I am the Game Studies Facilitator for the #Metagame Book Club (http://bit.ly/metagamebookclub). This is my Week 4 Lecture on the "Constructs of the Real and the Rhetoric of Games," with study emphasis on Ian Bogost's Procedural Rhetoric theory, and Ryan Lizardi's examination of the counterfactual and alternate histories presented in the Bioshock series.
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
"Overview and Conclusions" by Sherry Jones (August 16, 2014)Sherry Jones
I am the Game Studies Facilitator for the #Metagame Book Club (http://bit.ly/metagamebookclub). This is my Week 5 Lecture on "Overview and Conclusions." This is an overview lecture of major concepts and theories I have discussed during Weeks 1-4 lectures. Please see my previous slideshows for clarification of the ideas discussed in this slideshow.
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
"Epistemic Game Design for Collaborative Inquiry and Civic Engagement" by She...Sherry Jones
Aug. 5, 2015 - This is my presentation on epistemic game design for the 2015 Colorado Learning and Teaching with Technology Conference (COLTT).
Through this slideshow, we introduce the epistemic game, "The Perspective Game" by GetTheIssues(GTI) to educators and administrators of higher education.
"Narrative Design and the Psychology of Emotions and Immersion in Games" by S...Sherry Jones
Nov. 23, 2015 - This presentation discusses various psychological theories employed in game design to induce player emotions and sense of immersion.
The Metagame Book Club is a K-12 and College professional development institution that offers free webinars, discussions, live chats, and other interactive activities on the topics of game-based learning, game studies, gamification, and games in general.
Interested in joining us? Visit our website here:
The Metagame Book Club
http://bit.ly/metagamebookclub
The Psychology of the Player & Game Character Design and Representation by Sh...Sherry Jones
Dec. 6, 2015 - This presentation explores many psychological theories that can help us understand how players think, and how game characters should be designed.
The Metagame Book Club is a K-12 and College professional development institution that offers free webinars, discussions, live chats, and other interactive activities on the topics of game-based learning, game studies, gamification, and games in general.
Interested in joining us? Visit our website here:
The Metagame Book Club
http://bit.ly/metagamebookclub
"Game Design: Creating Psychological Experiences" by Sherry Jones (Nov. 12, 2...Sherry Jones
Nov. 12, 2015 - This presentation on "Game Design: Creating Psychological Experiences," is created for the Metagame Book Club.
The Metagame Book Club is a free resource for K-12 and college educators and students interested in game-based learning, gamification, and game studies. Join today!
Metagame Book Club
http://bit.ly/metagamebookclub
"Prototyping Immersive Game Design as Interactive Fiction" by Sherry Jones (N...Sherry Jones
November 19, 2015 - This is a presentation on creating Interactive Fiction (IF) works as initial prototypes for large scale games. This presentation is created for the Metagame Book Club - Track 1 - Games & Psychology track. The presentation includes the live webcast recording.
Also featured in this video is Ross Moreno, the Leader Writer for 4th Axis Games (indie game studio).
The Metagame Book Club is a K-12 and College professional development institution that offers free webinars, discussions, live chats, and other interactive activities on the topics of game-based learning, game studies, gamification, and games in general.
Interested in joining us? Visit our website here:
The Metagame Book Club
http://bit.ly/metagamebookclub
"The Perspective Game: An Epistemic Game for Civic Engagement" by Sherry Jone...Sherry Jones
Oct. 23, 2015 - This presentation features The Perspective Game, a massively multiplayer online role playing card game (MMORPCG) that aims to provide players a fun, challenging, and immersive experience of critically examining current and emerging issues mentioned in national and international discourse. The game is created by the GetTheIssues Team, and advances the game-based learning method for adult learners/players. This presentation is for the 2015 Metro State University of Colorado Teaching and Learning with Technology Conference.
Sherry Jones is the game architecture designer of The Perspective Game. In this presentation, she defines what an epistemic game is, and illustrates how The Perspective Game is an epistemic game of which its design is driven by advanced academic theory and game design principles.
"Overview and Conclusions" by Sherry Jones (August 16, 2014)Sherry Jones
I am the Game Studies Facilitator for the #Metagame Book Club (http://bit.ly/metagamebookclub). This is my Week 5 Lecture on "Overview and Conclusions." This is an overview lecture of major concepts and theories I have discussed during Weeks 1-4 lectures. Please see my previous slideshows for clarification of the ideas discussed in this slideshow.
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
"Epistemic Game Design for Collaborative Inquiry and Civic Engagement" by She...Sherry Jones
Aug. 5, 2015 - This is my presentation on epistemic game design for the 2015 Colorado Learning and Teaching with Technology Conference (COLTT).
Through this slideshow, we introduce the epistemic game, "The Perspective Game" by GetTheIssues(GTI) to educators and administrators of higher education.
"Narrative Design and the Psychology of Emotions and Immersion in Games" by S...Sherry Jones
Nov. 23, 2015 - This presentation discusses various psychological theories employed in game design to induce player emotions and sense of immersion.
The Metagame Book Club is a K-12 and College professional development institution that offers free webinars, discussions, live chats, and other interactive activities on the topics of game-based learning, game studies, gamification, and games in general.
Interested in joining us? Visit our website here:
The Metagame Book Club
http://bit.ly/metagamebookclub
The Psychology of the Player & Game Character Design and Representation by Sh...Sherry Jones
Dec. 6, 2015 - This presentation explores many psychological theories that can help us understand how players think, and how game characters should be designed.
The Metagame Book Club is a K-12 and College professional development institution that offers free webinars, discussions, live chats, and other interactive activities on the topics of game-based learning, game studies, gamification, and games in general.
Interested in joining us? Visit our website here:
The Metagame Book Club
http://bit.ly/metagamebookclub
"Game Design: Creating Psychological Experiences" by Sherry Jones (Nov. 12, 2...Sherry Jones
Nov. 12, 2015 - This presentation on "Game Design: Creating Psychological Experiences," is created for the Metagame Book Club.
The Metagame Book Club is a free resource for K-12 and college educators and students interested in game-based learning, gamification, and game studies. Join today!
Metagame Book Club
http://bit.ly/metagamebookclub
"Prototyping Immersive Game Design as Interactive Fiction" by Sherry Jones (N...Sherry Jones
November 19, 2015 - This is a presentation on creating Interactive Fiction (IF) works as initial prototypes for large scale games. This presentation is created for the Metagame Book Club - Track 1 - Games & Psychology track. The presentation includes the live webcast recording.
Also featured in this video is Ross Moreno, the Leader Writer for 4th Axis Games (indie game studio).
The Metagame Book Club is a K-12 and College professional development institution that offers free webinars, discussions, live chats, and other interactive activities on the topics of game-based learning, game studies, gamification, and games in general.
