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Serious Games, Social
                           Issues & Learning
                        Jason Rosenblum, Jennifer Dornan-Fish & Bob Strong,
                                      St. Edward’s University
                         2011 New Media Center Conference, UW Madison

                                     h"p://slidesha.re/kIQ1YL
                                      jasonr@stedwards.edu

Friday, June 17, 2011                                                         1
What’s a serious game?
                 • games famously resist definition          (Wittgenstein)


                 • Therefore here’s one perspective:
                        Serious games are games that prompt
                        experiential learning through play, in ways that
                        foster critical evaluation and participation.




Friday, June 17, 2011                                                        2
What’s a serious game?
                 • games famously resist definition          (Wittgenstein)


                 • Therefore here’s one perspective:
                        Serious games are games that prompt
                        experiential learning through play, in ways that
                        foster critical evaluation and participation.




Friday, June 17, 2011                                                        3
Why are they relevant?
                 • Theoretical models & Research Perspectives
                        provided by:


                        Ian Bogost, James Gee, David Shaffer, Constance
                        Steinkuehler, Sasha Barab, Kurt Squire & Jane
                        McGonigal



Friday, June 17, 2011                                                     4
Real Lives




  From : http://www.educationalsimulations.com/
Friday, June 17, 2011                             5
Simulations : Real Lives
                 •      Relevance: Real play by immersion.  Experiential
                        learning through role play.  

                 •      Example of Gee's notion of empowering learner through
                        identity (see: What Videogames Have to Teach Us about
                        Learning and Literacy)(Gee, 2007).  

                 •      Build the life of a character and live that life making
                        decisions and reaping the results of those decisions.  
                        Outcomes for individual choices are based on statistics
                        on which the game is based.  

                 •      http://www.educationalsimulations.com/

                        Gee, J. (2007). What Video Games Have to Teach Us
                        About Learning and Literacy (2nd ed.): Palgrave
                        Macmillan.

Friday, June 17, 2011                                                             6
Simulations : Real Lives
                        • Taken from:
                          http://www.educationalsimulations.com/Real
                          %20Lives%20Background.doc

                        • Database contains 200 indicators in over 4000
                          locations in 192 countries across the globe

                        • Information from multiple databases, including the
                          World Health Organization, Index Mundi, and
                          census data with job information by region.  




Friday, June 17, 2011                                                          7
http://www.gamesforchange.org




Friday, June 17, 2011                                   8
Games 4 Change




From:
http://vimeo.com/17001067
http://www.youtube.com/watch?v=seVuReHqPSI&feature=related
http://ayiti.globalkids.org/game/
Friday, June 17, 2011                                        9
•   G4C Lab - services
                                                to support social
                                                impact game design
                                                & creation

                                            •   G4C Arcade - links
                                                to games

                                            •   Inspiring Digital
                                                Kids through Game
                                                Design with AMD

              http://www.gamesforchange.org/ourwork
Friday, June 17, 2011                                                10
From their Human Rights Channel
                        http://gamesforchange.org/channels/human

Friday, June 17, 2011                                              11
http://www.kvue.com/news/MORGAN-CHESKY-Sandra-Day-OConnor-gives-
modern-civics-lesson-119806714.html

http://www.icivics.org/

Friday, June 17, 2011                                              12
Games 4 Change
                 •      Relevance:  Play to learn. 

                 •      Many Games can be seen through Ian Bogost’s lens
                        on Persuasive Games (Bogost, 2007)
                         ‣    Games reflect complex procedural systems that drive social,
                              political & economic issues

                         ‣    Many reflect Bogost’s idea of procedural rhetoric to help bridge
                              the gap between what they know and processes the game
                              presents

                 •      See: http://www.bogost.com/

                 •      http://www.persuasivegames.com/
                        Bogost, I. (2007). Persuasive Games - The Expressive Power of Videogames: The MIT
                        Press
Friday, June 17, 2011                                                                                       13
Fate of the World




From: http://fateoftheworld.net/
Friday, June 17, 2011                       14
Fate of the World
                        •   By Red Redemption, makers of Climate Change.  

                        •   Designed to heighten awareness of systemic effects of
                            environmental, political, and cultural choices on climate
                            change. 

                        •   Helps players confront the rhetorical gap between what they
                            know and what the systems embodied in the game
                            represent.

                        •   Relevance:  Example of game that provides experiential
                            learning through a series of progressively harder problems.
                            FOTW’s design embodies Bogost’s notion of procedural
                            rhetoric (see: Persuasive Games,The Expressive Power of Video
                            Games).

