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
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 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
"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
"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
"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
"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."
"Constructs of the Real and the Rhetoric of Games" by Sherry Jones (August 14...Sherry Jones
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
"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.
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 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
"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
"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
"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
"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."
"Constructs of the Real and the Rhetoric of Games" by Sherry Jones (August 14...Sherry Jones
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
"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.
"The Gamer Identity and Representations of Gender and Race in Games" by Sherr...Sherry Jones
November 9, 2014 - This is my Game Studies presentation for the Metagame Book Club titled: "The Gamer Identity, Representations of Gender and Race in Games."
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
"Ideologies & Games" by Sherry Jones (Nov. 16, 2014)Sherry Jones
November 16, 2014 - This is my Game Studies presentation for the Metagame Book Club titled: "Ideologies & Games."
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
Do decisions made in games have any ethical implications? After all, its just a game!
But are some things too terrible, too taboo, to represent in computer games?
"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/
"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
Session slides prepared for MAC281. Material is concerned with ludology and narratology in relation to video games. Also touches on issues surrounding emergent narratives
"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.
"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.
Players Imbuing Meaning: Co-creation of Challenges in a prototype MMOMirjam Eladhari
This talk discusses how components in a game world, from both a systemic design perspective, and from an actual content perspective, can carry meaning relevant to individual players.
The discussion is grounded in work with a massively multi player online (MMO) prototype where players in guided play-tests created their own opponents that they battled in groups of three. The opponents are called Manifestations, and can be compared to the “boss monsters” that in adventureand role-plying games pose the greatest challenges in terms of tactical game play, or battle. When creating Manifestations players define how these shall behave in play, and what they say under different circumstances. The game play mechanics in the world is centered on emotions and social relations. One of the design goals in the creation of the prototype was to cater for a system wheretactical game play can be closely tied to the potential narrative contents.
The Manifestations players created in the play tests were of four main categories; reflections of persons they had complicated relationships to in real life, difficult situations, abstract concepts, or purely fictional entities. In several cases players brought material into the game that had personal meaning to them. These meanings were developed further when players saw how their Manifestation behaved within the rule system of the world. For example, one player created a Manifestation of an anticipated exam, while another made a Manifestation called “Mother”. The Mother cast spells called “Focused Aggression” and “Cold Ripple of Fear”. It was able to perform acts called “Blame”, ”Threaten”, and “Disagree”. The group experimented with tactical choices, while reasoning about the Mother’s potential motivations. They managed to overcome the Mother by alternating between giving each other resistance and casting spells, the winning stroke being a rapid series of spells called “Forgive”.
The talk was given at ITU in Copenhagen April 24, 2012 in the Game Lecture series.
http://game.itu.dk/index.php/Game_Lectures
A multimodal discourse analysis of video games (toh weimin)Toh Weimin
This is a presentation of my PhD dissertation at the International Conference on Narrative 2016 at the University of Amsterdam on 17 June 2016 from 1:15 - 2:45 pm (Panel G7 - Narrative and Video Game Characters: Perspectives on Cognition, Meaning-making, and Subjectivity)
Examining the Role and Journey of Women in Collaborative Core Gaming: A Compa...Flavia Stoian
Inspired by the continual transition and controversial nature of the gaming culture, this study is a comparative inquiry into the online and the tabletop gaming culture from the perspective of women gamers to find out how critical differences between the two spaces mark their experience while they practice the games they love. It is written as a comparative narrative between online and tabletop data collected from Dungeons & Dragons and World of Warcraft. Both games are part of overlapping genres, have similar mechanics, and the player base have common characteristics. The thesis is structured in two sections. The first section reviews the literature necessary to scaffold the research approach. The second section is a three-fold, ethnographic exploration of the Dungeons & Dragons and World of Warcraft gaming spaces, from the perspective of women gamers.
Computer Games - Character Design - StereotypesAndrew 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.
"The Gamer Identity and Representations of Gender and Race in Games" by Sherr...Sherry Jones
November 9, 2014 - This is my Game Studies presentation for the Metagame Book Club titled: "The Gamer Identity, Representations of Gender and Race in Games."
