Gaming literacy involves more than just understanding games as systems or stories. It means using games to develop agency through understanding systems, empathy through engaging with stories, and choosing to play in a way that promotes compassion over selfishness or antagonism. Being gaming literate means recognizing that our choices and values in games can impact the future, so we should critically interrogate games and always work to rebel against values that don't promote coexistence.
The game jam workshop ppt Ryan MArtinez and I have used in our game jams for the EDUCAUSE Learning Initiative, and EDUCAUSE National conference workshop. Why and how to design games in a short, one-hour session (four 15-minute sections).
The game jam workshop ppt Ryan MArtinez and I have used in our game jams for the EDUCAUSE Learning Initiative, and EDUCAUSE National conference workshop. Why and how to design games in a short, one-hour session (four 15-minute sections).
We all play games.
A game is a system with rules in which the player tries to win.
We refer in this article to the games we play in life, which are usually not defined as games at.
This talk shares insights identifying common qualities of games that may promote teen thriving with positive psychology practices. iThrive utilized a two-tiered approach to find these qualities and create a road map for developers to design for positive psychology practices. Experts at a series of think tanks, lead by McDonald, deconstructed the positive psychology concepts into guidelines for positive psychology constructs, both in terms of what systems and features might help and harm the promotion of these practices in players. A semester’s long study with design students, lead by Rusch, revealed that games with the strongest positive psychology components were those that had the most emotional impact, and few game features. Insights from both investigations will be shared, including exemplar games that align with a set of positive psychology practices; the common qualities those games share; and design tips for creating products that can support teen thriving.
Positive psychology practices promote positive youth development, but how can these practices be embedded in games? Drawing from insights collected from industry experts and game design students engaged in a semester-long study, we constructed a road map of the qualities of games that might lead to positive psychology habits.
Crafting a Meaningful Experience - Principles of Frostpunk's Game Design ProcessJakub Stokalski
Making games is hard - making them to evoke a particular set of emotions and thoughts that differ from the traditional goal of “fun” is even harder. In this talk, delivered at China Indie Game Developers Conference in Shanghai, I described the design philosophy and process behind crafting Frostpunk - and made an argument why I believe making meaningful games is worthwhile.
"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.
Meeple centred design - Board Game AccessibilityMichael Heron
Delivered at the UK Games Expo on Friday 1st of June, 2018 . In this seminar, Dr Michael Heron and Pauline Belford of Meeple Like Us discuss the topic of board game accessibility and why support for people with disabilities within the tabletop gaming community is important - not just for its own sake, but for all of us.
Pages referenced here:
Meeple Like Us: http://meeplelikeus.co.uk
The Game Accessibility Guidelines: http://gameaccessibilityguidelines.com/
Eighteen Months of Meeple Like Us:
http://meeplelikeus.co.uk/eighteen-months-of-meeple-like-us-an-exploration-into-the-state-of-board-game-accessibility/
Meeple Centred Design: http://meeplelikeus.co.uk/meeple-centred-design-a-heuristic-toolkit-for-evaluating-the-accessibility-of-tabletop-games/
Designing for Creativity and Kindness in GamesMirjam Eladhari
Invited talk given at Vaasa Game Days on the 9th of December 2015.
Content:
- Overview, slide 2
- Case Study 1, Pataphysic Institute Prototype. Background for coming research avenues. slide 8
- Games for Co-creation, Games made in C2Learn project, slide 32,
- Case Study 2, 4Scribes. A Story making game making use of computational creativity techniques for aiding narrative coherence. Slide 39
- Case Study 3, Mind Shadows. A game of kindness. Slide 76
- Make Game Design Part of your Life. Tips, tricks & tools for indie devs. Slide 88
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.
The Four Lenses of Game Making and Social GamesTadhg Kelly
A talk I gave on the Four Lenses of Game Making at the Social Developers London meetup. This version speaks about the pitfalls of social game and gamification design, and asks whether they should be looking at other lenses for inspiration.
Game Mechanics Suck without Narrative - JacobsMelinda Jacobs
An extended version of slides from the very brief ;) presentation in the morning at Gamification Europe 2017. Will maybe upload another updated version sometime next week, with a few more notes translated onto slides. :)
We all play games.
A game is a system with rules in which the player tries to win.
