Chris Harrison at CMU created this amazing visualization of Amazon’s books and their relatedness to each other.

Chris Harrison at CMU created this amazing visualization of Amazon’s books and their relatedness to each other.

Ok, lessee…
At the end of April I went to Foundations of Digital Games. A lot of the sessions were on AI and procedural programming for computer and video games, which isn’t entirely related to what I study, so I went swimming, hot-tubbing, sailing, etc. instead. But the sessions on game studies (Jose Zagal, Mia Consalvo, Jesper Juul, moderated by TL Taylor) was good.
Jose (who I’ve cited for his, Rick, and Hsi’s look at cooperation in the Lord of the Rings boardgame, and who worked with a couple of other students including Amanda Ladd [careful, my virus protection program claims there’s a trojan associated with her site… no idea if that is true] who was also at the conference (as an undergrad!)) did a paper on the current qualities of game reviews, breaking out the moves and arguments they make into 9 or so different categories. The problem is that they only chose IGN and Gamespot to look at, which means they were missing out on a whole slew of alternative review sites such as Adventure Gamers as well as missing print publications. Maybe there’s no difference in terms of what reviews do, but maybe there is.
Mia presented a study on the online community around the hidden object games Mystery Case Files, specifically Return to Ravenhearst, describing how the kinds of talk on their forums is just as rich and varied as the kinds of talk on MMOG forums.
Jesper (along with Marleigh Norton at MIT) took a deeper look at difficulty in games, showing how difficulty can come from both the game and with the game interface and that these are actually very blurred. There’s a difference between bad interface design and an interface that is meant to be difficult to master. In fact, such games as Wario Ware are actually all about figuring out the interface. So, the assumption that good UI is always an intuitive or invisible UI isn’t always a good assumption to make.
There were other sessions on creating a game development department or bridging industry with academia, and those were pretty good. The take away message I got, though it wasn’t necessarily explicit, was from Magy Seif El-Nasr and Kurt Squire who said they’ve been going to GDC for several years, first as a grad student. GDC is expensive, but the point I got was that you have to be visible, that building a relationship with industry folks takes time. That’s pretty much the reason why I’ve been trying to go to as many varied conferences as possible, though I’ve been limiting mine to ones that don’t cost a fortune. I wonder if I should start going to GDC, though…
Constance Steinkuehler and Yasmin Kafai were both at the conference, too, so there definitely was some representation from the Learning Sciences. One grad student I met, Al Yang pointed out, however, that it seemed like the different disciplines and/or schools, despite being stuck on a boat together, were relatively cliquish.
Other notables I met were Chris Lewis (who sneered at my Strongbow), Jack Stockholm and Veronica Zammito, both from Vancouver and guildies from Terror Nova! What sucks is that I didn’t meet them all until the last day, so we hardly talked at all. π Being stuck on a boat isn’t really as limiting as one would think…
I also met a bunch of people (Bob and his family, Mark, Gene) from Utah who work with Roger Altizer, my cabinmate, who I met at the Internet Researchers conference in Vancouver a couple of years back.
Cy from Microsoft, Brian from EA, Noah from UCSC (who edited First Person and is part of Grand Text Auto)… many more.
All in all, really fun conference. Bolt is a good movie.
“Rap Chop” featuring Vince (Steve Porter’s Slap Chop remix)
This is fantastic! Same guy who does Sham Wow, btw.
(via Alice at tiara.org)
A lot has happened in the last few weeks:
A Comparison of Collaboration across Two Game Contexts: Lord of the Rings Online and World of Warcraft
To better understand the nature of virtual collaboration, we present analyses of high-stakes team activities, known as “raids,” in massively multiplayer online games (MMOGs). These situations are hotbeds of collaboration, which is increasingly recognized as a valuable twenty-first century skill (Karoly & Panis, 2004). Raids usually involve a great amount of communication and coordination of actions, interdependence of teammates, leadership, and execution of strategy, similar to elements of collaboration in other settings, such as business (Reeves, Malone & O’Driscoll, 2008), surgical teams (Edmondson, 2003), the military (Salas, Bower & Cannon-Bowers, 1995), control room teams (Patrick, et. al., 2006), sports teams (Eccles & Tenenbaum, 2004), and educational settings (Mercier, Goldman & Booker, 2006). These raid events often span hours at a time and are often repeated over several months before the raid zone is cleared, i.e. when the team is able to successfully defeat all of the enemies. Existing studies of learning in MMOGs include gaming as a constellation of literacy practices (Steinkuehler, 2007, 2008), scientific argumentation in web forums around game strategies (Steinkuehler & Duncan, 2008), and learning game ethos, strategy, and fact-finding with peers via chat (Nardi, 2007). Yet other research has looked at the development of social skills (Ducheneaut & Moore, 2005) and the build-up and leveraging of social and cultural capital to succeed in game activities (Jakobsson & Taylor, 2003, Malaby, 2006). Previous work on raiding has included a focus on providing an ethnographic account of in-game activity and the realignment work needed after moments of failure (Chen, 2009). Without cross-setting comparisons, however, it is difficult to uncover which aspects of gaming are specific to the game world and which can be thought of as enduring qualities of expert collaborative group practice.
