Category Archives: Academia

Announcing AGILE

[Edit April 21, 2011:] We’ve changed the name to Advancing Gaming in Innovative Learning Ecologies 🙂 [/Edit]

Advancing Games as Innovative Learning Environments (AGILE) is a group that includes LIFE Center and UWISME scholars in the College of Education at the University of Washington, most notably Theresa Horstman and myself. 🙂

What does this mean? Well, not much right now actually. We needed to brand ourselves, which will help with attracting attention and monies.

Conferences this year

I guess a bullet list is easiest. Conferences for this year:

Continue reading Conferences this year

Testing out live blogging with a NookColor

I’m at the iConference this week. Also in meetings at work this week. It’s sort of worked.

Anyway, my netbook died last year so I decided to try a tablet for a while to see if it would meet my conference needs. (Rooted NookColor with a custom Android OS = cheap tablet)

Continue reading Testing out live blogging with a NookColor

Posted on Terra Nova!

I guest-posted a summary of my dissertation on Terra Nova! TN is a blog on virtual worlds research that was started by a bunch of luminaries in the field. Go take part in the conversation!

Dr. Video Games: Reflections of a PhD Graduate

[cross-posted to CGP and markdangerchen.net]

After I defended (YouTube) and submitted (PDF) my dissertation, for a few weeks I’d been meaning to write some reflections on the whole PhD process. The problem is that I’m not sure where to start. The image I have in my mind when I think of the process or journey or whatever you want to call it is that of slow extrusion, like being dumped into a meat grinder by the giant named Academia who revels in slowly cranking away at your bones until you plop into a mixer bowl piled with the chunky grounds of previous scholars. But I figured that wasn’t necessarily a useful image for other students to have while they are trying to successfully navigate academic life.

So, instead, I thought maybe it’d be useful to just create a list of things you should know if you are interested or are now attempting to get a PhD related to games (lots of Wikipedia refs incoming!):

Continue reading Dr. Video Games: Reflections of a PhD Graduate

Dissertation ready for download

Here’s the PDF (4MB) of my dissertation:, submitted to the graduate school on September 2, 2010:

Leet Noobs: Expertise and Collaboration in a World of Warcraft Player Group as Distributed Sociomaterial Practice

Now to make it into a book…

Leet Noobs dissertation defense videos are up!

I decided to upload and annotate them on YouTube, including the admin frontmatter stuff since I figure PhD students who are defending in the years to come can get a sense of the format of a defense. My slides are available in a previous post.

Leet Noobs dissertation defense presentation slides

In case you want to check out the slides I’ll be using tomorrow:

I’ll be recording the presentation to be uploaded later and a version with my voice will be uploaded to slideshare later. Sorry, no live streaming! 🙁

Dissertation defense

Yes, I’m defending my dissertation this Friday and hopefully turning it all in to the graduate school on September 2 (so that some meaningful significance is added to my birthday)!

Then I’ll be in a panel for PAX!

MMOG Farmer: A Facebook game concept

For a game design class I’m taking this summer, we got into groups and are designing a Facebook game. We decided early on to use an idea I had (inspired by Cow Clicker) about spoofing the farming in MMOGs since many FB games are pretty much repetitive farming, too. Each of us were then to write a short one-page concept which we’d aggregate together into one idea. This was my pitch to the group.

(Turns out no one else from my group wrote anything. Frikkin undergrads. While a few of them have been helpful in brainstorming, I’m appalled at the lack of work coming from the rest of my team. They don’t seem to realize I’m defending my dissertation in less than a week! How is it that someone who’s not even taking the class for a grade is doing most of the group work?)

MMOG Farmer

High concept: Playing a busy-work game in Facebook generates credits that can be transferred into external non-Facebook games where grinding / farming is needed to level-up or craft items. Instead of wasting precious time grinding / farming at home in the MMOG you care about, you can grind at work or school and stay productive during the down-time away from the MMOG. MMOG Farmer is meant to be tongue-in-cheek and self-aware of the genres it mimics, yet, at the same time, be a viable, enjoyable experience. Essential theme: This game captures the feeling of time-dependent repetitive grinding / farming found in MMOGs *and* Facebook games. The actual visual theme doesn’t matter so much, and we will allow players to skin the game from two choices: generic fantasy to space epic (e.g., WoW to Eve Online).

Player representation: Players create a character or avatar to control, choosing from several archetypes from a wide range of genres. These could come from more genres than just fantasy and space, and part of the appeal is juxtaposing someone from one genre with either the fantasy or space backdrop.
Player action: Comes in two forms:

  1. On the automated level, a player assigns a task to his or her character, ranging from things like collecting herbs, mining ore, and farming instances. He or she then waits for the action to complete, taking real-world time on the order of an hour or so, before being able to assign a new task. Meanwhile, the player can watch the game visuals depicting the character walking around and doing the harvesting or dungeon delving (see below).
  2. On the manual level, every player action is based around simple clicks to move from space to space and to harvest materials or kill / skin monsters. There is no combat, really, just a visual representation of combat. The actual player action is just clicking. Choosing to farm an instance changes the scenery and makes it more interesting but it is still easy and generic.

Look: The visual look is modeled after games like The Legend of Zelda: The Minish Cap. In other words, it’s a top-down 2D grid-based game. Movement is turn-based modeled after rogue-like games, especially Desktop Dungeons (http://www.qcfdesign.com/?cat=20).

Gameplay: The automated and manual versions are the same, really. The character is in some fantasy-based or space-themed setting, moving from space to space on the 2D grid, revealing more of the map. Some spaces have harvest nodes or monsters in them that can be farmed. As the character farms, he or she gains XP and levels up, opening up new areas that can be farmed for better rewards. There are no stats for the characters, just an experience level that limits the areas that can be farmed. Between farming runs, the game automatically sells the harvested items for gold or credits.

Closing: The looks attract players to the game. The repetitive, addictive grinding compel players into playing. The fact that the gold or credits or whatever resource is accumulated can be transferred to a MMOG keeps players playing.