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        <title><![CDATA[Wayne Barry : Weblog items tagged with gaming]]></title>
        <description><![CDATA[The weblog for Wayne Barry, hosted on Holyrood Park.]]></description>
        <link>http://elearningblogs.education.ed.ac.uk/oldelgg/elgg/heywayne/weblog/</link>        
        <item>
            <title><![CDATA[Digital Game-based Learning: A Retrospective]]></title>
            <link>http://elearningblogs.education.ed.ac.uk/oldelgg/elgg/heywayne/weblog/2109.html</link>
            <guid isPermaLink="true">http://elearningblogs.education.ed.ac.uk/oldelgg/elgg/heywayne/weblog/2109.html</guid>
            <pubDate>Wed, 08 Apr 2009 13:50:52 GMT</pubDate>
		<dc:subject><![CDATA[retrospective]]></dc:subject>
		<dc:subject><![CDATA[videogames]]></dc:subject>
		<dc:subject><![CDATA[play]]></dc:subject>
		<dc:subject><![CDATA[gaming]]></dc:subject>
		<dc:subject><![CDATA[games]]></dc:subject>
		<dc:subject><![CDATA[game-based learning]]></dc:subject>
		<dc:subject><![CDATA[IDGBL2009]]></dc:subject>
		<dc:subject><![CDATA[digital]]></dc:subject>
            <description><![CDATA[<p><em>Tempus fugit</em> - Doesn't time fly when you are having fun? After a 12 week tournament that is the&nbsp;&quot;<em>Digital Game-based Learning</em>&quot; module. All good things must eventually come to a full stop. Whilst we have been reading, writing and debating about the &quot;serious&quot; business of games, gaming and play; more importantly, we have also have had a lot of fun doing it and learning a little more about ourselves along the way.</p><p>I started the course by reflecting upon my previous experience and engagement with games, gaming and play (see &quot;<em><a href="http://holyroodpark.net/heywayne/weblog/1559.html"  target="_blank"  title="Flashbacks of a Fool">Flashbacks of a Fool</a></em>&quot;) that had largely seen me leave videogames and computer games back in the 1990s preferring the more traditional games that had a largely social element to them, i.e. playing games with family or friends. The course had literally thrust me back into the digital gamesphere (see &quot;<em><a href="http://holyroodpark.net/heywayne/weblog/1804.html"  target="_blank"  title="All work and no play?">All work and no play?</a></em>&quot; and &quot;<em><a href="http://holyroodpark.net/heywayne/weblog/1859.html"  target="_blank"  title="The Agony and Ectasy of Social Gaming">The Agony and Ectasy of Social Gaming</a></em>&quot;) using a range of game consoles like the Nintendo Wii, Microsoft Xbox, Apple's iPod Touch as well as my own PC.</p><p>I had reflected that some of the games currently on the market and online had &quot;<em>enchanted me and brought out a child-like wonder in me (not seen since 1999)</em>&quot;. This &quot;enchantment&quot; extended to the papers written by Pat Kane and Brian Sutton-Smith on their notions of play (see &quot;<em><a href="http://holyroodpark.net/heywayne/weblog/1876.html"  target="_blank"  title="The Language of Play">The Language of Play</a></em>&quot;) which can be a catalyst for creativity, originality and new developments and should actually be incorporated in&nbsp;each and every one of our lives as normal as it is eating, breathing and&nbsp;sleeping.&nbsp;Howeve, this &quot;enchantment&quot; is a little offset by the &quot;moral panic&quot; that sets in whenever the popular press or eminent scholars and thinker have their tu'penny worth to say on the subject (see &quot;<em><a href="http://holyroodpark.net/heywayne/weblog/2087.html"  target="_blank"  title="A moral panic?">Videogames: A moral panic?</a></em>&quot;).