The dangers and delights of working with digital games€¦ · McPhee H. & Porter j.E. (2003) The...
Transcript of The dangers and delights of working with digital games€¦ · McPhee H. & Porter j.E. (2003) The...
Thedangersanddelightsofworkingwithdigitalgames
ContemporaryapproachestoResearchinMathematics,Science,HealthandEnvironmentalEducation
DeakinUniversityNov24-25
Literacyassocialpractice• the‘socialturn’inliteracytheoryandresearch…hasturnedresearchers’andtheorists’attentionstotherolesoftextsandliteracypracticesastoolsormediaforconstructing,narrating,mediating,enacting,performing,enlistingorexploringidentities…Howonereadsandwritescanhaveanimpactonthetypeofpersononeisrecognizedasbeing,andonhowoneseesoneself• Textsandtheliteratepracticesthataccompanythemnotonlyreflectbutmayalsoproducetheself(Davies1989)• Textscanbeusedastoolsforenactingidentities.(Moje,Luke,Davies&Street2009p.415).
AlotofthetimethatIspendwhenI’monlineis,I’mjustsortofcruisingaroundtalkingtopeoplethatIknow.AndbytalkingtothosepeopleIcansortofpatchupthefriendshipsthatmayhavebeendestroyedwhenthisguy,youknow,didn’tdosomethingright,andsoyoucandoitlikethat.Or,ifyou– beforethegame,talkaboutwhatyou’regoingtodo,andhowmuchyouenjoyedlastnight’ssessionandwhatyouthinkcouldbeimproved,justsortoflikedebriefingsessions.AndIthinkthatisoneofthebestthingsaboutit,becauseyoucanapproacheverythingfromfromareallytacticalpointofview.
(Beavis2004p.194)
LiteracyasDesign
• Linguistic• Visual• Audio• Gestural• Spatial• Multimodal- ‘themostsignificantasitrelatestoalltheothermodesinquiteremarkablydynamicrelationships’.
(NewLondonGroup1996)
Learning about and coming to appreciate interrelations within and across multiple sign systems (images, words, actions, symbols, artefacts etc.) as a complex system is core to the learning experience. (Gee 2003)
Learning about and coming to appreciate interrelations within and across multiple sign systems (images, words, actions, symbols, artefacts etc.) as a complex system is core to the learning experience.
Learning about and coming to appreciate design and design principles is core to the learning experience. (Gee 2003)
WhatVideoGamesHavetoTeachUsAboutLearningandLiteracy
All aspects of the learning environment (including the ways in which the semiotic domain is designed and presented) are set up to encourage active and critical, not passive learning.
(Gee2003)
Literacyasdesign:StatecraftX
StatecraftXsplashpage(http://cheeyamsan.info/NIEprojects/SCX/SCX2.htm)
Multimodalliteracyanddesign
StatecraftXrunningoniPhone:symbols,numbersandiconshttp://cheeyamsan.info/NIEprojects/SCX/SCX2.htm
BUT…
Notjusttext
GamesasAction:Makingthingshappen
Theinstigationofmaterialchange
• bothobjectandprocess…can’tbereadastextsorlistenedtoasmusic,theymustbeplayed.(Aarseth1997)
• theirfoundationisnotinlookingandreadingbutintheinstigationofmaterialchangethroughaction- theactionofthemachineisjustasimportantastheactionoftheoperator.(Galloway2006)
Proceduralrhetoric• Videogames,thankstotheirbasicrepresentationalmodeofprocedurality(rule-basedrepresentationsandinteractions),openanewdomainforpersuasion;theyrealizeanewformofrhetoric.
• Icallthisnewform‘proceduralrhetoric’,atypeofrhetorictiedtothecoreaffordancesofcomputers:runningprocessesandexecutingrule-basedsymbolicmanipulation(Bogost2007).
http://www.waldengame.com/
METHODOLOGICALCHALLENGE1:
Whatareweactuallyresearchingwhenweresearchlearninganddigitalgames?Wheredowedirectourgaze?
METHODOLOGICALCHALLENGE2:
TheEthicsofInternetResearch:whatdoesthismean,andhowdowemanagethis,inresearchingyoungpeopleanddigitalgames?
GlobalMediaCulture
• Computersandthenewmediaareincreasinglycentraltothelivesoftodayschildrenandyouth….Globalpopularmediaculture,includingonlineculture,hasbecomeintegrallyboundupwithchildren’saffiliations,identitiesandpleasures....Thiskindofsocialparticipationisintegrallyboundupwiththewaysinwhichsymbolicmeaningsaremade,negotiatedandcontested,andisthereforeofcentralconcerntoliteracyresearch.(Nixon2003407-8)
• text-basedanalysesoflargebodiesofwork• Studiesofpersonsandbehaviour online• Internetastoolforcollectingdata,solicitingresearchparticipants• Focusonpeople’slivesonscreen(Turkle1997)
• McKee,H.andPorter,J.(2009)TheEthicsofInternetResearch.NewYork,PeterLangp.xvii
InternetResearch/Internet-basedresearch
Ethicalissuesinresearchingonlinesitesandcommunities
• Global,transnationalcontext– differentregulatorycontextsindifferentcountries• Intellectualpropertyquestions• Whatconstitutespublic?Areonlinecommunicationsalreadypublished,andhenceavailable?• Whatisinformedconsent?• Privacy- onlineparticipants’perspectivesonthepublic/privatenatureoftheircommunication• Publicationofdata;reportingonlinecommunicationsthroughpublicationandpresentationofresearchresults• Accesstocommunities– how,onwhatterms?• Researcherintervention– tointerveneornottointervene
(McKeeandPorterp.xxii-xxiii)
CaseStudy:MMORPGs
• ‘AliteracyandgamesstudiesresearcherstudiescognitionandlearninginthemassivelymultiplayeronlinegameLineage.Inherethnographicresearch,sheinteractswithothergamers,boththroughheravatarandinherreal-worldidentity,sometimesjustinpassingwhileonseige,sometimesmoreextensively(forsevenyears)asguildleaderandasresearcher.Intheprocessofresearchingshecollectsnotesandtranscriptsonthousandsofhoursofgame-talkandinteractionin-world.Whiletheinformationshegathersasadefinedresearcher(eg interviewingpeopleoutofworld)isclearlyresearch,whatoftheexchangesandinteractionssheexperiencesinvariousgamingroles?Thatis,whensheisaPrincessinLineage,whatcansheuseinherresearchand,importantly,withwhateffectsonthecommunity/ies shestudies?’
