This is the presentation of my MA thesis "Playing (with) Educational Games: First and Second Order Gaming", held on Nov 11th 2009.
The complete thesis will be downloadable at http://blogs.epb.uni-hamburg.de/metagames/
Keynote presentation at the ICEPOPS 2019 conference (https://copyrightliteracy.org/upcoming-events/icepops-international-copyright-literacy-event-with-playful-opportunities-for-practitioners-and-scholars/)
Fear of failure, fear of not being taken seriously, fear of
not being an expert or ‘knowing enough’ can halt and
obstruct learning at all levels. Charlie will be sharing
her experiences of creating a lusory attitude or playful
environment to empower learners (from
undergraduates to tenured staff) to experiment and
engage with copyright concepts and practices away
from fear and apprehension.
This is then followed with an interactive, games based learning OER Board Game Jam session.
Did a crash course in User Experience for participants at the iCube Innovation startup bootcamp. Credit to Mark Billinghurst and Aga Szostek for their knowledge (and slides).
COMP4010 Lecture 5 taught by Bruce Thomas at University of South Australia on August 24th 2017. This class was about using Interaction Design techniques for developing effective VR interfaces. Slides by Mark Billinghurst.
Keynote presentation at the ICEPOPS 2019 conference (https://copyrightliteracy.org/upcoming-events/icepops-international-copyright-literacy-event-with-playful-opportunities-for-practitioners-and-scholars/)
Fear of failure, fear of not being taken seriously, fear of
not being an expert or ‘knowing enough’ can halt and
obstruct learning at all levels. Charlie will be sharing
her experiences of creating a lusory attitude or playful
environment to empower learners (from
undergraduates to tenured staff) to experiment and
engage with copyright concepts and practices away
from fear and apprehension.
This is then followed with an interactive, games based learning OER Board Game Jam session.
Did a crash course in User Experience for participants at the iCube Innovation startup bootcamp. Credit to Mark Billinghurst and Aga Szostek for their knowledge (and slides).
COMP4010 Lecture 5 taught by Bruce Thomas at University of South Australia on August 24th 2017. This class was about using Interaction Design techniques for developing effective VR interfaces. Slides by Mark Billinghurst.
The Glass Class: Rapid Prototyping for Wearable ComputersMark Billinghurst
Talk that was to be given by Mark Billinghurst at the AWE New York conference on March 25th 2014. Unfortunately, due to technical problems this wasn't able to go ahead.
Developed the Inventory Management System for ERP Implementing in Manufacturi...Sushil kumar Choudhary
This paper deals with development of inventory management system for a manufacturing Industry. The developed software System is easy to use, less time consuming & all detail about the inventory items & transaction status. Enterprise Resource Planning (ERP) software presents a frame work for organizations to better utilize their processes. The report is about windows based application. The Front-end is developed using Visual Basic. A visual programming environment provides all features that are required to develop graphical user interface as ready to use components. The programmer does not have to write code to create and display commonly required user-friendly features each time around. The Backend used is SQL server database that ensures total security and no data loss or corruption. The database management systems are warehouses of information, where large amount of data can be stored. The Reports are developed using Crystal Report. Crystal Reports is the standard reporting tool for Visual Studio .NET. It brings the ability to create interactive, presentation-quality content; to the .NET platform. Crystal report is an integral part of the Visual Studio .NET environment. The main idea of this paper is to handle the all details of inventory management system. In this software package has been developed to smoothen the processing of item transaction in inventory such as item receive, item issue & report generation such as stock statement, issue register & receive register etc. This Software will help in automating all the process like receiving and issuing application in inventory.
Fun-Wey and Associates will present a brief overview of the anxiety-causing disorders experienced in the classroom by many of today’s children. You will learn how anxiety may manifest in your child, to recognize the symptoms, and what to do about it.