</p><p>Inevitably, the course would eventually touch upon my favourite hobby horse (my thanks goes to the course leaders of the &quot;<em>Digital Environments</em>&quot; modules and my colleagues at work for introducing me to it) that being Marc Prensky and the &quot;Digital Natives&quot; / &quot;Digital Immigrant&quot; dichotomy (see &quot;<em><a href="http://holyroodpark.net/heywayne/weblog/1616.html"  target="_blank"  title="Digital Natives Revisited">Digital Natives Revisited</a></em>&quot;). Given that Prensky works in the games industry and feels passionately that learning and games can go hand-in-hand. No arguments there, it's just the grand rhetorical statements backed up by hardly any empirical research that has turn this issue into something of a pathological obsession for me - I should learn to take <a href="http://en.wikipedia.org/wiki/Michael_Winner"  target="_blank"  title="Michael Winner">Michael Winner</a>'s <a href="http://en.wikipedia.org/wiki/Esure"  target="_blank"  title="esure">esure</a> advice, though James Newman's paper riled me more than Prensky's papers (see &quot;<em><a href="http://holyroodpark.net/heywayne/weblog/1732.html"  target="_blank"  title="A tug of war">Videogames: A tug of war</a></em>&quot;).</p><p>One of my interests is identity and the course has given me ample to think about and experience. From Second Life, using the voice activated feature within it with&nbsp;Iris Bosa had raised questions about voice modification, personalisation and identity (see &quot;<em><a href="http://holyroodpark.net/heywayne/weblog/1642.html"  target="_blank"  title="The Curious Case of Voice Identity">The Curious Case of Voice Identity</a></em>&quot;); to J.P. Gee's concept of the &ldquo;tripartite&rdquo; of identities and the notion of the &quot;other&quot; in games, was presented in a very compelling and original way (see &quot;<em><a href="http://holyroodpark.net/heywayne/weblog/2018.html"  target="_blank"  title="The Learner with a Thousand Identities">The Learner with a Thousand Identities</a></em>&quot;) that is an interesting addition to the Identity literature.</p><p>The module also called for group collaboration to design a Google Earth game (see &quot;<em><a href="http://holyroodpark.net/heywayne/weblog/1803.html"  target="_blank"  title="The New Seven World Wonders Quiz - A Team 2 Production">The New Seven World Wonders Quiz - A Team 2 Production</a></em>&quot;); solve a WebQuest (see &quot;<em><a href="http://holyroodpark.net/heywayne/weblog/1941.html"  target="_blank"  title="WebQuest DSV">WebQuest DSV</a></em>&quot;); and devise a role playing game for Second Life (see &quot;<em><a href="http://holyroodpark.net/heywayne/weblog/1964.html"  target="_blank"  title="Dragons' Lair RPG - A Team 2 Production">Dragons' Lair RPG - A Team 2 Production</a></em>&quot;) that saw some fantastic online collaborations using Skype and a Wiki which led me to comment that it was the &quot;<em>most amazing brain-storming, project management session ever conducted virtually. We went from an idea to a fully-realised project plan in 1.5 hours</em>&quot;. I have rarely seen online collaborations work at this frenetic speed and intensity before, so thank you Team 2 for an exhilarating experience. The group tasks themselves could also have been&nbsp;envisaged as a &quot;game&quot; that involved overcoming a number of obstacles and difficulties to arrive at the finish line in time with a fully realised product.</p><p>J.P. Gee presents some rather interesting concepts of &quot;affinity groups&quot; and &quot;affinity spaces&quot; (see &quot;<em><a href="http://holyroodpark.net/heywayne/weblog/2046.html"  target="_blank"  title="The Affinity towards Groups, Spaces and Learning">The Affinity towards Groups, Spaces and Learning</a></em>&quot;) which I could use in relation to my insitution's new &pound;35m library and learning centre, <a href="http://www.canterbury.ac.uk/projects/augustine-house/"  target="_blank">Augustine House</a>, in terms of how learning spaces are been used physically as well as virtually by the student corpus and the academic community; and would such learning spaces present opportunities for real learning to take place (see &quot;<em><a href="http://holyroodpark.net/heywayne/weblog/2105.html"  target="_blank"  title="The Four Horsemen">The Four Horsemen</a></em>&quot;)?</p><p>So for now, I bid Hamish,&nbsp;Fiona and the&nbsp;challenging &quot;<em>Digital Game-based Learning</em>&quot; course a fond and affectionate adieu.</p><p>Until next time gamers, until next time ...</p>]]></description>
