Games Research

March 2012 update

March 19, 2012
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Wow, a lot has happened in a month.

Finished replaying Star Wars: Knights of the Old Republic and Star Wars: Knights of the Old Republic II: The Sith Lords: How Many Subtitles Can We Add. I played TSL with the Restored Content Mod (1.7), and, because of it, the game was amazingly good–better than the first one, even. I played these to remind myself of the references that I’d been seeing in Star Wars: The Old Republic back in Dec/Jan, but since finishing those two games, I haven’t really had much time to hop back into SWtOR.

Instead, I went to the Digital Media and Learning conference, March 1-3 in San Francisco. It was good, but the most progressive and interesting stuff came from panel talks and hallway conversations, imho, not the keynote or plenary sessions. I think this has to do with who I am, as the main events were a lot of proselytizing to teachers and policy makers. While the conference was happening, I started a Google doc to take DML 2012 collaborative notes (like the previous two years and at other conferences I attend). This year, we got some pretty good coverage (thanks to Cathy Tran and Kat Schenke).

Hung out in San Francisco *during* Game Developers Conference, March 5-9, and, as luck would have it, someone gave me their pass on Wednesday since they were leaving early. I totally squandered it and mainly went to the expo, but I did see a really great talk by Rich Lemarchand. The energy at GDC put DML to shame, and surprisingly, the innovative game play and talks that I did go to I felt were better and more substantial than those at DML. Too bad, it costs 17 times more to go to GDC than DML.

Was introduced to Draw Something, the mobile game where you and a friend guess what each other are drawing, kind of like Pictionary. I love how it’s encouraging a lot of people who don’t normally “do art” draw and be creative. It’s pretty much taken over as my idle activity of choice, leaving my twitter feed languishing.

Played Mass Effect 3, March 11-18. (Massive) spoiler warning!!!

 

 

Spoilerz aheadz!

 

 

There’s a bit of controversy over the ending. I thought the ending took away player agency in a way that was dissatisfactory, not letting me make choices that I thought Commander Shepard would make. (The most awesome rewrite of the ending is, by contrast, very satisfactory, and I’ll pretend that’s how it ended.) The synthesis ending is completely bizarrely space magic. And when I think about the whole game, I am a little disappointed that so much of if felt like I was just hitting a button to continue to watch the cutscenes play out. In many cases, there wasn’t really a choice to make, and most of the cutscenes felt like Bioware was just dotting Is and crossing Ts, methodically tying up loose ends from the previous two games.

These activities and events have basically prevented me from attending to my inbox, and it will take me a while to go through everything I marked with a star to check out later.

 

thoughts about Knights of the Old Republic

February 10, 2012
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Yes, that’s the original Knights of the Old Republic (KotOR), not the new MMO, The Old Republic (SWTOR).

From Games

Some of you may know that KotOR was an influential game in steering me to become a PhD student looking at cooperation collaboration and teamwork in (online) games. Anyway, I decided to reinstall it, throw in some mods, and check it out, now that I’ve played SWTOR for a while. Here’s some really brief notes:

  • Low poly count and textures. The extent of this surprised me. I remembered it being much more detailed, but that was back then… It’s not as bad as playing Deus Ex these days, at least.
  • Sparsely populated, so… no change, really.
  • You can actually talk to everyone and get a line of banter, it seems. There’s even just people who’ll engage in a one-line dialog with you. Nice flavor.
  • I like that it isn’t clear who are quest givers.
  • I love how NPCs appear as recurring characters who you just sort of chance upon at first, like Cordo, the bountyhunter, or Mission Vao. You see them in a scene but then have hardly any interaction with them until later in the game. Lots of foreshadowing or “here’s some info and set-ups, which we won’t tell you when they come together for something bigger or if they’re just flavor.” I like the unpredictable nature of it… uncertain nature of it.

 

Rakghoul Morality

February 1, 2012
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From Rakghoul Morality

I’ve been playing a lot of Star Wars: The Old Republic (SWTOR). Very brief impressions:

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Want a copy of my book?

February 1, 2012
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Leet Noobs can be found on Amazon and Barnes&Noble, but I have an extra and am offering it to someone who can’t afford it but really wants to read it in return for a review.

John Carter McKnight reviewed it already on his blog, btw. It’s glowing! And kind of amazing how he can distill some things that I I should have made more explicit. AND amazing how well he can interleave reflections on his own work into the review.

Leet Noobs: a new book for a new year!

January 3, 2012
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Two weeks ago, my book came out on Amazon!

Leet Noobs: The Life and Death of an Expert Player Group in World of Warcraft

Leet Noobs cover

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Digital Games Research Association #digra11

October 5, 2011
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Ok, so I suck at updating this blog.

A few weeks ago I attended the Digital Games Research Association (DiGRA)’s bi-annual meeting. This year it was at Hilversum, The Netherlands!