Our panel of experts, will review techniques for handling anxiety – based behaviours, ways to get support from your child’s teachers and schools and tools for helping yourchild overcome his or her fears. http://fun-wey.com/2013/05/childhood-anxiety-presentation/
The Glass Class: Rapid Prototyping for Wearable ComputersMark Billinghurst
Talk that was to be given by Mark Billinghurst at the AWE New York conference on March 25th 2014. Unfortunately, due to technical problems this wasn't able to go ahead.
Developed the Inventory Management System for ERP Implementing in Manufacturi...Sushil kumar Choudhary
This paper deals with development of inventory management system for a manufacturing Industry. The developed software System is easy to use, less time consuming & all detail about the inventory items & transaction status. Enterprise Resource Planning (ERP) software presents a frame work for organizations to better utilize their processes. The report is about windows based application. The Front-end is developed using Visual Basic. A visual programming environment provides all features that are required to develop graphical user interface as ready to use components. The programmer does not have to write code to create and display commonly required user-friendly features each time around. The Backend used is SQL server database that ensures total security and no data loss or corruption. The database management systems are warehouses of information, where large amount of data can be stored. The Reports are developed using Crystal Report. Crystal Reports is the standard reporting tool for Visual Studio .NET. It brings the ability to create interactive, presentation-quality content; to the .NET platform. Crystal report is an integral part of the Visual Studio .NET environment. The main idea of this paper is to handle the all details of inventory management system. In this software package has been developed to smoothen the processing of item transaction in inventory such as item receive, item issue & report generation such as stock statement, issue register & receive register etc. This Software will help in automating all the process like receiving and issuing application in inventory.
Fun-Wey and Associates will present a brief overview of the anxiety-causing disorders experienced in the classroom by many of today’s children. You will learn how anxiety may manifest in your child, to recognize the symptoms, and what to do about it.
Our panel of experts, will review techniques for handling anxiety – based behaviours, ways to get support from your child’s teachers and schools and tools for helping yourchild overcome his or her fears. http://fun-wey.com/2013/05/childhood-anxiety-presentation/
"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
Discursive Game Design or: Game Design as Cultural PracticeStefan Werning
The slides outline Discursive Game Design as a conceptual framework, that frames game design in four distinct ways: a) as cultural practice, b) as play, c) as persuasive communication, and d) as a research heuristic in its own right.
In this talk I will examine how the play-element of videogames is deconstructed to try to bring fun back to real life. Games are reality-broken technologies in the sense that they are rule-bound elements that constraint action. Videogames are game-mediated technologies that take advantage of ICT to create more compelling user experiences. Two modern approaches, gamification and playful design, extract the constituent elements of videogames and take them to other non-game contexts to engage users and motivate action. Examples as well as theoretical approaches from game theory and the psychology of motivation will be presented to conceptualize this new level of brokenness. I will argue that this new attempt to bring fun back to everyday activities reflects an underlying brokenness in reality. This new framework addresses the multistability of game technologies and reality.
Foursquare games platform: a new income for Foursquare!Thomas Joie
From a location-based network to the social gaming network! How Foursquare will be the leader of location-based games and the social network for those who want to have fun!
Meaningful play 2014 chris yap slides pd fv_01Christopher Yap
(Presented at the International Academic Conference on Meaningful Play 2014, Michigan State Univ. Oct 17, 2014)
The concept of emergence--that a certain thing may emerge from several distinct (and not necessarily related) parts, which is different, larger in scope, and mostly originally unintended or expected--exists in many fields such as Philosophy, Information Science, and biology. With respect to the modern video game, emergence can potentially manifest as emergent narrative and/or emergent gameplay. Furthermore, emergence in games can potentially manifest through true technological, procedurally-generated gameplay and/or a game design which encourages emergence from the game elements within the mind of the player.