Interested in joining us? Visit our website here:
The Metagame Book Club
http://bit.ly/metagamebookclub
"The Perspective Game: An Epistemic Game for Civic Engagement" by Sherry Jone...Sherry Jones
Oct. 23, 2015 - This presentation features The Perspective Game, a massively multiplayer online role playing card game (MMORPCG) that aims to provide players a fun, challenging, and immersive experience of critically examining current and emerging issues mentioned in national and international discourse. The game is created by the GetTheIssues Team, and advances the game-based learning method for adult learners/players. This presentation is for the 2015 Metro State University of Colorado Teaching and Learning with Technology Conference.
Sherry Jones is the game architecture designer of The Perspective Game. In this presentation, she defines what an epistemic game is, and illustrates how The Perspective Game is an epistemic game of which its design is driven by advanced academic theory and game design principles.
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
"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.
A brief introduction to some of the issues around ethics in Virtual and Augmented Reality. For developers and users, what are the ethical issues around the business, commercial and entertainment uses of VR/AR?
"The Metagame Book Club: Fostering a Community of Gaming Pracademics" by Sher...Sherry Jones
Aug. 6, 2015 - This presentation is co-created by Sherry Jones and Kae Novak for the 2015 Colorado Learning and Teaching with Technology Conference.
This presentation details the origin, the development, and the future of the Metagame Book Club (http://bit.ly/metagamebookclub), an open club offered to K-20 educators to study academic works and popular literature on game studies, game-based learning, gamification (i.e. gamified learning), and the future of gaming. Book club participants also play games, such as War of Warcraft, Minecraft, Google's Ingress, and many more titles to support their teaching practices as "gaming pracademics."
Session slides prepared for MAC281. Material is concerned with ludology and narratology in relation to video games. Also touches on issues surrounding emergent narratives
From Game Design Elements to Gamefulness: Defining "Gamification"Sebastian Deterding
A shared presentation by Rilla Khaled, Sebastian Deterding, Lennart Nacke and Dan Dixon given at MindTrek'11. The paper to the presentation can be found here: http://j.mp/I2QF4N
Fourth year dissertation for MArts Creative Practice. Practice-led research with a video game as the creative piece.
(Video game not included due to file size limitations)
Full title: "Ludological Psychometrics: What societal and ludological issues arise when emulating the psychological dimensions that constitute personality and social interaction within a video game? An exercise in creating a video role-playing game"
This slideshow is presented at the 2013 e-Learning Consortium of Colorado Conference on April 10, 2013. Through this slideshow, we are introducing gMOOC to the MOOC Universe, and we are releasing rgMOOC (Rhetoric and Game-Based MOOC) on May 28 - August 1, 2013.
rgMOOC Trailer
http://bit.ly/rgmoocpromo
rgMOOC (May 28 - August 1, 2013)
http://bit.ly/rgmoocourse
Massively Multiplayer Online Role- Playing Games (MMPORPG):A Look into Worl...Danica Christidis
Assignment 3: Web Play, Online Games & Gamification 302
Ever wanted to find out more about massively multiplayer online role playing games? Say no more, everything you need to know is right here!
John Burns and Chris Porter redefine the generations by decade born, grouping people by age and life stage. Each generation born in the 1950s and later is 40 to 44 million in size, although the life experiences and foreign-born composition of each vary dramatically. These new generational definitions should make demographic shifts easier to understand and quantify.
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
"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.
A brief introduction to some of the issues around ethics in Virtual and Augmented Reality. For developers and users, what are the ethical issues around the business, commercial and entertainment uses of VR/AR?
"The Metagame Book Club: Fostering a Community of Gaming Pracademics" by Sher...Sherry Jones
Aug. 6, 2015 - This presentation is co-created by Sherry Jones and Kae Novak for the 2015 Colorado Learning and Teaching with Technology Conference.
This presentation details the origin, the development, and the future of the Metagame Book Club (http://bit.ly/metagamebookclub), an open club offered to K-20 educators to study academic works and popular literature on game studies, game-based learning, gamification (i.e. gamified learning), and the future of gaming. Book club participants also play games, such as War of Warcraft, Minecraft, Google's Ingress, and many more titles to support their teaching practices as "gaming pracademics."
Session slides prepared for MAC281. Material is concerned with ludology and narratology in relation to video games. Also touches on issues surrounding emergent narratives
From Game Design Elements to Gamefulness: Defining "Gamification"Sebastian Deterding
A shared presentation by Rilla Khaled, Sebastian Deterding, Lennart Nacke and Dan Dixon given at MindTrek'11. The paper to the presentation can be found here: http://j.mp/I2QF4N
Fourth year dissertation for MArts Creative Practice. Practice-led research with a video game as the creative piece.
(Video game not included due to file size limitations)
Full title: "Ludological Psychometrics: What societal and ludological issues arise when emulating the psychological dimensions that constitute personality and social interaction within a video game? An exercise in creating a video role-playing game"
This slideshow is presented at the 2013 e-Learning Consortium of Colorado Conference on April 10, 2013. Through this slideshow, we are introducing gMOOC to the MOOC Universe, and we are releasing rgMOOC (Rhetoric and Game-Based MOOC) on May 28 - August 1, 2013.
rgMOOC Trailer
http://bit.ly/rgmoocpromo
rgMOOC (May 28 - August 1, 2013)
http://bit.ly/rgmoocourse
Massively Multiplayer Online Role- Playing Games (MMPORPG):A Look into Worl...Danica Christidis
Assignment 3: Web Play, Online Games & Gamification 302
Ever wanted to find out more about massively multiplayer online role playing games? Say no more, everything you need to know is right here!
John Burns and Chris Porter redefine the generations by decade born, grouping people by age and life stage. Each generation born in the 1950s and later is 40 to 44 million in size, although the life experiences and foreign-born composition of each vary dramatically. These new generational definitions should make demographic shifts easier to understand and quantify.
From "Sorta" to Portable: Five Actionable Steps to Embrace On-The-Go Custome...Online Marketing Summit
From "Sorta" to Portable: Five Actionable Steps to Embrace On-The-Go Customers Through Email, Mobile and Social
To create and maintain a conversation with today's mobile, hyper-social and connected customers, marketers develop a strategy to make their marketing portable. Many organizations haven't started this transition, while others have just started the process of evolving programs from "sorta" to portable. This session will provide five actionable steps for creating email, mobile and social programs that resonate with on-the-go audiences and feature case studies for clients at every stage of this transition to portability.
* Jeff Cunning, Product Marketing Manager, ExactTarget
Protesta no institucionalizado en los 90 migliavaccapuntodocente
Migiavacca Adriana, “La protesta no institucionalizada en el capo gremial de la docencia. El caso de los docentes autoconvocados en la década de 1990”, en Anais do Seminário Intenacional da Rede de Pesquisadores sobre Associativismo e Sindicalismo dos Trabalhadores em Educacao, Instituto Universitario de Pesquisas do Río de Janeiro (IUPERJ), 22 e 23 de abril, Río de Janeiro, CD-rom.