We refer in this article to the games we play in life, which are usually not defined as games at.
This talk shares insights identifying common qualities of games that may promote teen thriving with positive psychology practices. iThrive utilized a two-tiered approach to find these qualities and create a road map for developers to design for positive psychology practices. Experts at a series of think tanks, lead by McDonald, deconstructed the positive psychology concepts into guidelines for positive psychology constructs, both in terms of what systems and features might help and harm the promotion of these practices in players. A semester’s long study with design students, lead by Rusch, revealed that games with the strongest positive psychology components were those that had the most emotional impact, and few game features. Insights from both investigations will be shared, including exemplar games that align with a set of positive psychology practices; the common qualities those games share; and design tips for creating products that can support teen thriving.
Positive psychology practices promote positive youth development, but how can these practices be embedded in games? Drawing from insights collected from industry experts and game design students engaged in a semester-long study, we constructed a road map of the qualities of games that might lead to positive psychology habits.
Crafting a Meaningful Experience - Principles of Frostpunk's Game Design ProcessJakub Stokalski
Making games is hard - making them to evoke a particular set of emotions and thoughts that differ from the traditional goal of “fun” is even harder. In this talk, delivered at China Indie Game Developers Conference in Shanghai, I described the design philosophy and process behind crafting Frostpunk - and made an argument why I believe making meaningful games is worthwhile.
"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.
Meeple centred design - Board Game AccessibilityMichael Heron
Delivered at the UK Games Expo on Friday 1st of June, 2018 . In this seminar, Dr Michael Heron and Pauline Belford of Meeple Like Us discuss the topic of board game accessibility and why support for people with disabilities within the tabletop gaming community is important - not just for its own sake, but for all of us.
Pages referenced here:
Meeple Like Us: http://meeplelikeus.co.uk
The Game Accessibility Guidelines: http://gameaccessibilityguidelines.com/
Eighteen Months of Meeple Like Us:
http://meeplelikeus.co.uk/eighteen-months-of-meeple-like-us-an-exploration-into-the-state-of-board-game-accessibility/
Meeple Centred Design: http://meeplelikeus.co.uk/meeple-centred-design-a-heuristic-toolkit-for-evaluating-the-accessibility-of-tabletop-games/
Designing for Creativity and Kindness in GamesMirjam Eladhari
Invited talk given at Vaasa Game Days on the 9th of December 2015.
Content:
- Overview, slide 2
- Case Study 1, Pataphysic Institute Prototype. Background for coming research avenues. slide 8
- Games for Co-creation, Games made in C2Learn project, slide 32,
- Case Study 2, 4Scribes. A Story making game making use of computational creativity techniques for aiding narrative coherence. Slide 39
- Case Study 3, Mind Shadows. A game of kindness. Slide 76
- Make Game Design Part of your Life. Tips, tricks & tools for indie devs. Slide 88
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.
The Four Lenses of Game Making and Social GamesTadhg Kelly
A talk I gave on the Four Lenses of Game Making at the Social Developers London meetup. This version speaks about the pitfalls of social game and gamification design, and asks whether they should be looking at other lenses for inspiration.
Game Mechanics Suck without Narrative - JacobsMelinda Jacobs
An extended version of slides from the very brief ;) presentation in the morning at Gamification Europe 2017. Will maybe upload another updated version sometime next week, with a few more notes translated onto slides. :)
Similar to What does it mean to be gaming literate? (20)
Safe for schools version of slides given during "Meaningful / Meaningless Play: The Brave New World of Play and Games in Educational Contexts" session at Meaningful Play October 2014
Slides for my portion of the "Meaningful / Meaningless Play: The Brave New World of Play and Games in Educational Contexts" session at Meaningful Play October 2014.
