The workshop explored the concept of Game Poetry hinted at by Ian Bogost, both in terms of its conceptual implications and from a practical, analytical game design perspective.
Analytical Game Design: Digital Game Studies between theory and practice Stefan Werning
Identifies symbiotic relationships between theory and practice in different disciplines (particularly with reference to film) and outlines ways for Digital Game Studies to benefit from incorporating design experiments as a playful means of knowledge creation. Cf. http://agd.swerning.org/ for more information.
Studying play in contemporary (media) cultureStefan Werning
Outlines and exemplifies theoretical approaches to play from a media and cultural studies perspective. Introduction to the RMA course Media & Performance Theory (2015) at Utrecht University
Studying games at the intersection of media studies and computer scienceStefan Werning
Gives an overview of how games have been studied collaboratively by media studies and computer science and suggests topics and methodological approaches for intensifying that collaboration.
Analytical Game Design: Digital Game Studies between theory and practice Stefan Werning
Identifies symbiotic relationships between theory and practice in different disciplines (particularly with reference to film) and outlines ways for Digital Game Studies to benefit from incorporating design experiments as a playful means of knowledge creation. Cf. http://agd.swerning.org/ for more information.
Studying play in contemporary (media) cultureStefan Werning
Outlines and exemplifies theoretical approaches to play from a media and cultural studies perspective. Introduction to the RMA course Media & Performance Theory (2015) at Utrecht University
Studying games at the intersection of media studies and computer scienceStefan Werning
Gives an overview of how games have been studied collaboratively by media studies and computer science and suggests topics and methodological approaches for intensifying that collaboration.
A media industry perspective on digital gamesStefan Werning
The paper explores how media industry studies can be a useful framework for analyzing digital games from a media and cultural studies perspective. It addresses issues like production practices, distribution modalities and a comparative perspective on non-Western game industries.
The paper discusses functions and aesthetics of military-themed and military-endorsed/commissioned games from Johann Christian Ludwig Hellwig to America's Army. It contains examples and a design exercise to identify and contextualize bias in the procedural rhetoric of the games.
Подборка информационных статей о Toyota и Lexus в России и мире. Выпуск № 7 (53)Nikolay Bychkov
- Результаты работы ООО “Тойота Мотор” за первое полугодие .
- Как завершилась экспедиция “Toyota EverTest. Испытание Эверестом”.
- Какие новые краш-тесты Тойота ввела для своих автомобилей.
- Какую версию LC тестирует Lexus.
[Infographie Enquête JLL/CSA] Efficacité au travail : l’opinion des salariés ...JLL France
Lorsqu’on demande aux salariés si leur environnement de travail leur permet de travailler efficacement, plus d’1 salarié sur 10 estime qu’il est un frein à sa productivité, et 2 salariés sur 3 disent ne pas être franchement convaincus. Or 70% d’entre eux affirment que l’aménagement des bureaux et les moyens mis à disposition par l’entreprise sont des leviers essentiels de performance.
Il ressort de notre analyse que le bureau idéal doit savoir concilier sentiment de liberté et attachement à l’entreprise. Une équation à première vue insoluble !
Pour découvrir les éléments de réponse du bureau idéal vu par les salariés d’Ile de France, visiter notre site : bit.ly/1BR1GfH
TOG: An Innovation Centric Approach to teaching Computational Expression and ...Mirjam Eladhari
Slides presenting the paper
TOG: An Innovation Centric Approach to teaching Computational Expression and Game Design
by Mirjam P Eladhari
at Teaching Games: Pedagogical Approaches - DiGRA 2019 Pre-Conference Workshop (TGPA:DiGRA2019) August 6 2019, Kyoto, Japan.
A media industry perspective on digital gamesStefan Werning
The paper explores how media industry studies can be a useful framework for analyzing digital games from a media and cultural studies perspective. It addresses issues like production practices, distribution modalities and a comparative perspective on non-Western game industries.