                        •   http://fateoftheworld.net/ 
Friday, June 17, 2011                                                                       15
http://fateoftheworld.net/ 
Friday, June 17, 2011                                 16
http://fateoftheworld.net/ 
Friday, June 17, 2011                                 16
http://fateoftheworld.net/ 
Friday, June 17, 2011                                 16
http://fateoftheworld.net/ 
Friday, June 17, 2011                                 16
http://fateoftheworld.net/ 
Friday, June 17, 2011                                 16
http://fateoftheworld.net/ 
Friday, June 17, 2011                                 16
http://fateoftheworld.net/ 
Friday, June 17, 2011                                 16
http://fateoftheworld.net/ 
Friday, June 17, 2011                                 16
http://fateoftheworld.net/ 
Friday, June 17, 2011                                 16
http://fateoftheworld.net/ 
Friday, June 17, 2011                                 16
http://fateoftheworld.net/ 
Friday, June 17, 2011                                 16
http://fateoftheworld.net/ 
Friday, June 17, 2011                                 16
Superhero Gaming
         •       Jane McGonigal - Real play to take action to address
                 large scale probs.  See: Reality is Broken - Why Games Make
                 Us Better and How They Can Change the World

         •       Produced World Without Oil (an Alternate Reality Game) and
                 more recently, Evoke (Alternate Reality/Superhero Gaming)

         •       See: http://janemcgonigal.com/

         •       Look for her Ted Talk: “Gaming can make a better world”

         •       McGonigal, J. (2011). Reality is Broken: Why Games Make
                 Us Better and How They Can Change the World: Penguin
                 Press HC.

Friday, June 17, 2011                                                          17
Superhero Gaming




   From : http://www.urgentevoke.com
Friday, June 17, 2011                      18
Learner as “Superhero”
                        Clever use of technology + game design
                        strategies to motivate players in ways that are
                        Challenge-Based.

                        http://www.urgentevoke.com




Friday, June 17, 2011                                                     19
From: http://www.urgentevoke.com
                        Mission 1, Objective: Learn
Friday, June 17, 2011                                      20
From: http://www.urgentevoke.com
                        Mission 1, Objective: Act
Friday, June 17, 2011                                      21
From: http://www.urgentevoke.com
                        Mission 1, Objective: Imagine
Friday, June 17, 2011                                      22
From: http://www.urgentevoke.com
                        Blog post: Log your Evidence
Friday, June 17, 2011                                      23
From: http://www.urgentevoke.com
                        Blog post: http://www.urgentevoke.com/profiles/
                        blogs/saving-the-knowledge-about




Friday, June 17, 2011                                                    24
From: http://www.urgentevoke.com
                        Origin Story: http://www.urgentevoke.com/page/
                        quest-list
Friday, June 17, 2011                                                    25
From: http://www.urgentevoke.com
                        Agent Profile: Khayalethu Kuphu
Friday, June 17, 2011                                      26
Learning is Experiential
                        Perfect example of Gee's empowerment through identity
                        (i.e. your life) and through learner-defined play : origin story
                        + quest + outcome.  




Friday, June 17, 2011                                                                     27
From Superhero Gaming to Epistemic
                        Games...




Friday, June 17, 2011                                        28
David Shaffer
                        http://epistemicgames.org/
                        Shaffer, D., Gee, J. (2008). How Computer Games Help Children Learn: Palgrave
                        Macmillan.




Friday, June 17, 2011                                                                                   29
With Participation From

        University of Wisconsin
        University of Maryland
        University of Memphis
        Danish School of Education
        Open Universitet Nederland




Friday, June 17, 2011                30
According to David Shaffer...

                        An epistemic game is a game that deliberately creates the
                        epistemic frame of a socially valued community by re-creating
                        the process by which individuals develop the skills, knowledge,
                        identities, values, and epistemology of that community (Shaffer
                        & Gee, 2008, p. 164)

                        Shaffer, D., Gee, J. (2008). How Computer Games Help Children
                        Learn: Palgrave Macmillan.




Friday, June 17, 2011                                                                     31
Peacemaker as Epistemic Game
                        Presents players with the challenge of playing the
                        role of a peacemaker
                        ...and more importantly challenges players to
                        *think* like a peacemaker to solve a difficult
                        problem--peace in the Mideast.  




Friday, June 17, 2011                                                        32
Peacemaker




   From:
   http://www.peacemakergame.com
   http://vimeo.com/17001067
Friday, June 17, 2011                33
Peacemaker Pilot

                        • Spring 2011 - Undergrad International
                          Security & Conflict Resolution Course
                        • Students worked in teams of 2-4, appx 5-6
                          teams, for appx 25 minutes.
                        • asked to consciously role-play a leader
                          from a particular political position



Friday, June 17, 2011                                                 34
Peacemaker Pilot
                        • Student teams did well--with some teams
                          able to achieve positive ratings from both
                          countries.
                        • Students studied material prior to class, and
                          were prompted to write reflections on
                          their experience
                        • Feedback was positive--wanted more time
                          for play outside of class.


