Puentedura Telling Stories Playing Games

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Telling Stories, Playing Games Ruben R. Puentedura, Ph.D.

description

Presentation by Ruben Puentedura for Connect@NMC live session on May 18, 2009 -- see http://www.nmc.org/connect/rubenp

Transcript of Puentedura Telling Stories Playing Games

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Telling Stories, Playing Games

Ruben R. Puentedura, Ph.D.

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Four Engines of Transformation

Digital StorytellingSocial Computing

Educational GamingVisualization and

Simulation

Play

Social

Visual

Nar

rativ

e

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Educational Gaming

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Formal Definition of Play (Salen & Zimmerman)

"Play is free movement within a

more rigid structure."

Salen, K. and E. Zimmerman, Rules of Play : Game Design Fundamentals. The MIT Press. (2003)

Formal Definition of Game

"A game is a system in which

players engage in an artificial

conflict, defined by rules, that

results in a quantifiable

outcome."

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Games and Abstraction

• Some videogames are more like real-life simulations:

• Others are more abstract:

Games and Goals

• Some videogames are driven by real-life type goals:

• The goals in other games are more arbitrary:

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Games and Narrative

Games

Commercial

Educational

Critical Gaming

Instructor-Created

Student-Created

• Provide domain-specific content

• Provide domain-specific analytic

and problem-solving approaches

• Enhance skill transfer to related

tasks or domains

• Enhance general skills or

cognitive processes

• Develop specific social

structures

• Improve participant motivation

• Provide domain-specific analytic

and problem-solving approaches

• Enhance skill transfer to related

tasks or domains

• Enhance general skills or

cognitive processes

Interactive Fiction

Role-playing Games

MMOGs

ARGs

Sims

Real-Time Strategy Games

Turn-based Strategy Games

Twitch and Rhythm Games

R. Puentedura, “I Taught It, Bought It at the Game Store: Repurposing Commercial Games for Education”.

NMC Summer Conference Proceedings. (2007)

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Digital Storytelling

The Layout of Lascaux

Source: Alain Jaubert, Lascaux, Préhistoire de l'art. Arte Video (1996)

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Autun Cathedral

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Nonlinear Narrative Geometries: “Look Behind You”

Floorplan Source: http://eng.archinform.net/projekte/11316.htm

Ascension of Simon the Magician

Fall of Simon the Magician

Noah’s Ark

Samson Destroying the Temple

Christ Appears to Mary Magdalen

Daniel in the Lions’ Den

The Prisoners in the Furnace

Liberation of Saint Peter

Nativity of the Infant JesusSacrifice of Isaac

Daniel/Christ Appears

Prisoners/St. Peter

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Forms of Digital Storytelling

ImageAssembly

SequentialArt

MovingImage

InteractiveMedia

InteractiveFiction

5-Card Nancy Comic Life Premiere Pachyderm Inform 7

Narrative sources;Narrative constraints

Pictorial vocabulary;Narrative transitions;

Text/image integrationCDS Seven Elements;Montage structures

Narrative structures;Narrative flows Ludic elements

R. Puentedura, “Digital Storytelling: An Alternative Instructional Approach”. NMC Summer Conference Proceedings. (2008)

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Five-Card Nancy

http://www.7415comics.com/nancy/index.html

Pachyderm and Structure

http://pachyderm.nmc.org/

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The Formal and Structural Questions

Scott McCloud, Understanding Comics. HarperCollins. (1993)

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THEPARADIGMWORKSHEET

The Story:

ACT I ACT II ACT IIIACT I ACT II ACT III

First Half Second Half First Half Second Half

Dramatic Context Dramatic Context

Plot Point I Plot Point II (approx. 20-30) (approx. 80-90)

SET-UP CONFRONTATION SET-UP CONFRONTATION RESOLUTIONRESOLUTIONCopyright ! 2000 Syd Field

Midpointabout page 60

The Basic Screenplay Paradigm (Field)

S. Field, Screenplay - The Foundations of Screenwriting, Third Edition. Dell Publishing. (1994)

25% 75%

50%

17–25% 67–75%

Modular Storytelling Example

Perm. 3

Dyn. 3

Perm. 6

Dyn. 4

First

Story Step

Perm. 2

Dyn. 2

Perm. 5

Dyn. 5

Perm. 1

Dyn. 1

Perm. 4

Dyn. 6

Perm. 3

Dyn. 6

Perm. 6

Dyn. 5

First

Story Step

Perm. 2

Dyn. 1

Perm. 5

Dyn. 2

Perm. 1

Dyn. 3

Perm. 4

Dyn. 4

Player A Player B

L. Sheldon, Character Development and Storytelling for Games. Thomson Course Technology PTR. (2004)

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Bibliography

• Educational Gaming:

• Salen, K. and E. Zimmerman. Rules of Play : Game Design Fundamentals.

Cambridge: The MIT Press, 2003.

• Salen, K. and E. Zimmerman. The Game Design Reader : a Rules of Play Anthology.

Cambridge: The MIT Press, 2006.

• Lakoff, G. Women, Fire, and Dangerous Things : What Categories Reveal About the

Mind. Chicago: University of Chicago Press, 1987.

• Randel, J.M., B.A. Morris, C.D. Wetzel, and B.V. Whitehill. “The Effectiveness of

Games for Educational Purposes: A Review of Recent Research.” Simulation &

Gaming (Volume 23):261-276, 1992.

• Fletcher, J.D. and S. Tobias. “Using Computer Games and Simulations for

Instruction: A Research Review.” Proceedings of the Society for Advanced Learning

Technology Meeting, 2006.

• Puentedura, R. “I Taught It, Bought It at the Game Store: Repurposing Commercial

Games for Education”. NMC Summer Conference Proceedings, 2007.

Available online at:

http://www.nmc.org/publications/2007-conference-proceedings

• Puentedura, R. “Beyond World of Warcraft: the Universe of MMOGs”. NMC Summer

Conference Proceedings, 2007.

Available online at:

http://www.nmc.org/publications/2007-conference-proceedings

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• Digital Storytelling:

• Jaubert, A. Lascaux, Préhistoire de l'Art. Arte Video, 1996.

• Puentedura, R. “Digital Storytelling: An Alternative Instructional Approach”. NMC

Summer Conference Proceedings, 2008.

Available online at:

http://www.nmc.org/publications/2008-conference-proceedings

• McCloud, S. Understanding Comics. New York: HarperCollins, 1993.

• Field, S. Screenplay - The Foundations of Screenwriting, Third Edition. New York:

Dell Publishing, 1994.

• Campbell, J. The Hero with a Thousand Faces. New Jersey: Princeton University

Press, 1972.

• Propp, V. Morphology of the Folktale. Trans. L. Scott. Austin: University of Texas

Press, 1968.

• Sheldon, L. Character Development and Storytelling for Games. Boston: Thomson

Course Technology PTR, 2004.

Hippasus

http://hippasus.com/rrpweblog/

[email protected]

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