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            <title><![CDATA[Videogames: A moral panic?]]></title>
            <link>http://elearningblogs.education.ed.ac.uk/oldelgg/elgg/heywayne/weblog/2087.html</link>
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            <pubDate>Wed, 01 Apr 2009 19:49:12 GMT</pubDate>
		<dc:subject><![CDATA[benefits]]></dc:subject>
		<dc:subject><![CDATA[violence]]></dc:subject>
		<dc:subject><![CDATA[psychology]]></dc:subject>
		<dc:subject><![CDATA[moral panic]]></dc:subject>
		<dc:subject><![CDATA[health]]></dc:subject>
		<dc:subject><![CDATA[gaming]]></dc:subject>
		<dc:subject><![CDATA[games]]></dc:subject>
		<dc:subject><![CDATA[IDGBL2009]]></dc:subject>
            <description><![CDATA[<p>When I started the &quot;<em>Introduction to Digital Game-based Learning</em>&quot; module back in January 2009,&nbsp;I kept a special <a href="http://www.diigo.com/list/heywayne/gaming"  target="_blank">Diigo list for all of the gaming articles</a> that I either came across or were suggested by my peers on the course. As you can see by the rather extensive bibliography at the end of the post, that there is a relative even number of articles that paint videogames either in a positive or negative light.</p><p>As Gee (2007) points out, there are two major issues with videogames that concern people, laypersons and experts alike. These issues are <strong>violence</strong> and <strong>gender</strong>. Gee (2007, p. 11) makes an interesting case:</p><blockquote>&quot;<em>Finally, despite some claims to the contrary, the fact of the matter is that the effect size of video-game play on aggression is smaller that the effect size for television, thereby rendering the claim that there is something special about the interactivity of games as a source of aggression suspect.</em>&quot;</blockquote><p>Gee's arguments share a similar resonance to those&nbsp;made by UK teachers who feel that &quot;television had a greater influence on children's behaviour than computers and video games&quot; (BBC, 2009a).&nbsp;Again, a&nbsp;recent EU report (Booth, 2009) seems to suggest that there is &quot;no firm proof that playing them has an automatic negative impact on children's behaviour&quot;. Similar findings were published in &quot;<em>Personality and Social Psychology Bulletin</em>&quot; which suggested that &quot;that high levels of gore did not make playing the games more enjoyable&quot;, with players preferring &quot;challenge and being in control that they got from the games&quot; (Devlin, 2009).</p><p>Infact,&nbsp;to the contrary, the EU report concluded that &quot;computer games are good for children and teach them essential life skills&quot;. The EU's conclusion seems to be shared by another&nbsp;recent report&nbsp;from the UK's largest music charity, Youth Music, which states that 2.5 million British children have been inpired to&nbsp;taking up a instrument for the first time after playing such games as &quot;<em><a href="http://en.wikipedia.org/wiki/Guitar_Hero"  target="_blank"  title="Guitar Hero">Guitar Hero</a></em>&quot;, &quot;<em><a href="http://en.wikipedia.org/wiki/SingStar"  target="_blank"  title="SingStar">SingStar</a></em>&quot; and &quot;<em><a href="http://en.wikipedia.org/wiki/Rock_Band"  target="_blank"  title="Rock Band">Rock Band</a></em>&quot; (Telegraph, 2008). There have also been instances where videogames have been used to create fire drill simulations (BBC, 2009d); help to reduce the effects of <a href="http://en.wikipedia.org/wiki/Post_Traumatic_Stress_Disorder"  target="_blank"  title="Post Traumatic Stress Disorder">Post Traumatic Stress Disorder</a> (BBC, 2009e); help to improve the&nbsp;&quot;<a href="http://en.wikipedia.org/wiki/Contrast_(vision)"  target="_blank"  title="Contrast">contrast sensitivity</a>&quot; in vision (BBC, 2009b).