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1
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- Changing the Day,
- One World at a Time
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2
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- Welcome!
- Who are you?
- Who am I?
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3
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- You are standing at the end of a road before a small brick
building. Around you is a
forest. A small stream flows out
of the building and down a gully.
- > ?
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4
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- In A Valley
- You are in a valley in a forest beside a stream tumbling along a rocky
bed.
- > ?
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5
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- 10 Print “Hello”;
- 20 Goto 10;
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6
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- 10000110
- 10010110
- 01101100
- 01001010
- 10111010
- 11110111
- 01010010
- 01000110
- 00000101
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7
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8
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- Gamer Facts & Myths
- How & What Games Teach
- Popularity and Prevalence of Gaming
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9
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- Some of that stuff again
- Also:
- State of the Game Industry
- Games as Art?
- ‘Christian’ Games?
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10
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- "See to it that no one takes you captive through hollow and
deceptive philosophy, which depends on human tradition and the basic
principles of this world rather than on Christ."“
- “Captive” = slave labor
- Game developers are on the ground floor of a new domain
- Move intentionally and thoughtfully
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11
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- Heavy Subjects
- Games as Art
- Portraying the Human Condition
- Eternal Truths
- First things first...
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12
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- The Stereotype
- A Dissociated Male Teen
- A Social Misfit
- A Shallow View of Women
- A Predilection for Violence
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13
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- 92% of American kids ages 2-17 have regular access to video games
- Sony Playstation is in 25% of US homes
- Americans spend more $ on video games than movies each year
- Americans spend more time playing video games than watching rented
videos
- 50% of Americans play video games in one form or another
- 4 out of 10 PC gamers are women
- The largest single gamer demographic is middle-aged women playing online
puzzle games.
- Half of all gamers play with other family members
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14
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- It’s true: male teens play video games.
- So does everyone else
- Gaming is cross-gender
- Gaming is cross-generational
- Just as likely to happen in a social setting as not
- What about the other claims?
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15
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- The Stereotype
- A Dissociated Male Teen
- A Social Misfit
- A Shallow View of Women
- A Predilection for Violence
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16
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- Are video games responsible for
- the rise in juvenile crime?
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17
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- “I’ve played Pac-Man all my life, and I don’t feel the need to eat
little balls and listen to disco music.”
- - David Lang
- The most self-defeating rallying cry in all of history: “It’s just a game.”
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18
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- Studies Inconclusive
- Focus on short-term behavior effects
- Assessment problem
- But...
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19
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- There is no rise in juvenile crime.
- “Just as video games were pouring into American homes on the crest of
the personal computer wave, juvenile violence began to plummet. Juvenile murder charges dropped by
about two-thirds from 1993 to the end of the decade and shows no signs
of going back up. The rate of
violence in schools hasn’t increased either – it just gets more media
coverage.”
- Lawrence Sherman Criminologist, U of PA
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20
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- Beck & Wade
- Gamers are Irritable
- Perfectionist?
- More honest?
- In any case, irritable != Columbine
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21
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- Do video games objectify women?
- Some do, some don’t
- Problem not unique to this medium
- Lack of alternatives = Temporary
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22
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- Why so few alternatives?
- Easier to simulate a gunfight
- The “Uncanny Valley”
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23
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- Getting better in two ways:
- Understanding what trips the Uncanny Valley
- Simulating more complex behavior
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24
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- Do video games turn gamers into social misfits?
- Opportunity Cost
- Heart of the Worry
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25
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- The last session explored this question in depth.
- How our minds work
- How games have become remarkable teaching tools that affirm new theories
- Will revisit these concepts as needed
- For now, assume they’re good at teaching whatever it is they teach...
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26
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- But what do they teach?
- Last session covered that in depth too.
- Here’s a summary:
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27
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- You are a hero.
- There’s something wrong with the world, but it can fixed.
- The world presents clear goals.
- Achieving those goals will benefit you personally and fix whatever is
wrong with the world.
- You are guaranteed to be able to achieve those goals and you can do so
through trial and error.