To make cross-setting comparisons, we analyze gameplay video, audio conversations, and text chat data from two popular MMOGs, The Lord of the Rings Online (LOTRO) and World of Warcraft (WoW). Using a participant-observation approach, we examine two semi-stable teams of players who spent several weeks learning to be successful in a raid. In particular, we examine collaborative behavior and communication for two raid battles in each game: one successful battle, and one unsuccessful. The four cases were coded based on adaptations to work team behavior frameworks (Rousseau, et al., 2006), situation awareness measures (Patrick, et al., 2006), and a coding system used in examining differences between problem-solving youth groups (Baron, 2003). Informed by theories on the relational networks of human and nonhuman actors (Latour, 1988, 2005), which includes considering the distribution of cognitive work within ecological settings (Hutchins, 1995a, 1995b), and the assemblage of such systems as applied to games (Taylor, forthcoming), our analyses focus on one aspect of practice, the communication of expert players. This communication includes voice and text chat, and the patterns that emerge when looking across game sessions. By comparing two games with different designs (e.g. team size, player abilities, and scripting of battles) and cultures (e.g. roles, expectations, preferred mode of communication, and use of external tools), we can discover what is common about these collaborative activities, giving us an insight into what is common about teamwork and collaboration in virtual tasks that require a high degree of technical skill and coordinated effort. Themes emerge concerning situational awareness, psychological safety (Edmonson, 1999, 2003), problem solving (Barron, 2003; Roschelle, 1992), and critical communicative practices necessary for success. Results are discussed in relation to collaboration research in other non-virtual settings.
Also:
Bengal Cat Fighting for the Exercise Wheel
I love this comment (from kellydanig):
goddaaaaamm that cat is going soo fast at the end. its running like a fully sprawled out lion on the chase for some meat seriously, it was goin sooo damm fast, this video amazes me since its showing like the cats interact as human beings, there each taking there time, they even seem to have respect for the cat at the end and stuff, and the cat at the end even stops and looks around like.. did u guys fuckin see that shit???!
2008 Latest Edition – Did You Know 3.0 – From Meeting in Rome this Year
Unlimited data but only 400 texts… Think that’ll be enough texts?
Twitter and gmail all in a continuous stream now… maybe that’s a bad thing…
So, last Thursday I ordered us some new phones from T-Mobile (a G1 and a Behold) via online cellphone store Wirefly.
They’re set to arrive tomorrow, 5 days after order. Transferring phone numbers to the new carrier was also supposed to happen about 5 days later, but it happened today instead. No phones for us!
That wouldn’t be so bad, but look at the status update from the FedEx tracking system below… Left from Maryland, checked in Indiana, arrived in Seattle, and sent *back* to Indiana??
π π
Last week and this week I’m in the SF Bay Area, visiting family and working with some Stanford folks.
The LIFE (Learning in Informal and Formal Environments) Center is a collaboraiton between some profs at UW and Stanford and some researchers at SRI. As a student of the Center, I applied for a one week exchange thing they have for students at one uni to visit a student at the other uni.
Anyway, I’ve been working with Sarah Walter who is looking at collaboration in Lord of the Rings Online while raiding, which is basically the same thing I’m doing except that I frame mine more as activity system description and I look at World of Warcraft.
We’re pretty much dealing with the same data, though, from two different games, so it made sense to collaborate on a paper and some conference presentations. Yay!
It’s slow going, and technically, LIFE is paying for like 5 days of working but we’ve been at it off and on for a week and half now. Got a todo list now, and looking forward to get back to Seattle with new direction.
Today, my bro and I are meeting another Stanford student, Sarah Lewis, to go visit the California Academy of Science. Fun!
Later tonight, we’re going to Chris’s to play Battlestar Galactica the boardgame that Grey got. Last weekend, we met and played some boardgames, too. Ghost Stories and Cuba.
Yesterday, I met up with TL Taylor and Casey O’Donnel for lunch. That was cool. This week, GDC is happening in SF. Tomorrow, I’ll probably be meeting some guildies for dinner.
Robin was here with me last week, and our first two meals were at In-n-Out and Pizza Chicago. π