</p><p>Despite these positive&nbsp;illustrations; a number of negative ones come to the fore like a bad nappy rash and spring upon us a sense of fear and loathing with anything that is connected with technology and children. These have included a form of skin disorder dubbed as &quot;<em>PlayStation palmar hidradenitis</em>&quot; from using games consoles too much (BBC, 2009c) - this is in many ways a throwback to the <em>Repetitive Strain Injury</em> (RSI) scares from using the mouse too often. However, when respected and eminent scientists, researchers and academics, like Baroness Susan Greenfield for example, wade into such debates, the Great Public prick up their ears and take notice.</p><p>Baroness Greenfield, a neuroscientist and the Director of the Royal Institution of Great Britain, has written a new book called &quot;<em>The Quest for Identity in the 21st Century</em>&quot; in which she suggests that children having prolonged exposure to screen&nbsp;technologies (like computers and videogames) may have an affect on children's brains and their ability to concentrate (Settle, 2008; Murphy, 2009). She makes the observation that:</p><blockquote>&quot;<em>The last 10 years have seen a three-fold increase in the prescription of the drug Ritalin, a drug used for Attention Deficit Disorder. One asks why?</em>&quot;</blockquote><p>A reason for this she suggests:</p><blockquote>&quot;<em>This might, and I stress might, be something to do with the increased exposure of young children to unsupervised and lengthy hours in front of a screen</em>.&quot;</blockquote><p>She has even gone as far as suggesting to her peers in the House of Lords that&nbsp;&quot;it might be worth considering whether the rise in autism&nbsp;... was linked to the increasing prevalence of screen relationships&quot; (Murphy, 2009). Dr Aric Sigman, a psychologist, has written an article in the &quot;<em>Biologist</em>&quot; claiming that a lack of face-to-face contact could alter the way genes work and may give rise to the likes of cancer, strokes, heart disease and dementia (Sigman, 2009; Murphy, 2009).</p><p>As Bennett <em>et al</em> (2008) speaking of the prevalence of the &quot;digital native&quot; in academic literature:</p><blockquote>&quot;<em>[it] sparked an academic form of &lsquo;moral panic&rsquo; using extreme arguments that have lacked empirical evidence</em>&quot;</blockquote><p>I feel that we need&nbsp;to develop a realistic perspective of how videogames affects our children and members of our society that is based upon reasonably supportive empirical evidence, <strong>before</strong> we feel that we can say anything about it that is based on observations and rhetoric. What we might find is that there are&nbsp;a lot of factors that may be involved in these issues which are currently &quot;invisible&quot; to us.&nbsp;We may find to our ever-lasting regret that it might not be as simple as saying that &quot;x causes y&quot;.