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
"Ideologies & Games" by Sherry Jones (Nov. 16, 2014)Sherry Jones
November 16, 2014 - This is my Game Studies presentation for the Metagame Book Club titled: "Ideologies & Games."
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
Do decisions made in games have any ethical implications? After all, its just a game!
But are some things too terrible, too taboo, to represent in computer games?
"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/
"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
Session slides prepared for MAC281. Material is concerned with ludology and narratology in relation to video games. Also touches on issues surrounding emergent narratives
"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.
"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.
Players Imbuing Meaning: Co-creation of Challenges in a prototype MMOMirjam Eladhari
This talk discusses how components in a game world, from both a systemic design perspective, and from an actual content perspective, can carry meaning relevant to individual players.
The discussion is grounded in work with a massively multi player online (MMO) prototype where players in guided play-tests created their own opponents that they battled in groups of three. The opponents are called Manifestations, and can be compared to the “boss monsters” that in adventureand role-plying games pose the greatest challenges in terms of tactical game play, or battle. When creating Manifestations players define how these shall behave in play, and what they say under different circumstances. The game play mechanics in the world is centered on emotions and social relations. One of the design goals in the creation of the prototype was to cater for a system wheretactical game play can be closely tied to the potential narrative contents.
The Manifestations players created in the play tests were of four main categories; reflections of persons they had complicated relationships to in real life, difficult situations, abstract concepts, or purely fictional entities. In several cases players brought material into the game that had personal meaning to them. These meanings were developed further when players saw how their Manifestation behaved within the rule system of the world. For example, one player created a Manifestation of an anticipated exam, while another made a Manifestation called “Mother”. The Mother cast spells called “Focused Aggression” and “Cold Ripple of Fear”. It was able to perform acts called “Blame”, ”Threaten”, and “Disagree”. The group experimented with tactical choices, while reasoning about the Mother’s potential motivations. They managed to overcome the Mother by alternating between giving each other resistance and casting spells, the winning stroke being a rapid series of spells called “Forgive”.
The talk was given at ITU in Copenhagen April 24, 2012 in the Game Lecture series.
http://game.itu.dk/index.php/Game_Lectures
A multimodal discourse analysis of video games (toh weimin)Toh Weimin
This is a presentation of my PhD dissertation at the International Conference on Narrative 2016 at the University of Amsterdam on 17 June 2016 from 1:15 - 2:45 pm (Panel G7 - Narrative and Video Game Characters: Perspectives on Cognition, Meaning-making, and Subjectivity)
Examining the Role and Journey of Women in Collaborative Core Gaming: A Compa...Flavia Stoian
Inspired by the continual transition and controversial nature of the gaming culture, this study is a comparative inquiry into the online and the tabletop gaming culture from the perspective of women gamers to find out how critical differences between the two spaces mark their experience while they practice the games they love. It is written as a comparative narrative between online and tabletop data collected from Dungeons & Dragons and World of Warcraft. Both games are part of overlapping genres, have similar mechanics, and the player base have common characteristics. The thesis is structured in two sections. The first section reviews the literature necessary to scaffold the research approach. The second section is a three-fold, ethnographic exploration of the Dungeons & Dragons and World of Warcraft gaming spaces, from the perspective of women gamers.
Computer Games - Character Design - StereotypesAndrew 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.
The Freemium talk was given as a keynote to the Software Summit that Macrovision ran for years. It was in the early days of companies using free as a customer acquisition strategy and business people wanted to know how to make money from free.
Online Gaming business plan sample prepared by Newton Group Marketing's professional business plan writing services. Website: www.NewtonGroupMarketing.com/business-plans/
NOTE: Although based on actual plan, company name, financials and other pertinent information have been modified and made fictional for client privacy and protection. Any similarities with actual companies are purely coincidental.
Successful free to play games are a brew of persuasion techniques designed to achieve fast engagement. Here’s a short list and lots of examples of the most notorious persuasive methods and psychological tactics that are used in games you play and love.
