‚playing‘,
  tualisation   setting rules and               ‚gaming‘
                   narratives




                                 First order gaming within the game
                                 •    Liberating, non-serious virtuality
                                 •    Meaningful, expressive choices
                                 •    Experiment, repetition and variation
‚Play‘ | re-interpreted givens
  decontex-                 toying, ‚playing‘,
  tualisation              setting rules and     ‚gaming‘
                              narratives




    Second order gaming targeting the game
    •   Liberating, non-serious virtuality
    •   Meaningful, expressive choices
    •   Experiment, repetition and variation
Metagaming | rules & narratives




     Skinning / Modding   Emergent Gameplay
transmediality/pervasivity | abduction
                                        The hijacked thread - „digital borderliners“
                                            "(2) The form of the culture of the next society isn't
                                            balance anymore, but the system. Identities can't be
                                            gained from letting disruptions fade out, but that
                                            deviancies will be amplified and will be upgraded to
                                            niches. Equilibrations are empty states; they wait for
                                            the next disturbance. (…)"
                                            "(7) The art of the next society is light and smart, loud
                                            and unbearable. It evades and binds with wit; it
                                            hassles and tempts. Its images, stories and sounds
                                            attack and deny having done so."
                                            „Futurecapability: 15 theses for a coming society“, Dirk Baecker
                                            (2011) (translated)

Ben Jammin vs. Ben Zol
17 Posts in 6 days
13.000 letters / 2000 words / 4 pages            „May I ask what's happening here?“ - ThorstenA
                                                 http://www.thorstena.de/?p=4143
transmediality/pervasivity | abduction



                                                        „Hardliner - Keine Zeit für Helden?!“,
                                                                Jens Wiemken (2000)

                               “When the three expansions of pervasive games
                               are taken to extremes, the magic circle starts to
       „Cruel 2 B Kind“,       lose its meaning as a contractual boundary
   McGonigal & Bogost (2006)   between ludic and ordinary. Extreme temporal
                               expansion leads to ordinary life becoming a
                               pervasive game. The same happens with space if
                               the ordinary world is seen primarily as a game
                               world: There cannot be a game world without the
                               ordinary world. And, finally, a game where
                               everyone is only an unaware participant is no
                               longer a game.”
                               Montola et al. (2010) „Pervasive Games“
Unusability | wrong interface




            „September	
  12th	
  -­‐	
  A	
  toy	
  world“,	
  
                Gonzalo	
  Frasca	
  (2003)	
  
Unusability | unbearable ‚realism‘




                               „Violence.
    „The Ultimate War   The Roleplaying Game of
    Simulation Game“,   Egregious and Repulsive
    David Wong (2007)         Bloodshed“,
                         Greg Costikyan (1999),
Unusability | wrong narrative or rules




                                                                                                  Patent drawing for
   „Starpower“,                                                                                    „The Landlordʻs
 Gary Shirts (1969)                                                                                     Game“,
                                                                                                   Elizabeth Magie
                                                                                                        (1905)

                                                      „The University of Hamburg Game“,
                                                                  Tan (2011)
“Suppose we could admit that most of us act as we do
because of our places in the system. Suppose we                       [Ben Betts: going against
turned our energy from blaming each other to blaming
the structure of the games we play.”
                                                                        functional fixedness]
Meadows (2004): “Why would anyone want to play Starpower?”
2nd order gaming | some assumptions
  •   The more ubiquitious the gameworlds become, the
      stronger the desire to appropriate the actual possibility
      space for interpretation and action.

  •   The richer the range of alternative medial modes of
      representation, the more tempting to transfer content.

  •   The more familiar and meaningful the gameworlds
      appear, the stronger is the potential for irritation,
      sabotage, or perturabtion.
  Thus (educational) game design may follow two roads.
    Deliver the content as challenging and balanced as can be, to draw the
    player smoothly into the confines and safety of the magic circle.
    Or hint on the magic circle, given rules and narratives as something
    expandable, mobile, artificial, modifiable, where the decision to take
    the game serious 'as is' is up to the player - and at oneʻs own ‚riskʻ.
Paradoxes and questions

 • How can one encode the failing of the code
   into a medium, in this case into a game?

 • How can one encode the challenge to change
   the code by the user?

 • How can one motivate the user to endure the
   irritation and the consequential strenous re-
   generation, testing and tuning of a new code?

 • Is it possible at all to turn the above into an
   educational method? Is this desirable?

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Designs on eLearning 2011 / Helsinki