</p><p><strong>References</strong></p><p>BBC. (2009a). Pupil TV habits concern teachers. <em>BBC News</em>, 30.03.2009. [online]. Available at: <a href="http://news.bbc.co.uk/1/hi/education/7972466.stm">http://news.bbc.co.uk/1/hi/education/7972466.stm</a>&nbsp;[Accessed 1 April 2009]</p><p>BBC. (2009b). Video games 'can improve vision'. <em>BBC News</em>, 29.03.2009. [online]. Available at:&nbsp;<a href="http://news.bbc.co.uk/1/hi/health/7967381.stm">http://news.bbc.co.uk/1/hi/health/7967381.stm</a>&nbsp;[Accessed 1 April 2009]&nbsp;&nbsp;</p><p>BBC. (2009c). Game consoles 'cause skin sores'. <em>BBC News</em>, 24.02.2009. [online]. Available at: <a href="http://news.bbc.co.uk/1/hi/health/7907489.stm">http://news.bbc.co.uk/1/hi/health/7907489.stm</a>&nbsp;[Accessed 1 April 2009]</p><p>BBC. (2009d). Video game helps with fire drill. <em>BBC News</em>, 04.02.2009. [online]. Available at: <a href="http://news.bbc.co.uk/1/hi/health/7907489.stm">http://news.bbc.co.uk/1/hi/health/7907489.stm</a>&nbsp;[Accessed 1 April 2009]</p><p>BBC. (2009e). Tetris 'helps to reduce trauma'. <em>BBC News</em>, 07.01.2009. [online]. Available at: <a href="http://news.bbc.co.uk/1/hi/health/7907489.stm">http://news.bbc.co.uk/1/hi/health/7907489.stm</a>&nbsp;[Accessed 1 April 2009]</p><p>Bennett, S., Maton, K., &amp; Kervin, L. (2008). The &lsquo;digital natives&rsquo; debate: A critical review of the evidence. <em>British Journal of Educational Technology</em>.</p><p>Booth, R. (2009). Video games are good for children - EU report. <em>The Guardian</em>, 12.02.2009. [online]. Available at:&nbsp;<a href="http://www.guardian.co.uk/technology/2009/feb/12/computer-games-eu-study">http://www.guardian.co.uk/technology/2009/feb/12/computer-games-eu-study</a>&nbsp;[Accessed 1 April 2009]</p><p>Devlin, K. (2009). Players of gory computer games 'like adventure not blood and guts'. <em>The Telegraph</em>, 16.01.2009. [online]. Available at:&nbsp;<a href="http://www.telegraph.co.uk/scienceandtechnology/technology/technologynews/4270752/Players-of-gory-computer-games-like-adventure-not-blood-and-guts.html">http://www.telegraph.co.uk/scienceandtechnology/technology/technologynews/4270752/Players-of-gory-computer-games-like-adventure-not-blood-and-guts.html</a>&nbsp;[Accessed 1 April 2009]</p><p>Gee,&nbsp;J.P. (2007). <em>What Video Games Have To Teach Us About Learning And Literacy (Revised and Updated Edition)</em>. New York, Hampshire: Palgrave Macmillan.</p><p>Irvine, C. (2009). Children spend six hours a day in front of TV or computer. <em>The Telegraph</em>, 19.01.2009. [online]. Available at: <a href="http://www.telegraph.co.uk/family/4286701/Children-spend-six-hours-a-day-in-front-of-TV-or-computer.html">http://www.telegraph.co.uk/family/4286701/Children-spend-six-hours-a-day-in-front-of-TV-or-computer.html</a>&nbsp;[Accessed 1 April 2009]</p><p>Murphy, C. (2009). Online risks: from cancer to autism?. <em>BBC News</em>, 24.02.2009. [online]. Available at:&nbsp;<a href="http://news.bbc.co.uk/1/hi/health/7907766.stm">http://news.bbc.co.uk/1/hi/health/7907766.stm</a><a href="http://news.bbc.co.uk/1/hi/technology/7564152.stm"></a>&nbsp;[Accessed 1 April 2009</p><p>Settle, M. (2008). Is computer use changing children?. <em>BBC News</em>, 15.08.2008. [online]. Available at:&nbsp;<a href="http://news.bbc.co.uk/1/hi/technology/7564152.stm">http://news.bbc.co.uk/1/hi/technology/7564152.stm</a>&nbsp;[Accessed 1 April 2009]</p><p>Shiels, M. (2008). Online time 'is good for teens'. <em>BBC News</em>, 21.11.2008. [online]. Available at:&nbsp;<a href="http://news.bbc.co.uk/1/hi/technology/7740895.stm">http://news.bbc.co.uk/1/hi/technology/7740895.stm</a><a href="http://news.bbc.co.uk/1/hi/technology/7564152.stm"></a>&nbsp;[Accessed 1 April 2009]</p><p>Sigman, A. (2009). Well connected? The biological implications of &lsquo;social networking&rsquo;. <em>Biologist</em>. 56(1), February 2009, pp. 14-20. [online]. Available at: <a href="http://www.iob.org/userfiles/Sigman_press.pdf">http://www.iob.org/userfiles/Sigman_press.pdf</a>&nbsp;[Accessed 1 April 2009]</p><p>Telegraph. (2008). Computer games inspire children to learn musical instruments . <em>The Telegraph</em>, 05.12.2008. [online]. Available at:&nbsp;<a href="http://www.telegraph.co.uk/scienceandtechnology/technology/3566594/Computer-games-inspire-children-to-learn-musical-instruments.html">http://www.telegraph.co.uk/scienceandtechnology/technology/3566594/Computer-games-inspire-children-to-learn-musical-instruments.html</a>&nbsp;[Accessed 1 April 2009]</p>]]></description>
