Playing With Reality: Environment, Situation, and GamesJeff Watson
Talk delivered at Different Games 2014. Explores how games “play with reality,” opening various avenues for inquiry around notions of environment and situation. Makes reference to Sartre, Goffman, and Baron Von Haussmann, among others, and offers up the following definition for game: “Games are semi-regulated situations that unfold over time and resolve based on the creative participation of one or more players.”
Pervasive and Environmental Game Design WorkshopJeff Watson
This workshop is intended for those who wish to explore how games can be designed to directly impact the social fabrics of lived environments such as schools, public institutions, workplaces, and neighborhoods. In specific, this workshop is about how artists, entertainers, educators, policy-makers, and activists can use game design to embolden and empower communities to actively engage in the creative construction of their own realities.
Improvisation trains the brain to reach for a range of effective responses to the unexpected, unfamiliar, and unpredictable. Research shows that properly designed experiences involving improvisation, storytelling and other creativity-generating activities makes learning "stick" and provides a real-time opportunity for people in groups to develop the skills in creative thinking and collaboration that are needed to deal with complex problems.
Playing With Reality: Environment, Situation, and GamesJeff Watson
Talk delivered at Different Games 2014. Explores how games “play with reality,” opening various avenues for inquiry around notions of environment and situation. Makes reference to Sartre, Goffman, and Baron Von Haussmann, among others, and offers up the following definition for game: “Games are semi-regulated situations that unfold over time and resolve based on the creative participation of one or more players.”
Pervasive and Environmental Game Design WorkshopJeff Watson
This workshop is intended for those who wish to explore how games can be designed to directly impact the social fabrics of lived environments such as schools, public institutions, workplaces, and neighborhoods. In specific, this workshop is about how artists, entertainers, educators, policy-makers, and activists can use game design to embolden and empower communities to actively engage in the creative construction of their own realities.
Improvisation trains the brain to reach for a range of effective responses to the unexpected, unfamiliar, and unpredictable. Research shows that properly designed experiences involving improvisation, storytelling and other creativity-generating activities makes learning "stick" and provides a real-time opportunity for people in groups to develop the skills in creative thinking and collaboration that are needed to deal with complex problems.
"Play, Games and the Magic Circle" by Sherry Jones (July 22, 2014)Sherry Jones
I am the Game Studies Facilitator for the #Metagame Book Club (http://bit.ly/metagamebookclub). This is my Week 1 Lecture on "Play, Games, and the Magic Circle," with discussion emphasis on Johan Huizinga's "Homo Ludens."
Live Video Lecture - The live recorded youtube video of this lecture is included toward the end of this presentation.
Join the Metagame Book Club - We welcome all educators interested in gaming in education, game-based learning, gamification, and game studies to join the #Metagame Book Club.
#Metagame Book Club (July 15 - August 16, 2014)
http://bit.ly/metagamebookclub
Find us on various social media with the hashtag, #Metagame
"Playing and Teaching with Interactive Fiction" by Sherry Jones (April 12, 2015)Sherry Jones
April 12, 2015 - This is my Game Studies presentation for the Metagame Book Club titled: "Playing and Teaching with Interactive Fiction."
Interested in joining fellow educators to learn more about gaming in education? Access the free book club here:
Metagame Book Club
http://bit.ly/metagamebookclub
"Studying Video Games as Ideological Texts" by Sherry Jones (October 24, 2014)Sherry Jones
My presentation for Metro State University of Denver's Teaching and Learning with Technology Conference 2014, held on October 24, 2014.
Educators! Register now for the #Metagame Book Club! The book club will run from November 1-21, 2014. I will be your Track 1: Game Studies facilitator. We will be reading interesting and enlightening academic papers on current theories and controversies in gaming and game studies.
#Metagame Book Club Registration Page
http://bit.ly/metagamebooksignup
#Metagame Book Club Home Page
https://sites.google.com/site/metagamebookclub/
"Interactive Fiction: History and Theories" by Sherry Jones (March 29, 2015)Sherry Jones
March 29, 2015 - This is my Game Studies presentation for the Metagame Book Club titled: "Interactive Fiction: History and Theories."
Interested in joining fellow educators to learn more about gaming in education? Access the free book club here:
Metagame Book Club
http://bit.ly/metagamebookclub
"Narrative and Gameplay in Game Design" by Sherry Jones (Apr. 4, 2013)Sherry Jones
I was invited by Games MOOC (http://gamesmooc.shivtr.com/) to discuss the following topic on a Youtube live webcast:
Games MOOC - Live Event - "Narrative and Gameplay in Game Design" (April 4, 2013, 7PM MST)
http://gamesmooc.shivtr.com/events/339755?event_instance_id=4800586
"Narratology and ludology are two theories that have divided scholars in game studies; the debate arises from determining which theory is most effective for game design. Sherry will address the "narratology vs. ludology" debate, as well as the current game design trend to marry narrative with gameplay. She will also cover the key elements of narration that can facilitate game progression."