"Everything I need to know I learnt from World of Warcraft": why we might nee...Martin Oliver
Ascilite 2010 keynote
"Everything I need to know I learnt from World of Warcraft": why we might need to start asking better questions about games, simulations and virtual worlds
Like many areas of educational technology research, a lot of the work that focuses on games, simulations and virtual worlds consists of case studies that demonstrate proof of concept, enthusiastic position pieces or success stories. All of this is important: we need to know what sort of things we can use these technologies to do, so as to build a broader repertoire of teaching practices. However, this kind of focus neglects a range of other questions and issues that may prove more important in the longer term.
For example, educational research about games typically emphasises the way that playing motivates players; it ignores how successful games (such as massively multiplayer online games) often feel like work, and it also glosses over the way that bringing a game inside the curriculum changes the way that 'players' relate to it. There are also inconsistencies in the way games are thought about: the idea that they cause violence is often criticised as over-simplistic, yet the idea that they cause learning isn't. In virtual worlds, opportunities to create new identities is widespread, but questions about how this relates to our embodied relationships are rarely asked. In simulations, 'realism' is celebrated - but this means that simulations will always be second best to actual experiences, and it ignores how groups can disagree about whether something is realistic or not. Across this work, the complexity of learning and teaching seems hidden by the desire to promote the value of these technologies.
This talk will offer some examples of work that, in small ways, try to engage with these kinds of issue. Different priorities will be suggested, which invite a new kind of engagement with research and practice in this area.
Connecting Ethical Choices in Games to Moral FrameworksGabriel Recchia
Games have moral impact. They can make players more aware of their own values, and even change them... and not always in the ways you might expect. Using Jonathan Livingston Seagull (the board game!) and Glitch as case studies, this presentation covers three aspects of gaming that are critical for game researchers who hope to gain a more complete awareness of the effects a game is having on its players.
Assessment 1- Short essayInstructionsEssay Topic U.docxgalerussel59292
Assessment 1- Short essay
Instructions:
Essay Topic
:
Using reading from module 1 (and extra research if needed) Main Question: demonstrate your understanding of the relationships between play and games.
You are advised to base your discussion around one game. Here are some examples to get you thinking:
The End of Us
The Republia Times
The Raccoon Who Lost Their Shape
Entire Screen of One Game
Cookie Clicker
My Garbage Cat Wakes Me Up at 3am Every Day
Zork
Small Worlds
The essay should be
1500 words
in length, including in-text references; however, your reference list is not included in this count. You have 10% flexibility with the word limit, but being substantially under or over-length will result in a poorer mark.
Please keep in mind, you will need to develop your own analysis in this essay. Even if you agree completely with one article or book you are using, you will need to present a larger and more balanced examination than any single source can provide. You will be expected to have read and to utilise both core and deeper readings from the relevant topic. As this is a research essay, to do well you may also need to find appropriate additional material to further your analysis.
Your essay should include a fully formed introduction and conclusion, should be written in paragraph form, should present a clear argument and should meaningfully engage with the readings provided in the unit as well as including credible material from additional sources if required. Your essay should follow the APA 6th ed. referencing style.
Criteria for Assessment
You will be assessed on:
· Accurate definition of terms
· Clear and coherent writing and expression (spelling, grammar and formatting)
· Use of reading and accurate referencing following correct APA 6th ed. style
· Development of a coherent argument
Module-1:
In the first part of the unit we begin by unpacking our understanding of play and games. This is followed by a critical discussion of immersion and interactivity as core themes defining online and digital forms of play. This will function to springboard our discussion of deeper concepts in the second module, giving us a functional grounding in the early theories of play and gaming.
Topic 1.1: Play: An Introduction
Topic 1.2: Games and Rules
Topic 1.3: Immersion, Interactivity, and Narrative
Topic 1.1: Play: An Introduction
Play
In this unit we explore the evolution of web-based play and examine the crucial role of Internet connectivity in the contemporary video game industry. As we begin, however, a few of you might still be wondering: why study video games at all? Why do games matter? And why should we take them seriously in an academic context?