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            <title><![CDATA[The 36 Steps]]></title>
            <link>http://elearningblogs.education.ed.ac.uk/oldelgg/elgg/heywayne/weblog/2016.html</link>
            <guid isPermaLink="true">http://elearningblogs.education.ed.ac.uk/oldelgg/elgg/heywayne/weblog/2016.html</guid>
            <pubDate>Wed, 18 Mar 2009 20:17:18 GMT</pubDate>
		<dc:subject><![CDATA[games]]></dc:subject>
		<dc:subject><![CDATA[literacy]]></dc:subject>
		<dc:subject><![CDATA[learning]]></dc:subject>
		<dc:subject><![CDATA[gaming]]></dc:subject>
		<dc:subject><![CDATA[IDGBL2009]]></dc:subject>
            <description><![CDATA[<p>I have finally finished reading <a href="https://webapp4.asu.edu/directory/person/1054842"  target="_blank">James Paul Gee</a>'s &quot;<em><a href="http://www.amazon.co.uk/Video-Games-Learning-Literacy-Second/dp/1403984530/ref=sr_1_1?ie=UTF8&amp;s=books&amp;qid=1237406275&amp;sr=1-1"  target="_blank"  title="Amazon">What Video Games Have To Teach Us About Learning And Literacy</a></em>&quot; where Gee gives an inspirational treatise on how the Education sector can look&nbsp;to the principles and methods&nbsp;employed by the games industry to get people playing their computer / video games and how the&nbsp;players learn, quite informally, a range of transferable skills and knowledge. Gee (2007, p. 215) reinforces his argument towards the end of the book:</p><blockquote>&quot;<em>I have first wanted to argue that good video games build into their very designs good learning principles and that we&nbsp;should use these principles, with or without games, in schools, workplaces&nbsp;or other educational sites.</em>&nbsp;&quot;</blockquote><p>This sentiment is&nbsp;shared by Malone (1980, p. 162)&nbsp;20 years earlier who also felt that &quot;<em>these same ideas can be applied to other educational environments and life situations</em>&quot;. The &quot;learning principles&quot; that Gee speaks of are his &quot;36 Learning Principles&quot; (2007, pp. 221-227) that he slowly develops throughout the book.</p><p align="center"><object width="445" height="364"><param name="movie" value="http://www.youtube-nocookie.com/v/qGd1URORsoE&hl=en&fs=1&border=1"></param><param name="wmode" value="transparent"></param><embed class="VideoPlayback" type="application/x-shockwave-flash" src="http://www.youtube-nocookie.com/v/qGd1URORsoE&hl=en&fs=1&border=1" width="445" height="364"/></object>&nbsp;</p><p>I can, however, see a number of time poor, resource hungry teachers struggle with some of Gee's suggestions, especially when they have to work with a rather prescriptive curriculum that changes ever-so-often&nbsp;according to&nbsp;the&nbsp;Government's latest&nbsp;&quot;blue skies&quot;&nbsp;thinking or knee-jerk reaction to some kind of educational or societal failure that needs a &quot;policy plaster&quot; to cover it up.</p><p>So, for the next few weeks, I would like&nbsp;to post some&nbsp;of my thoughts&nbsp;around some of the themes and issues that had caught my interest whilst reading Gee's book.</p><p>Watch this space...</p><p><strong>References</strong></p><p>Gee,&nbsp;J.P. (2007). <em>What Video Games Have To Teach Us About Learning And Literacy (Revised and Updated Edition)</em>. New York, Hampshire: Palgrave Macmillan.&nbsp;</p><p>Malone, T.W. (1980) <em>What Makes Things Fun to Learn? Heuristics for Designing Instructional Computer Games</em>. Proceedings of the 3rd ACM SIGSMALL symposium and the first SIGPC symposium on Small systems table of contents. Palo Alto, California, United States.</p>]]></description>
