Tag Archives: constance steinkuehler

Games Learning Society 7 Rapid-fire Notes

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. 🙁

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.
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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

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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
I skipped this. Sorry. 🙁

 

 

submission to summer institute for the science of socio-technical systems

The Consortium for the Science of Sociotechnical Systems is holding their annual summer institute at Skamania Lodge this year. Since I’ve been leaning heavily towards actor-network theory, distributed cognition, and mangle of practice ways of looking at my data, and since it’s so close, I decided to apply. Here’s my research summary I wrote for the application:

Contributions to the Scientific Understandings of Sociotechnical Systems

I research the ecology of gaming and new media (Salen, 2008, Stevens, Satwitcz, & McCarthy, 2008). My dissertation focuses on ethnographic accounts of online gaming practice, documenting expertise development, teamwork, and collaboration in a World of Warcraft player group (Chen, 2009). Using actor-network theory (Latour, 2005) and distributed cognition (Hutchins, 1995), this work treats the group as a learning network that successfully enrolled various human and nonhuman resources to thrive in a high-stakes joint-task environment (Taylor, 2009). I find using an analytical lens that recognizes the mangle of gaming (Steinkuehler, 2006, Pickering, 1993) helps to see that distinctions between subject-object or player-game don’t adequately describe in-action learning across settings and time. Rather, a player group’s expertise trajectory is always collaborative and social, always contentious, and always drawing on both micro- and macro-level sociomaterial (Orlikowski, 2007) resources in complex, messy gaming spaces. Analyses of informal learning arrangements using a socio-technical lens are important for science and technology studies, learning sciences, and new media scholars as specific examples of the distributed nature of learning that may lead to a broader conception of everyday practice and learning with new media.

I combine this object-oriented ontology (Bogost, 2009) with other interdisciplinary ways of describing learning arrangements including how people position and are positioned into specific roles and relationships (Holland & Leander, 2004) across timescales (Lemke, 2000) in interdiscursive moments (Silverstein, 2007).

I hope to continue using these ideas to describe learning across all of life’s myriad settings (NRC, 2009). As I am just finishing my dissertation this year, I feel like my options are wide open. Possible future areas of study include continued work in online and offline gaming practices in different player communities to expanded sites of study. For example, one research interest I have is to study software and media piracy networks and the learning and expertise development within those networks.

References

  • Bogost, I. (2009). What is object-oriented ontology? Retrieved February 25, 2010, from: http://www.bogost.com/blog/what_is_objectoriented_ontolog.shtml
  • Chen, M. (2009). Communication, coordination, and camaraderie in World of Warcraft. Games and Culture, 4(1), 47-73.
  • Holland, D., & Leander, K. (2004). Ethnographic studies of positioning and subjectivity: An introduction. Ethos, 32(2), 127–139.
  • Hutchins, E. (1995). Cognition in the wild. Cambridge, MA: MIT Press.
  • Latour, B. (2005). Reassembling the social: An introduction to actor-network theory. New York, NY: Oxford University Press.
  • Lemke, J. L. (2000). Across the scales of time: Artifacts, activities, and meanings in ecosocial systems. Mind, Culture, and Activity, 7(4), 273-290.
  • National Research Council. (2009). Learning science in informal environments: People, places, and pursuits. Committee on Learning Science in Informal Environments. P. Bell, B. Lewenstein, A. W. Shouse, & M. A. Feder (Eds.). Board on Science Education, Center for Education, Division of Behavior and Social Sciences and Education. Washington, DC: The National Academies Press.
  • Orlikowski, W. J. (2007). Sociomaterial practices: Exploring technology at work. Organization Studies, 28(9), 1435-1448.
  • Pickering, A. (1993). The mangle of practice: Agency and emergence in the sociology of science. American Journal of Sociology, 99(3), 559-589.
  • Salen, K. (2008). Toward an ecology of gaming. In The ecology of games: Connecting youth, games, and learning (1–17). USA: The MIT Press.
  • Silverstein, M. (2007). Axes of evals: Token versus type interdiscursivity. Journal of Linguistic Anthropology, 15(1), 6-22.
  • Steinkuehler, C. A. (2006). The mangle of play. Games and Culture, 1(3), 199-213.
  • Stevens, R., Satwicz, T., & McCarthy, L. (2008). In-game, in-room, in-world: Reconnecting video game play to the rest of kids’ lives. In K. Salen (Ed.), The ecology of games: Connecting youth, games, and learning (41-66). USA: The MIT Press.
  • Taylor, T. L. (2009). The assemblage of play. Games and Culture, 4(4). 331-339.