The short answer is that video games represent the single largest industry spawned by digital media. Globally, the video game industry is worth over one hundred billion dollars and increases in value each year.
Recent studies indicate that this trend will conti.
Assessment 1- Short essayInstructionsEssay Topic .docxgalerussel59292
Assessment 1- Short essay
Instructions:
Essay Topic
:
Using reading from module 1 (and extra research if needed) Main Question: demonstrate your understanding of the relationships between play and games.
You are advised to base your discussion around one game. Here are some examples to get you thinking:
The End of Us
The Republia Times
The Raccoon Who Lost Their Shape
Entire Screen of One Game
Cookie Clicker
My Garbage Cat Wakes Me Up at 3am Every Day
Zork
Small Worlds
The essay should be
1500 words
in length, including in-text references; however, your reference list is not included in this count. You have 10% flexibility with the word limit, but being substantially under or over-length will result in a poorer mark.
Please keep in mind, you will need to develop your own analysis in this essay. Even if you agree completely with one article or book you are using, you will need to present a larger and more balanced examination than any single source can provide. You will be expected to have read and to utilise both core and deeper readings from the relevant topic. As this is a research essay, to do well you may also need to find appropriate additional material to further your analysis.
Your essay should include a fully formed introduction and conclusion, should be written in paragraph form, should present a clear argument and should meaningfully engage with the readings provided in the unit as well as including credible material from additional sources if required. Your essay should follow the APA 6th ed. referencing style.
Criteria for Assessment
You will be assessed on:
· Accurate definition of terms
· Clear and coherent writing and expression (spelling, grammar and formatting)
· Use of reading and accurate referencing following correct APA 6th ed. style
· Development of a coherent argument
Module-1:
In the first part of the unit we begin by unpacking our understanding of play and games. This is followed by a critical discussion of immersion and interactivity as core themes defining online and digital forms of play. This will function to springboard our discussion of deeper concepts in the second module, giving us a functional grounding in the early theories of play and gaming.
Topic 1.1: Play: An Introduction
Topic 1.2: Games and Rules
Topic 1.3: Immersion, Interactivity, and Narrative
Topic 1.1: Play: An Introduction
Play
In this unit we explore the evolution of web-based play and examine the crucial role of Internet connectivity in the contemporary video game industry. As we begin, however, a few of you might still be wondering: why study video games at all? Why do games matter? And why should we take them seriously in an academic context?
The short answer is that video games represent the single largest industry spawned by digital media. Globally, the video game industry is worth over one hundred billion dollars and increases in value each year.
Recent studies indicate that this trend will co.
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."
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."
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.
---------------------------------------------------------
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.
------------------------------------------------------------
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.
"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
"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.
Francesca Gottschalk - How can education support child empowerment.pptxEduSkills OECD
Francesca Gottschalk from the OECD’s Centre for Educational Research and Innovation presents at the Ask an Expert Webinar: How can education support child empowerment?
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
The Roman Empire A Historical Colossus.pdfkaushalkr1407
The Roman Empire, a vast and enduring power, stands as one of history's most remarkable civilizations, leaving an indelible imprint on the world. It emerged from the Roman Republic, transitioning into an imperial powerhouse under the leadership of Augustus Caesar in 27 BCE. This transformation marked the beginning of an era defined by unprecedented territorial expansion, architectural marvels, and profound cultural influence.
The empire's roots lie in the city of Rome, founded, according to legend, by Romulus in 753 BCE. Over centuries, Rome evolved from a small settlement to a formidable republic, characterized by a complex political system with elected officials and checks on power. However, internal strife, class conflicts, and military ambitions paved the way for the end of the Republic. Julius Caesar’s dictatorship and subsequent assassination in 44 BCE created a power vacuum, leading to a civil war. Octavian, later Augustus, emerged victorious, heralding the Roman Empire’s birth.
Under Augustus, the empire experienced the Pax Romana, a 200-year period of relative peace and stability. Augustus reformed the military, established efficient administrative systems, and initiated grand construction projects. The empire's borders expanded, encompassing territories from Britain to Egypt and from Spain to the Euphrates. Roman legions, renowned for their discipline and engineering prowess, secured and maintained these vast territories, building roads, fortifications, and cities that facilitated control and integration.