Synthèse de l'édition 2016 de l'étude de l'Apec sur le sourcing.
Réalisée chaque année depuis 2009 par le département études et recherche de l’Apec, l’enquête Sourcing cadres a pour principal objectif de mieux cerner les pratiques des
entreprises quant aux recrutements externes de leurs cadres en analysant les différentes étapes d’un processus de recrutement : des moyens utilisés pour obtenir des
candidatures (sourcing) jusqu’à la sélection du candidat finalement retenu (entretiens d’embauche, tests éventuels…).
Une offre d’emploi est diffusée dans 87 % des recrutements de cadres, et permet l’embauche dans un recrutement sur deux. L’offre d’emploi reste ainsi le moyen le plus efficace pour recruter un cadre. Mais les entreprises n’ont jamais été aussi nombreuses à utiliser les sites de réseaux sociaux professionnels dans le sourcing de leurs candidatures (34 %). Depuis 2008, le taux d’utilisation a quasiment été multiplié par trois (12 % en 2008). L’utilisation de ces outils est plus fréquente dans les entreprises de 1 000 salariés et plus, et dans le secteur des activités informatiques. Ce canal est à l’origine d’une part importante des embauches dans ce secteur : 16 % des postes sont pourvus grâce à lui (contre 5 % en moyenne).
Foreign accent syndrome is a rare medical condition in which patients develop what appears to be a foreign accent. If you have FAS, you adopt what sounds like a foreign accent, even though you may never have traveled to that particular country.
"Higher Education: Choose Your Own Adventure" by Sherry JonesSherry Jones
November 30, 2016 - Invited to present this talk on the importance of and reasons for obtaining a college degree. Held the talk at the Denver Center for International Studies. Referenced personal educational journey as example for the benefit of pursuing interdisciplinary studies to guide one's career goals and to author one's own life.
Access the animated version of the slides here: http://bit.ly/cyoaedu
"Perspective-Based Learning Through Role-Playing Curriculum Design" by Sherry...Sherry Jones
Aug. 3, 2016 - This presentation was featured during the Colorado Teaching and Learning with Technology Conference (COLTT 2016). The presentation showcased my method of designing an entire college course curriculum using the role-playing design approach. A case study and examples are offered.
"The Blockchain Effect on the Future of Game Design" by Sherry Jones (July 27...Sherry Jones
July 27, 2016 - This presentation was featured during the July 27, 2016 webinar for the Metagame Book Club on how blockchain technology can influence the future directions of game design and game development.
For more research and webinars on game studies, game design, game-based learning, and gamification, visit the Metagame Book Club:
http://bit.ly/metagamebookclub
* Internet Teaching Software
* A Proven Output Learning Programme especially design for student from Std 1 to Form 5.
* 100% followed syllabus of Malaysia Ministry of Education.
*Easy to handle, anytime,anyway, 7/24hrs
* Lead your children to an IT world
For further info pls contact :
MS CHENG +6 012-6613195
rgMOOC: A Digital Game-Based MOOC for Rhetoric and CompositionSherry Jones
This updated 2014 slideshow is created by Sherry Jones. It includes new videos that demonstrates how game-based learning is implemented in rgMOOC.
Slideshow is co-presented by Sherry Jones and Kate Caruso at the Colorado Community College System (CCCS) Immersion Excursion Conference on Feb. 14, 2014.
"Cultural and Social Dimensions of Games" by Sherry Jones (August 5, 2014)Sherry Jones
I am the Game Studies Facilitator for the #Metagame Book Club (http://bit.ly/metagamebookclub). This is my Week 3 Lecture on the cultural and social dimensions of games, with study emphasis on the Paratext theory, and on the paratextuality of games.
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
Teaching Bitzer's Rhetorical Situation Theory Through Game Based Learning by ...Sherry Jones
April 17, 2020 - Slides presented at the 2020 eLearning Consortium of Colorado Virtual Conference:
http://bit.ly/elccschedule
Access the Live Slides Presentation:
http://bit.ly/gamesituations
Session Abstract:
"Rhetorician Lloyd Bitzer argues that a rhetorical situation, a situation that calls a rhetor to respond, can be identified by its features of exigence, audience, and constraints. Games are rhetorical in nature and serve as responses to the rhetorical situations that call the games into existence. This session will show how to teach Bitzer's rhetorical situation theory through digital gaming and collaborative writing on Google Docs. Live gameplay and theory-based game analysis will be provided."
Computer Games - Story Writing Theory - Story vs GamesAndrew Ryan
This material has been produced to be used on the BTEC Level 3 Games Development Extended Diploma (formerly National Diploma) course delivery. This resource can be adapted and amended for other relevant courses.
Assignment
Essay 1
Student Name:
Abdul Kaiyum Shakil
Student Number:
S20013583
Unit Name:
Tutor’s Name:
Online games, Play and Gamification
Dr Gwyneth Peaty
Email Address:
[email protected]
Date Submitted:
26.09.2019
Word Count:
[1441]
URL (if applicable):
By submitting this assignment, I declare that I have retained a suitable copy of this assignment, have not previously submitted this work for assessment and have ensured that it complies with university and school regulations, especially concerning plagiarism and copyright.
Shakil
Signature: ___________________________
(Typing your name in the space provided is sufficient
when submitting online via Turnitin.)
All students will receive a completed marking rubric to provide feedback and comments on their work. Please indicate below (with a X) if you would like to receive additional comments as tracked changes on your submitted assignment.
Yes, I would like to receive additional feedback
The Relationships between Play and Games
Introduction
The difference in terms of epistemological and ontological differences exists in the two types of activities which are often considered as part of leisure that is, playing and gaming. The ontological issues pertain to the formalisms and structures, while the epistemological agenda deals with the dynamics of gaming and playing. A play is often defined in literature as an open-ended territory. The play comprises of world-building and make-believe as defining elements for the open-ended territory. On the other hand, games pertain to the domain of challenging the optimization and interpretation of tactics and rules, apart from the space and time. The distinction between game-mode and play-mode is also instrumental in understanding the epistemological agenda. The technique for viewing gamming is like something which takes place at a higher level, in terms of both temporarily and structurally. The internal ordering of the play-world refers to sustaining through continuous reticulating within the play-world for formal distinction elements. The duration of play, with the focus on form installation, requires management of the distinction between non-play-world and play-world. The analysis regarding the game also included references of the game Small Worlds as an example.
Analysis
Game-Mode vs. Play-Mode
The game-mode has spatial and temporal incarceration which is presupposed within the rearticulating context for the purpose of protecting game from running off target through rule-binding structures. The game SmallWorlds had similar spatial and temporal incarceration whereby the purpose remained on protecting game from running off target. Interestingly, the games need not to be considered as play; instead, the implication refers to play as a requirement for the game. There exists a sustained balance with respect to un-structured and structured space capabilities of one's tactics which is central to the game-mode. In a similar way, the play-mode has a de ...
