Framing serious gaming
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Transcript of Framing serious gaming
Framing Serious Gaming
© PROF. DR . IGOR MAYER
I .S .MAYER@HOTMAIL .COM
SIGNATURE GAMES
WWW.SIGNATUREGAMES.EU
ACADEMY FOR DIGITAL ENTERTAINMENT,
NHTV, APPLIED UNIVERSITY
Towards a science of SG
Frames and discourse analysis
Principles of play
Methodologyfor SG
research
Study designs and data-gathering
Research instruments
and tools
Professional ethics
Read the presentation
Go to…
Research Gate
www.researchgate.net/profile/Igor_Mayer?ev=hdr_xprf
Academia.edu
Mendeley
Mayer, I. S., Warmelink, H. J. G., & Zhou, Q. (2014). The Utility of Games for Society, Business and Politics: A Frame Reflective Analysis. In Nick Rushby & D. Surry (Eds.), Wiley Handbook of Learning Technology (in press). Wiley.
Mayer, I. S., Warmelink, H. J. G., & Zhou, Q. (2015). A Frame-Reflective Discourse Analysis of Serious Games. British Journal of Educational Technology. (in press)
Zhou, Q. (2014). The Princess in the Castle: Challenging Serious Game Play for Integrated Policy Analysis and Planning. PhD thesis. TU Delft.
Mayer, I. S., Bekebrede, G., Harteveld, C., Warmelink, H. J. G., Zhou, Q., van Ruijven, T., … Wenzler, I. (2014). The Research and Evaluation of Serious Games: Toward a Comprehensive Methodology. British Journal of Educational Technology, 45(3), 502–527. doi:10.1111/bjet.12067
Mayer, I. S., Bekebrede, G., Warmelink, H. J. G., & Zhou, Q. (2014). A Brief Methodology for Researching and Evaluating Serious Games and Game-Based Learning. In T. M. Connolly, L. Boyle, T. Hainey, G. Baxter, & P. Moreno-Ger (Eds.), Psychology, Pedagogy and Assessment in Serious Games (pp. 357–393). IGI Global. doi:10.4018/978-1-4666-4773-2.ch017
Essentialist definitions
“How should we explain to someone what a game is? I imagine that we should
describe games to him, and we might add: ‘This and similar things are called
‘games’. And do we know any more about it ourselves? Is it only other people
whom we cannot tell exactly what a game is? But this is not ignorance. We do not
know the boundaries because none have been drawn. To repeat, we can draw a
boundary for a special purpose. Does it take that to make the concept usable? Not
at all! (Except for that special purpose)” (Wittgenstein, 1953).
“Voluntary attempt to overcome unnecessary obstacles” J.B. Suits The
Grasshopper: Games, Life and Utopia 1978
Functionalist definitions
Games for non-entertainment purposes…(Sawyer, 2002)
Serious game is a mental contest, played with a computer in
accordance with specific rules, that uses entertainment to
further government or corporate training, education,
health, public policy and strategic communication objectives.
(Zyda 2005)
Games for health, training, military, learning…
The politics behind functional definitions
Despite the possibility of rescuing serious games under the
definition I have just offered, I do not want to preserve that name.
Instead, I would like to advance persuasive games as an
alternative whose promise lies in the possibility of using
procedural rhetoric to support or challenge our understanding of
the way things in the world do or should work. (Bogost, 2007: 59)
‘Gamification is bullshit’ (Bogost, 2011)
Realist, Utilitarian
Evolutionist,Transformationist
Interventionist,Decisionist
Idealist, Phenomenological
Gaming = Intervention, TherapyADHD – Healseeker - © Flanders Care
http://www.youtube.com/watch?v=pnkhfgowEPI
https://www.youtube.com/watch?v=CexMBkKwWUY
Gaming = Cost-effective learningTraining dike inspection, Levee Patroller / Deltares, The Netherlands
Gaming = Safe trainingvirtual training first responders (XVR © Esemble, the Netherlands)
https://www.youtube.com/watch?v=sl8cN4qvnKQ
Realist, Utilitarian
Evolutionist,Transformationist
Interventionist,Decisionist
Idealist, Phenomenological
http://www.youtube.com/watch?feature=player_embedded&v=zmeR-u-DioE
Gaming = Product and process innovation (€)Augmented Reality in industry (© Ford Valencia, Spain)
Gaming = Innovation in spatial planningNext Generation Urban Planning © Tygron, the Netherlands
http://vimeo.com/54296051
Realist, Utilitarian
Evolutionist,Transformationist
Interventionist,Decisionist
Idealist, Phenomenological
Gaming = Societal criticismpolitics of nutrition, Fatworld (© persuasive games)
https://www.youtube.com/watch?v=u64QCQe2sx0
Gaming = Ridiculizing serious mattersWikileaks / Snowden leaks
https://www.youtube.com/watch?v=FMD-qStUGgc
Gaming = Public involvementAqua Republica (© DHI et al.)
