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Framing Serious Gaming
© P RO F. D R . I G O R M AY E R
I . S . M AY E R @ H OT M A I L . C O M
S I G NAT U R E G A M E S
W W W. S I G N AT U R E G A M E S . E U
AC A D E M Y F O R D I G I TA L E N T E RTA I N M E N T,
N H T V, A P P L I E D U N I V E R S I T Y
www.signaturegames.eu
Find me / us:
1. Linkedin
2. Slideshare
3. Youtube
Towards a science of SG
Frames and
discourse
analysis
Principles of
play
Methodology
for SG
research
Study designs
and data-
gathering
Research
instruments
and tools
Professional
ethics
Read the
presentation
Go to…
Research Gate
www.researchgate.net/
profile/Igor_Mayer?ev
=hdr_xprf
Academia.edu
Mendeley
Mayer, I. S., Warmelink, H. J. G., & Zhou, Q. (2014). The Utility of
Games for Society, Business and Politics: A Frame Reflective Analysis.
In Nick Rushby & D. Surry (Eds.), Wiley Handbook of Learning
Technology (in press). Wiley.
Mayer, I. S., Warmelink, H. J. G., & Zhou, Q. (2015). A Frame-
Reflective Discourse Analysis of Serious Games. British Journal of
Educational Technology. (in press)
Zhou, Q. (2014). The Princess in the Castle: Challenging Serious Game
Play for Integrated Policy Analysis and Planning. PhD thesis. TU Delft.
Mayer, I. S., Bekebrede, G., Harteveld, C., Warmelink, H. J. G., Zhou,
Q., van Ruijven, T., … Wenzler, I. (2014). The Research and
Evaluation of Serious Games: Toward a Comprehensive Methodology.
British Journal of Educational Technology, 45(3), 502–527.
doi:10.1111/bjet.12067
Mayer, I. S., Bekebrede, G., Warmelink, H. J. G., & Zhou, Q. (2014). A
Brief Methodology for Researching and Evaluating Serious Games and
Game-Based Learning. In T. M. Connolly, L. Boyle, T. Hainey, G.
Baxter, & P. Moreno-Ger (Eds.), Psychology, Pedagogy and
Assessment in Serious Games (pp. 357–393). IGI Global.
doi:10.4018/978-1-4666-4773-2.ch017
Innovation model: Where are SGs?
Ref: Gartner Hype Cycle / Through of disillusionment
Essentialist definitions
 “How should we explain to someone what a game is? I imagine that we should
describe games to him, and we might add: ‘This and similar things are called
‘games’. And do we know any more about it ourselves? Is it only other people
whom we cannot tell exactly what a game is? But this is not ignorance. We do not
know the boundaries because none have been drawn. To repeat, we can draw a
boundary for a special purpose. Does it take that to make the concept usable? Not
at all! (Except for that special purpose)” (Wittgenstein, 1953).
 “Voluntary attempt to overcome unnecessary obstacles” J.B. Suits The
Grasshopper: Games, Life and Utopia 1978
Functionalist definitions
 Games for non-entertainment purposes…(Sawyer, 2002)
 Serious game is a mental contest, played with a computer in
accordance with specific rules, that uses entertainment to
further government or corporate training, education,
health, public policy and strategic communication objectives.
(Zyda 2005)
 Games for health, training, military, learning…
The politics behind functional definitions
 Despite the possibility of rescuing serious games under the
definition I have just offered, I do not want to preserve that name.
Instead, I would like to advance persuasive games as an
alternative whose promise lies in the possibility of using
procedural rhetoric to support or challenge our understanding of
the way things in the world do or should work. (Bogost, 2007: 59)
 ‘Gamification is bullshit’ (Bogost, 2011)
Taxonomies? They…
…never seem to work
…are political
…reify
…block innovation
© Ben Sawyer
Frame analysis (Erving Goffman 1974 Frame
analysis: An essay on the organization of
experience )
Serious games
can only be
viewed through
multiple frames
at the same time
Realist, Utilitarian
Evolutionist,
Transformationist
Interventionist,
Decisionist
Idealist, Phenomenological
Gaming = Intervention, Therapy
ADHD – Healseeker - © Flanders Care
http://www.youtube.com/watch?v=pnkhfgowEPI
https://www.youtube.com/watch?v=CexMBkKwWUY
Gaming = Cost-effective learning
Training dike inspection, Levee Patroller / Deltares, The Netherlands
Gaming = Safe training
virtual training first responders (XVR © Esemble, the Netherlands)
https://www.youtube.com/watch?v=sl8cN4qvnKQ
Realist, Utilitarian
Evolutionist,
Transformationist
Interventionist,
Decisionist
Idealist, Phenomenological
http://www.youtube.com/watch?feature=player_embedded&v=zmeR-u-DioE
Gaming = Product and process innovation (€)
Augmented Reality in industry (© Ford Valencia, Spain)
Gaming = Innovation in surgery (€) !?