My presentation at University of Manitoba entitled: "Digital Games, discourses and literacy" exposing some main points of my academic path until now dealing with games.
Video related at: http://vimeo.com/17143341
My presentation at University of Manitoba entitled: "Digital Games, discourses and literacy" exposing some main points of my academic path until now dealing with games.
Video related:
Topics include:
What is world building in game?
Why world building important for gaming?
Why everyone is a worldbuilder?
Principles of worldbuilding?
Ways to improve the world building
How to write world building and some tips
Exercise on world building
Encoding liveness: Performance and real-time rendering in machinimaeDavidCameron
DRAFT version. This is a preprint copy of the book chapter:
Cameron, D., & Carroll, J. (2011). Encoding liveness: Performance and real-time rendering. In H. Lowood & M. Mitsche (Eds.), The machinima reader (pp. 127-141). Cambridge, MA: MIT press.
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
Detention (2017, 2018) as Prologue: Using Games to Explore Ethics, Martial La...Sherry Jones
April 17, 2020 - Slides presented at the 2020 eLearning Consortium of Colorado Virtual Conference:
http://bit.ly/elccschedule
Access the Live Slides Presentation:
http://bit.ly/playexperiment
Session Abstract:
"In this keynote, Sherry introduces Confucian ethics and Detention (2017, 2018), a first person role-playing survival horror game developed and published by Red Candle Games. The game story is inspired by the actual history of Taiwan in the 1960s, when the Taiwanese government suppressed its citizens using martial law during the "White Terror" period. The game protagonists, Wei and Ray, wake up in an empty school and attempt to leave the school, while encountering a series of horrific events. The keynote will explore the themes of mass surveillance; suppressing speech; anti-intellectualism; anti-communism; banning of books; education as means of social control; government oppression; government corruption; informing the government/snitching on neighbors; unjust imprisonment; authoritarianism; martial law; rebellion; retribution; karma; and guilt."
OER + Blockchain Technology for Decentralization of Academic Publishing by Sh...Sherry Jones
April 17, 2020 - Slides presented at the 2020 eLearning Consortium of Colorado Virtual Conference:
http://bit.ly/elccschedule
Access the Live Slides Presentation:
http://bit.ly/oerblockchain
Session Abstract:
"OER is a progressive product that signals the decentralization of education and academic publishing, and thus supports educators' academic freedom to create innovative teaching materials. Instead of using textbooks by traditional publishers, educators can author OERs that reflect their disciplinary training and teaching philosophy. This session will present a design future in which blockchain technology will enable educators to decentralize, author, track, and protect their copyright of OERs."
Embodying Morality Through Play: Using Games to Challenge Cultural Relativism...Sherry Jones
Aug. 9, 2019 - This set of slides was presented at the Colorado Learning and Teaching with Technology Conference (COLTT) held at the University of Colorado. The presentation details my pedagogical method of using digital games to teach students how to identify problems in cultural relativism, a normative ethical theory that suggests cultures are the main source of morality, that morality is relative to culture.
The Future of Moral Persuasion in Games, AR, AI Bots, and Self Trackers by Sh...Sherry Jones
4-18-19 - This presentation was shown at the eLearning Consortium of Colorado (eLCC) Annual Conference. The focus of the talk is on the various ethical problems that currently exist in the technology industry and predictions of how future technologies, such as Digital Games, AR, AI Bots, and Self Trackers, will be designed to morally persuade users.
The presentation that includes the video can be accessed here: http://bit.ly/futureethics
Writing AI Chatbots as Personas of Real People by Sherry Jones (ISTE Expert W...Sherry Jones
Mar. 20, 2019 - This presentation was featured by the International Society for Technology in Education (ISTE) Expert Webinar Series. The presentation introduces the pedagogical method of using artificially intelligent chatbots to teach philosophy and rhetoric theories and principles. Particularly, the presentation argues that chatbots can be used to give voices to those who are silent.
Links to two live chatbots, Laozi and I am?, are included in the slides.
For more information about the presentation, feel free to contact me. http://bit.ly/sherryjonesbio
Escape Rooms and Digital Games as Dynamics of Discovery: Learn Moral Philosop...Sherry Jones
Oct. 5, 2018 - I was invited by Phi Theta Kappa Honor Institute to present on my work using mixed reality escape room and digital games to teach college level philosophy courses. This is the presentation shown at the PTK Honor Institute.
Access the interactive presentation here:
http://bit.ly/dynamicsgames
Ethics and Games Series: Observer by Sherry Jones (Aug. 19, 2018)Sherry Jones
Aug. 19, 2018 - This presentation was featured at the International Society for Technology in Education (ISTE) Games and Simulations Network live webcast on August 19, 2018. The live webcast video was recorded and made available on Youtube, as well as made available in this presentation.
The featured game for study is the Observer (2017), a first person cyberpunk horror indie game voiced by actor Rutger Hauer. Philosophical theories discussed in this presentation are animalism and David Hume's personal identity theory.
Please feel free to watch the video in the slides while exploring the presentation.
Thought Experiment: Teaching Normative Ethics with Digital Games by Sherry Jo...Sherry Jones
Aug. 2, 2018 - This is a presentation for the 2018 Colorado Learning and Teaching with Technology Conference (COLTT). The presentation showcased my method of using digital games to teach philosophy and ethics. One of the featured games is the survival simulation game, Fallout Shelter.
"Ethics and Games Series: Detention" by Sherry Jones (July 8, 2018)Sherry Jones
This presentation was featured at the International Society for Technology in Education (ISTE) Games and Simulations Network live webcast on July. 8, 2018.
The live webcast video was recorded and made available on Youtube, as well as made available in this presentation.
Please feel free to watch the video while exploring the presentation.
See the entire Ethics and Games Series by Sherry Jones here:
https://sites.google.com/site/metagamebookclub/ethics-and-games
"Ethics and Games Series: To the Moon" by Sherry Jones (May 27, 2018)Sherry Jones
About This Presentation: This is a philosophy and game studies presentation featuring the game, To the Moon (2011, 2014, 2017), a first person role-playing adventure game developed and published by Freebirds Games.
The presentation explores the rhetoric and the ethics of To the Moon using the following theories: Jean-Paul Sartre's existentialism.
Additional themes explored are: Memory and Identity; Memory Manipulation; Memory Loss and Suffering; Trauma; Self-Determination of Memory; Memories as Programs; Technology vs. Privacy; Falsifiable/Unreliable Memory; Rights of the Dying; Dignity of the Dying; Death and Regret; Denial of Reality; Questionable Reality; Asperger's Syndrome; Art as Expression of the Truth; Responsibility of Remembering.
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This presentation was featured at the International Society for Technology in Education (ISTE) Games and Simulations Network live webcast on May. 27, 2018.