The Roman Empire’s society was hierarchical, with a rigid class system. At the top were the patricians, wealthy elites who held significant political power. Below them were the plebeians, free citizens with limited political influence, and the vast numbers of slaves who formed the backbone of the economy. The family unit was central, governed by the paterfamilias, the male head who held absolute authority.
Culturally, the Romans were eclectic, absorbing and adapting elements from the civilizations they encountered, particularly the Greeks. Roman art, literature, and philosophy reflected this synthesis, creating a rich cultural tapestry. Latin, the Roman language, became the lingua franca of the Western world, influencing numerous modern languages.
Roman architecture and engineering achievements were monumental. They perfected the arch, vault, and dome, constructing enduring structures like the Colosseum, Pantheon, and aqueducts. These engineering marvels not only showcased Roman ingenuity but also served practical purposes, from public entertainment to water supply.
Model Attribute Check Company Auto PropertyCeline George
In Odoo, the multi-company feature allows you to manage multiple companies within a single Odoo database instance. Each company can have its own configurations while still sharing common resources such as products, customers, and suppliers.
Palestine last event orientationfvgnh .pptxRaedMohamed3
An EFL lesson about the current events in Palestine. It is intended to be for intermediate students who wish to increase their listening skills through a short lesson in power point.
Instructions for Submissions thorugh G- Classroom.pptxJheel Barad
This presentation provides a briefing on how to upload submissions and documents in Google Classroom. It was prepared as part of an orientation for new Sainik School in-service teacher trainees. As a training officer, my goal is to ensure that you are comfortable and proficient with this essential tool for managing assignments and fostering student engagement.
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.
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.
Home assignment II on Spectroscopy 2024 Answers.pdf
The Psychology of the Player & Game Character Design and Representation by Sherry Jones
1. #Metagame Book Club
“The Psychology of the Player &
Game Character Design and Representation”
Sherry Jones | Games & Psychology Instructor | Fall 2015 | Twitter @autnes |
http://bit.ly/gamepsych3
Roger and Alex from Tekken 2 Lightning (aka Claire Farron) from FF13
3. 1. Noble, Ralph, Kathleen Ruiz, Marc Destefano, and Jonathan Mintz.
Conditions of Engagement in Game Simulation: Contexts of Gender,
Culture and Age. Digra. 2003.
2. Wirth, Richard. Game Studies: The Psychology of the ‘Player’.
Leonardo Online. 2 November 2014.
3. Bartle, Richard. Hearts, Clubs, Diamonds, Spades: Players Who Suit
Muds. 1996.
4. Yee, Nicholas. A Model of Player Motivations. The Daedalus Project.
March 13, 2005.
Texts in Focus 1
4. 5. Yee, Nicholas. Why We Quit. The Daedalus Project. Feb. 11, 2003.
6. Stewart, Bart. Personality and Player Styles: A Unified Model.
Gamasutra. 2015.
7. Steinkuehler, Constance A. and Dmitri Williams. “Where Everybody
Knows Your (Screen) Name: Online Games as Third Places. Journal of
Computer-Mediated Communication, 11(4), 9 October 2006.
8. Yee, Nicholas. Befriending Ogres and Wood Elves: Understanding
Relationship Formation in MMORPG. October 2002.
Texts in Focus 2
5. 9. Yee, Nick and Jeremy Bailenson. The Proteus Effect: The Effect of
Transformed Self-Representation on Behavior. Human
Communication Research. 2007.
10. Taylor, Nicholas, Chris Kampe, and Kristina Bell. Me and Lee:
Identification and the Play of Attraction in The Walking Dead. Game
Studies. July 2015.
11. Madigan, Jamie. The Psychology of Video Game Avatars. Psychology
of Games. Nov. 29, 2013.
12. Warpefelt, Henrik, Magnus Johansson, and Harko Verhagen. The
Believability of Game Character Behavior Using the Game Agent
Matrix. Digra. 2013.