Headmounted video display for surgery (© Sony)
Gaming = Innovation in spatial planning
Next Generation Urban Planning © Tygron, the Netherlands
http://vimeo.com/54296051
Realist, Utilitarian
Evolutionist,
Transformationist
Interventionist,
Decisionist
Idealist, Phenomenological
Gaming = Societal criticism
politics of nutrition, Fatworld (© persuasive games)
https://www.youtube.com/watch?v=u64QCQe2sx0
Gaming = Ridiculizing serious matters
Wikileaks / Snowden leaks
https://www.youtube.com/watch?v=FMD-qStUGgc
Gaming = Public awareness
FloodSim (© Playgen, UK)
https://www.youtube.com/watch?v=LTEgI6N-cWI
Gaming = Public involvement
Aqua Republica (© DHI et al.)
https://www.youtube.com/watch?v=jqC9f7F3als
Gaming = Customer loyalty, branding
Aviation Empire (© Little Chicken, KLM, the Netherlands)
https://www.youtube.com/watch?v=OdLfMqoMOqw
Changing (political) ideas: sub frames
Economia (EU) ‘Let’s
educate them’ frame
Occupy Wall street
‘Radical, anti-politics’
frame
Wikileaks – ‘Critical’
frame
SOS slaves – ‘Grass
Roots‘ frame
Anti SOPA / PIPA
‘Advocacy Perspective’
Realist, Utilitarian
Evolutionist,
Transformationist
Interventionist,
Decisionist
Idealist, Phenomenological
Gaming = citizen science, wisdom of the crowd
Biomedical research, Foldit, (© Foldit, US)
http://www.youtube.com/watch?v=JdBcpdH_ptA
Gaming = citizen science, wisdom of the crowd
Biomedical research, Eyewire
http://blog.eyewire.org/about/
Gaming = managing complex systems
Ocean management, MSP Challenge 2050 (I&M, Signature Games, the Netherlands)
http://www.mspchallenge.org/maritime-spatial-planning-challenge-2050/
Discourse analysis
Truth claim Criteria
Rebuttal Type of research
Policy
Realist, Utilitarian
Evolutionist,
Transformationist
Interventionist,
Decisionist
Idealist, Phenomenological
Discourse analysis
Effectiveness
Gaming is a cost-effective,
means for learning, training
and intervention.
Innovation (€)
Global Economic Rat race.
Gaming = Innovation and
ec. sector.
Persuasion
Games are rhetorical; They
can convince, change ideas,
beliefs of players,
consumers, citizens
Playfulness
Ludification, gamification of
society, organization, politics,
leadership, management.
Lack of Proof
Show me the evidence? Do
we teach the right things?.
Poss. Neg. effects, such as
agression, addiction?
Disturbance
Over-optimism and side
effects.Risks of industrial
policy (subsidies,
protection).
Inequality
Social-ec. exclusion; what
are the consequences for
society, power (gap between
generations, rich/poor,
nations).
Manipulation
Risk of manipulation, abuse
of power, hidden agendas
and ideologies. Ideology
battle.
Realist, Utilitarian
Evolutionist,
Transformationist
Interventionist,
Decisionist
Idealist, Phenomenological
Discourse analysis: consequences for research
Efficacy:
The ability to reach a limited set
of pre-determined goals or
effects effectively and cost
efficiently
Innovation value
delivery
The ability to deliver certain
values important to
innovation, such as efficiency,
creativity, new socio-technical
combinations.
Belief change:
The ability to change the way
people perceive, discuss
behave around certain
issues;
Self-organization:
the ability to constitute new
forms of human-system
interaction.
Psychological, medical,
consultancy, experimental
Economic, organizational,
engineering
System sciences
(organizational learning) and
complexity sciences
Media, cultural, sociological,
political.