April 4, 2013 - Youtube - "Narrative and Gameplay in Game Design"
http://youtu.be/U4Uktwwn42M
This slideshow is featured in the live webcast.
Games as Logic Machines: Learning the Humanities through the Logic and Parate...Sherry Jones
Jan. 8, 2016 - This is my keynote presentation on game studies and game-based learning in the humanities for CU Boulder's Spring 2016 Graduate Teacher Program Conference: "Teaching Narrative, Ludology, and Problem-Solving in the College Classroom."
Here is the transcript to my presentation:
https://medium.com/@autnes/transcript-games-as-logic-machines-learning-the-humanities-through-the-logic-and-paratextuality-fc604aa6046c#.n12hb28gk
This lecture looks at gamings wider cultures and games within culture. Video Games permiate our wider culture and do not stand alone. Video Games create a space of/for play but influence and are influenced by a wider culture. This lecture takes 3 case examples and examines the paratexts of Video Games. Games are not an island
Keynote lecture notes for the University of Cincinnati, "Focus on German Studies" Conference, November 9th, 2013. Features a discussion of polyphony, conflicts and ambiguous heterogeneity in cultural texts and in cultural identities, concludes with an example of transmedial storyworld design from "LEGO the Lord of the Rings" video game.
"Play, Games and the Magic Circle" by Sherry Jones (July 22, 2014)Sherry Jones
I am the Game Studies Facilitator for the #Metagame Book Club (http://bit.ly/metagamebookclub). This is my Week 1 Lecture on "Play, Games, and the Magic Circle," with discussion emphasis on Johan Huizinga's "Homo Ludens."
Live Video Lecture - The live recorded youtube video of this lecture is included toward the end of this presentation.
Join the Metagame Book Club - We welcome all educators interested in gaming in education, game-based learning, gamification, and game studies to join the #Metagame Book Club.
#Metagame Book Club (July 15 - August 16, 2014)
http://bit.ly/metagamebookclub
Find us on various social media with the hashtag, #Metagame
"Playing and Teaching with Interactive Fiction" by Sherry Jones (April 12, 2015)Sherry Jones
April 12, 2015 - This is my Game Studies presentation for the Metagame Book Club titled: "Playing and Teaching with Interactive Fiction."
Interested in joining fellow educators to learn more about gaming in education? Access the free book club here:
Metagame Book Club
http://bit.ly/metagamebookclub
"Studying Video Games as Ideological Texts" by Sherry Jones (October 24, 2014)Sherry Jones
My presentation for Metro State University of Denver's Teaching and Learning with Technology Conference 2014, held on October 24, 2014.
Educators! Register now for the #Metagame Book Club! The book club will run from November 1-21, 2014. I will be your Track 1: Game Studies facilitator. We will be reading interesting and enlightening academic papers on current theories and controversies in gaming and game studies.
#Metagame Book Club Registration Page
http://bit.ly/metagamebooksignup
#Metagame Book Club Home Page
https://sites.google.com/site/metagamebookclub/
"Interactive Fiction: History and Theories" by Sherry Jones (March 29, 2015)Sherry Jones
March 29, 2015 - This is my Game Studies presentation for the Metagame Book Club titled: "Interactive Fiction: History and Theories."
Interested in joining fellow educators to learn more about gaming in education? Access the free book club here:
Metagame Book Club
http://bit.ly/metagamebookclub
"Narrative and Gameplay in Game Design" by Sherry Jones (Apr. 4, 2013)Sherry Jones
I was invited by Games MOOC (http://gamesmooc.shivtr.com/) to discuss the following topic on a Youtube live webcast:
Games MOOC - Live Event - "Narrative and Gameplay in Game Design" (April 4, 2013, 7PM MST)
http://gamesmooc.shivtr.com/events/339755?event_instance_id=4800586
"Narratology and ludology are two theories that have divided scholars in game studies; the debate arises from determining which theory is most effective for game design. Sherry will address the "narratology vs. ludology" debate, as well as the current game design trend to marry narrative with gameplay. She will also cover the key elements of narration that can facilitate game progression."
April 4, 2013 - Youtube - "Narrative and Gameplay in Game Design"
http://youtu.be/U4Uktwwn42M
This slideshow is featured in the live webcast.
Games as Logic Machines: Learning the Humanities through the Logic and Parate...Sherry Jones
Jan. 8, 2016 - This is my keynote presentation on game studies and game-based learning in the humanities for CU Boulder's Spring 2016 Graduate Teacher Program Conference: "Teaching Narrative, Ludology, and Problem-Solving in the College Classroom."