In this paper, we engage in a critical discussion about what it means for an interactive video game to have emergence. Firstly, we will be briefly discussing what emergence means to other scientific disciplines, and in doing so delineate specifically how we will be using the term "Emergent" in reference to interactive video games. We then frame the discussion of Emergence in games by considering a range of recent video game examples, and a close critical look at the indie games Papers, Please and Gone Home. From these analyses, we propose a concept of "Player-side emergence in games," in which emergence in the form of narrative is expressible and observable in games as the result of the current technological capabilities of games, which relies not on the game software itself, but rather upon the complex system of the human mind for reconstruction of the game experience and a subsequent expression of emergence. In this proposed concept, the constituent narrative pieces offered by a game can be expressed emergently as a unified, overall game narrative experience by the player mind. Based on this concept, we propose that emergence in a game need not wait or rely upon the advent of a truly, technology-based procedurally-generated platform, but rather can be an expression of player-side experiential reconstruction. We conclude that emergent narrative between video game and player can manifest so long as a human player can be encouraged via the game's mechanics towards an overall narrative reconstruction whose blueprint does not wholly originate from the source game, and we also contend that such an emergent design consideration can be potentially useful for designers who are trying to deal with the trade-off of Ludo-Narrative Dissonance in their games.
"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
This Lecture will look at the theories of Johan Huizinga and the Magic Circle and interogate it through the practice of Augmented and Alternative Reality Gaming as a form of New Media Storytelling
Workshop - Blogs als Portfoliowerkzeug (Tutorenschulung WS2013)Wey-Han Tan
Dies ist die Präsentation zum Portfolio-Konzept des Teilprojekt 32 des Universitätskollegs der Universität Hamburg. Das eingesetzte Portfolio folgt den Prinzipien des prozessorientierten Reflexionsportfolios, die technische Umsetzung erfolgt über Wordpress-Blogs.
Wey-Han Tan: Seminareinfuehrung "Spielend Lernen?", WS2011Wey-Han Tan
Folien zur Einführung in das Seminar im WS 2011, "Spielend Lernen? Struktur und Funktion von (Lern)Spielen". BA-Studium Erziehungswissenschaft, Fakultät EPB, Universität Hamburg.
W.Tan: "Challenge Everything" - Spiele erster und zweiter Ordnung. Das Comput...Wey-Han Tan
Computerspiele als ‘realistische’ Simulationen finden zunehmend Verwendung als Alltagsflucht, als Werbe- oder Lehrmittel und letztlich auch als Politikum. Zu betrachten sind aber nicht nur die offensichtlichen Szenarien der Spiele oder das Verhalten, welches sie als Teilnahme- und ggf. Siegesbedingung einfordern, sondern auch ihre Position als potenziell utopischer Deutungs- und Handlungsraum. Spiele erleichtern und benötigen eine spezifische Veränderung der Wahrnehmung und des Verhaltens. Was bedeutet dies für Computerspiele wie z.B. ‘Counterstrike’, ‚Physikus’ oder ‘Die Sims’?
Vortrag aus der Ringvorlesung "Medien und Bildung" der Universität Hamburg, Juli 2007.
Young Tom Selleck: A Journey Through His Early Years and Rise to Stardomgreendigital
Introduction
When one thinks of Hollywood legends, Tom Selleck is a name that comes to mind. Known for his charming smile, rugged good looks. and the iconic mustache that has become synonymous with his persona. Tom Selleck has had a prolific career spanning decades. But, the journey of young Tom Selleck, from his early years to becoming a household name. is a story filled with determination, talent, and a touch of luck. This article delves into young Tom Selleck's life, background, early struggles. and pivotal moments that led to his rise in Hollywood.
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Early Life and Background
Family Roots and Childhood
Thomas William Selleck was born in Detroit, Michigan, on January 29, 1945. He was the second of four children in a close-knit family. His father, Robert Dean Selleck, was a real estate investor and executive. while his mother, Martha Selleck, was a homemaker. The Selleck family relocated to Sherman Oaks, California. when Tom was a child, setting the stage for his future in the entertainment industry.
Education and Early Interests
Growing up, young Tom Selleck was an active and athletic child. He attended Grant High School in Van Nuys, California. where he excelled in sports, particularly basketball. His tall and athletic build made him a standout player, and he earned a basketball scholarship to the University of Southern California (U.S.C.). While at U.S.C., Selleck studied business administration. but his interests shifted toward acting.