Realist, Utilitarian
Evolutionist,
Transformationist
Interventionist,
Decisionist
Idealist, Phenomenological
Consequences for policy…(e.g., Horizon 2020,)
Discussion
 Reflection on frame and discourse analysis
 Many serious games can be viewed through multiple frames.
 One frame may be more convincing than others.
 We can examine the fidelity or persuasiveness of frames
 Frames can break, change. New frames can emerge.
 What are your examples?
 What are your frames?

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Framing serious gaming

  • 1. Framing Serious Gaming © P RO F. D R . I G O R M AY E R I . S . M AY E R @ H OT M A I L . C O M S I G NAT U R E G A M E S W W W. S I G N AT U R E G A M E S . E U AC A D E M Y F O R D I G I TA L E N T E RTA I N M E N T, N H T V, A P P L I E D U N I V E R S I T Y
  • 2.
  • 3. www.signaturegames.eu Find me / us: 1. Linkedin 2. Slideshare 3. Youtube
  • 4. Towards a science of SG Frames and discourse analysis Principles of play Methodology for SG research Study designs and data- gathering Research instruments and tools Professional ethics
  • 5. Read the presentation Go to… Research Gate www.researchgate.net/ profile/Igor_Mayer?ev =hdr_xprf Academia.edu Mendeley Mayer, I. S., Warmelink, H. J. G., & Zhou, Q. (2014). The Utility of Games for Society, Business and Politics: A Frame Reflective Analysis. In Nick Rushby & D. Surry (Eds.), Wiley Handbook of Learning Technology (in press). Wiley. Mayer, I. S., Warmelink, H. J. G., & Zhou, Q. (2015). A Frame- Reflective Discourse Analysis of Serious Games. British Journal of Educational Technology. (in press) Zhou, Q. (2014). The Princess in the Castle: Challenging Serious Game Play for Integrated Policy Analysis and Planning. PhD thesis. TU Delft. Mayer, I. S., Bekebrede, G., Harteveld, C., Warmelink, H. J. G., Zhou, Q., van Ruijven, T., … Wenzler, I. (2014). The Research and Evaluation of Serious Games: Toward a Comprehensive Methodology. British Journal of Educational Technology, 45(3), 502–527. doi:10.1111/bjet.12067 Mayer, I. S., Bekebrede, G., Warmelink, H. J. G., & Zhou, Q. (2014). A Brief Methodology for Researching and Evaluating Serious Games and Game-Based Learning. In T. M. Connolly, L. Boyle, T. Hainey, G. Baxter, & P. Moreno-Ger (Eds.), Psychology, Pedagogy and Assessment in Serious Games (pp. 357–393). IGI Global. doi:10.4018/978-1-4666-4773-2.ch017
  • 6.
  • 7. Innovation model: Where are SGs? Ref: Gartner Hype Cycle / Through of disillusionment
  • 8. Essentialist definitions  “How should we explain to someone what a game is? I imagine that we should describe games to him, and we might add: ‘This and similar things are called ‘games’. And do we know any more about it ourselves? Is it only other people whom we cannot tell exactly what a game is? But this is not ignorance. We do not know the boundaries because none have been drawn. To repeat, we can draw a boundary for a special purpose. Does it take that to make the concept usable? Not at all! (Except for that special purpose)” (Wittgenstein, 1953).  “Voluntary attempt to overcome unnecessary obstacles” J.B. Suits The Grasshopper: Games, Life and Utopia 1978
  • 9. Functionalist definitions  Games for non-entertainment purposes…(Sawyer, 2002)  Serious game is a mental contest, played with a computer in accordance with specific rules, that uses entertainment to further government or corporate training, education, health, public policy and strategic communication objectives. (Zyda 2005)  Games for health, training, military, learning…
  • 10. The politics behind functional definitions  Despite the possibility of rescuing serious games under the definition I have just offered, I do not want to preserve that name. Instead, I would like to advance persuasive games as an alternative whose promise lies in the possibility of using procedural rhetoric to support or challenge our understanding of the way things in the world do or should work. (Bogost, 2007: 59)  ‘Gamification is bullshit’ (Bogost, 2011)
  • 11. Taxonomies? They… …never seem to work …are political …reify …block innovation © Ben Sawyer
  • 12. Frame analysis (Erving Goffman 1974 Frame analysis: An essay on the organization of experience )
  • 13.