Digital Media and Learning Conference, day 2

I created a proper backchannel for the conference at todaysmeet, but the site went down after a couple of hours or so. (Not sure exactly when it went down, but Debbie Fields and Moses told me it wasn’t working about two hours after I created the channel.) I tweeted about it being down (since I originally also tweeted about it being up) and @buridan replied that I should check out etherpad. Etherpad is great!

Down at the bottom right is an IM client which works like todaysmeet does. But the main portion of etherpad’s real estate is on the left showing a google doc-like collaborative writing space. Some of us have been using it to take notes and write commentary about the conference sessions.

Since we just published the url openly, we got some random person named “badass” who came in and defaced our pad, but Jeremy cleaned it up. (I kinda wonder if badass is Alice Robison who plans on using a backchannel during her session tomorrow and was asking me about etherpad…)

Go check out the pad if you want to read up on the sessions I went to today.

http://etherpad.com/eSPRnZTy9d

Or just check out this dinner:

Shree, Chris, Moses, and Ben eating at El Charro, La Jolla Shores

After dinner, we met up with Sarah Walter who flew in this evening and Sara Grimes via skype, since she was at her sodo hotel, and went over our presentation that we’re giving tomorrow about the mangle of play.

Here’s our original abstract:

The mangle of play: Game challenges and player workarounds
Participants: Mark Chen (University of Washington), Ben DeVane (University of Wisconsin, Madison), Sara M. Grimes (Simon Fraser University), Sarah E. Walter (Stanford University), Moses Wolfenstein (University of Wisconsin, Madison)
Diverse forms of participation in gaming often manifest as subversive resistance to prescribed forms of play. Recent research highlighting the variety of in and out-of-game practices players employ in negotiating obstacles includes looking at modding and cheating practices (Postigo, 2008, Consalvo, 2007) to knowledge sharing in online forums (Steinkuehler & Duncan, 2008). Gaming, as exemplified by these studies, consists of acts of accommodation and resistance in a complex “mangle of play” (Steinkuehler, 2006), where players appropriate and orchestrate distributed networks of resources to accomplish their gaming goals. In this session, we will describe how particular gamers pushed at or circumvented obstacles imposed by different game spaces.  We will discuss how leadership was negotiated in World of Warcraft (WoW), how a particular WoW group enrolled a mod to troubleshoot failures, the experience of newcomers to a stable gaming group in the Lord of the Rings Online (LOTRO), how young children overcame design limitations in Club Penguin and BarbieGirls, and how players resisted the prescribed and normative play-based activity structures in Civilization III. Following our descriptions will be a whole-room discussion on obstacles and their workarounds to gaming.

We had some crazy ideas about how we could involve the audience tomorrow and/or how we could demonstrate the resistance/accommodation dialectic that Pickering was referring to with his original “mangle of practice” idea. I think tomorrow will be great, but charades presentations would have been even awesomer. 🙂

Also, I’ve been enjoying meeting new people or people I haven’t seen in a while, like Lisa Nakamura who is great, and meeting people who I first met through Facebook and Twitter, such as Hillary @ludditeatheart, Evonne @amoration, Flourish @flourish, and Jenny @tunabananas 🙂

Foundations of Digital Games 09 recap

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. 🙁 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.