GAMES IN EDUCATION: REALIZING OPPORTUNITIES AND OVERCOMING OBSTACLESAndy Petroski
The potential for games to augment traditional education and create entirely new learning opportunities is seemingly endless. But along with its new opportunities, educational gaming also brings about a host of new challenges for educators to consider. How do I design and assess an educational game? How can I support educational gaming, in a single class or for an entire institution? How do I even get started?
In this session, Andy and Chris will discuss these questions and many others as they share their experiences bringing educational gaming to Harrisburg and Penn State Universities. They'll explore and share examples of the many ways that educational games can be played, from traditional web games to cutting edge alternate reality. They'll discuss common myths about educational gaming, share some of their best (and worst) practices, and even take a look into the future. From design to institutional support and everything in between, this session will discuss all things educational gaming.
This is a presentation made at the annual meeting of the Canadian Game Studies Association. A version of it will also be presented at the International Association for the Study of Dreams later in June.
GAMES IN EDUCATION: REALIZING OPPORTUNITIES AND OVERCOMING OBSTACLESAndy Petroski
The potential for games to augment traditional education and create entirely new learning opportunities is seemingly endless. But along with its new opportunities, educational gaming also brings about a host of new challenges for educators to consider. How do I design and assess an educational game? How can I support educational gaming, in a single class or for an entire institution? How do I even get started?
In this session, Andy and Chris will discuss these questions and many others as they share their experiences bringing educational gaming to Harrisburg and Penn State Universities. They'll explore and share examples of the many ways that educational games can be played, from traditional web games to cutting edge alternate reality. They'll discuss common myths about educational gaming, share some of their best (and worst) practices, and even take a look into the future. From design to institutional support and everything in between, this session will discuss all things educational gaming.
This is a presentation made at the annual meeting of the Canadian Game Studies Association. A version of it will also be presented at the International Association for the Study of Dreams later in June.
The Game Studies Download is compiled annually by Jane McGonigal, Ian Bogost, and Mia Consalvo for the Game Developers Conference.
It's a summary of the top ten research findings from academic game studies from the previous calendar year.
Our main criteria for selecting studies is simple: the direct relevance of the researchers' insights to the future innovation of game design and development.
Emma's Games and Storytelling public lectureEmma Westecott
A retrospective of 10 years game design work in industry and research groups. The intention was to produce a narrative of work that look/s to develop emotive connections between players and games.
Epic Win - Why Gaming is the Future of LearningJane McGonigal
Why doesn't the real world seem more like an online game? In the best-designed games, our human experience is perfectly optimized: we have important work to do, we're surrounded by potential collaborators, and we learn quickly and in a low-risk environment. When we're playing a good online game, we get constant useful feedback, we turbo-charge the neurochemistry that makes challenge fun, and we feel an insatiable curiosity about the world around us. None of this is by accident. In fact, game developers have spent three decades figuring out how to make us happier and more collaborative, how to make learning more fun and social, and how to satisfy our hunger for meaning and success. And all of these game-world insights can be applied directly to amplify and augment the way we teach, learn, and do research in the real world. In this talk, you'll learn how online game methods and mechanics can transform our learning communities - and help re-invent higher education as we know it.
Dr. McGonigal is the Director of Game Research & Development at the Institute for the Future in Palo Alto, California.
This was a presentation that I gave to a group of librarians here at SDSU. It was an opportunity to present my arguments why I believe that the library needs to seriously consider games and gaming technology.
Lecture "An Introduction to Game Research" by Mirjam P Eladhari. Given in 2010 as part of the course International Game Production Studies I at Gotland University in Sweden.
IntroductionWhen doing business overseas the major factors to .docxvrickens
Introduction
When doing business overseas the major factors to consider before taking your business international is the culture difference, the legal and regulatory, and foreign government consideration. The US and Europe run their business very differently from the way they build relationships with clients to their marketing tactics. Many businesses are afraid to go international because they believe their business will not be successful. “The study of international business in services throws light on three areas of special interest. First is the process of international business, which has been often neglected in research on the manufacturing sector. (Gilbert. K, 2014) The most important aspect to running a successful business overseas is learning about the culture in that country, without learning about the customers you will be selling to you won't have much success in your business. Many companies do not learn about the culture of the country they are getting into business with and this is one major factor as to why companies have failed when going international.