- Other people in the game are either in direct competition with you or
can help you in some specific, structured way to meet your goals.
- You’ll have access to the resources you need when you need them unless
you’ve squandered them.
- An opportunity without a quantifiable reward is a distraction.
- Unnecessary risk will hurt your chances of success.
- Repeated failure is expected.
- But if you get bored or frustrated beyond a level you feel is
reasonable, you can blame the designers and abandon the mission.
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28
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- Sounds like Fun!
- It’s Representational, not Descriptive
- Obviously not the real world
- This is only a bad thing if you:
- Presuppose being more real would be better
- Project what you want from other media
- Games and Novels e.g. have different goals
- Games simplify and provide embodied experiences.
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29
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- Beck & Wade, Got Game, 2004
- Lots of interesting stuff
- Two of the most insightful areas:
- Gamers and Teamwork
- The concept of Heroism
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30
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- On the game generation and teamwork:
- “...with teamwork as with other professional attitudes, the game
generation seems to have somehow accumulated experience beyond their
years...gamers come into the workforce already preferring leadership
styles that corporations often spend years training for.”
- Why?
- “[They’ve had] hundreds of chances to work together in a structured
setting, as opposed to just hanging our of talking about work. The art of working together is social,
but it is far different from the unstructured sociability of interacting
without a defined goal.”
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31
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- On the concept of heroism:
- “Boomer managers in typical organizations devote enormous energy to
fine-tuning incentives, policies and management metrics. In large organizations, managers
automatically assume that employees are profit maximizers; they will
compete and cooperate in response to the incentives that managers
provide.
- But heroes see incentives differently.
It's not about money, it's not even really about being a
hero. It’s about the experience
of being a hero: of facing a challenge with real teeth, where the reward
is partly service to some larger cause.
Gamers will pursue incentives, but won’t be led by them."
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32
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- Two more paraphrased asides on heroism from Beck & Wade:
- The idea that your performance matters to others is a fundamentally
heroic belief.
- The hunger for challenge that requires your full attention is a hero’s
desire.
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33
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- So...
- Gamers aren’t who we expect
- Don’t exhibit behaviors our parents feared
- Largely people they’d hoped we be
- The game industry isn’t what people expected either.
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34
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- 92% of American kids aged 2 to 17 have regular access to video games
- Sony Playstation alone is in 25% of all US homes
- Playstation 2 has sold over 100 million units.
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35
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- 50% of Americans play video games in one form or another
- 39% of PC gamers are women
- the single largest gamer demographic is middle-aged women playing online
puzzle games
- the average gamer spends over 2.5 hours a day gaming
- A single MMO, World of Warcraft, claims over 5 million subscribers
- That's roughly twice the regular viewer numbers for Spongebob
Squarepants
- The Average time online for a MMORPGer is over 20 hours/week
- That's the equivalent time of 2.5 million full-time jobs.
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36
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- At a $16/month subscriber fee, WOW grosses $80 million/month.
- That's roughly the GDP of Monaco, Samoa or Lichtenstein.
- It's twice the GDP of Grenada and East Timor and three times the GDP of
Tonga.
- Americans spend more money on video games each year than on going to the
movies
- Microsoft spent $750 million on initial Xbox marketing
- In 2003, global sales for the entire game sector approached $28 billion.
- With that kind of money, you could buy Afghanistan and still afford to
vacation in the Bahamas, because you could buy them too.
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37
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- This has happened fast.
- 25 years ago, Atari became one of the most successful technology
introductions in the US
- 3 million consoles a year
- 20 years later, the Sega Dreamcast duplicated that performance
- It was pulled off the market as a failure
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38
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- Odds are very much against the little guy.
- Market dominated by a handful of big developer/publisher corporations.
- As publisher, they control the distribution channels as well.
- The garage developer might be able to earn a living, but it’s not easy.
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39
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- More statistics (2004):
- EA is the largest game developer/publisher with annual revenues of $3
billion and a market capitalization of $15 billion.
- That’s bigger than Apple and Pixar combined.