13. Isbister. Katherine. Better Game Characters by Design: A
Psychological Approach. Elsevier. 2006.
Texts in Focus 3
7. “New work has dramatically
demonstrated the critical role of
safety in video games, universally
considered to be a ‘low level’ need
of human beings.”
-- Nobel, Ruiz, Destefano, and Mintz
Conditions of Engagement in Game
Simulations (2003)
Maslow’s Hierarchy of Needs 1
8. “There’s the feeling of safety that
goes along with the sense of
detachment when a player controls
an on-screen avatar, or even a voice
in a chat room. Players are more
willing to act out their fantasies, and
will often lower the barriers that they
have erected for use in face-to-face
conversation.”
-- Nobel, Ruiz, Destefano, and Mintz
Conditions of Engagement in Game
Simulations (2003)
Maslow’s Hierarchy of Needs 2
9. “Digital games have enormous potential for acting like digital Skinner
boxes. The reinforcement model focuses attention on two issues: the
reinforcement structure of the game, the frequency, immediacy, and
schedule of reinforcement; and the sources of reinforcement built into the
game, including opportunities for victory, problem solving, and social
interaction. Extensive research with operant conditioning makes it clear
that the power of [operant] conditioning is the frequency with which
reinforcing events takes place, and the immediacy with which
reinforcement follows the behavioral event” (p. 9).
-- Nobel, Ruiz, Destefano, and Mintz
Conditions of Engagement in Game Simulations (2003)
Operant Conditioning Reinforcement
10. ● Fixed Ratio Schedule - Pluck grass
15 times to find 1 treasure (15
activity level per reward).
● Variable Ratio Schedule - Pluck
grass 15 times for a chance to find
1 treasure (15 activity level per
random reward).
● Extinction - Stop giving rewards
(leads to behavioral contrast).
● Avoidance - Does an activity to
avoid pain.
● Frequency Ratio + Probability
motivate players to keep playing.
Schedules of Reinforcement
11. “Studies such as Zhong (2011) out of Guangzhou’s Sun Yat-Sen University
have shown that there are several interesting relationships between
online and offline socialization. This and other studies have corroborated
findings that online collective play have highly significant positive effects
on offline civic engagement, and various online social structures can grant
enhanced skills in social bridging and bonding.”
-- Richard Wirth
Game Studies: The Psychology of the Player (2014)
Forming Social Relationships
12. “By providing spaces for social interaction and relationships beyond the
workplace and home, MMOs have the capacity to function as one form of
a new ‘third place’ for informal sociability much like the pubs, coffee
shops, and other hangouts of old. Moreover, participation in such virtual
‘‘third places’’ appears particularly well suited to the formation of bridging
social capital (Putnam, 2000), social relationships that, while not providing
deep emotional support per se, typically function to expose the individual
to a diversity of worldviews.”
-- Constance A. Steinkeuhler and Dmitri Williams
Where Everyone Knows Your Screen Name (2006)
Virtual Spaces as Third Spaces
13. “Traditionally, the structures that work to establish and build trust were
found in social institutions and societies at large. According to Giddens
(1991) however, trust today is more a product of personal, individual
interactions and commitments. This is largely due to the removal of
unions, clans, and the concept of the neighborhood, thus leaving people
to fend for themselves in society at large. This is not dissimilar to how
MMORPG socialization functions, as frequently an individual player must
work their way through the online world alone, with the only existing
social structures being guilds and player cliques.”
-- Richard Wirth
Game Studies: The Psychology of the Player (2014)
Building Trust
14. “While it may come as a surprise to many people, studies have shown
that people are more likely to be honest and forth-coming on personal
issues when asked over a computer-mediated communication channel as
opposed to a face to face setting. When clinical psychologists first began
to use computers as part of the initial screening interview process for new
patients, they noticed that patients were oftentimes more forthcoming
when typing their responses to a computer rather than telling them to the
clinician face to face. In other words, even though the end audience was
the clinician in both cases, patients were more likely to be honest and
revealing when the communication was mediated by a computer
(Walther, 1996).”