Business in the US and Europe is completely different because we all grow up with different values and beliefs. However, when developing and taking the time to learn about one's culture and other important factors you can come together to run a successful business. When learning about different cultures it allows you to grow more which will only expand your business more.
Problem Statement
What are the challenges in running a business in the US compared to in Europe. How do you develop the tools necessary to adapt to a new culture and run a successful business.
Research Questions
What are the steps that you take to make sure your business is ready to go international?
What tools do you develop to run a successful business once you go overseas?
How do you adapt to the culture differences when you decide to take your business international?
IEEE TRANSACTIONS ON GAMES, VOL. 10, NO. 3, SEPTEMBER 2018 233
Pac-Man Conquers Academia: Two Decades of
Research Using a Classic Arcade Game
Philipp Rohlfshagen, Jialin Liu, Member, IEEE, Diego Perez-Liebana , Member, IEEE,
and Simon M. Lucas, Senior Member, IEEE
Abstract—Pac-Man and its equally popular successor Ms.
Pac-Man are often attributed to being the frontrunners of the
golden age of arcade video games. Their impact goes well beyond
the commercial world of video games and both games have been
featured in numerous academic research projects over the last two
decades. In fact, scientific interest is on the rise and many avenues
of research have been pursued, including studies in robotics, biol-
ogy, sociology, and psychology. The most active field of research is
computational intelligence, not least because of popular academic
gaming competitions that feature Ms. Pac-Man. This paper sum-
marizes the peer-reviewed research that focuses on either game
(or close variants thereof) with particular emphasis on the field ...
The Game Studies Download is compiled annually by Jane McGonigal, Ian Bogost, and Mia Consalvo for the Game Developers Conference.
It's a summary of the top ten research findings from academic game studies from the previous calendar year.
Our main criteria for selecting studies is simple: the direct relevance of the researchers' insights to the future innovation of game design and development.
Emma's Games and Storytelling public lectureEmma Westecott
A retrospective of 10 years game design work in industry and research groups. The intention was to produce a narrative of work that look/s to develop emotive connections between players and games.
Epic Win - Why Gaming is the Future of LearningJane McGonigal
Why doesn't the real world seem more like an online game? In the best-designed games, our human experience is perfectly optimized: we have important work to do, we're surrounded by potential collaborators, and we learn quickly and in a low-risk environment. When we're playing a good online game, we get constant useful feedback, we turbo-charge the neurochemistry that makes challenge fun, and we feel an insatiable curiosity about the world around us. None of this is by accident. In fact, game developers have spent three decades figuring out how to make us happier and more collaborative, how to make learning more fun and social, and how to satisfy our hunger for meaning and success. And all of these game-world insights can be applied directly to amplify and augment the way we teach, learn, and do research in the real world. In this talk, you'll learn how online game methods and mechanics can transform our learning communities - and help re-invent higher education as we know it.
Dr. McGonigal is the Director of Game Research & Development at the Institute for the Future in Palo Alto, California.
This was a presentation that I gave to a group of librarians here at SDSU. It was an opportunity to present my arguments why I believe that the library needs to seriously consider games and gaming technology.
Lecture "An Introduction to Game Research" by Mirjam P Eladhari. Given in 2010 as part of the course International Game Production Studies I at Gotland University in Sweden.
IntroductionWhen doing business overseas the major factors to .docxvrickens
Introduction
When doing business overseas the major factors to consider before taking your business international is the culture difference, the legal and regulatory, and foreign government consideration. The US and Europe run their business very differently from the way they build relationships with clients to their marketing tactics. Many businesses are afraid to go international because they believe their business will not be successful. “The study of international business in services throws light on three areas of special interest. First is the process of international business, which has been often neglected in research on the manufacturing sector. (Gilbert. K, 2014) The most important aspect to running a successful business overseas is learning about the culture in that country, without learning about the customers you will be selling to you won't have much success in your business. Many companies do not learn about the culture of the country they are getting into business with and this is one major factor as to why companies have failed when going international.