Death by chocolate-covered broccoli: A case where gamification killed gaming ...Independent
Cautionary tale about rewards and achievements and rankings, using the story of a WoW raid group and their implosion. :)
Presentation for Canadian Communication Association 2013
Covering a quick definition of games and expert play; a summary of Leet Noobs: The Life and Death of an Expert Player Group in WoW; and current and future research plans. Also, a choose your own adventure intro and a couple of easter eggs. :)
Leet Noobs: The Life and Death of an Expert Player Group in World of WarcraftIndependent
20 min version of book talk that was given at the Keywords for Video Games Colloquium at the University of Washington, May 19 2012.
https://depts.washington.edu/critgame/wordpress/2012/05/2012-keywords-researchdesign-colloquium-saturday-may-19-8-am-4-pm-communication-202/
CSCL 2011: Enrollment of a New Actor to WoW RaidingIndependent
My slides for Computer Supported Collaborative Learning (CSCL) 2011 on how a user-created mod was used by a group of World of Warcraft players. Most of the slides detail how fight mechanics work in WoW since that's what the mod helped players manage.
Expertise and Collaboration in Online GamesIndependent
Mark Chen's dissertation on expertise development and collaboration with a group of World of Warcraft players. Focuses on the socially emergent definitions of expertise and collaborative work by trust building through camaraderie.
Introduction to AI for Nonprofits with Tapp NetworkTechSoup
Dive into the world of AI! Experts Jon Hill and Tareq Monaur will guide you through AI's role in enhancing nonprofit websites and basic marketing strategies, making it easy to understand and apply.
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.
Honest Reviews of Tim Han LMA Course Program.pptxtimhan337
Personal development courses are widely available today, with each one promising life-changing outcomes. Tim Han’s Life Mastery Achievers (LMA) Course has drawn a lot of interest. In addition to offering my frank assessment of Success Insider’s LMA Course, this piece examines the course’s effects via a variety of Tim Han LMA course reviews and Success Insider comments.
Safalta Digital marketing institute in Noida, provide complete applications that encompass a huge range of virtual advertising and marketing additives, which includes search engine optimization, virtual communication advertising, pay-per-click on marketing, content material advertising, internet analytics, and greater. These university courses are designed for students who possess a comprehensive understanding of virtual marketing strategies and attributes.Safalta Digital Marketing Institute in Noida is a first choice for young individuals or students who are looking to start their careers in the field of digital advertising. The institute gives specialized courses designed and certification.
for beginners, providing thorough training in areas such as SEO, digital communication marketing, and PPC training in Noida. After finishing the program, students receive the certifications recognised by top different universitie, setting a strong foundation for a successful career in digital marketing.
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?
A Strategic Approach: GenAI in EducationPeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
1. WHAT DOES IT
MEAN TO BE
GAMING LITERATE?
A series of questions and partial answers for MMSEE 2017
Mark Chen, University of Washington | @mcdanger | markdangerchen@gmail.com
markdangerchen.net | esotericgaming.com
74. MEANINGFUL PLAY
Playing is BELIEVING in something.
Believing that choices matter.
Believing that the self matters.
Believing in a future.
75. MEANINGFUL PLAY
WHAT IS THAT FUTURE?
We make connections when we play.
To systems, to others.
It’s not just my future. It’s THE future. The future
of everything. It’s EVERYONE’S future.
76. BUT AGENCY AND
EMPATHY ARE NOT
ENOUGH.
We also make connections
to VALUES through our
actions.
We therefore have a choice.
77. BUT AGENCY AND
EMPATHY ARE NOT
ENOUGH.
Do we play a selfish game or a
collective game? Do we believe the
world is fundamentally
antagonistic or do we believe
we’re able to coexist and thrive?
I choose the latter.
78. BUT AGENCY AND
EMPATHY ARE NOT
ENOUGH.
For me, games are about
COMPASSION, not just
EMPATHY.
79. GAMING LITERACY MATTERS
Our choices do matter.
Our values therefore also matter.
We make informed choices based on our understanding of
the systems we inhabit and the connections we see.
80. GAMING LITERACY MATTERS
It behooves us to be critical, to always interrogate, to doubt,
to never settle, to rebel and be subversive. ALWAYS.
WE MUST ALWAYS BE GAMING.
81.
82.
83. WHAT DOES IT
MEAN TO BE
GAMING LITERATE?
A series of questions and partial answers for MMSEE 2017
Mark Chen, University of Washington | @mcdanger | markdangerchen@gmail.com
markdangerchen.net | esotericgaming.com
Editor's Notes
Image free to use from: https://boardgamegeek.com/image/993646/alien-frontiers
As a kid… (tho obv this is a newish photo)
Here’s an actual photo from when I was a kid. (I’m the DM.)