The paper discusses functions and aesthetics of military-themed and military-endorsed/commissioned games from Johann Christian Ludwig Hellwig to America's Army. It contains examples and a design exercise to identify and contextualize bias in the procedural rhetoric of the games.
Подборка информационных статей о Toyota и Lexus в России и мире. Выпуск № 7 (53)Nikolay Bychkov
- Результаты работы ООО “Тойота Мотор” за первое полугодие .
- Как завершилась экспедиция “Toyota EverTest. Испытание Эверестом”.
- Какие новые краш-тесты Тойота ввела для своих автомобилей.
- Какую версию LC тестирует Lexus.
[Infographie Enquête JLL/CSA] Efficacité au travail : l’opinion des salariés ...JLL France
Lorsqu’on demande aux salariés si leur environnement de travail leur permet de travailler efficacement, plus d’1 salarié sur 10 estime qu’il est un frein à sa productivité, et 2 salariés sur 3 disent ne pas être franchement convaincus. Or 70% d’entre eux affirment que l’aménagement des bureaux et les moyens mis à disposition par l’entreprise sont des leviers essentiels de performance.
Il ressort de notre analyse que le bureau idéal doit savoir concilier sentiment de liberté et attachement à l’entreprise. Une équation à première vue insoluble !
Pour découvrir les éléments de réponse du bureau idéal vu par les salariés d’Ile de France, visiter notre site : bit.ly/1BR1GfH
TOG: An Innovation Centric Approach to teaching Computational Expression and ...Mirjam Eladhari
Slides presenting the paper
TOG: An Innovation Centric Approach to teaching Computational Expression and Game Design
by Mirjam P Eladhari
at Teaching Games: Pedagogical Approaches - DiGRA 2019 Pre-Conference Workshop (TGPA:DiGRA2019) August 6 2019, Kyoto, Japan.
Reusing Components from Cultural Heritage Games – the RAGE Project Approach (...Boyan Bontchev
Video games proved to be an attractive media for presenting cultural heritage issues. They can use virtual worlds to present cultural and historic information in amazing and highly appealing way. Each video game is implemented using set of valuable artifacts (components) reflecting technological, socioeconomic and historical issues. These software components are known as software assets, which are key output of the RAGE project. They can be used by game developers to enhance the pedagogical and educational value of their games. These software assets cover a broad spectrum of functionalities, including emotion detection, intelligent adaptation and social gamification. In order to facilitate integration and interoperability, all of these assets adhere to a common model, which describes their properties through a set of metadata. In this paper, we present the RAGE asset model and asset metadata model, highlighting key issues and challenges in constructing RAGE assets and using asset metadata model with flexible metadata editor, facilitating both adaptation and improvement of the asset metadata model.
Serious Games, Education and Economic Development (SGEED-2011)
25-26-27 May 2011, Milan, Italy
A European conference organized in the context of the LUDUS project www.ludus-project.eu
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.
I did a spate of presentations that were all quite similar and this is one of them, The emphasis shifts a litle but draws on similar stimulus materials.
Digitality, Materiality, and Cognition: Strategies of Interpretation in Papyrology.
Talk at Uni. of Leipzig's Alexander von Humboldt Chair of Digital Humanities, eHumanities seminar, 20th October 2014
June 3, 2024 Anti-Semitism Letter Sent to MIT President Kornbluth and MIT Cor...Levi Shapiro
Letter from the Congress of the United States regarding Anti-Semitism sent June 3rd to MIT President Sally Kornbluth, MIT Corp Chair, Mark Gorenberg
Dear Dr. Kornbluth and Mr. Gorenberg,
The US House of Representatives is deeply concerned by ongoing and pervasive acts of antisemitic
harassment and intimidation at the Massachusetts Institute of Technology (MIT). Failing to act decisively to ensure a safe learning environment for all students would be a grave dereliction of your responsibilities as President of MIT and Chair of the MIT Corporation.