Discovery of Acting Passion
Tom Selleck's journey into acting was serendipitous. During his time at U.S.C., a drama coach encouraged him to try acting. This nudge led him to join the Hills Playhouse, where he began honing his craft. Transitioning from an aspiring athlete to an actor took time. but young Tom Selleck became drawn to the performance world.
Early Career Struggles
Breaking Into the Industry
The path to stardom was a challenging one for young Tom Selleck. Like many aspiring actors, he faced many rejections and struggled to find steady work. A series of minor roles and guest appearances on television shows marked his early career. In 1965, he debuted on the syndicated show "The Dating Game." which gave him some exposure but did not lead to immediate success.
The Commercial Breakthrough
During the late 1960s and early 1970s, Selleck began appearing in television commercials. His rugged good looks and charismatic presence made him a popular brand choice. He starred in advertisements for Pepsi-Cola, Revlon, and Close-Up toothpaste. These commercials provided financial stability and helped him gain visibility in the industry.
Struggling Actor in Hollywood
Despite his success in commercials. breaking into large acting roles remained a challenge for young Tom Selleck. He auditioned and took on small parts in T.V. shows and movies. Some of his early television appearances included roles in popular series like Lancer, The F.B.I., and Bracken's World. But, it would take a
Experience the thrill of Progressive Puzzle Adventures, like Scavenger Hunt Games and Escape Room Activities combined Solve Treasure Hunt Puzzles online.
_7 OTT App Builders to Support the Development of Your Video Applications_.pdfMega P
Due to their ability to produce engaging content more quickly, over-the-top (OTT) app builders have made the process of creating video applications more accessible. The invitation to explore these platforms emphasizes how over-the-top (OTT) applications hold the potential to transform digital entertainment.
Matt Rife Cancels Shows Due to Health Concerns, Reschedules Tour Dates.pdfAzura Everhart
Matt Rife's comedy tour took an unexpected turn. He had to cancel his Bloomington show due to a last-minute medical emergency. Fans in Chicago will also have to wait a bit longer for their laughs, as his shows there are postponed. Rife apologized and assured fans he'd be back on stage soon.
https://www.theurbancrews.com/celeb/matt-rife-cancels-bloomington-show/
At Digidev, we are working to be the leader in interactive streaming platforms of choice by smart device users worldwide.
Our goal is to become the ultimate distribution service of entertainment content. The Digidev application will offer the next generation television highway for users to discover and engage in a variety of content. While also providing a fresh and
innovative approach towards advertainment with vast revenue opportunities. Designed and developed by Joe Q. Bretz
Orpah Winfrey Dwayne Johnson: Titans of Influence and Inspirationgreendigital
Introduction
In the realm of entertainment, few names resonate as Orpah Winfrey Dwayne Johnson. Both figures have carved unique paths in the industry. achieving unparalleled success and becoming iconic symbols of perseverance, resilience, and inspiration. This article delves into the lives, careers. and enduring legacies of Orpah Winfrey Dwayne Johnson. exploring how their journeys intersect and what we can learn from their remarkable stories.
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Early Life and Backgrounds
Orpah Winfrey: From Humble Beginnings to Media Mogul
Orpah Winfrey, often known as Oprah due to a misspelling on her birth certificate. was born on January 29, 1954, in Kosciusko, Mississippi. Raised in poverty by her grandmother, Winfrey's early life was marked by hardship and adversity. Despite these challenges. she demonstrated a keen intellect and an early talent for public speaking.
Winfrey's journey to success began with a scholarship to Tennessee State University. where she studied communication. Her first job in media was as a co-anchor for the local evening news in Nashville. This role paved the way for her eventual transition to talk show hosting. where she found her true calling.
Dwayne Johnson: From Wrestling Royalty to Hollywood Superstar
Dwayne Johnson, also known by his ring name "The Rock," was born on May 2, 1972, in Hayward, California. He comes from a family of professional wrestlers, with both his father, Rocky Johnson. and his grandfather, Peter Maivia, being notable figures in the wrestling world. Johnson's early life was spent moving between New Zealand and the United States. experiencing a variety of cultural influences.