  • 14. Serious games can only be viewed through multiple frames at the same time
  • 16. Gaming = Intervention, Therapy ADHD – Healseeker - © Flanders Care http://www.youtube.com/watch?v=pnkhfgowEPI
  • 17. https://www.youtube.com/watch?v=CexMBkKwWUY Gaming = Cost-effective learning Training dike inspection, Levee Patroller / Deltares, The Netherlands
  • 18. Gaming = Safe training virtual training first responders (XVR © Esemble, the Netherlands) https://www.youtube.com/watch?v=sl8cN4qvnKQ
  • 20. http://www.youtube.com/watch?feature=player_embedded&v=zmeR-u-DioE Gaming = Product and process innovation (€) Augmented Reality in industry (© Ford Valencia, Spain)
  • 21. Gaming = Innovation in surgery (€) !? Headmounted video display for surgery (© Sony)
  • 22. Gaming = Innovation in spatial planning Next Generation Urban Planning © Tygron, the Netherlands http://vimeo.com/54296051
  • 24. Gaming = Societal criticism politics of nutrition, Fatworld (© persuasive games) https://www.youtube.com/watch?v=u64QCQe2sx0
  • 25. Gaming = Ridiculizing serious matters Wikileaks / Snowden leaks https://www.youtube.com/watch?v=FMD-qStUGgc
  • 26. Gaming = Public awareness FloodSim (© Playgen, UK) https://www.youtube.com/watch?v=LTEgI6N-cWI
  • 27. Gaming = Public involvement Aqua Republica (© DHI et al.) https://www.youtube.com/watch?v=jqC9f7F3als
  • 28. Gaming = Customer loyalty, branding Aviation Empire (© Little Chicken, KLM, the Netherlands) https://www.youtube.com/watch?v=OdLfMqoMOqw
  • 29. Changing (political) ideas: sub frames Economia (EU) ‘Let’s educate them’ frame Occupy Wall street ‘Radical, anti-politics’ frame Wikileaks – ‘Critical’ frame SOS slaves – ‘Grass Roots‘ frame Anti SOPA / PIPA ‘Advocacy Perspective’
  • 31. Gaming = citizen science, wisdom of the crowd Biomedical research, Foldit, (© Foldit, US) http://www.youtube.com/watch?v=JdBcpdH_ptA
  • 32. Gaming = citizen science, wisdom of the crowd Biomedical research, Eyewire http://blog.eyewire.org/about/
  • 33. Gaming = managing complex systems Ocean management, MSP Challenge 2050 (I&M, Signature Games, the Netherlands) http://www.mspchallenge.org/maritime-spatial-planning-challenge-2050/
  • 34. Discourse analysis Truth claim Criteria Rebuttal Type of research Policy
  • 35. Realist, Utilitarian Evolutionist, Transformationist Interventionist, Decisionist Idealist, Phenomenological Discourse analysis Effectiveness Gaming is a cost-effective, means for learning, training and intervention. Innovation (€) Global Economic Rat race. Gaming = Innovation and ec. sector. Persuasion Games are rhetorical; They can convince, change ideas, beliefs of players, consumers, citizens Playfulness Ludification, gamification of society, organization, politics, leadership, management. Lack of Proof Show me the evidence? Do we teach the right things?. Poss. Neg. effects, such as agression, addiction? Disturbance Over-optimism and side effects.Risks of industrial policy (subsidies, protection). Inequality Social-ec. exclusion; what are the consequences for society, power (gap between generations, rich/poor, nations). Manipulation Risk of manipulation, abuse of power, hidden agendas and ideologies. Ideology battle.
  • 36. Realist, Utilitarian Evolutionist, Transformationist Interventionist, Decisionist Idealist, Phenomenological Discourse analysis: consequences for research Efficacy: The ability to reach a limited set of pre-determined goals or effects effectively and cost efficiently Innovation value delivery The ability to deliver certain values important to innovation, such as efficiency, creativity, new socio-technical combinations. Belief change: The ability to change the way people perceive, discuss behave around certain issues; Self-organization: the ability to constitute new forms of human-system interaction. Psychological, medical, consultancy, experimental Economic, organizational, engineering System sciences (organizational learning) and complexity sciences Media, cultural, sociological, political.
  • 38. Discussion  Reflection on frame and discourse analysis  Many serious games can be viewed through multiple frames.  One frame may be more convincing than others.  We can examine the fidelity or persuasiveness of frames  Frames can break, change. New frames can emerge.  What are your examples?  What are your frames?