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Penny Arcade Expo PAX11, Aug 26-28, 2011

August 29, 2011
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So, like last year, I was in a panel this year at the Penny Arcade Expo (PAX)!

It was me, Chris Paul (Seattle U), Roger Altizer (U of Utah), Nathan Dutton (Ohio U), Todd Harper (MIT GAMBIT), and Shawna Kelly (USC/Intel).

While last year we presented a general overview and introduction to games studies/games research in academia to people who may be interested in games as a career but don’t want to go into the games industry, this year we each had five minutes to share where we’re at and what we do and then share the work of someone else in the field that we like.

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Computer Supported Collaborative Learning July 4-8, 2011 in Hong Kong

August 29, 2011
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So this post is overdue, and in the interest of just giving an update, I’ll write quickly.

I went to Computer Supported Collaborative Learning (CSCL) in early July. Saw a lot of people. Robin joined me for part of it, and we shopped for toys and nail polish together, sometimes with Cynthia D’Angelo. We went to the horse races (which was totally rad). I had some very, very awesome breakfasts (dim sum type buns) from a hole-in-the-wall across the street from my hotel with Ben DeVane and Ben Shapiro.

From CSCL 2011

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I got a book deal!!! Leet Noobs: The Life and Death of an Expert Player Group in World of Warcraft

August 10, 2011
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Actually, I got it a while back; signed the contract some time in April I think. The draft was due to Colin Lankshear and Michele Knobel, the series editors, on August 1. Colin just emailed me and a Peter Lang Publishers person that they think it’s good to go!

I just need to reformat, edit it a bit for informal/formal consistency, move footnotes to endnotes, etc. (It comes from my dissertation but is different in some significant ways.)

Working with Colin and Michele has been a total joy. (very smooth and similar experience to publishing something in their journal E-Learning)

After the whole process is over, I’ll do a write-up of it here. Just as with getting a PhD, how to get a book published is completely opaque to people who’ve never done it before, yet everyone who’s done it doesn’t seem to realize that at all…

Games Learning Society 7 Rapid-fire Notes

June 23, 2011
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Besides the notes from below, GLS was also about brats, beer, ice cream, short shorts, frat jocks with jean chaps, and the metagame. And tons of friends.
This year we sorely  missed Julian Dibbell and/or Lisa Nakamura, presenting to us something on griefing, trolls, gold farmers, subversion, etc. :(
Keynote 1: GAMES ARE NOT GOOD FOR YOU: a designer’s perspective on learning and games
Zimmerman

Eric argues for deeper considerations of games as aesthetic forms and that they exist within situated contexts. The debate whether games are good is largely uninteresting because it too often focuses on the artifact and superficial gamification elements as instrumental. Rather, we need to start looking at meaningful experiences and beauty. We are in the ludic century.

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HALL OF FAILURE: Curriculum Design is a Bitch
I Dig Brazil: a successful failure
Sanzenbacher, Angielczyk, Aronowsky, Joseph,Villanosa
Gamifying Participation: Felling the Talent Tree of Failure
Duncan
A Failed Experiment? Teaching and Learning about Community in World of Warcraft
McKnight, Hayes
Let Me Know When She Stops Talking: Using Games for Learning without Colonizing Play
Steinkuehler, Pop.Cosmo
Halverson, Discussant

These failures are moments of powerful learning about dangerous assumptions when creating curriculum or interventions that include games. Two highlights:

  1. Sean Duncan’s appropriation of World of Warcraft’s Talent Tree to encourage class participation was a brilliant idea that failed in execution. He concluded that it just didn’t work, but Rich Halverson, the discussant, suggested that maybe it was because all of the talents he designed allowed players to opt-out of participating with the class. What if the talents were reworked such that they gave players the privilege to present or have the floor or otherwise participate more?
  2. Betty Hayes and John Carter McKnight’s experience with English grad students being introduced to World of Warcraft was hilarious, completely dispelling the myth that all students would want to play a game for class, would know how to play a game, and that it would encourage self-directed learning.
My tweets:
I dig brazil = example of curriculum design as fragile orchestration of content, medium, timing, yet best moments can be spontaneous #gls7
This keynote summarized the new NRC report. Constance noted that the report perhaps put more emphasis on simulations. Two take-aways:
  1. much of games and simulation research has focused on content learning, yet games could speak powerfully to all the 6 strands of science learning in the LSIE volume (pdf).
  2. there’s not yet enough evidence for using games/simulations for the 6 strands of learning, so there’s an opportunity for more research using this new framework.
—–

It went well in the sense that we had a good conversation, though, I don’t think we got at the meat of the debate… or maybe we dodge the debate by basically agreeing that game communities are complex and highly particular. Lisa couldn’t make it physically and was our disembodied Skype voice. :)

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POSTER SESSION
All of the posters were great and I encourage you to check them out at your leisure:
http://www.glsconference.org/2011/program/day/1

I mostly paid attention to these two:
A Data-Driven Taxonomy of Undergraduate Student Video Game Enjoyment
Quick, Atkinson
Because I was about to give a presentation on modeling engagement the next day.