Before entering the world of professional wrestling. Johnson had aspirations of becoming a professional football player. He played college football at the University of Miami. where he was part of a national championship team. But, injuries curtailed his football career, leading him to follow in his family's footsteps and enter the wrestling ring.
Career Milestones
Orpah Winfrey: The Queen of All Media
Winfrey's career breakthrough came in 1986 when she launched "The Oprah Winfrey Show." The show became a cultural phenomenon. drawing millions of viewers daily and earning many awards. Winfrey's empathetic and candid interviewing style resonated with audiences. helping her tackle diverse and often challenging topics.
Beyond her talk show, Winfrey expanded her empire to include the creation of Harpo Productions. a multimedia production company. She also launched "O, The Oprah Magazine" and OWN: Oprah Winfrey Network, further solidifying her status as a media mogul.
Dwayne Johnson: From The Ring to The Big Screen
Dwayne Johnson's wrestling career took off in the late 1990s. when he became one of the most charismatic and popular figures in WWE. His larger-than-life persona and catchphrases endeared him to fans. making him a household name. But, Johnson had ambitions beyond the wrestling ring.
In the early 20
Meet Dinah Mattingly – Larry Bird’s Partner in Life and Loveget joys
Get an intimate look at Dinah Mattingly’s life alongside NBA icon Larry Bird. From their humble beginnings to their life today, discover the love and partnership that have defined their relationship.
Tom Selleck Net Worth: A Comprehensive Analysisgreendigital
Over several decades, Tom Selleck, a name synonymous with charisma. From his iconic role as Thomas Magnum in the television series "Magnum, P.I." to his enduring presence in "Blue Bloods," Selleck has captivated audiences with his versatility and charm. As a result, "Tom Selleck net worth" has become a topic of great interest among fans. and financial enthusiasts alike. This article delves deep into Tom Selleck's wealth, exploring his career, assets, endorsements. and business ventures that contribute to his impressive economic standing.
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Early Life and Career Beginnings
The Foundation of Tom Selleck's Wealth
Born on January 29, 1945, in Detroit, Michigan, Tom Selleck grew up in Sherman Oaks, California. His journey towards building a large net worth began with humble origins. , Selleck pursued a business administration degree at the University of Southern California (USC) on a basketball scholarship. But, his interest shifted towards acting. leading him to study at the Hills Playhouse under Milton Katselas.
Minor roles in television and films marked Selleck's early career. He appeared in commercials and took on small parts in T.V. series such as "The Dating Game" and "Lancer." These initial steps, although modest. laid the groundwork for his future success and the growth of Tom Selleck net worth. Breakthrough with "Magnum, P.I."
The Role that Defined Tom Selleck's Career
Tom Selleck's breakthrough came with the role of Thomas Magnum in the CBS television series "Magnum, P.I." (1980-1988). This role made him a household name and boosted his net worth. The series' popularity resulted in Selleck earning large salaries. leading to financial stability and increased recognition in Hollywood.
"Magnum P.I." garnered high ratings and critical acclaim during its run. Selleck's portrayal of the charming and resourceful private investigator resonated with audiences. making him one of the most beloved television actors of the 1980s. The success of "Magnum P.I." played a pivotal role in shaping Tom Selleck net worth, establishing him as a major star.
Film Career and Diversification
Expanding Tom Selleck's Financial Portfolio
While "Magnum, P.I." was a cornerstone of Selleck's career, he did not limit himself to television. He ventured into films, further enhancing Tom Selleck net worth. His filmography includes notable movies such as "Three Men and a Baby" (1987). which became the highest-grossing film of the year, and its sequel, "Three Men and a Little Lady" (1990). These box office successes contributed to his wealth.
Selleck's versatility allowed him to transition between genres. from comedies like "Mr. Baseball" (1992) to westerns such as "Quigley Down Under" (1990). This diversification showcased his acting range. and provided many income streams, reinforcing Tom Selleck net worth.