Here is the transcript to my presentation:
https://medium.com/@autnes/transcript-games-as-logic-machines-learning-the-humanities-through-the-logic-and-paratextuality-fc604aa6046c#.n12hb28gk
This lecture looks at gamings wider cultures and games within culture. Video Games permiate our wider culture and do not stand alone. Video Games create a space of/for play but influence and are influenced by a wider culture. This lecture takes 3 case examples and examines the paratexts of Video Games. Games are not an island
Keynote lecture notes for the University of Cincinnati, "Focus on German Studies" Conference, November 9th, 2013. Features a discussion of polyphony, conflicts and ambiguous heterogeneity in cultural texts and in cultural identities, concludes with an example of transmedial storyworld design from "LEGO the Lord of the Rings" video game.
Honest Reviews of Tim Han LMA Course Program.pptxtimhan337
Personal development courses are widely available today, with each one promising life-changing outcomes. Tim Han’s Life Mastery Achievers (LMA) Course has drawn a lot of interest. In addition to offering my frank assessment of Success Insider’s LMA Course, this piece examines the course’s effects via a variety of Tim Han LMA course reviews and Success Insider comments.
Acetabularia Information For Class 9 .docxvaibhavrinwa19
Acetabularia acetabulum is a single-celled green alga that in its vegetative state is morphologically differentiated into a basal rhizoid and an axially elongated stalk, which bears whorls of branching hairs. The single diploid nucleus resides in the rhizoid.
A Strategic Approach: GenAI in EducationPeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
Biological screening of herbal drugs: Introduction and Need for
Phyto-Pharmacological Screening, New Strategies for evaluating
Natural Products, In vitro evaluation techniques for Antioxidants, Antimicrobial and Anticancer drugs. In vivo evaluation techniques
for Anti-inflammatory, Antiulcer, Anticancer, Wound healing, Antidiabetic, Hepatoprotective, Cardio protective, Diuretics and
Antifertility, Toxicity studies as per OECD guidelines
Operation “Blue Star” is the only event in the history of Independent India where the state went into war with its own people. Even after about 40 years it is not clear if it was culmination of states anger over people of the region, a political game of power or start of dictatorial chapter in the democratic setup.
The people of Punjab felt alienated from main stream due to denial of their just demands during a long democratic struggle since independence. As it happen all over the word, it led to militant struggle with great loss of lives of military, police and civilian personnel. Killing of Indira Gandhi and massacre of innocent Sikhs in Delhi and other India cities was also associated with this movement.
Synthetic Fiber Construction in lab .pptxPavel ( NSTU)
Synthetic fiber production is a fascinating and complex field that blends chemistry, engineering, and environmental science. By understanding these aspects, students can gain a comprehensive view of synthetic fiber production, its impact on society and the environment, and the potential for future innovations. Synthetic fibers play a crucial role in modern society, impacting various aspects of daily life, industry, and the environment. ynthetic fibers are integral to modern life, offering a range of benefits from cost-effectiveness and versatility to innovative applications and performance characteristics. While they pose environmental challenges, ongoing research and development aim to create more sustainable and eco-friendly alternatives. Understanding the importance of synthetic fibers helps in appreciating their role in the economy, industry, and daily life, while also emphasizing the need for sustainable practices and innovation.
Unit 8 - Information and Communication Technology (Paper I).pdfThiyagu K
This slides describes the basic concepts of ICT, basics of Email, Emerging Technology and Digital Initiatives in Education. This presentations aligns with the UGC Paper I syllabus.
2. LUDOLOGY VS. NARRATOLOGY
WHAT WERE THE LUDOLOGY VS. NARRATOLOGY WARS?
▸ Symptom of struggles to define the field of game studies
▸ What should be studied?
▸ Games and games? Or games as a new means for
storytelling?
▸ Debates are somewhat exaggerated—was a symptom of
early debates about how to define the field
3. LUDOLOGY VS. NARRATOLOGY
WHAT IS LUDOLOGY? WHO WERE LUDOLOGISTS?
▸ Ludology refers to “the study of games”
▸ Term first used by game scholars in 1999 to refer to the discipline that
studies game and play activities. Ludologists were academics such as
Espen Aarseth, Gonzalo Frasca, Greg Costikyan, and Markku Eskelinen
▸ Storytelling and narrative were seen as extraneous; not essential to
games
▸ Gaming situation is different than narrative situations
▸ Formalist: focus on formal elements. Focus on rules, not fiction or
narrative
4. “LUCKILY, OUTSIDE THEORY, PEOPLE ARE USUALLY
EXCELLENT AT DISTINGUISHING BETWEEN NARRATIVE
SITUATIONS AND GAMING SITUATIONS: IF I THROW A BALL AT
YOU, I DON'T EXPECT YOU TO DROP IT AND WAIT UNTIL IT
STARTS TELLING STORIES.”