- EA fills roughly 1,000 positions each year
- Team sizes on typical projects range from 20 to over 200
- Projects take a year to several years to complete.
- MMO’s can take over 5 years.
- A typical budget for a console game is $3-5 million
- A next-gen game or an MMO is easily 3 to 5 times that or more.
- Most funding comes from publishers or venture capitalists outside the
industry.
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40
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- Stakes are very high
- Innovation is very risky
- Competition is fierce
- EA has been known to cut projects that they predict won’t be profitable enough.
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41
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- Clearly, games impact:
- Game Industry Perception:
- faintly embarrassing part of the economic landscape
- or a defining part of growing up for millions
- How has this happened beneath so many noses?
- The answer: our fundamental notions of learning and the value of play.
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42
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- Traditional Western concepts of knowledge and learning:
- Based on teachings of Aristotle and Plato
- Knowledge is a set of Facts
- Facts are pure and disembodied
- Knowledge and the Knower are Independent
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43
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- Three Levels of Thought
- Frontal Lobe: Conscious
- A layer of intuitive, indirect, slower thought
- The Autonomic Nervous System
- Point: A good deal of our thought
process doesn’t involve what we’d typically call “thought.”
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44
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- Brains filter data
- They do it through pattern matching
- Point: A good deal of our thought
process doesn’t involve the part of us we’d typically call “Me.”
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45
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- Pattern Recognition Machines
- Running all the time
- Within and beneath conscious thought
- Endorphin pump association
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46
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- Is the Biological Component of Learning
- Unsettling?
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47
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- Pattern Matching...to what?
- Patterns come from two places:
- Hardwired (capacity for language)
- Embodied Experiences (Gee’s Bedroom)
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48
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- Thinking rooted in embodied experiences implies:
- Thinking isn’t only mental
- Thinking isn’t even primarily mental
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49
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- Thinking is Primarily Social
- Embodied experiences
- Rooted in a given culture
- Rooted in a set of affinity groups
- Interpretation of experience is guided
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50
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- Every semiotic domain is literally embodied in a group of people who
function together to define what fits and doesn’t fit in the domain.
- Fashion
- Physics
- Computer Science
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51
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- The net result: Learning involves messing with your identity.
- We can be attracted to or repulsed by content based solely on our
opinion of the dominant affinity group.
- Projective Identity flavors the content.
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52
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- Projective Identity also imparts purpose (meaning) to a domain.
- Example: Tutoring inner-city
kids.
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53
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- Affinity Groups shape projective identity
- Affinity Groups also establish Appreciative Systems
- Can be wielded with evil intent
- Purpose is to educate new members
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54
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- Games are tapping into an accurate model of how our minds work.
- How did they get this way?
- Darwinian Survival of the Fittest
- Games that:
- teach you well
- exploit the endorphin pump
- keep us working at their patterns
- ...do better and are copied
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55
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- Disclaimer: the market is NOT predictable
- But the trend is observable
- Good ideas get reinforced, bad ones die, usually
- Here are some of the ways games have evolved...
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56
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- Games are good teachers because:
- They provide a ‘psychosocial moratorium’
- A space free from social pressure to perform
- A space with reduced consequences for failure
- This space is critical to some types of learning.
- Schools aren’t practice.
- If for no other reason, games are valuable because they provide this
space in a world where it is otherwise unavailable.
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57
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- Games are good teachers because:
- They keep players operating at the edge of their ‘regime of competence.’
- In a classroom, usually:
- The advantaged are bored.
- The disadvantaged are frustrated.
- Games are good at adapting on-the-fly to skill level differences.
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58
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- Games are good teachers because:
- They are fundamentally creative processes.
- Players must analyze a situation and formulate their own response.
- Their can be several ‘correct’ responses.
- Creative response is required.
- Creative interactivity encourages deep learning
- It requires active and critical thought about the domain space
- It leads to meta level thought about the domain as a whole and in
relation to other domains
- “Encourage” is a key word. You
can still choose to be a sponge.
The point of this whole conference is to encourage you not to be
a sponge.