The live webcast video was recorded and made available on Youtube, as well as made available in this presentation.
Please feel free to watch the video while exploring the presentation.
Ethics and Games Series: The Vanishing of Ethan Carter by Sherry Jones (Apr. ...Sherry Jones
About This Presentation: This is a philosophy and game studies presentation featuring the game, The Vanishing of Ethan Carter (2014, 2015), a first person horror adventure game developed and published by The Astronauts.
The presentation explores the rhetoric and the ethics of The Vanishing of Ethan Carter using the following theories: Baruch Spinoza's monism.
Additional themes explored are: Conformity vs. Individuality, Fantasy vs. Reality, Child Abuse, Trauma, Confronting the Truth, Unreliable Narrator, Fragmented Memory, Memory and Identity, Memory and Truth, Multiple Consciousness, Subjectivity and Reality, Multiplicity of Truth.
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This presentation was featured at the International Society for Technology in Education (ISTE) Games and Simulations Network live webcast on April 29, 2018.
The live webcast video was recorded and made available on Youtube, as well as made available in this presentation.
Please feel free to watch the video while exploring the presentation.
Learning Ethics with the Game, Fallout Shelter by Sherry Jones (Apr. 6, 2018)Sherry Jones
April 6, 2018 - This presentation was shown at the 2018 eLearning Consortium of Colorado Conference. The presentation addresses the rhetoric and ethics of the game, Fallout Shelter (2015), a free-to-play simulation game developed by Bethesda Game and Behaviour Interactive, and published by Bethesda Softworks.
The presentation explores the rhetoric and the ethics of Fallout Shelter using the following theories (from philosophy, political science, cultural studies, and psychology): Capitalism; Authoritarianism; Plutocracy; McCarthyism; Eugenics; Ageism; Egoism; Altruism.
Additional topics explored are: Nuclear War; Nuclear Fallout; Counterfactual History; Red Scare; Atomic Bomb; Atomic Age; U.S. History in the 1950s.
Ethics and Games Series: Life Is Strange by Sherry Jones (Mar. 25, 2018)Sherry Jones
Mar. 25, 2018 - This is my philosophy and game studies presentation featuring the game, "Life is Strange (2015)," an episodic graphic adventure game developed by Dontnod Entertainment, and published by Square Enix, Feral Interactive, and Black Wing Foundation.
The presentation explores the ethics of "Life Is Strange" using the following theories (from mathematics and philosophy): Chaos Theory; Butterfly Effect; Nietzsche's Eternal Recurrence Theory; Moral Dilemma.
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This presentation was featured at the International Society for Technology in Education (ISTE) Games and Simulations Network live webcast on Mar. 25, 2018.
The live webcast video was recorded and made available on Youtube, as well as made available in this presentation.
Please feel free to watch the video while exploring the presentation.
"Ethics and Games: The Talos Principle" by Sherry Jones (Feb. 25, 2018)Sherry Jones
Feb. 25, 2018 - This is my philosophy and game studies presentation featuring the game, "The Talos Principle" (2014, 2015, 2017)," a first person puzzle game developed by Croteam, and published by Devolver Digital.
The presentation explores the ethics of "The Talos Principle" using the following theories (from philosophy and mythology): Transhumanism; Posthumanism; Posthuman; Determinism; Greek Mythology; Egyptian Mythology; Free Will.
Additional topics explored are: Artificial Intelligence; Extended Lifespan; Immortality; Consciousness.
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This presentation was featured at the International Society for Technology in Education (ISTE) Games and Simulations Network live webcast on Feb. 25, 2018.
The live webcast video was recorded and made available on Youtube, as well as made available in this presentation.
Please feel free to watch the video while exploring the presentation.
"Ethics and Games Series: Fallout Shelter" by Sherry Jones (Jan. 28, 2018)Sherry Jones
Jan. 28, 2018 - This is my philosophy and game studies presentation featuring the game, "Fallout Shelter (2015)," a free-to-play simulation game developed by Bethesda Game and Behaviour Interactive, and published by Bethesda Softworks.
The presentation explores the ethics of "Fallout Shelter" using the following theories (from philosophy, political science, cultural studies, and psychology): Capitalism; Authoritarianism; Plutocracy; McCarthyism; Eugenics; Ageism; Egoism; Altruism.
Additional topics explored are: Nuclear Fallout; Counterfactual History; Red Scare; Atomic Bomb; Atomic Age; U.S. History in the 1950s.
---------------------------------------------------------
This presentation was featured at the International Society for Technology in Education (ISTE) Games and Simulations Network live webcast on Jan. 28, 2018.
The live webcast video was recorded and made available on Youtube, as well as made available in this presentation.
Please feel free to watch the video while exploring the presentation.
Link to access the live slides presentation:
http://bit.ly/falloutshelterethics
Social Activism Through Mobile Apps and Games by Sherry JonesSherry Jones
April 13, 2017 - This workshop presentation is designed to demonstrate how mobile apps and games can help us fulfill our responsibilities as digital citizens. The presentation features some of the most popular apps and games being used by activists to promote social agenda in 2017. Beyond simply raising awareness of social problems on a local or global scale, the featured mobile apps and games enable the user to effect real social change through digital world and real world protests and actions.
The workshop was conducted on April 13, 2017 at the eLearning Consortium of Colorado Conference, held at Breckenridge, Colorado. http://elearningcolorado.org/wordpress/events/elcc-conference/
Understanding Stories of Diversity, Inclusion, and Tolerance Through Games (F...Sherry Jones
February 21, 2017 - This presentation was shown at the University of Colorado Diverse Learners Week Conference: http://www.colorado.edu/diverselearners/schedule
About This Presentation:
In light of the current immigration and refugee crisis, we recommend a collection of digital games that can be assigned in the classroom to frame students’ perspective on the issues of immigration, the refugee crisis, race, diversity, inclusion, and tolerance.
The games will invite students to engage with social issues by interacting with the hypothetical playable histories and playable futures, and consider what is at stake for today’s world.
"Don’t Freeze! Survive the Ethics of a Mixed Reality Escape Room" by Sherry J...Sherry Jones
Oct. 7, 2016 - We designed and ran a mixed reality escape room inside the Computer History Museum in Mountain View, CA, for the 2016 Intentional Play Summit. The mixed reality escape room is designed to teach philosophy and ethics theories, and its narrative is loosely based on Orwell's 1984.
Intentional Play Summit
http://www.intentionalplaysummit.com
This is the accompanying summit presentation that explains our game design logic and methods for creating this experience.