  • 1. wey-han.tan@uni-hamburg.de http://blogs.epb.uni-hamburg.de/metagames The Breaking of the Circle Playing with, through, against medial boundaries
  • 2.
  • 3. Narratives | „Why?“ Text „Doom“ „Ultima Underworld II - Labyrinth of Worlds“ (Id 1993) (Origin 1993) [Juha Keinänen (DoeL 2011): „Good guys are handsome, bad guys are ugly. Is there an application in education?“] [Paul Lowe (DoeL 2011): „The more you know the more you see.“] [Stephanie Rothenburg (DoeL 2011): WoW embodies the capitalistic dream.]
  • 4. Rules | „How?“ Learning games created by teachers-to-be Start (Ignorance) Finish (Knowledge) ? ? ? ? „Crossing the fairy woods“ „Spelunking the cave of wisdom“ „Climbing the mountain of knowledge“ or just „School“ ?
  • 5. Narratives | cultural inscription „In elementary school kids learn about the actions of the Continental Army that won our freedoms under George Washington and the Army's role in ending Hitler's oppression. Today they need to know that the Army is engaged around the world to defeat terrorist forces bent on the destruction of America and our freedoms.“ „America's Army. FAQ – Parentʼs Info“, United States Army (2003-2004) „Americaʻs Army“, US Army (2002, 2003, 2009) "In (...) World War II games, where is the liberation of the concentration camps? I [Lauri Tammi: Is there am looking for the motivation rather than historical accuracy in just shooting a bunch of human figures." „Medal of Honor“?] David Franzoni, Screenwriter, on the DICE-Convention 2006
  • 6. Rules | explicitly implicit „Three-Learning-Theories-Mini-Games“, Tan (2009) „Ayiti - The Cost of Life“, Global Kids (2006) [Salvatore Iaconesi: How to patent rules to create 20 Millionen Chairs? What is the product? The rules or the chairs?]
  • 7. Magic Circles | receding borderlines Gamification Ludic Design Serious Games Beyond Usability Game Based Playsuasion Assessment Educational Alternate Reality Games “(…) the interference is drawn that any contamination by ordinary life runs the risk of corrupting and destroying its very nature.” - Caillois (2001): “Men, Play and Games”
  • 8. ‚Game‘ | authored environments decontex- toying, ‚playing‘, tualisation setting rules and ‚gaming‘ narratives First order gaming within the game • Liberating, non-serious virtuality • Meaningful, expressive choices • Experiment, repetition and variation
  • 9. ‚Play‘ | re-interpreted givens decontex- toying, ‚playing‘, tualisation setting rules and ‚gaming‘ narratives Second order gaming targeting the game • Liberating, non-serious virtuality • Meaningful, expressive choices • Experiment, repetition and variation
  • 10. Metagaming | rules & narratives Skinning / Modding Emergent Gameplay
  • 11. transmediality/pervasivity | abduction The hijacked thread - „digital borderliners“ "(2) The form of the culture of the next society isn't balance anymore, but the system. Identities can't be gained from letting disruptions fade out, but that deviancies will be amplified and will be upgraded to niches. Equilibrations are empty states; they wait for the next disturbance. (…)" "(7) The art of the next society is light and smart, loud and unbearable. It evades and binds with wit; it hassles and tempts. Its images, stories and sounds attack and deny having done so." „Futurecapability: 15 theses for a coming society“, Dirk Baecker (2011) (translated) Ben Jammin vs. Ben Zol 17 Posts in 6 days 13.000 letters / 2000 words / 4 pages „May I ask what's happening here?“ - ThorstenA http://www.thorstena.de/?p=4143
  • 12. transmediality/pervasivity | abduction „Hardliner - Keine Zeit für Helden?!“, Jens Wiemken (2000) “When the three expansions of pervasive games are taken to extremes, the magic circle starts to „Cruel 2 B Kind“, lose its meaning as a contractual boundary McGonigal & Bogost (2006) between ludic and ordinary. Extreme temporal expansion leads to ordinary life becoming a pervasive game. The same happens with space if the ordinary world is seen primarily as a game world: There cannot be a game world without the ordinary world. And, finally, a game where everyone is only an unaware participant is no longer a game.” Montola et al. (2010) „Pervasive Games“
  • 13. Unusability | wrong interface „September  12th  -­‐  A  toy  world“,   Gonzalo  Frasca  (2003)  
  • 14. Unusability | unbearable ‚realism‘ „Violence. „The Ultimate War The Roleplaying Game of Simulation Game“, Egregious and Repulsive David Wong (2007) Bloodshed“, Greg Costikyan (1999),
  • 15. Unusability | wrong narrative or rules Patent drawing for „Starpower“, „The Landlordʻs Gary Shirts (1969) Game“, Elizabeth Magie (1905) „The University of Hamburg Game“, Tan (2011) “Suppose we could admit that most of us act as we do because of our places in the system. Suppose we [Ben Betts: going against turned our energy from blaming each other to blaming the structure of the games we play.” functional fixedness] Meadows (2004): “Why would anyone want to play Starpower?”
  • 16. 2nd order gaming | some assumptions • The more ubiquitious the gameworlds become, the stronger the desire to appropriate the actual possibility space for interpretation and action. • The richer the range of alternative medial modes of representation, the more tempting to transfer content. • The more familiar and meaningful the gameworlds appear, the stronger is the potential for irritation, sabotage, or perturabtion. Thus (educational) game design may follow two roads. Deliver the content as challenging and balanced as can be, to draw the player smoothly into the confines and safety of the magic circle. Or hint on the magic circle, given rules and narratives as something expandable, mobile, artificial, modifiable, where the decision to take the game serious 'as is' is up to the player - and at oneʻs own ‚riskʻ.
  • 17. Paradoxes and questions • How can one encode the failing of the code into a medium, in this case into a game? • How can one encode the challenge to change the code by the user? • How can one motivate the user to endure the irritation and the consequential strenous re- generation, testing and tuning of a new code? • Is it possible at all to turn the above into an educational method? Is this desirable?