Television Resurgence with "Blue Bloods"
Sustaining Wealth through Consistent Success
In 2010, Tom Selleck began starring as Frank Reagan i
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240529_Teleprotection Global Market Report 2024.pdfMadhura TBRC
The teleprotection market size has grown
exponentially in recent years. It will grow from
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growth rate (CAGR) of 26.0%.
Barbie Movie Review - The Astras.pdffffftheastras43
Barbie Movie Review has gotten brilliant surveys for its fun and creative story. Coordinated by Greta Gerwig, it stars Margot Robbie as Barbie and Ryan Gosling as Insight. Critics adore its perky humor, dynamic visuals, and intelligent take on the notorious doll's world. It's lauded for being engaging for both kids and grown-ups. The Astras profoundly prescribes observing the Barbie Review for a delightful and colorful cinematic involvement.https://theastras.com/hca-member-gradebooks/hca-gradebook-barbie/
Modern Radio Frequency Access Control Systems: The Key to Efficiency and SafetyAITIX LLC
Today's fast-paced environment worries companies of all sizes about efficiency and security. Businesses are constantly looking for new and better solutions to solve their problems, whether it's data security or facility access. RFID for access control technologies have revolutionized this.
Modern Radio Frequency Access Control Systems: The Key to Efficiency and Safety
Wey-Han Tan Thesis Presentation
1. Thesis Presentation
Playing (with) Educational Games
First and Second Order Gaming
Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
2. Games and play | First order gaming | Second order gaming
Starting points
Guiding questions
• Promises of game based learning:
What are the traits of game and play?
• Educational game design:
How to achieve an integrated experience?
• Game contents and games as medium:
How to challenge criticism and change?
Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
3. Games and play | First order gaming | Second order gaming
Pathways
What this thesis is about
• 1. Games and play
Virtuality, expressive choice, repeatability
• 2. First order gaming
Integrated educational game design
• 3. Second order gaming
Metagaming, transmediality, unusability
Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
4. Games and play | First order gaming | Second order gaming
1. Games and play
Important game traits
• Virtuality
• Expressive choice
• Repeatability
Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
5. Games and play | First order gaming | Second order gaming
Virtuality
A game breaks, makes and takes ‚reality‘.
«Playing is a complex sequence of anarchistic
toying, innovative game creation and rule-
complying gaming, of turning aspects of reality
into virtuality.» [p.8]
Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
6. Games and play | First order gaming | Second order gaming
Virtuality
A game breaks, makes and takes ‚reality‘.
«Playing is a complex sequence of anarchistic
toying, innovative game creation and rule-
complying gaming, of turning aspects of reality
into virtuality.» [p.8]
Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
7. Games and play | First order gaming | Second order gaming
Virtuality
A game breaks, makes and takes ‚reality‘.
«Playing is a complex sequence of anarchistic
toying, innovative game creation and rule-
complying gaming, of turning aspects of reality
into virtuality.» [p.8]
Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
8. Games and play | First order gaming | Second order gaming
Virtuality
A game breaks, makes and takes ‚reality‘.
«Playing is a complex sequence of anarchistic
toying, innovative game creation and rule-
complying gaming, of turning aspects of reality
into virtuality.» [p.8]
Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
9. Games and play | First order gaming | Second order gaming
Expressive choice
A game is a sequence of decisions.
«Playing is about choices and the communication
of these choices: What I choose to do within a
game – and that I choose to be in a game in the
first place.» [p.8]
Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
10. Games and play | First order gaming | Second order gaming
Expressive choice
A game is a sequence of decisions.
«Playing is about choices and the communication
of these choices: What I choose to do within a
game – and that I choose to be in a game in the
first place.» [p.8]
Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
11. Games and play | First order gaming | Second order gaming
Expressive choice
A game is a sequence of decisions.
«Playing is about choices and the communication
of these choices: What I choose to do within a
game – and that I choose to be in a game in the
first place.» [p.8]
Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
12. Games and play | First order gaming | Second order gaming
Expressive choice
A game is a sequence of decisions.