"The Blockchain Effect on the Future of the Humanities" by Sherry Jones (July...Sherry Jones
July 20, 2016 - This presentation was featured during the July 20, 2016 live webcast on youtube. The focus of this presentation is on how the blockchain technology, the protocol that underlies and powers bitcoin and other cryptocurrencies, will change the future directions of the humanities disciplines, particularly affecting teachers' pedagogy and students' learning habits. The video is available here:
[Live Youtube Webcast]
"The Blockchain Effect on the Future of the Humanities" (July 20, 2016)
https://youtu.be/wdefJ5_t0zQ
"Machinima: Symbiosis of the Participatory Digital Culture and the Game Indus...Sherry Jones
June 28, 2016 - This is my keynote presentation for ISTE 2016 EduMachinima Fest.
Edumachinima Fest 2016
https://conference.iste.org/2016/program/search_session_detail.php?id=100416157
I discussed a Machinima taxonomy, the controversy regarding Machinimas, and the future of the application of Machinima in education.
Safalta Digital marketing institute in Noida, provide complete applications that encompass a huge range of virtual advertising and marketing additives, which includes search engine optimization, virtual communication advertising, pay-per-click on marketing, content material advertising, internet analytics, and greater. These university courses are designed for students who possess a comprehensive understanding of virtual marketing strategies and attributes.Safalta Digital Marketing Institute in Noida is a first choice for young individuals or students who are looking to start their careers in the field of digital advertising. The institute gives specialized courses designed and certification.
for beginners, providing thorough training in areas such as SEO, digital communication marketing, and PPC training in Noida. After finishing the program, students receive the certifications recognised by top different universitie, setting a strong foundation for a successful career in digital marketing.
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.
2024.06.01 Introducing a competency framework for languag learning materials ...Sandy Millin
http://sandymillin.wordpress.com/iateflwebinar2024
Published classroom materials form the basis of syllabuses, drive teacher professional development, and have a potentially huge influence on learners, teachers and education systems. All teachers also create their own materials, whether a few sentences on a blackboard, a highly-structured fully-realised online course, or anything in between. Despite this, the knowledge and skills needed to create effective language learning materials are rarely part of teacher training, and are mostly learnt by trial and error.
Knowledge and skills frameworks, generally called competency frameworks, for ELT teachers, trainers and managers have existed for a few years now. However, until I created one for my MA dissertation, there wasn’t one drawing together what we need to know and do to be able to effectively produce language learning materials.
This webinar will introduce you to my framework, highlighting the key competencies I identified from my research. It will also show how anybody involved in language teaching (any language, not just English!), teacher training, managing schools or developing language learning materials can benefit from using the framework.
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.
Macroeconomics- Movie Location
This will be used as part of your Personal Professional Portfolio once graded.
Objective:
Prepare a presentation or a paper using research, basic comparative analysis, data organization and application of economic information. You will make an informed assessment of an economic climate outside of the United States to accomplish an entertainment industry objective.
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.
Welcome to TechSoup New Member Orientation and Q&A (May 2024).pdfTechSoup
In this webinar you will learn how your organization can access TechSoup's wide variety of product discount and donation programs. From hardware to software, we'll give you a tour of the tools available to help your nonprofit with productivity, collaboration, financial management, donor tracking, security, and more.
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.
The French Revolution, which began in 1789, was a period of radical social and political upheaval in France. It marked the decline of absolute monarchies, the rise of secular and democratic republics, and the eventual rise of Napoleon Bonaparte. This revolutionary period is crucial in understanding the transition from feudalism to modernity in Europe.
For more information, visit-www.vavaclasses.com
Normal Labour/ Stages of Labour/ Mechanism of LabourWasim Ak
Normal labor is also termed spontaneous labor, defined as the natural physiological process through which the fetus, placenta, and membranes are expelled from the uterus through the birth canal at term (37 to 42 weeks
Embracing GenAI - A Strategic ImperativePeter 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.
Read| The latest issue of The Challenger is here! We are thrilled to announce that our school paper has qualified for the NATIONAL SCHOOLS PRESS CONFERENCE (NSPC) 2024. Thank you for your unwavering support and trust. Dive into the stories that made us stand out!
"Constructs of the Real and the Rhetoric of Games" by Sherry Jones (August 14, 2014)
1. #Metagame Book Club
Track 1: Game Studies
Week 4: “Constructs Of The Real And
The Rhetoric Of Games”
Sherry Jones
Game Studies Facilitator
@autnes
http://bit.ly/metagamebookclub
2. Guiding Questions 1
1. According to Ian Bogost, how do video games express procedural rhetoric?
What game examples did Bogost offer for analysis?
2. Ian Bogost calls on educators to employ video games in the classroom. How
should educators do so in light of the recognition of procedural rhetoric
expressed by video games?
3. Can you offer a procedural rhetorical analysis of your favorite (or least
favorite) video game? What claims does the video game make? What rules
and game mechanics are enforced by the game to support those claims?
3. Guiding Questions 2
4. According to Ryan Lizardi, what are the purposes for incorporating
counterfactual/alternate histories into literature, such as video games? How
do readers experience alternate histories?
5. Can you offer some examples of video games that offer
counterfactual/alternate histories? How do alternate histories influence your
understanding of actual history referenced by the video game?
6. Mark L. Sample points out various ethical problems with the representation
of torture in video games. What are some of the problems? How does “the
human distance between the interrogator and the interrogated” via video
games influence our experience of torture?
4. Game Studies Texts for Analysis
Constructs of the Real and the Rhetoric of Games
● [ARTICLE] "The Rhetoric of Video Games" by Ian Bogost
● [ARTICLE] "On Technical Agency and Procedural Rhetoric: A Quick
Response to Joshua McVeigh-Schulz" by Ian Bogost
● [ARTICLE] "Comparative Video Game Criticism" by Ian Bogost
● [ARTICLE] "Bioshock: Complex and Alternate Histories" by Ryan
Lizardi
● [ARTICLE] "Virtual Torture: Videogames and the War on Terror" by
Mark L. Sample
6. Analysis of Animal Crossing
Ian Bogost explores “the rhetoric of
video games” by offering several video
game examples for analysis. He begins
the article by analyzing the Nintendo
Gamecube and DS game, Animal
Crossing, which re-presents cultural
values, particularly capitalism and
materialism, that influence the player’s
role in production and consumption. We
will explore the article in-depth to
understand how video games, like
Animal Crossing, can be analyzed as
literature with rhetorical functions.
7. Animal Crossing: An Animal Village Simulator
What is Animal Crossing trying to “say” to us?
8. Commerce of Animal Crossing
Bogost explains that Animal Crossing provides a model of commerce that
relies on an obligatory mortgage loan system (i.e. death pledges) to fuel
productivity:
“One of the more challenging projects in the game is paying off the mortgage
on one’s house. Animal Crossing allows players to upgrade their homes, but
doing so requires paying off a large note the player must take out to start the
game in the first place. The player must then pay down renovation mortgages
for even larger sums. While the game omits some of the more punitive
intricacies of long-term debt, such as compounding interest, improving one’s
home does require consistent work in the gameworld.”