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            <title><![CDATA[Crystal gazing, GUIs and making computer games fun]]></title>
            <link>http://elearningblogs.education.ed.ac.uk/oldelgg/elgg/heywayne/weblog/2005.html</link>
            <guid isPermaLink="true">http://elearningblogs.education.ed.ac.uk/oldelgg/elgg/heywayne/weblog/2005.html</guid>
            <pubDate>Tue, 17 Mar 2009 20:22:24 GMT</pubDate>
		<dc:subject><![CDATA[fun]]></dc:subject>
		<dc:subject><![CDATA[gaming]]></dc:subject>
		<dc:subject><![CDATA[games]]></dc:subject>
		<dc:subject><![CDATA[game design]]></dc:subject>
		<dc:subject><![CDATA[IDGBL2009]]></dc:subject>
            <description><![CDATA[<p>Last week, I read a couple of fascinating papers from the early 1980s by <a href="http://ccs.mit.edu/malone/"  target="_blank">Thomas Malone</a>&nbsp;(formerly&nbsp;a research scientist at&nbsp;<a href="http://en.wikipedia.org/wiki/PARC_(company)"  target="_blank"  title="Xerox PARC">Xerox&nbsp;PARC</a>, but now the Patrick J. McGovern Professor of Management at the MIT Sloan School of Management)&nbsp;who put forward a &quot;<em>set of heuristics or guidelines for designers of instructional computer games</em>&quot; (Malone, 1980, p. 162) that were largely made up of three core elements:</p><ol><li><img src="http://holyroodpark.net/heywayne/files/3/406/chickenrearwindow.jpg"  border="0"  hspace="4"  vspace="4"  width="400"  height="397"  align="right" />challenge <ul><li>goal</li><li>uncertain outcome</li><li>multiple level goals</li><li>hidden information</li><li>randomness</li><li>self-esteem</li></ul></li><li>fantasy <ul><li>intrinsic &amp; extrinsic fantasy</li><li>affective aspects of fantasy</li></ul></li><li>curiosity <ul><li>sensory curiosity (e.g audio &amp; visual effects)</li><li>cognitive curiosity</li><li>informative feedback</li></ul></li></ol><p>Greenfield would pick up and comment upon&nbsp;Malone's studies&nbsp;(1984, pp. 88-89) a few years later, whilst&nbsp;Gee's 36 Learning Principles (2007, pp. 221-227) wouldn't be a million miles away from Malone's initial ideas. Indeed, much of Malone's early work is echoed in much later works by other games and play theorists and commentators.</p><p>Malone goes on to highlight some potential gender differences (1982, p. 64) that game designers would ultimately need to think about if they were going to attract and exploit the potential female games market.</p><p>Whilst I suspect Malone wouldn't like to be labelled as a &quot;futurologist&quot;, he makes&nbsp;a startling prophecy when he talks about the &quot;<em>different 'personalities' to different parts of a system</em>&quot; like the computer operating system, in short the <a href="http://en.wikipedia.org/wiki/Graphical_user_interface"  target="_blank"  title="Graphical User Interface">Graphical User Interface</a> (GUI) which&nbsp;was being pioneered by Xerox PARC at the time and was later adopted by Apple for their <a href="http://en.wikipedia.org/wiki/Apple_Mac"  target="_blank"  title="Apple Macs">Macintosh devices</a>. Malone (1980, p. 67) is quite emphatic when he says that:</p><blockquote>&quot;<em>I think fantasies have two important aspects for designing user interfaces: <strong>emotions</strong> and <strong>metaphors</strong></em>.&quot; [emphasis are mine]</blockquote><p>It has to be said that Malone makes some very astute observations as to the nature of games, games playing and what designers need to think about when developing computer / video games. Whilst the Malone papers are quite short, they do pack an immense number of ideas, suggestions and themes that, I suspect, have&nbsp;influenced the games industry for many years.</p><p>Interestingly, like Gee (2007, p. 215)&nbsp;after him, Malone (1980, p. 162) goes on to infer that:</p><blockquote>&quot;<em>...these same ideas can be applied to other educational environments and life situations.