This Congress will not stand idly by and allow an environment hostile to Jewish students to persist. The House believes that your institution is in violation of Title VI of the Civil Rights Act, and the inability or
unwillingness to rectify this violation through action requires accountability.
Postsecondary education is a unique opportunity for students to learn and have their ideas and beliefs challenged. However, universities receiving hundreds of millions of federal funds annually have denied
students that opportunity and have been hijacked to become venues for the promotion of terrorism, antisemitic harassment and intimidation, unlawful encampments, and in some cases, assaults and riots.
The House of Representatives will not countenance the use of federal funds to indoctrinate students into hateful, antisemitic, anti-American supporters of terrorism. Investigations into campus antisemitism by the Committee on Education and the Workforce and the Committee on Ways and Means have been expanded into a Congress-wide probe across all relevant jurisdictions to address this national crisis. The undersigned Committees will conduct oversight into the use of federal funds at MIT and its learning environment under authorities granted to each Committee.
• The Committee on Education and the Workforce has been investigating your institution since December 7, 2023. The Committee has broad jurisdiction over postsecondary education, including its compliance with Title VI of the Civil Rights Act, campus safety concerns over disruptions to the learning environment, and the awarding of federal student aid under the Higher Education Act.
• The Committee on Oversight and Accountability is investigating the sources of funding and other support flowing to groups espousing pro-Hamas propaganda and engaged in antisemitic harassment and intimidation of students. The Committee on Oversight and Accountability is the principal oversight committee of the US House of Representatives and has broad authority to investigate “any matter” at “any time” under House Rule X.
• The Committee on Ways and Means has been investigating several universities since November 15, 2023, when the Committee held a hearing entitled From Ivory Towers to Dark Corners: Investigating the Nexus Between Antisemitism, Tax-Exempt Universities, and Terror Financing. The Committee followed the hearing with letters to those institutions on January 10, 202
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?
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.
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.
Normal Labour/ Stages of Labour/ Mechanism of LabourWasim Ak
Normal labor is also termed spontaneous labor, defined as the natural physiological process through which the fetus, placenta, and membranes are expelled from the uterus through the birth canal at term (37 to 42 weeks
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.
2024.06.01 Introducing a competency framework for languag learning materials ...Sandy Millin
http://sandymillin.wordpress.com/iateflwebinar2024
Published classroom materials form the basis of syllabuses, drive teacher professional development, and have a potentially huge influence on learners, teachers and education systems. All teachers also create their own materials, whether a few sentences on a blackboard, a highly-structured fully-realised online course, or anything in between. Despite this, the knowledge and skills needed to create effective language learning materials are rarely part of teacher training, and are mostly learnt by trial and error.
Knowledge and skills frameworks, generally called competency frameworks, for ELT teachers, trainers and managers have existed for a few years now. However, until I created one for my MA dissertation, there wasn’t one drawing together what we need to know and do to be able to effectively produce language learning materials.
This webinar will introduce you to my framework, highlighting the key competencies I identified from my research. It will also show how anybody involved in language teaching (any language, not just English!), teacher training, managing schools or developing language learning materials can benefit from using the framework.
TESDA TM1 REVIEWER FOR NATIONAL ASSESSMENT WRITTEN AND ORAL QUESTIONS WITH A...
Workshop on Game Poetry (Utrecht Summer School '14)
1. Slide No. 1 of 18GAP Summer School – Utrecht – August 19/20, 2014
Workshop: Reading and Writing Game Poetry: Day I
Dr. Stefan Werning (University of Utrecht)
2. Slide No. 2 of 18GAP Summer School – Utrecht – August 19/20, 2014
Connection to the keynote lecture: „Analytical Game Design.
Digital Game Studies between theory and practice.“
• Functions of design practice in
digital game studies
• Using prototypes to address
ongoing research questions
• Creating ‚Kuleshov experiments‘
for digital games
– Kuleshov already indicates the difference of
working within the medium rather than
using proxy materials
3. Slide No. 3 of 18GAP Summer School – Utrecht – August 19/20, 2014
„poetry (po-'i_-tre-) [NOUN] A prehensile form of ostentation that
erects turbulence, without remuneration, in the pursuit of yearning.
