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A Simple Multi-player Video Game Framework for Experimenting and Teaching Cultural Understanding
1. A Simple Multi-player Video
Game Framework for
Experimenting and Teaching
Cultural Understanding
Lindsay Grace
Lindsay D. Grace
Associate Professor – Film and Media Arts
School of Communication
Founding Director: American University Game Lab
Grace@American.edu
http://www.American.edu/GameLab
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4. Lindsay D. Grace
Associate Professor – Film and Media Arts
School of Communication
Founding Director:
American University Game Lab & Studio
@mindtoggle
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6. “Culture is always a collective phenomenon,
because it is at least partly shared with people
who live or lived within the same social
environment, which is where it was learned. It is
the collective programming of the mind which
distinguishes the members of one group or
category of people from another. “
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Hofstede’s 1991
17. “Provide an experiential event in which players
are embedded in a cultural phenomena of not
knowing the rules, but having to play the
game”
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21. Paige’s 10 identified cultural differences
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ethnocentrism
language
cultural immersion
cultural isolation
prior intercultural experience
expectations
visibility/invisibility
status
power
control
23. Our Goals
• Create a game as simple as the Barnga
framework
• Make this game scalable to a minimum of 50
players
• Create an online game playable online
• Build a rule set to elicit culture disadvantage for
specific players
• Release the game as open source software
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30. Each Team is limited in:
• What they can see
• How they see it
• Who can collect certain points.
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31. Each Team is limited in:
• What they can see
• How they see it
• Who can collect certain points.
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32. In Diagram:
Green will see the red team
as red, blue team will appear
as green;
making it difficult to
understand who is on your
team.
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33. Configurable:
1. How many teams there are in the game?
2. How big the world is?
3. How many points start in the world?
4. Is the end game triggered by all points collected or a
set goal?
5. How people are assigned to teams, which includes a
biased assignment?
6. Do new points appear as points are captured?
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34. Configurable:
7. How many points your team gets per capture?
8. How teams see each other?
9. How teams see points?
10.What points teams can capture?
11.How fast are the avatars on your team?
12.Can you see the global score?
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35. 6. Do new points appear as points are captured?
Allows a biased assignment of teams,
some teams have more players and can collect
items faster.
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36. Allow the designers to give different players
physical (sense and movement) advantages
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7. How teams see points?
8. What points teams can capture?
9. What points teams can capture?
39. 2 teams of equal size:
One team represents the players who know about the
rules of the game - they can see all types of points as
unique to a team, can see all types of players as unique to
their respective teams, and can collect any type of point.
The other team represents the players who can’t
understand the rules - they see everything as looking the
same as them, but can only collect their type of points.
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40. Team 1: players who know about the rules of
the game - they can see all types of points as
unique to a team, can see all types of players as
unique to their respective teams, and can collect
any type of point.
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41. Team 2:
The other team represents the players who can’t
understand the rules - they see everything as
looking the same as them, but can only collect
their type of points.
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44. Thank You
Lindsay Grace
Lindsay D. Grace
Associate Professor
Director, Game Lab and Studio
American University
School of Communication
Film and Media Art
Grace@American.edu
http://www.ProfessorGrace.com
Twitter:
@mindtoggle
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Notas do Editor
I’m lindsay Grace – Director of the American University Game Lab
This is a paper created as a collaboration between American University in Washington DC and Miami University
The five authors, include Peter Jamiueson from the department of Engineering and Darrel Davis from the Department of Educaiton and Psychology
Our core research agenda for this work is to facilitate an understanding of cross-cultural communicaiton
And out stiod studio produces games like Awwakrd Annie, to do educational assessment around social interactions and cross cultural understanding
Barnga is a game first published in 1990
We looked at exisiting solutions like Bafa Bafa, which uses synethtic cultures to and requires at least 3 hours to play
So we went digital
In Black/White, every character looks the same. To tell a threat from a non-threat, you have to apporch ech and wait for it act aggresivle or not.