Friday, June 17, 2011                                                     35
Global Social Problems
                        • Local Action & Social Networks for Change
                        • Undergrad Cultural Foundations course
                        • Uses superhero gaming strategies &
                          challenge-based learning approach.
                        • Inspired by McGonigal’s idea of gameful
                          action and her ARG, Evoke.


Friday, June 17, 2011                                                 36
Global Social Problems




 http://vimeo.com/23934250
Friday, June 17, 2011                        37
Three Missions

                        • Research an issue @ Global & Local Levels
                        • Participate online as well as at local levels
                          to address the problem

                        • Imagine a possible way to address the
                          issue, incorporating perspectives learned
                          through research and participation.

Friday, June 17, 2011                                                     38
Three Missions
             Students awarded “Experience Points” by peers on
             how well they demonstrate heroic “Character Traits”


                   Understanding     Tenacity       Excellence
                 Communication     Collaboration     Empathy
                        Vision       Precision      Wisdom


             Mission Progress gauged by leveling system
Friday, June 17, 2011                                              39
fin.
                               jasonr@stedwards.edu
                        http://www.edtechresources.info
                        	
  	
  	
  	
  	
  	
  h"p://slidesha.re/kIQ1YL




Friday, June 17, 2011                                                      40

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2011 New Media Consoritium Conference Presentation

