Category Archives: Games Research

Digital Media and Learning conference 2011

Last week I went to Long Beach, CA for the Digital Media and Learning conference. It was great meeting a ton of people (too many to list, sorry), sharing a room with Moses Wolfenstein and Sean Duncan, having breakfast with fellow DML Summer Institute people, getting dinner with fellow Terror Novans, and seeing demos of really cool projects (cf below). The highlight of the presentations was definitely the ignite talks–quick 5 minute talks with an auto-advancing slidedeck. One presenter couldn’t make the second ignite session, so Alex Halavais took to the stage and did an improv talk with slides he had never seen before! And it was it was hilarious, on-point, and relevant!

Fiona Barnett's photo of Fab@Home

Last year, Jeremy Hunsinger and I set up an etherpad for the conference where anyone attending could collaboratively take notes and chat about the sessions. This year, I set up the same thing with a Google doc and blasted the url to Twitter periodically. I’m disappointed in the turn-out of the gdoc use, especially given that the theme of many of the talks was about collective and collaborative/participatory production and understanding of cultural artifacts, curricula, etc. I saw many people using laptops and iPads to take notes, but those notes will forever be sequestered, not shared. 🙁

My reasoning is that together we can attend everything. There were 7 concurrent tracks. Together we could have let everyone learn about each one.

As it is, I think the few of us who used the gdoc hit about a quarter of the sessions. I think for next year I’ll suggest an official gdoc or other collaborative note-taking tool be used.

There was also some backchannel activity in an IRC which got pretty snarky. I think that’s fine and quite entertaining but I wish naysayers in that backchannel would ask questions during the sessions they had particular problems with.

Overall, the type of talk around digital media literacies and games took a step backwards, I think… or maybe just treaded water from last year. There’s two things that contributed to this I think. It seemed like this year there were many more people coming from non-profits and non-academic places, so they had to be caught up with new-to-them ideas. Additionally, there was a confluence of people from different disciplinary backgrounds, so they too needed to step back a bit to lay some foundational common language down. One example was the IRC discussion about the label “gamer” and whether someone is a “hardcore” vs. “casual” gamer. I think it was a useful discussion, and, yes, it did help me better articulate things in my head. Yet games people such as the scholars who regularly attend GLS had already covered that ground a year or two ago.

Two highlights of the talks, besides the ignite talks, for me were both in a constructive/destructive technologies panel. Dan Perkel gave a fascinating study of deviantART community-based discussion regarding the sharing of work, ownership, privacy, “safe” space, and the nature of the interwebs. Stuart Geiger gave a very entertaining and eye-opening talk about Wikipedia bots and collective response to automated procedures, touching on guidelines and policies and how they affect user behavior and participation.

Next year, DML (March 1-3) will be in San Francisco right before GDC (March 5-9), so I won’t have to choose between the two again!

Resources:

 

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

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!

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.

Mark’s job talk: Expertise and Collaboration in Online Games

This is the job talk I gave for an interview last week at the American Institutes for Research. It only took 6 hours to figure out how to record audio, edit it, upload it, and tweak it… but… now I know how to do it! Hooray, slideshare.net!