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59
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- Games are good teachers because:
- They reward tacit knowledge.
- Riding a bike versus listing its parts.
- Tacit knowledge can’t be learned apart from the experience.
- Tacit knowledge can’t be assessed apart from the experience.
- Schools, at best, ignore tacit knowledge.
- Schools, at worst, recognize but devalue it.
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60
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- Games are good teachers because:
- They encourage ‘transfer’
- This cross-domain thinking is usually considered a remarkable
achievement.
- It happens in games all the time because:
- The space is safe to experiment in
- Designers know that players want their favorite solution styles to work
- Good designers know when they want a new solution response and solicit
it intentionally
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61
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- Games are good teachers because:
- They recognize the importance of projective identity.
- There are always three identities at play:
- The human player
- The game character
- The melding of the player and the character
- If I care about the character, I can be made to care about the things
she cares about, and I can come to care about those things myself as
well.
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62
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- Games are good teachers because:
- They provide embodied experiences.
- Example: Civilization
- The ‘reality’ of life online
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63
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- The point: Games are good teachers
- So are other media
- To use games intentionally, we need to know their strengths and
weaknesses
- How do games stack up?
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64
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- Koster:
- Music – emotion
- Games – action verbs
- Literature – both of those and more
- He goes on to contrast Story and Games...
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65
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- Games:
- Experiential
- Objectify
- Quantize and Classify
- About External Actions
- Stories:
- Vicarious
- Empathize
- Blur and Deepen
- About Internal Thoughts and Emotions
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66
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- Most games include a story
- Some games incorporate story well:
- Gwen’s Flute
- Riven’s Counting Toy
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67
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- But Games and Story have an inherent conflict of interest
- Games want you to grok essential patterns
- Games teach you to distill variation into essences
- Games teach you to look past fiction
- “It’s just a game!”
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68
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- Often the Game and the Story are Disconnected
- What the game communicates
- What the other bits communicate
- The other stuff becomes just wrapping
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69
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- Byron’s Rainbow Budget Books
- Father Abraham on CD-ROM
- Barbie Checkers
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70
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- Like a film, the sense, the Art is in the webbing.
- Koster:
- “Art and entertainment are not terms of type, they are terms of
intensity.”
- Few games to date get it all together...
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71
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- The original Myst is one:
- Your game task is to piece together the story of what's happened in a
strange, apparently abandoned world.
- To that end, your task is literally collecting pages from a book and
assembling a whole.
- The music is mysterious and lonely, emphasizing the sense of loss
engendered by this unfinished story.
- The spaces are fantastic and beautiful, in contrast to their isolation,
which further drives to you to complete the tale.
- Ironically, completely assembling the pages is the losing condition.
- To win, you have to figure out that the story isn't over, that it
continues in you the player.
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72
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- If a game can:
- Carry a coherent and consistent message in its webbing
- Illuminate a part of the human condition
- Do so with authorial intent
- I believe that’s Art.
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73
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- Given what we know:
- How our minds work
- How games reach us there
- Are video games:
- “Masturbation of the soul?”
- Or critical soul work?
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74
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- I believe they’re a type of critical soul work that the world would
sorely miss if we deny ourselves the chance to play.
- Play is
- A fundamental, creative piece of who we are
- A way we image God
- A grateful response to God’s gifts to us
- Expresses an ongoing quest for learning and understanding
- Of ourselves
- And of each other
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75
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- Transformational Identity-play of your own
- Try on the idea of being an artist or a teacher as a game designer
- See if it fits
- If it does, pursue it with passion
- Rejoice in the psychosocial moratorium of Christ’s sacrifice
- Fill a critical role in our cultural mandate
- And keep your eyes and ears open...
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76
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- So that you “See to it that no one takes you captive through hollow and
deceptive philosophy...
- A hubris that denies the value of games and play
- ...which depends on human tradition and the basic principles of this
world...
- That there’s one type of knowledge, that it’s purely mental, and that
games and play are frivolous
- ...rather than on Christ.”
- Who not only wants us to learn, but wants us to enjoy the process
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