  • 1. Serious Games, Social Issues & Learning Jason Rosenblum, Jennifer Dornan-Fish & Bob Strong, St. Edward’s University 2011 New Media Center Conference, UW Madison h"p://slidesha.re/kIQ1YL jasonr@stedwards.edu Friday, June 17, 2011 1
  • 2. What’s a serious game? • games famously resist definition (Wittgenstein) • Therefore here’s one perspective: Serious games are games that prompt experiential learning through play, in ways that foster critical evaluation and participation. Friday, June 17, 2011 2
  • 3. What’s a serious game? • games famously resist definition (Wittgenstein) • Therefore here’s one perspective: Serious games are games that prompt experiential learning through play, in ways that foster critical evaluation and participation. Friday, June 17, 2011 3
  • 4. Why are they relevant? • Theoretical models & Research Perspectives provided by: Ian Bogost, James Gee, David Shaffer, Constance Steinkuehler, Sasha Barab, Kurt Squire & Jane McGonigal Friday, June 17, 2011 4
  • 5. Real Lives From : http://www.educationalsimulations.com/ Friday, June 17, 2011 5
  • 6. Simulations : Real Lives • Relevance: Real play by immersion.  Experiential learning through role play.   • Example of Gee's notion of empowering learner through identity (see: What Videogames Have to Teach Us about Learning and Literacy)(Gee, 2007).   • Build the life of a character and live that life making decisions and reaping the results of those decisions.   Outcomes for individual choices are based on statistics on which the game is based.   • http://www.educationalsimulations.com/ Gee, J. (2007). What Video Games Have to Teach Us About Learning and Literacy (2nd ed.): Palgrave Macmillan. Friday, June 17, 2011 6
  • 7. Simulations : Real Lives • Taken from: http://www.educationalsimulations.com/Real %20Lives%20Background.doc • Database contains 200 indicators in over 4000 locations in 192 countries across the globe • Information from multiple databases, including the World Health Organization, Index Mundi, and census data with job information by region.   Friday, June 17, 2011 7
  • 10. G4C Lab - services to support social impact game design & creation • G4C Arcade - links to games • Inspiring Digital Kids through Game Design with AMD http://www.gamesforchange.org/ourwork Friday, June 17, 2011 10
  • 11. From their Human Rights Channel http://gamesforchange.org/channels/human Friday, June 17, 2011 11
  • 13. Games 4 Change • Relevance:  Play to learn.  • Many Games can be seen through Ian Bogost’s lens on Persuasive Games (Bogost, 2007) ‣ Games reflect complex procedural systems that drive social, political & economic issues ‣ Many reflect Bogost’s idea of procedural rhetoric to help bridge the gap between what they know and processes the game presents • See: http://www.bogost.com/ • http://www.persuasivegames.com/ Bogost, I. (2007). Persuasive Games - The Expressive Power of Videogames: The MIT Press Friday, June 17, 2011 13
  • 14. Fate of the World From: http://fateoftheworld.net/ Friday, June 17, 2011 14
  • 15. Fate of the World • By Red Redemption, makers of Climate Change.   • Designed to heighten awareness of systemic effects of environmental, political, and cultural choices on climate change.  • Helps players confront the rhetorical gap between what they know and what the systems embodied in the game represent. • Relevance:  Example of game that provides experiential learning through a series of progressively harder problems. FOTW’s design embodies Bogost’s notion of procedural rhetoric (see: Persuasive Games,The Expressive Power of Video Games). • http://fateoftheworld.net/  Friday, June 17, 2011 15
  • 28. Superhero Gaming • Jane McGonigal - Real play to take action to address large scale probs.  See: Reality is Broken - Why Games Make Us Better and How They Can Change the World • Produced World Without Oil (an Alternate Reality Game) and more recently, Evoke (Alternate Reality/Superhero Gaming) • See: http://janemcgonigal.com/ • Look for her Ted Talk: “Gaming can make a better world” • McGonigal, J. (2011). Reality is Broken: Why Games Make Us Better and How They Can Change the World: Penguin Press HC. Friday, June 17, 2011 17
  • 29. Superhero Gaming From : http://www.urgentevoke.com Friday, June 17, 2011 18
  • 30. Learner as “Superhero” Clever use of technology + game design strategies to motivate players in ways that are Challenge-Based. http://www.urgentevoke.com Friday, June 17, 2011 19
  • 31. From: http://www.urgentevoke.com Mission 1, Objective: Learn Friday, June 17, 2011 20
  • 32. From: http://www.urgentevoke.com Mission 1, Objective: Act Friday, June 17, 2011 21
  • 33. From: http://www.urgentevoke.com Mission 1, Objective: Imagine Friday, June 17, 2011 22
  • 34. From: http://www.urgentevoke.com Blog post: Log your Evidence Friday, June 17, 2011 23
  • 35. From: http://www.urgentevoke.com Blog post: http://www.urgentevoke.com/profiles/ blogs/saving-the-knowledge-about Friday, June 17, 2011 24
  • 36. From: http://www.urgentevoke.com Origin Story: http://www.urgentevoke.com/page/ quest-list Friday, June 17, 2011 25
  • 37. From: http://www.urgentevoke.com Agent Profile: Khayalethu Kuphu Friday, June 17, 2011 26
  • 38. Learning is Experiential Perfect example of Gee's empowerment through identity (i.e. your life) and through learner-defined play : origin story + quest + outcome.   Friday, June 17, 2011 27
  • 39. From Superhero Gaming to Epistemic Games... Friday, June 17, 2011 28
  • 40. David Shaffer http://epistemicgames.org/ Shaffer, D., Gee, J. (2008). How Computer Games Help Children Learn: Palgrave Macmillan. Friday, June 17, 2011 29
  • 41. With Participation From University of Wisconsin University of Maryland University of Memphis Danish School of Education Open Universitet Nederland Friday, June 17, 2011 30
  • 42. According to David Shaffer... An epistemic game is a game that deliberately creates the epistemic frame of a socially valued community by re-creating the process by which individuals develop the skills, knowledge, identities, values, and epistemology of that community (Shaffer & Gee, 2008, p. 164) Shaffer, D., Gee, J. (2008). How Computer Games Help Children Learn: Palgrave Macmillan. Friday, June 17, 2011 31
  • 43. Peacemaker as Epistemic Game Presents players with the challenge of playing the role of a peacemaker ...and more importantly challenges players to *think* like a peacemaker to solve a difficult problem--peace in the Mideast.   Friday, June 17, 2011 32
  • 44. Peacemaker From: http://www.peacemakergame.com http://vimeo.com/17001067 Friday, June 17, 2011 33
  • 45. Peacemaker Pilot • Spring 2011 - Undergrad International Security & Conflict Resolution Course • Students worked in teams of 2-4, appx 5-6 teams, for appx 25 minutes. • asked to consciously role-play a leader from a particular political position Friday, June 17, 2011 34
  • 46. Peacemaker Pilot • Student teams did well--with some teams able to achieve positive ratings from both countries. • Students studied material prior to class, and were prompted to write reflections on their experience • Feedback was positive--wanted more time for play outside of class. Friday, June 17, 2011 35
  • 47. Global Social Problems • Local Action & Social Networks for Change • Undergrad Cultural Foundations course • Uses superhero gaming strategies & challenge-based learning approach. • Inspired by McGonigal’s idea of gameful action and her ARG, Evoke. Friday, June 17, 2011 36
  • 48. Global Social Problems http://vimeo.com/23934250 Friday, June 17, 2011 37
  • 49. Three Missions • Research an issue @ Global & Local Levels • Participate online as well as at local levels to address the problem • Imagine a possible way to address the issue, incorporating perspectives learned through research and participation. Friday, June 17, 2011 38
  • 50. Three Missions Students awarded “Experience Points” by peers on how well they demonstrate heroic “Character Traits” Understanding Tenacity Excellence Communication Collaboration Empathy Vision Precision Wisdom Mission Progress gauged by leveling system Friday, June 17, 2011 39
  • 51. fin. jasonr@stedwards.edu http://www.edtechresources.info            h"p://slidesha.re/kIQ1YL Friday, June 17, 2011 40

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