Markku Eskelinen. 2004
LUDOLOGISTS POKING FUN AT NARRATOLOGISTS
5. THE KEY ELEMENTS [OF VIDEO GAMES],
THE NARRATION AND THE GAMEPLAY,
[ARE] LIKE OIL AND WATER, [AND] ARE
NOT EASILY MIXED”
Espen Aarseth, 2004
LUDOLOGY VS. NARRATOLOGY
6. LUDOLOGY VS. NARRATOLOGY
CRITIQUE OF EARLY LUDOLOGISTS
▸ Seen by many as a reductive formalism. Janet Murray
describes ludologists as game essentialists
▸ Ludologists fall into the trap of abstract formalism. They
treat games as a special activity, with no relation to other
media forms
7. “[LUDOLOGY] FUNCTIONS AS BOTH AN IDEOLOGY AND A
METHODOLOGY. THE IDEOLOGY CAN PERHAPS BE CALLED
GAME ESSENTIALISM (GE), SINCE IT CLAIMS THAT GAMES,
UNLIKE OTHER CULTURAL OBJECTS, SHOULD BE INTERPRETED
ONLY AS MEMBERS OF THEIR OWN CLASS, AND ONLY IN
TERMS OF THEIR DEFINING ABSTRACT FORMAL QUALITIES.
Janet Murray
LUDOLOGY VS. NARRATOLOGY
8. “NO ONE GROUP CAN DEFINE WHAT IS APPROPRIATE FOR
THE STUDY OF GAMES. GAME STUDIES, LIKE ANY
ORGANIZED PURSUIT OF KNOWLEDGE, IS NOT A ZERO-
SUM TEAM CONTEST, BUT A MULTI-DIMENSIONAL, OPEN-
ENDED PUZZLE THAT WE ALL ARE ENGAGED IN
COOPERATIVELY SOLVING.”
Janet Murray
LUDOLOGY VS. NARRATOLOGY
9. LUDOLOGY VS. NARRATOLOGY
NARRATIVE AND NARRATOLOGISTS
▸ Scholars focused on games as a storytelling medium
▸ Focus on narrative dimensions
▸ Focus on representational, fictional elements of games
▸ Critique of narrative approach by ludologists/formalists:
▸ Ideology of story fetishism; that everything is a story
10.
11. JANET MURRAY, HAMLET ON THE HOLODECK
FOUR ESSENTIAL PROPERTIES OF
DIGITAL ENVIRONMENTS
▸ Procedurality: games are software
run on a computer (they execute a
series of rules)
▸ Participatory: responsive to input
▸ Spatial: represent space we move
through. Have power to represent
“navigable space.”
▸ Encyclopedic: data intensive;
infinite resources
12. GAMES AND NARRATIVE
▸ Two forms of expressions featured in video games
▸ Gameplay: any action in the game that occurs by way
of interaction between player and game
▸ Narrative: description or series of events
▸ What are common techniques for integrating narrative into
gameplay, and vice versa?
GAMEPLAY AND NARRATIVE
13. NARRATOLOGY
DIEGETIC AND EXTRADIEGETIC ELEMENTS
▸ Diegetic and Extradiegetic elements
▸ Terms from film studies, where diegetic elements belong
to the fictional world and can be experienced by
characters within it
▸ Extradiegetic elements are for the players and don’t
belong in the world of the game
14. SEYMOUR CHATMAN
STORY AND DISCOURSE: NARRATIVE STRUCTURE IN FICTION AND FILM
▸ Narratives are textual structures with a content plane
(which Chatman calls “story”) and an expression plane
(which he calls “discourse”).
▸ Discourse is how the content is presented, which is the
narrator's responsibility.
15. GERARD GENETTE
NARRATION VS. DESCRIPTION
▸ Genette distinguishes between
▸ “the representations of actions and events,” “the properly
narrative parts of a story” AND
▸ the“representations of objects and characters, which
belong to what one nowadays calls description”
▸ Narration is concerned with the “temporal and dramatic”
parts of a story
▸ Description “suspends time” and “displays the story spatially”
(Genette, 1969).
16. ESPEN AARSETH
USER FUNCTIONS OF GAMES
▸ Games and cybertexts
invite different kinds of
action
▸ Interpretative
▸ Explorative
▸ Configurative
17. TWO USER FUNCTIONS
CONFIGURATION VS. INTERPRETATION
▸ Configuration: Primary user function in games
▸ Interpretation: Primary user function in arts (paintings, film, literature,
etc.)
▸ Def. of Configuration: an arrangement of elements in a particular form,
figure, or combination
▸ Actions like manipulating, arranging, configuring, combining, etc.
▸ Def. of Interpretation: that action of explaining the meaning of
something
▸ Actions like reading, watching, witnessing, interpreting, etc.