(Bogost 117)
9. Materialism and Debt
Player is positioned in the game as a perpetual debt-bearer as the player is
prompted to continually incur debt to renovate the home and obtain goods:
“My son began to realize the dilemma facing him: the more material
possessions he took on, the more space he needed, and the more debt he had
to assume to provide that space. And the additional space just fueled more
material acquisitions, continuing the loop. This link between debt and
acquisition gives form to a routine that many mortgage holders fail to
recognize: buying more living space not only creates more debt, it also
drives the impulse to acquire more goods. More goods demand even more
space, creating a vicious cycle.”
(Bogost 117)
10. The Dealer: Tom Nook (Tanukichi)
Tom Nook (たぬきち, aka Japanese Raccoon Dog), is Animal Crossing’s in-
game Real Estate Tycoon & Shopkeeper. He’s the player’s loan holder and
goods dealer.
11. Corporate Bourgeoisie
The game provides a model of wealth distribution with Tom Nook as the
“Corporate Bourgeoisie” that forever locks the player in Consumer Proletariat
debt hell, with the lure of inexhaustible material goods:
“In contrast [to the game’s non-materialistic NPCs], the player participates in
a full consumer regimen: he pays off debt, buys and sells goods. Tom Nook
buys the player’s goods, which he converts to wealth. As the player pays off
debt and upgrades his home to store more goods, he sees Tom Nook convert
that wealth into increased commercial leverage—one’s own debt makes the
bank rich. Tom Nook then leverages that wealth to draw more capital out of
the player, whose resources remain effectively constant. While the player
spends more, Nook makes more.” (Bogost 118)
12. Reality in Animal Crossing
Simulation Games, like Animal Crossing, re-presents the real world in a
simple form with emphasis on certain moral attitudes and ideologies of the
real world:
“Animal Crossing is also a game about long-term debt. It is a game about the
repetition of mundane work necessary to support contemporary material
property ideals. It is a game about the bittersweet consequences of acquiring
goods and keeping up with the Joneses. Animal Crossing accomplishes this
feat not through moralistic regulation, but by creating a model of commerce
and debt in which the player can experience and discover such consequences.
In its model, the game simplifies the real world in order to draw attention
to relevant aspects of that world.”
(Bogost 118)
13. Possibility Spaces of Video Games
Reminiscent of Huizinga’s definition of the magic circle where play occurs
within the “conditions of play,” Bogost defines video games as possibility
spaces where play occurs within the “constraints of computer rules and
representations.” Meaning is generated by combination of game rules:
“In a video game, the possibility space refers to the myriad configurations the
player might construct to see the ways the processes inscribed in the system
work. This is really what we do when we play video games: we explore the
possibility space its rules afford by manipulating the symbolic systems
the game provides. The rules do not merely create the experience of play—
they also construct the meaning of the game. That is to say, the gestures,
experiences, and interactions a game’s rules allow (and disallow) make up the
game’s significance.” (Bogost 121)
15. Procedurality and Representation
“Procedurality gets its name from the function of the processor—
procedurality is the principal value of the computer, which creates meaning
through the interaction of algorithms.”
(Bogost 122)
“When video games represent things—anything from space demons to long-
term debt—they do so through procedurality, by constructing rule-based
models of their chosen topics. In Doom’s model of the world, emphasis is
placed on the trajectory and power of weaponry. In Animal Crossing’s model
of the world, emphasis is placed on work, trade, and arrangement of the
environment.”
(Bogost 123)
16. Classic Rhetoric
● In Gorgias, Plato
defines rhetoric as the
art of persuasion, or
making persuasive
civic speeches.
● For Aristotle, the art of
persuasion is more
complex; it involves
judging reasons,
context & audience so
to employ a set of
oratory means for
achieving persuasion.
17. Procedural Rhetoric
“I suggest the name procedural rhetoric for the practice of using processes
persuasively, just as verbal rhetoric is the practice of using oratory
persuasively and visual rhetoric is the practice of using images persuasively.
Procedural rhetoric is a general name for the practice of authoring
arguments through processes. Following the classical model, procedural
rhetoric entails persuasion—to change opinion or action. Following the
contemporary model, procedural rhetoric entails expression—to convey
ideas effectively. Procedural rhetoric is a subdomain of procedural
authorship; its arguments are made not through the construction of words or
images, but through the authorship of rules of behavior, the construction of
dynamic models. In computation, those rules are authored in code, through
the practice of programming.” (Bogost 125)
18. Procedural Rhetoric of Video
Games?
“Video games do not simply distract or entertain with empty, meaningless
content. Rather, video games can make claims about the world. But when
they do so, they do it not with oral speech, nor in writing, nor even with
images. Rather, video games make argument with processes. Procedural
rhetoric is the practice of effective persuasion and expression using
processes. Since assembling rules together to describe the function of
systems produces procedural representation, assembling particular rules that
suggest a particular function of a particular system characterizes procedural
rhetoric.”
(Bogost 125)
19. Video Games as Models
“Models of all kinds can be thought of as examples of procedural rhetoric;
they are devices that attempt to persuade their creators or users that a
machine works in a certain way. Video games too can adopt this type of goal;
for example, a flight simulator program attempts to model how the
mechanical and professional rules of aviation work. But since procedurality
is a symbolic medium rather than a material one, procedural rhetorics can
also make arguments about conceptual systems, like the model of
consumer capitalism in Animal Crossing.”
(Bogost 125)
21. Game Rules/Social Rules in Bully
“In Bully [by Rockstar Games], the player takes the role of Jimmy Hopkins, an
adolescent just dropped off at Bullworth Academy by his disinterested
mother and stepfather, who are on the way to their lavish honeymoon. . . .
The game has been reviled for supposedly glorifying bullying, but the
experience it creates is anything but celebratory. Even if the player struggles
to steer Jimmy away from trouble, it catches up to him thanks to the petty
malevolence of his peers. Students mill in the quad and buildings, either
verbally and physically abusing each other or receding from verbal and
physical attacks. Staying out of the way of the bullies (bullies in the game
conveniently have their own clique, and all wear the same clothes) allows
a player to avoid tussles. If a player stands in front of the wrong locker,
he or she should expect to get shoved out of the way.”
(Bogost 133)
22. Procedural Rhetoric of Bully
The game model in Bully contains certain rules, such as requiring the player
to form alliances and confront bullies (via verbal and fist fights) in order to
survive high school. By imposing such rules on the player, the game is making
the claim that high school is a volatile environment where hierarchy and
power structures exist:
“Bully models the social environment of high school through an
expressive system of rules, and makes a procedural argument for the
necessity of confrontation. Confronting bullies is not a desirable or noble
action in the game, but it is necessary if one wants to restore justice. The
game privileges the underdogs—nerds and girls—and the player spends most
of his time undermining the bullies and the jocks in order to even the social
pecking order.” (Bogost 134)
24. (h)istories in Bioshock Series (2007-)
Although Clint Hocking, the former creative director of Lucas Arts and
Ubisoft, argues that Bioshock 1 presents ludonarrative dissonance (def.
narrative and gameplay are in conflict when the gameplay goes against the
narrative themes, disrupting the player’s states of flow and immersion),
Lizardi finds that the Bioshock series as a whole is advanced in enforcing
counterfactual historical narratives with ludic elements. For Lizardi, the game
is ideal for game studies in alternate histories.