Business in the US and Europe is completely different because we all grow up with different values and beliefs. However, when developing and taking the time to learn about one's culture and other important factors you can come together to run a successful business. When learning about different cultures it allows you to grow more which will only expand your business more.
Problem Statement
What are the challenges in running a business in the US compared to in Europe. How do you develop the tools necessary to adapt to a new culture and run a successful business.
Research Questions
What are the steps that you take to make sure your business is ready to go international?
What tools do you develop to run a successful business once you go overseas?
How do you adapt to the culture differences when you decide to take your business international?
IEEE TRANSACTIONS ON GAMES, VOL. 10, NO. 3, SEPTEMBER 2018 233
Pac-Man Conquers Academia: Two Decades of
Research Using a Classic Arcade Game
Philipp Rohlfshagen, Jialin Liu, Member, IEEE, Diego Perez-Liebana , Member, IEEE,
and Simon M. Lucas, Senior Member, IEEE
Abstract—Pac-Man and its equally popular successor Ms.
Pac-Man are often attributed to being the frontrunners of the
golden age of arcade video games. Their impact goes well beyond
the commercial world of video games and both games have been
featured in numerous academic research projects over the last two
decades. In fact, scientific interest is on the rise and many avenues
of research have been pursued, including studies in robotics, biol-
ogy, sociology, and psychology. The most active field of research is
computational intelligence, not least because of popular academic
gaming competitions that feature Ms. Pac-Man. This paper sum-
marizes the peer-reviewed research that focuses on either game
(or close variants thereof) with particular emphasis on the field ...
IntroductionWhen doing business overseas the major factors to .docx
Why game studies
1. Prototeach, Edinburgh 2010
Chris Lowthorpe
Hosted by University of Abertay & Skillset
Why Game Studies?
Chris Lowthorpe is identi ed as the originator of this work. This right is by Creative Commons Attribution-Non-
Commercial-No Derivative Works 2.0 UK: England and Wales. http://creativecommons.org/licenses/by-nc-nd/2.0/uk/
2. The State of Play
Decade old
Multidisciplinary
Study of games, players, and contexts
Drives research - scholarly/collaborative
Increasingly established outside UK
3. Primary Targets
The Game
The Player
Contextualization
Criticism and Innovation
Industry Practices/Market Awareness
11. “The more
‘traditional’ a game,
the bigger the
player numbers are,
but we are happy to
lose some of those
numbers in trying
something original.”
Alice Taylor
Education Commissioning Editor C4
13. “It gave me courage to experiment in light of how
others make games, particularly where games
cross boundaries into other media or incorporate
aspects of reality. Studying the theory of games
helps students try new things which may not be
possible after graduation. University provides a
safe and supportive place to try new ideas. Games
studies is a crucial foundation for that innovation.”
Rosie Ball, BA Games Art & Design, NUCA
17. “Learning the theory behind how games are
constructed, and the different elements of their
creation, gives future designers a much deeper
well of knowledge to assist in their design
processes.”
Tom Alcock, BA Games Art & Design, NUCA
18. Industry Awareness
The Business of Games
Industry Practices
The Market and ‘Audience’
IP and Copyright
Trends - Transmedia Storytelling etc.
25. “Game Studies helped me understand the games
industry is a rapidly changing business, and it’s
important to pay attention to new trends and
technology such as Social Media and App. Stores.
And to recognize the importance of indie game
development studios. ”
Sophia George, BA Games Art & Design, NUCA
28. Integrate Theory and Practice
Increase Innovation & Entrepreneurship
Understand Games as Culture
Establish Space for Research
Establish Common Language
Sector Aware Graduates
29. “Game Studies is one of my favorite aspects of the
course. For me, it played a vital part in extending
my knowledge of digital games. ”
Rachel Cunningham, BA Games Art & Design, NUCA