Replete with symbols, it is an ewer of extreme ecstasy; to enter it is
to turn riot, rupturing each maxim with its antithesis: hope.
Containing exuberance and emptiness, it burns under reality, its
ecumenical name a cordon to arrange the unclean into number,
neatly. Now called truth, it provides tumult as law to every
imagination.“ (Nick Montfort)
[http://nickm.com/poems/]
„[...] traditional poetry feels game-like to me not because it is
procedural, but because it is highly condensed—the encapsulation
of symbols and ideas is strong in both forms. I’m a comparatist by
training and all my literary background is in poetry.“ (Ian Bogost)
[http://quod.lib.umich.edu/j/jep/3336451.0014.205?view=text;rgn=main]
‚Defining‘ Poetry
• Short form
– High semantic ‚density‘
– Sometimes organized in collections
• Highly symbolic
• Playing with language
• Rhythmicized
• Subjective/idiosyncratic
• Perfomativity of reciting
4. Slide No. 4 of 18GAP Summer School – Utrecht – August 19/20, 2014
Computational poems (Nick Montfort)
• Exhibit the implicit playfulness
of digital media technologies
• Hybrid form between textual
and procedural rhetoric
5. Slide No. 5 of 18GAP Summer School – Utrecht – August 19/20, 2014
Using (primarily) literary genres to categorize games
• Interactive fiction
– Wonderland
• Drama
– Façade
• Scrap book
– The Sims, Wario Ware
• Autobiography
– Papo y yo, To leave
6. Slide No. 6 of 18GAP Summer School – Utrecht – August 19/20, 2014
Game Poetry (Ian Bogost)
• A Slow Year (2012)
– Won the Vanguard and Virtuoso awards at
Indiecade 2010.
– Described by Bogost as „one of his most
important works“
• General poem-like aspects
– Short form ‚condensation‘
– Metaphor and symbolic communication
– Single designer/programmer as ‚author‘
– Internally consistent pattern
– ‚Collection‘ aspect
„Game poetry (or game-like poetry, or playable poetry, or
whatever you’d like to call such things) exhibit process insofar
as they embrace some behavior as their mode of expression,
and insofar as they can be operated by a reader/player in
order to explore that procedural expression.“ (Bogost)
7. Slide No. 7 of 18GAP Summer School – Utrecht – August 19/20, 2014
Game Poetry II
• Four games, each for one season
– Spring: Watching a thunderstorm
– Summer: Falling asleep at a river
– Fall: Collecting leaves / letting go
– Winter: Drinking coffee slowly during sunrise
• Hardware limitations of the Atari VCS used
for numerical symbology
– Standard cartridges store only 4 kilobytes of data
– Each game, representing one season, is 1 kilobyte (1024 bytes)
– Following a similar logic, there are 256 algorithmically
generated haiku for each season, for a total of 1,024 poems.
• CRT (emulation) for ‚fuzzy look‘
– Comparable to handwriting?
• Potential contingent design decisions or:
interpretations?
8. Slide No. 8 of 18GAP Summer School – Utrecht – August 19/20, 2014
A critical perspective on A Slow Year
• Limitations of A Slow Year as poetry?
• Implications of the product form
• Packaged and sold
• Aspect of performativity
• Writing (poetry) as a cultural technique
• E.g. reusing quotes from poems in other contexts
9. Slide No. 9 of 18GAP Summer School – Utrecht – August 19/20, 2014
Passage (Jason Rohrer, 2007):
An alternative ‚game poem‘
• What makes Passage
describable as a game poem?
• Part of the first collection of video
games at the Museum of Modern Art
(MoMA) in New York
• ‚Playable metaphor‘ on life and the
transitoriness of personal values
• Autobiographical undertones
• References and subverts the
traditional genre of labyrinth games
• Condensed gameplay and semantics
10. Slide No. 10 of 18GAP Summer School – Utrecht – August 19/20, 2014
Variations on Passage: An Example
• Increasing sensibility towards
potentially meaning-making design
elements
– Boundaries of the playing field?