The Teron Gorefiend Simulator: A Perspective on Learning in Online Game Communities
Prax
Because Patrick provided a perfect example of a sociomaterial resource that WoW players used to be good players.

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Keynote 3: An Ecologist’s Perspective on the Ecology of Learning Games
Klopfer

Basically arguing that games need to be considered as part of a larger ecology (of activity) with examples from MIT.

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HALL OF FAILURE: Game & Assessment Design are Hard Too

The More We Know: Inside NBC News’ iCue, and Why It Didn’t Work
Klopfer, Haas
Simulating Failure: Why Simulations Don’t Always Work
Reeve
Critical Gameplay Gone Critically Wrong
Grace
Modeling but Not Measuring Engagement in Computer Games
Chen, Cuddihy, Medina, Kolko
Hayes, Discussant

Another awesome Hall of Failure session. This is by far my favorite type of conference session  now. Brief take-aways: Carlton Reeve could use some way to make more transparent how game decisions have future impacts to consequences. Lindsay Grace is an amazing speaker and has created a bunch of games where he only gives himself 5 days to develop them. Both Jason Haas and I demonstrated an ability to use Google Image Search to find Fail Whales.

My tweets:

@Carlton I’d gladly collaborate with you! #gls7
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Mostly talking about Quest2Learn. (Coincidentally, Aaron Hung’s new book The Work of Play just came out!)

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FIRESIDE CHAT: Writing the Games-Based Dissertation
Wolfenstein, Chen, D’Angelo, Harper, Kelly,Chess

Surprisingly well attended! We decided to submit something to the conference proceedings. I guess navigating PhDs to completion is an universal challenge.

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PRESENTATION: How Players Shape the Game
Scientific Play? How Players Remake World of Warcraft as a Game of Numbers.
Ask
Negotiating with the “Addictive” Characteristics of Online Games
Kelly
Yut, Korea’s Monopoly: A deep relationship between game play and cultural practices
Lee, Halverson
DeVane, Discussant

Kristine Ask covers theorycrafting and how normalizing its practice is. Shawna Kelly tackles the controversial topic of addiction and how players who talk about addiction (regardless of how we define it) tend to be happier. Jules Lee introduces the audience to the Korean game Yut, looking at play in a similar study to Na’ilah Nasir’s look at African-American dominoes players.

My tweets (many more than in previous sessions because @the_real_rahjur was doing such a good job live-tweeting the ones we both went to):

players using theorycraft w/o understanding the numbers is kind of like academic work, actually – @kristineask#gls7
players, whether they care about theorycrafting, will encounter it and have their play normalized by it #gls7@kristineask

some guilds encourage pointing newbies to theorycrafting sites rather than just being “elitist jerks” #gls7@kristineask

some have described expertise development as basically a process of normalization, too #gls7

sobering case studies of gaming addiction from shawna kelly #gls7

gamers who manage their “addiction”–by talking about it, by setting goals–are happier #gls7 -shawna kelly

“gaming practice cannot be separated from gaming culture” #gls7Jules Lee on the Korean game Yut

surprisingly, during social play experts Yut players asked more questions than novice players #gls7 -Jules Lee

the type of question seems to matter a lot, eh? #gls7 Jules Lee

Jules Lee just cited Megan Bang! Dr. Bang is coming to U Washington next year. uhuh uhuh. /nod #gls7

also citing Na’ilah Nasir, who’s working with us at the LIFE Center. yup yup… :) #gls7

expert gamers leverage resources-social ties to family, etc. (Lee & Halverson) *and* material tools (Ask) #gls7 (thx 4 supporting my diss!)

gaming practice *and* there4 expertise devlpmnt(!) takes place n specfc cultural contexts, compltly destroys cogntvst view o expertse #gls7

—–

Three main points:

  1. In line with Eric, Eric, and, to a lesser extant, Constance, in saying that gaming ecologies need to be looked at, not just the game-player relationship. Learning environment matters. Setting matters. The how of implementation matters.
  2. Also along those lines, games are good at teaching systems thinking, procedural and logistical or computational thinking, not necessarily content knowledge.
  3. We have a digital media literacy divide that mirrors a general literacy divide, and it’s gotten worse since NCLB. Jim Gee names the biggest problem segregation within our school systems; not necessarily segregation by race but also by class, etc., where those with strong networks of support continue to outpace students who lack support.
My retweet:
rogueclone1138 Jennifer Killham
“this fireside chat has turned into a fire hazard chat” – @meems808 #gls7
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Keynote 5: Gaming Education Reform: Starting Points for a Digital Revolution
Levine
I skipped this. Sorry. :(