«Playing is about choices and the communication
of these choices: What I choose to do within a
game – and that I choose to be in a game in the
first place.» [p.8]
Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
13. Games and play | First order gaming | Second order gaming
Repeatability
A game is played often - but is always different.
« (...) playing is not about finding the one true
path, but about mapping the terrain.» [p.16]
„The Sims“
Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
14. Games and play | First order gaming | Second order gaming
Repeatability
A game is played often - but is always different.
« (...) playing is not about finding the one true
path, but about mapping the terrain.» [p.16]
„The Sims“
Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
15. Games and play | First order gaming | Second order gaming
Repeatability
A game is played often - but is always different.
« (...) playing is not about finding the one true
path, but about mapping the terrain.» [p.16]
„The Sims“
Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
16. Games and play | First order gaming | Second order gaming
2. First order gaming
Integrated educational game design
• Moderat constructivist approaches
• Narrative design
• Rule design
• Problem: bias of design
Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
17. Games and play | First order gaming | Second order gaming
Theories
Moderate constructivist approaches
• Situated cognition (Brown et al.)
Culturally embedded knowledge acquisition
• Anchored instruction (Bransford et al.)
Narrative delivery of problem and method
• Cognitive flexibility (Spiro et al.)
Different perspectives and configurations,
on a complex domain by the same learner
Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
18. Games and play | First order gaming | Second order gaming
Games as micromedium
«While classic media deliver structured information,
games provide a structure for the experimental
formation of structured information.» [p.13]
Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
19. Games and play | First order gaming | Second order gaming
Narrative design
Providing context and meaning
«(...) narratives help understand and play (...)
games, and render moves and strategies
expectable, understandable, and meaningful,
while at the same time stabilising the culture
the game is played in.» [p.20]
Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
20. Games and play | First order gaming | Second order gaming
Narrative design
Providing context and meaning
What... Destroy
TradeHunting
War Teams
Progress
Competition
Growth
1. Visual and behaviour association
Gathering
2. Micronarrative
Protect
3. The Vantage Point
4. The Path
5. The Tree
How... 6. The Garden
7. The Field
8. The Market
9. The World
Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
21. Games and play | First order gaming | Second order gaming
Rule design
‚Objective‘ boundaries and consequences
«If the closed, simplified game environment has to
resonate the actual field of application, then the
required mechanics to perceive, judge and act
should do, too.» [p.22]
Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
22. Games and play | First order gaming | Second order gaming
Rule design
‚Objective‘ boundaries and consequences
Mode of cooperation
What is the role of co-players, opponents, allies, or friends?
cooperation | comptition
Mode of jurisdiction
What moves are allowed, and what are the consequences?
algorithmic | interpretative
Role of information
Is possession of knowledge or its generation important?
Examples... depletion | replenishment
Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
23. Games and play | First order gaming | Second order gaming
Rule design
‚Objective‘ boundaries and consequences
Mode of cooperation
What is the role of co-players, opponents, allies, or friends?
cooperation | comptition
Mode of jurisdiction
What moves are allowed, and what are the consequences?
algorithmic | interpretative
Role of information
Is possession of knowledge or its generation important?
Examples... depletion | replenishment
Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
24. Games and play | First order gaming | Second order gaming
Rule design
‚Objective‘ boundaries and consequences
Mode of cooperation
What is the role of co-players, opponents, allies, or friends?
cooperation | comptition
Mode of jurisdiction
What moves are allowed, and what are the consequences?
algorithmic | interpretative
Role of information
Is possession of knowledge or its generation important?