“Specifically, this article argues that the Bioshock series encourages complex
historical interpretations as opposed to simplistic accepted histories, and that
it does so despite the games' fantastical literal content.”
(Lizardi)
25. Method for Analysis -
Counterfactualism in Bioshock Series
Lizardi argues that we need to examine whether a game’s counterfactual
historical narrative alludes to actual events and ideologies in the time period
referenced, in order to evaluate how well the game promotes critical thinking
about history.
“This analysis of the Bioshock series can look to elements of the
counterfactual historical narrative that retain direct connections to ideologies
and events during the time periods covered. Determining that the alternative
histories present in the Bioshock series live up to this ideal is important if
these games are to be posited as encouraging a contemplative historical
mindset.”
(Lizardi)
27. Narrative of Bioshock 1 (2007)
● Setting - 1960s, in an underwater city named Rapture (populated by
American elites who came from the above ground, mainstream society).
● Themes - Objectivism; Capitalism; Evolution; Transhumanism.
● Characters
○ Andrew Ryan - A businessman and co-founder of Rapture as a safe
haven for American elites to thrive without government control.
○ Frank Fontaine - Co-founder of Rapture who later created his own
faction and warred against Ryan over ADAM.
○ Jack - Survivor of a plane crash (the player’s character).
○ Atlas - Mysterious person who helps Jack travel through Rapture.
● Conflicts - Obtaining ADAM (serum/sea slug that gives users superhuman
powers); Little Sisters; Big Daddies; Control of Rapture; Escape from
Rapture.
28. Art of Bioshock 2
“Tea Garden in Rapture”
“Ocean view from Rapture”
29. Narrative of Bioshock 2 (2010)
● Setting - 8 years after the events that transpired in Bioshock 1, the
setting is still in the underwater city named Rapture.
● Themes - Self vs. the Collective; Altruism vs. Domination; Humanness.
● Characters
○ Sophia Lamb - A collectivist and co-leader of The Rapture Family,
attempting to dominate the world (both above and below ground).
○ Dr. Brigid Tenenbaum - A geneticist who discovered ADAM, the
mother to all Little Sisters, and the co-leader of The Rapture Family;
○ Subject Delta - Earlier version of Big Daddy (the player’s character),
attempting to reunite with Little Sister Eleanor (Lamb’s daughter).
● Conflicts - Obtaining ADAM (serum/sea slug that gives users superhuman
powers); World Domination vs. Saving Little Sisters.
31. Narrative of Bioshock 3 (2013)
● Setting - 1912, in the sky city of Columbia, populated by Americans.
● Themes - “American exceptionalism, religious zealotry, fervent racism,
labor movements/revolutions and a healthy dose of quantum physics.”
● Characters
○ Zachary Comstock - Creator and Leader of Columbia; creates
Columbia as a pseudo-Christian utopia.
○ Elizabeth - Captive of Comstock; possesses super power over space-
time continuum.
○ Booker Dewitt - Former Pinkerton Government Agent who seeks to
rescue Elizabeth from Comstock’s control (the player’s character).
● Conflicts - Nativist vs. Elite founders fighting to maintaining privilege for
White Americans in Columbia.
32. Historical Meaning of
Alternate Histories
Lizardi references Schmeink’s argument that alternate histories, such as ones
presented in the Bioshock series, calls on players to “revisit” history, one that
is heightened by its fantasy setting and logic, so that the player would
critically reflect on the distinctions between fantasy and actual histories.
Helleckson further argues that alternate history “forces those who consume
these texts to ‘rethink their world and how it has become what it is’ (2000, p.
254).”
(Lizardi)
33. Morality of Choice in Bioshock 1
“In Bioshock, similar to series like Mass Effect (2007 - present), players are
given choices but not told immediately whether they were the “right” ones to
make, which limits the amount of reversal at a player’s disposal. Bioshock
presents itself as validating counterfactual, anti-historical determinism with
these ludic choices because when players are exercising their “free will” they
are not privy to the “infinite chain of causation” (Ferguson 1999, p. 37).”
“When players choose to hurt the Little Sisters they are given an ending that
highlights dominance and "brutality" that is often levied against those of
lower stature in society. By saving the Little Sisters players are given an
ending where those who have been dominated now have a "chance to learn,
to find love" and ‘to live.’”
(Lizardi)
34. Plausibility of (h)istory in Bioshock 2
“Connections can be drawn between the politics of Bioshock 2’s alternate
historical timeline and issues of community versus the individual that were so
prevalent in the McCarthy era and the subsequent hippie/youth movements
that followed. This is certainly a generalization of the era in question . . . but
this game deals with questions of collectivism versus the will of the individual
with direct connections to ideologies and events during this time period.”
“Playing as a Big Daddy and searching for your long lost pair-bonded Little
Sister, Eleanor, gamers must grapple with whether or not there is any
humanity left in your controlled protagonist - named Delta Four - manifested,
again, in the choice of whether or not to help or hurt the Little Sisters.”
(Lizardi)
35. Religion & Nationalism in Bioshock 3
“Bioshock series creator Ken Levine discusses how United States history is a
‘much broader story than what’s shown in Columbia’ and, channeling
Rosenstone, feels [it is] not a game’s responsibility to present the universal
accuracy but to present prevalent issues of the day such as ‘charismatic
religious movements’ and ‘growing nationalism’ (Lahti, 2013).”
“Even accepted and beloved icons of US history are called into question
because of their complex backgrounds, such as the game’s transformation of
the images of Washington and Lincoln into violent religious icons. Engaging
with such beloved American figures presents a ‘radical reframing of familiar
events . . . capable of calling into question’ much of what is historically held
dear (Uricchio 2005, p.335).” (Lizardi)
36. Religion & Nationalism in Bioshock 3
(Con’t)
“Our protagonist, Booker, must begin to help the leader of the revolting Vox
Populi, Daisy Fitzroy, to secure his and Elizabeth’s escape transportation from
the city of Columbia. Not only do players begin to contribute to the
symbolic fight between the hyper-capitalist, Comstock, and the
collective-minded revolutionaries, but they also begin to receive hints
about the ludological structure of jumping between alternate
dimensions/realities. Players must begin to pick up items in one reality to
bring them into another, and are introduced to the concept of individuals
who are dead in one reality but alive in another, which creates a
‘superposition’ where characters are rendered incapacitated by recalling
being both dead and alive simultaneously.” (Lizardi)