-- Nicholas Yee
Befriending Elfs and Woodland Creatures (2002)
Truthfulness, Media, and Relationship 1
15. “Part of the rationale for why this occurs is that the absence of another
person judging and reacting to the speaker's words as they type makes it
easier to disclose personal issues. Anecdotally, many people who use
instant messaging systems (such as AIM or MSN) are able to talk about
more personal issues even if it is to someone who they know in real-life. In
both cases, the asynchronous nature of the communication channel as
well as the absence of another person who judges the speaker
instantaneously, with a full repertoire of facial expressions, probably
makes the speaker feel more comfortable with disclosing personal
information.
-- Nicholas Yee
Befriending Elfs and Woodland Creatures (2002)
Truthfulness, Media, and Relationship 2
16. ● Feel boredom and repetition in a game.
● Feel that game = work, responsibility, stress, worries.
● Feel that game lacks long term goal.
● Feel frustrated by problems that arose from social relationships.
● Perceive game to lack complexity or “true role-play.”
● Lose interest when game is full of bugs and balancing problems.
● Feel frustrated by bad customer service or company attitude.
● Fear addiction to game.
-- Nicholas Yee
Why We Quit (2003)
When We Quit Playing
18. ● Achievers - “Players give themselves game-related goals, and
vigorously set out to achieve them. This usually means accumulating
and disposing of large quantities of high-value treasure, or cutting a
swathe through hordes of mobiles.”
● Explorers - “Players try to find out as much as they can about the
virtual world.”
● Socializers - “Players use the game's communicative facilities, and
apply the role-playing that these engender, as a context in which to
converse (and otherwise interact) with their fellow players.”
● Killers (Imposers) - “Players use the tools provided by the game to
cause distress to (or, in rare circumstances, to help) other players.”
-- Richard Bartle
Hearts, Clubs, Diamonds, Spades (1996)
Bartle’s Player Types
19. “1. Proposed components of each Type may not be related. For example,
Bartle proposes that role-playing and socialization both fall under the
same Type, but they may not be highly-correlated.
2. Proposed Types may overlap with each other. For example, aren't
members of raid-oriented guilds both Achievers and Socializers? But in
Bartle's Types, they are on opposite corners of the model.
3. The purely theoretical model provides no means to assess players as to
what Type they are. But more importantly, without resolving the problem
in (1), any attempted assessment of players based on this model might be
creating player types rather than measuring them.”
-- Nicholas Yee
A Model of Player Motivation (2005)
Limitations of Bartle’s Theoretical Model
20. -- Nicholas Yee
A Model of Player Motivation (2005)
Measurement of Player Types
26. “The Greek God Proteus is notable for being the origin of the adjective
‘protean’—the ability to take on many different self representations. And
although extreme self-transformations are expensive (e.g., cosmetic
surgery) or difficult to perform (e.g., gender reassignment surgery) on our
physical bodies, nowhere is self-representation more flexible and easy to
transform than in virtual environments where users can choose or
customize their own avatars—digital representations of themselves.”
-- Nicholas Yee and Jeremy Bailenson
“The Proteus Effect” (2007)
Greek God Proteus and Avatars
27. “The avatar is not simply a uniform that is worn, the avatar is our entire
self representation. Although the uniform is one of many identity cues …
the avatar is the primary identity cue in online environments. Thus, we
might expect that our avatars have a significant impact on how we
behave online. Users who are deindividuated in online environments may
adhere to a new identity that is inferred from their avatars. And in the
same way that subjects in black uniforms conform to a more aggressive
identity, users in online environments may conform to the expectations
and stereotypes of the identity of their avatars. Or more precisely, in line
with self-perception theory, they conform to the behavior that they believe
others would expect them to have. We term this the Proteus Effect.”
-- Nicholas Yee and Jeremy Bailenson
“The Proteus Effect” (2007)
The Proteus Effect (Self-Perception Theory)
29. “Researchers have found that the ability to create idealized versions of
ourselves is strongly connected to how much we enjoy the game, how
immersed we become, and how much we identify with the avatar.