(BasedonSteinkhueler 2005,2006,2007;McKeeandPorterp.2)
Lineage:MMORPGs
• Textorcommunity?• Publicorprivateconversations?• Researcherorparticipant?• Credibility• Whostandstobeharmed?• Whoisinterviewed- AvatarorRLidentity?
McKeeandPorter(2009)p.82
GUIDELINES:internetresearchersshould:
• Articulateandcriticallyexaminetheirownperspectives– internetasspaceorplace?• Bedeeplysuspiciousofblanketpronouncements• Consultwithmultipleaudiencesreethicalquestions• Identifyandconsidervariousregulationsandlaws,includingissuesofIP,andhowtheymayimpacttheresearch• Immersethemselvesinthespecificsofcontext
• Continuallyreflectonandinterrogatetheirresearchdesignanddecisionmaking,throughouttheprocessofresearch• Conductcomparativecaseanalysis,• Beexplicitabouttheethicalissuesanddecisionstheyhavemade.
McKeeandPorterpp.163-134
METHODOLOGICALCHALLENGE2:
TheEthicsofInternetResearch:whatdoesthismean,andhowdowemanagethis,inresearchingyoungpeopleanddigitalgames?
METHODOLOGICALCHALLENGE3:
Digitalgamesinschool:arewetryingtomanageconflictingpriorities?
http://www.seriousplayproject.org
Areasoffocus Activities• Focusonteachers• Focusonstudents• Inschool– outofschool• Focusoncurriculumandlearning• Focusongames• Focusonassessment
• LearningwithGames• Analysing Games• MakingGames
AustralianResearchCouncil(2012-2015)Beavis,Dezuanni,O’Mara,Prestridge,Rowan,Zagami &Chee:SeriousPlay:DigitalGames,LearningandLiteracyforTwentyfirstCenturySchooling
http://www.seriousplayproject.org
Students
Contexts
Thenatureofgames
Curriculum
Equity
Teachers
Thosechallengesagain:METHODOLOGICALCHALLENGE1:Whatareweactuallyresearchingwhenweresearchlearninganddigitalgames?Wheredowedirectourgaze?
METHODOLOGICALCHALLENGE3:Digitalgamesinschool:arewetryingtomanagingconflictingpriorities?
METHODOLOGICALCHALLENGE2:TheEthicsofInternetResearch:whatdoesthismean,andhowdowemanagethis,inresearchingyoungpeopleanddigitalgames?
ReferencesAarseth,E.(1997)Cybertext:perspectivesinergodicliterature.Baltimore,MD:JohnsHopkinsUniversityPress.
Beavis,C.(2004).‘'GoodGame':TextsandCommunityinMultiplayerComputergames’.InSnyder,I.and Beavis,C.(Eds)DoingLiteracyonline:Teaching,LearningandPlayinginanElectronicWorld. HamptonPress,NewJerseypp.187-205.
Bogost,I.(2007). Persuasivegames:Theexpressivepowerofvideogames.Cambridge:MITPress.
Gee.J.P.(2003)WhatVideoGamesHavetoTeachusAboutLearningandLiteracy,NewYork:PalgraveMacmillan.
Galloway,A.(2006). Gaming:Essaysonalgorithmicculture.Minneapolis:UniversityofMinnesotaPress.
Hutchby,I.&MoranEllis,J.(2001)Introduction:relatingchildren,technologyandculture.InIanHutchby andJoMoranEllis(Eds)Children,TechnologyandCulture.LondonFalmer,1-10
McPheeH.&Porterj.E.(2003)TheEthicsofInternetResearch:Arhetorical,case-basedprocess.NewYork,PeterLang
Moje E,LukeA,DaviesB,&Street,B.(2009)Literacyandidentity:Examiningthemetaphorsinhistoryandcontemporary research.ReadingResearchQuarterly44(4):415–437..
NewLondonGroup(2000).APedagogyofMultiliteracies:DesigningSocialFutures.InB.Cope&M.Kalanatzis (Eds.),Multiliteracies:LiteracyLearningandtheDesignofSocialFutures.Melbourne:Macmillan.
Nixon,H.(2003)Newresearchliteraciesforcontemporaryresearchintoliteracyandnewmedia?ReadingResearchQuarterly38(3):407-413