As a kid…
Adults in my life were always warning me that I was wasting my time playing games.
So much so that I internalized it. But I was naturally academically capable and able to efficiently do that so I could make time for games.
After college...
I got a job doing techie artsy stuff for a science museum.
I eventually recognized that my work life and my play life had converged. All that time spent playing games growing up helped me design games for science.
I decided to go to grad school to learn how to make my games for learning better.
Once in grad school, I got sidetracked into studying how players learn teamwork in online games. The story of these players is deeply seated in new ways of thinking about learning and literacy. I wrote a dissertation turned book for Colin Lankshear and Michele Knobel’s series on new literacies.
So, what do I mean by new literacies?
Much of this may be familiar to you, but the short of it is that traditional views of literacy considers it the ability to read and write.
But what does this actually mean? It’s not the crux of it.
Taking a cue from science and technology studies methodologies, evidence for literacy is born out of doing things, not knowing things.
Doing is participating in a community. Literacy then is socially defined and the community sets standards for what counts and how it manifests. This shifts focus of what constitutes literacy to what does the practice of literacy look like? From nouns to verbs.
Example 1: The materialness of raiding in WoW...
Clear example of games as a form a literacy… Even going by the knowing stuff definition… But in terms of practice, it takes quite some time of sophisticated play to understand what’s going on here and to also curate for yourself which add-ons to install, etc.
Expertise wasn’t just the stuff you knew, but also *how* you did the things you did AND what stuff you used in that doing.
These are screenshots of a strategy guide for a particular fight in WoW.
Specifically, the use of charts and meters to monitor and assess play is something that comes out of authentic practice. Much more about these things can be found in my book.
Example 2: A more recent example of cross-texts literacy in games can be found in The Secret World, which I delved into again earlier this year. This MMO is different than WoW in that there are many quests in the game that aren’t a string of auto-pilot sorts of tasks.
One specific quest where you have to decipher morse code is a good example.
DROP LOCATION
Another thing about TSW: In-game urls go to real websites...
And it’s got lots of things like this! Cryptographs
Here, I’m using an external text editor to decode the message.
Exporting in-game map to mark it up...
Drawing on the map, using a third-party app, lets us see the location for certain quests or hidden messages/objects in the game.
Example 3: Literacy as material practice can be found in tabletop gaming, too.
Image of dice from barefootliam’s deviant art page.
Here’re some typical D&D resources.
A mockup of a D&D setup.
Another setup.
So far, I’ve mostly just been showing how gaming spans across multiple material resources. This is a general definition of literacy, though… what does gaming in particular have to offer?
Image free to use: https://boardgamegeek.com/image/1100134/eclipse Eclipse
XCOM2 screenshot by author
Image by killerdecoy from: https://www.youtube.com/watch?v=tC4BV2ODDjI The Division
Image from: https://boardgamegeek.com/image/1511263/catan Settlers of Catan
Some stories are designed experiences by the game developers: Gone Home
The Walking Dead
Banner Saga
Cart Life
Papers, Please
Depression Quest
Archer game at the Ballard Board Game Meetup Group
So, to me the best games are systems and stories.
The systems part of gaming points to systems thinking and pattern recognition as the valued activity.
The stories part of gaming means that making connections between experiences is valued.
They’re both about meaning making. One is understanding how something works, the other is understanding. And, again, the process in which these meanings occur comes out of material practice.
These things are really other ways of saying agency and empathy.
Ultimately, for all this to work, players have to believe in some imagined better future.
Lately, I’ve been challenged to wonder whether these are enough for educators to value in gaming, though… It’s one thing to understand and gain agency in systems and empathy with others, but where you take that understanding matters. We therefore need not just people who understand, but people who care.
IE. it’s possible to leverage the agency and empathy learned through games to one’s advantage. But it’s also possible to see it as a way to collectively make change.
IE. games should be about compassion, not just empathy.
It’s all about choice. The choices we make based on our understanding suggests that we need to be ever critical of the systems in place.
We must always be gaming. To game is to understand, to act on that understanding, and to question whether the game should be changed or meta-gamed by cobbling together disparate parts similarly to the add-ons and material resources used to play MMOs.
About Mark
plug!
Image free to use from: https://boardgamegeek.com/image/993646/alien-frontiers