https://www.youtube.com/watch?v=jqC9f7F3als
Gaming = Customer loyalty, brandingAviation Empire (© Little Chicken, KLM, the Netherlands)
https://www.youtube.com/watch?v=OdLfMqoMOqw
Changing (political) ideas: sub frames
Economia (EU) ‘Let’s educate them’ frame
Occupy Wall street ‘Radical, anti-politics’
frame
Wikileaks – ‘Critical’ frame
SOS slaves – ‘Grass Roots‘ frame
Anti SOPA / PIPA ‘Advocacy Perspective’
Realist, Utilitarian
Evolutionist,Transformationist
Interventionist,Decisionist
Idealist, Phenomenological
Gaming = citizen science, wisdom of the crowdBiomedical research, Foldit, (© Foldit, US)
http://www.youtube.com/watch?v=JdBcpdH_ptA
Gaming = citizen science, wisdom of the crowdBiomedical research, Eyewire
http://blog.eyewire.org/about/
Gaming = managing complex systemsOcean management, MSP Challenge 2050 (I&M, Signature Games, the Netherlands)
http://www.mspchallenge.org/maritime-spatial-planning-challenge-2050/
Realist, Utilitarian
Evolutionist,Transformationist
Interventionist,Decisionist
Idealist, Phenomenological
Discourse analysis
Effectiveness
Gaming is a cost-effective, means for learning, training
and intervention.
Innovation (€)
Global Economic Rat race. Gaming = Innovation and
ec. sector.
PersuasionGames are rhetorical; They can convince, change ideas,
beliefs of players, consumers, citizens
Playfulness
Ludification, gamification of society, organization, politics,
leadership, management.
Lack of Proof
Show me the evidence? Do we teach the right things?. Poss. Neg. effects, such as
agression, addiction?
Disturbance
Over-optimism and side effects.Risks of industrial
policy (subsidies, protection).
Inequality
Social-ec. exclusion; what are the consequences for
society, power (gap between generations, rich/poor,
nations).
ManipulationRisk of manipulation, abuse
of power, hidden agendas and ideologies. Ideology
battle.
Realist, Utilitarian
Evolutionist,Transformationist
Interventionist,Decisionist
Idealist, Phenomenological
Discourse analysis: consequences for research
Efficacy:
The ability to reach a limited set of pre-determined goals or effects effectively and cost
efficiently
Innovation value delivery
The ability to deliver certain values important to
innovation, such as efficiency, creativity, new socio-technical
combinations.
Belief change:The ability to change the way
people perceive, discuss behave around certain
issues;
Self-organization:
the ability to constitute new forms of human-system
interaction.
Psychological, medical, consultancy, experimental
Economic, organizational, engineering
System sciences (organizational learning) and
complexity sciences
Media, cultural, sociological, political.
Realist, Utilitarian
Evolutionist,Transformationist
Interventionist,Decisionist
Idealist, Phenomenological
Consequences for policy…(e.g., Horizon 2020,)
Discussion
Reflection on frame and discourse analysis
Many serious games can be viewed through multiple frames.
One frame may be more convincing than others.
We can examine the fidelity or persuasiveness of frames
Frames can break, change. New frames can emerge.
What are your examples?
What are your frames?