Assistant professor Seung-A ‘Annie’ Jin, who works at Emerson College’s
Marketing Communication Department, did a series of experiments with
Nintendo Miis and Wii Fit.1
She found that players who were able to
create a Mii that was approximately their ideal body shape generally felt
more connected to that avatar and also felt more capable of changing
their virtual self’s behavior – a fancy way of saying that the game felt
more interactive and immersive.”
-- Jamie Madigan
“The Psychology of Video Game Avatars” (2013)
Player/Avatar Creation and Immersion
30. “Our analysis [attempts] to articulate processes of player/avatar affiliation
according to the factors—more accurately, the Deleuzian “attractors”
(DeLanda, 2011)—that influence these processes. Attractors represent
particular tendencies sedimented over time rather than concrete things
(DeLanda, 2011); beginning from the recognition that affiliation is a
dynamic performance rather than a singular state of identification with an
avatar (Giddings and Kennedy, 2008; Linderoth, 2005), our framework
allows us to better understand how this performance is influenced at
different times by different forces.”
-- Taylor, Kempe, and Bell
“Me and Lee” (2015)
Player Identity as Dynamic Performance of
Affiliation
31. “The player/avatar relationship [is one] in terms of flux and
indeterminacy—arising from the “push-pull” of agency across an
assemblage of human and non-human actors (Giddings and Kennedy,
2008)—rather than as a fixed state.”
-- Taylor, Kempe, and Bell
“Me and Lee” (2015)
Player/Avatar Relationship
33. ● “Dominance or submissiveness (patterns
of holding or avoiding direct eye contact),
● where a person’s attention is at the
moment,
● flirtation,
● interest in beginning a conversation (or
desire to avoid one),
● an invitation for one’s conversation
partner to take a turn in the dialogue,
● active listening, and
● pondering of a point” (p. 145).
-- Katherine Isbister
“Better Game Characters by Design” (2006)
Face - Timing and Direction of the Gaze
34. “As people scan others’ faces for emotional expressions, their own faces
involuntarily respond. Mirroring the expression on another’s face with your
own helps establish connection and demonstrates empathy” (p. 149).
“Curiously, this mirroring can have an impact on our own emotions (see
Figure 5.9). Making a face seems to trigger the emotion that is ‘faked.’
The facial feedback hypothesis, first proposed by Darwin, has been tested
in modern times with a rather ingenious study” (p. 149).
-- Katherine Isbister
“Better Game Characters by Design” (2006)
Face - Empathy and Emotional Feedback
36. “Social scientists refer to the information that is not conveyed by the
words in speech as paralinguistic cues. A large proportion of the meaning
in everyday conversation emerges through paralinguistic cues—shifts in
voice quality while speaking, pauses, grunts, and other nonlinguistic
utterances. Paralinguistic cues play an even bigger role in communication
between people who already know each other well—a well-placed sigh or
lack of a heartfelt tone conveys volumes. To make characters seem richly
human in their communication, then, a designer should have a solid
understanding of what they are conveying with how they say things” (p.
184).
-- Katherine Isbister
“Better Game Characters by Design” (2006)
Voice and Paralinguistic Cues
37. “For example, gender and age come across in voice because of physical
qualities of the person’s vocal equipment itself (which can be a problem
for people whose voices fall outside the usual range for their gender or
age group). Mood and emotion are signalled involuntarily (at least in part)
because of changes in vocal production as the person’s nervous system
reacts—for example, the dry mouth and speedier heart rate of anxiety
also have effects on the muscles in the larynx and on breathing itself.
However, a person can also mold the tone of his or her voice in some
ways, adopting a pacifying, pleading, arrogant, or neutral tone of voice
using intonation and rhythm (referred to as prosody by researchers).
Failing to adopt the proper social tone of voice is a communication in and
of itself.” (p. 184). --
Katherine Isbister
“Better Game Characters by Design” (2006)
Voice and Prosody
42. Lecture By:
Sherry Jones
Philosophy | Rhetoric | Game Studies | Game Design & Psychology
@autnes
Writings & Webcasts
Link to Slides: http://bit.ly/gamepsych3