– Omission of the fish-eye visual effect
– The heart appears between the characters
• During the first experiment, I instinctively placed
the heart on the woman
• Prototyping fosters quantification
– Similar to Kuleshov (cf. keynote)
– Design elements need to be translated into
code and at least tentatively quantified
• Screen resolution (100x16)
• Success rate and frequency of chests
11. Slide No. 11 of 18GAP Summer School – Utrecht – August 19/20, 2014
The limits of non-digital prototyping
• Why use software instead of pen &
paper?
• Paper prototyping: advantages and
downsides
• Advantages of digital prototyping
– Growing sensibility towards the ‚design bias‘ built
in the tool and scripting language
– Metrics
– Reusability of components
– Contingencies of the interface
– Pacing
12. Slide No. 12 of 18GAP Summer School – Utrecht – August 19/20, 2014
Examples/Inspiration
• Gravitation (Jason Rohrer)
• Marriage (Rod Humble)
• The End of Us (Chelsea Howe, Michael Molinari)
• Madrid (newsgaming.com)
Recreating existing games can serve as a useful starting point!
• For further playing
– http://www.casualgirlgamer.com/articles/entry/1/Five-games-that-make-you-think-about-life/
– http://www.casualgirlgamer.com/articles/entry/22/Ten-games-that-make-you-think-about-life/
– http://www.casualgirlgamer.com/articles/entry/87/ten-more-games-that-make-you-think-about-life/
– http://www.casualgirlgamer.com/articles/entry/48/Another-20-games-that-make-you-think-about-life/
13. Slide No. 13 of 18GAP Summer School – Utrecht – August 19/20, 2014
Practice session
Today
1. Create one or more concepts in small groups (2-4 people)
– Define a complex sentiment or perception Break it down into procedural elements Create connections between these elements Eliminate ‚dirt‘
2. Briefly present and discuss concepts
3. Begin to implement concepts (together or in groups)
Tomorrow
1. Introduce physics and its metaphorical potential
2. Refine the existing prototypes
3. Reflect on observations from the practical experiment
4. Discuss methodological issues of integrating prototyping into games research
14. Slide No. 14 of 18GAP Summer School – Utrecht – August 19/20, 2014
Workshop: Reading and Writing Game Poetry: Day II
Dr. Stefan Werning (University of Utrecht)
15. Slide No. 15 of 18GAP Summer School – Utrecht – August 19/20, 2014
OUTLOOK:
Game poems as an
example of deep remixing
• Practical application of deep
remixing, i.e. remixing methods
rather than content (Manovich)
• EXAMPLE: Everyday shooter
– Video game music album
• Other examples
– Video game music video
– Video game photograph
16. Slide No. 16 of 18GAP Summer School – Utrecht – August 19/20, 2014
Remixing A Slow Year
• Remixing and deep remixing
(Manovich) as a form of knowledge
production
• How could A Slow Year be (feasibly)
varied or remixed?
17. Slide No. 17 of 18GAP Summer School – Utrecht – August 19/20, 2014
Introduction to Game Maker: Studio physics
• Elements:
– Properties (mass, ‚elasticity‘, gravity)
– Linear and angular forces
– Joints
• What can be done with
physics?
– How can physics systems be used
metaphorically?
• EXAMPLE:
The Cat and the Coup
– Semanticization of physics as a normally
standardized and naturalized element of
the game engine
18. Slide No. 18 of 18GAP Summer School – Utrecht – August 19/20, 2014
OUTLOOK: Methodological issues of using
game poems for analytical purposes
• What kind of questions can
these prototypes ‚answer‘?
• How can and should the
answers be used and
elaborated upon?
• Example: Github and
wonderfl.net
– Both use ‚game mechanics‘ to
encourage user participation