Examples... depletion | replenishment
Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
25. Games and play | First order gaming | Second order gaming
Problem: bias of design
Moderate constructivist approaches
«(...) there is the problem of a cultural bias ingrained
in the choice of fitting rules and narratives (...) that
tend to produce questions already answered. What is
seen as an asset for effective first order game design
is a liability for criticism and reflection in face of a
given, invisible framing.» [p.32]
Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
26. Games and play | First order gaming | Second order gaming
3. Second order gaming
• Radical constructivist approaches
• Metagaming
• Transmediality
• Unusability
Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
27. Games and play | First order gaming | Second order gaming
Theories
Radical constructivist approaches
• (Un)decidable questions (von Foerster)
Creating and/or discovering knowledge
• Medium as formative space (Luhmann)
The (usually) invisible, pre-selected and given
environment of thought, creation and communication
• Contexts, choice & conflicts (Bateson)
Questioning expectations and breaking habits
Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
28. Games and play | First order gaming | Second order gaming
Games as accessible medium
«(...) how to challenge and support a reflective and
creative ‘stepping out’ from within (...) to raise
awareness for the medium “game”, as well as for its
specific limitations, manipulative dangers and
stereotypes (?)» [p.32]
Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
29. Games and play | First order gaming | Second order gaming
Metagaming
Pop up the hood.
• Cheats and walkthroughs
• Exploits and emergent gameplay
• Skinning
• Extensions and conversions
• Integrated (re)creations
Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
30. Games and play | First order gaming | Second order gaming
Metagaming
Pop up the hood.
«With metagaming a game’s frame of reference is
temporarily or indefinitely transcended, modified
and embraced anew.» [p.45]
Exploit Skinning
Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
31. Games and play | First order gaming | Second order gaming
Metagaming
Pop up the hood.
«With metagaming a game’s frame of reference is
temporarily or indefinitely transcended, modified
and embraced anew.» [p.45]
Exploit Skinning
Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
32. Games and play | First order gaming | Second order gaming
Metagaming
Pop up the hood.
«With metagaming a game’s frame of reference is
temporarily or indefinitely transcended, modified
and embraced anew.» [p.45]
Exploit Skinning
Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
33. Games and play | First order gaming | Second order gaming
Transmediality
When it‘s worth to be retold.
«(...) a game created as potential educational toy
should facilitate transmedial play as well as digital
networked game genres would do: Both are accepted
as in principle polymorph, constantly changing in
their forms and inspiring respectively spawning new
ones.» [p.45]
Machinima „Turning real“
Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
34. Games and play | First order gaming | Second order gaming
Transmediality
When it‘s worth to be retold.
«(...) a game created as potential educational toy
should facilitate transmedial play as well as digital
networked game genres would do: Both are accepted
as in principle polymorph, constantly changing in
their forms and inspiring respectively spawning new
ones.» [p.45]
Machinima „Turning real“
Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
35. Games and play | First order gaming | Second order gaming
Transmediality
When it‘s worth to be retold.
«(...) a game created as potential educational toy
should facilitate transmedial play as well as digital
networked game genres would do: Both are accepted
as in principle polymorph, constantly changing in
their forms and inspiring respectively spawning new
ones.» [p.45]
Machinima „Turning real“
Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
36. Games and play | First order gaming | Second order gaming
Unusability
You don‘t want to play it again.
«(...) game design decisions which deliberately
and unbeknownst by the user turn a game
unworkable, aporic, disbalanced and disturbing,
where it should be intuitive to use, guiding, fair
and entertaining.» [p.45]
„September 12th“ „Starpower“
Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
37. Games and play | First order gaming | Second order gaming
Unusability
You don‘t want to play it again.
«(...) game design decisions which deliberately
and unbeknownst by the user turn a game
unworkable, aporic, disbalanced and disturbing,
where it should be intuitive to use, guiding, fair
and entertaining.» [p.45]
„September 12th“ „Starpower“
Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
38. Games and play | First order gaming | Second order gaming
Unusability
You don‘t want to play it again.
«(...) game design decisions which deliberately
and unbeknownst by the user turn a game
unworkable, aporic, disbalanced and disturbing,
where it should be intuitive to use, guiding, fair
and entertaining.» [p.45]
„September 12th“ „Starpower“
Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
39. Games and play | First order gaming | Second order gaming
Conclusion
Media specific design | second order gaming support
• Playing is both a compliant and anarchic
form of perception and action
• First order gaming:
Integrated game design for a consistent
experience of content and game
• Second order gaming:
Challenging games and content to be seen
and treated as created, modifiable toys
Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
40. Games and play | First order gaming | Second order gaming
Leaving the frame of presentation.
Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009