- trivial
- child's play
- pass-time
- not for me
- for whom is the game designed
- what was the intent,
- how does it relate to other trends in the media,
1. Revolution
Type: Modification of Neverwinter Nights Gold
Learning Objective: Experience historical incentives for the American Revolution from the grassroots level.
Host URL: http://www.educationarcade.org/revolution (link unavailable)
Comment: Several papers were published on this game, focusing on its interactive means of teaching students about the American Revolution.
2. Re-Mission
Type: Executable
Host URL: http://www.re-mission.net/
Learning Objective: Understand cancer better and develop a positive attitude toward defeating it.
Comment: The game from HopeLab is aimed at teaching young cancer patients about the disease and providing opportunities to enhance understanding in a positive environment.
3. River City
Type: Multi-user Virtual Environment
Host URL: http://muve.gse.harvard.edu/muvees2003/index.html
Learning Objective: Develop an understanding of the scientific method through inquiry and teamwork, as well as an appreciation for history and environmental issues.
Comment: A Harvard product freely available to schools, but only on disc through the mail.
4. Quest Atlantis
Type: Multi-user Virtual Environment
Host URL: http://atlantis.crlt.indiana.edu
Learning Objective: Help students understand social studies, environmental concerns, current events, and scientific standards.
Comment: Although this Indiana University project offers a guest area where interested parties can explore the Quest Atlantis universe, the NSF-funded project requires teachers contact the team before allowing full access. Several thousand participants have joined QA, and research is ongoing. Sasha Barab spearheaded the project
5. Arden
Type: Modification of Neverwinter Nights Diamond
Host URL: http://swi.indiana.edu/arden/index.shtml (link not available)
Learning Objective: Attain an appreciation of Shakespearean authorship and Elizabethan England.
Comment: Said to be not very exciting to typical gamers (no monsters to slay). However, the notion of exploring Shakespeare’s world should prove interesting to English majors and other aficionados of the Bard’s work.
6. The History Canada Game
Type: Modification of Civilization III
Host URL: http://www.historycanadagame.com/
Learning Objective: Understand social forces surrounding Canadian history since 1534.
Comment: Funded by Canada’s National History Society and The Historica Foundation aims to change that, for Canadians as well as those outside her borders.
7. America’s Army
Type: Executable
Host URL: http://www.americasarmy.com
Learning Objectives: Teamwork, and a greater understanding of US military expectations for recruits.
Comment: Critics decry this free videogame as a recruiting tool for the military. The Army shrugs its collective shoulders and says, “So?”
8. Food Force
Type: Executable
Host URL: http://www.food-force.com/
Learning Objectives: Understand world hunger and efforts to alleviate it.
Comment: Classroom materials and instructions are available on-site. Besides English, the UN-backed Food Force is available in (alphabetical order): Chinese, Finnish, French, German, Hungarian, Italian, Japanese, Norwegian, Polish, and Portuguese.
9. Whyville
Type: Instructional Online Virtual World
Host URL: http://www.whyville.net/smmk/nice
Learning Objectives: Provide a student-centered, hands-on environment for exploring various school subjects.
Comment: This Numedeon-backed product is aimed at elementary and middle school students, in hopes of encouraging “scientific discovery” and “social responsibility.”
10. SimCity
Type: Web-based
Host URL: http://simcity.ea.com/play/simcity_classic.php
Learning Objectives: Understand variable manipulations for urban management while having fun building a simulated city.
Comment: Critics have attacked its oversimplification of urban management, but countless children the world over have learned such truisms as the correlation between higher taxes and a disgruntled populace. Also, if you deplete the fire departments’ budget, disasters will devastate your city! The original SimCity is available online gratis from Electronic Arts, with adverts for the newest version, SimCity 4.
Variety of Encounters
–Random elements are never wholly random, they are within a range of possibilities
–Randomness can be useful.. It is one way to provide variety
–Players like to encounter the unexpected
–With inadequate variety, it gets boring quickly
Positive Identification
–Character identification is a common theme in fiction and games
–Lends emotional power to a story
–In a sports game the identifying position is YOU,
Making the game more important to YOU
Role Playing – provides position identification, the feeling that the world is alive and colorful
Socializing – When designing think about social issues and how the game encourages or discourages socialization.
–How can you encourage better socializing
Narrative tension- The story should become more gripping as it proceeds until climatic resolution.
ACTING
Killers | Achievers
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PLAYERS -------------------+------------------- WORLD
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Socialisers | Explorers
Bartle writes about four proposed types of players, who he maps into a two axis chart copied here according to playing styles. These are
These two then have four labels to their style of playing. Bartle writes that players have one of these styles as the primary, and will only shift to other style sto keep advancing in their goal.
The four labels are:
It appears that Bartle’s goal is to promote balance in MUDs. He goes into a rather insightful explanation as to why less sympathetic human behaviors should be avoided even in-game. Prejudice and oppression are just as despicable in the real world as they are in virtual worlds. He advocates design reasons to demote evil.
Look again at the interest graph. Bartle suggests several ways in which graphs can be brought into equilibrium. Caution is in taking away the play, which is the main attraction in the first place.
Players—emphasis on players
World—go global and don't allow players meet
Interacting—focus on interaction rather than action; entertainment
Acting—put into practice what has been learned "without depth you have no MUD" (765).
Consider the following abstract graph:
You can Deconstruct "game/fun versus real life seriousness"
"To [my] our way of thinking, play is the direct opposite to seriousness"(5). This statement pretty much sums up my [heretofore] position on play. Some of you may recall as much from my introduction on the first day of class.
Features—formal
play is "a free activity that stands consciously outside "ordinary" life as being "not serious", but at the same time absorbing the player intensely and utterly. It is an activity connected with no material interest, and no profit can be gained by it. It proceeds within its own proper boundaries of time and space according to fixed rules and in an orderly manner. It promotes the formation of social groupings which tend to surround themselves with secrecy and to stress their difference from the common world by disguise or other means" (13).
consciousness in play
make-believe
archaic ritual is sacred play at once indispensable for the wellbeing of the community and yet play nonetheless (25-26) without losing its potency, its holi-ness.