</em>&quot;</blockquote><p><strong>References</strong></p><p>Gee,&nbsp;J.P. (2007). <em>What Video Games Have To Teach Us About Learning And Literacy (Revised and Updated Edition)</em>. New York, Hampshire: Palgrave Macmillan.&nbsp;</p><p>Greenfield, P. M. (1984). <em>Mind and Media: The effects of television, video games, and computers</em>. Cambridge, Mass.: Harvard University Press.&nbsp;</p><p>Malone, T.W. (1982). <em>Heuristics for Designing Enjoyable User Interfaces: Lessons from Computer Games</em>. Proceedings of the 1982 conference on Human factors in computing systems table of contents. Gaithersburg, Maryland, United States.</p><p>Malone, T.W. (1980) <em>What Makes Things Fun to Learn? Heuristics for Designing Instructional Computer Games</em>. Proceedings of the 3rd ACM SIGSMALL symposium and the first SIGPC symposium on Small systems table of contents. Palo Alto, California, United States.</p><p><strong>Acknowledgement</strong></p><p>Savage, D. (2008). Game of Suspense. <em>Savage Chickens</em>. Available at:&nbsp;<a href="http://www.savagechickens.com/2008/11/game-of-suspense.html">http://www.savagechickens.com/2008/11/game-of-suspense.html</a> [Accessed 17 March 2009]</p>]]></description>
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            <title><![CDATA[All work and no play?]]></title>
            <link>http://elearningblogs.education.ed.ac.uk/oldelgg/elgg/heywayne/weblog/1804.html</link>
            <guid isPermaLink="true">http://elearningblogs.education.ed.ac.uk/oldelgg/elgg/heywayne/weblog/1804.html</guid>
            <pubDate>Tue, 17 Feb 2009 20:36:19 GMT</pubDate>
		<dc:subject><![CDATA[web-based games]]></dc:subject>
		<dc:subject><![CDATA[videogames]]></dc:subject>
		<dc:subject><![CDATA[gaming]]></dc:subject>
		<dc:subject><![CDATA[games]]></dc:subject>
		<dc:subject><![CDATA[IDGBL2009]]></dc:subject>
		<dc:subject><![CDATA[computer games]]></dc:subject>
            <description><![CDATA[<p>Although I have been keeping up with my course readings, writing regular posts into my blog and doing a spot of game creation using Google Earth, this course has given me an opportunity, or is that licence?, to reacquaint myself&nbsp;with computing / video / arcade games that I haven't really touched since my very&nbsp;late teens.</p><p>My peers have come up with some rather wonderful web-based games that include the sublime <a href="http://www.eyezmaze.com/eyezblog_en/blog/2006/12/grow_ver1.html#monster"  target="_blank">Grow v.1</a> by Eyemaze&nbsp;and the wonderful&nbsp;<a href="http://fantasticcontraption.com/"  target="_blank">Fantastic Contraption</a>; both of which enchanted me and brought out a child-like wonder in me (not seen since 1999) much in the same way as the &quot;<a href="http://en.wikipedia.org/wiki/Living_Books_series"  target="_blank"  title="Living Books series">Living Books</a>&quot; CD-ROM series did in the early 1990s with Mercer Mayer's &quot;<em><a href="http://en.wikipedia.org/wiki/Just_Grandma_and_Me"  target="_blank"  title="Little Critter">Just Grandma and Me</a></em>&quot; (1992). Then there is the ingenious <a href="http://thegreatlinkrace.com/"  target="_blank">Wiki Paths: The Great Link Race</a>, described as a &quot;Wikipedia-based scavenger hunt game&quot; though I would say that it would have more in common with the &quot;<a href="http://en.wikipedia.org/wiki/Six_degrees_of_separation"  target="_blank"  title="Six Degrees of Separation">six degrees of separation</a>&quot; idea and would seem to lend itself nicely to Prensky's&nbsp;suggestion that the, now irrelevant, digital native have hypertext-like minds - all I can say is that I found it frantic especially as you are up against the clock.</p><p>For my part, I have also reacquainted myself to the classic text-based &quot;<em><a href="http://www.bbc.co.uk/radio4/hitchhikers/game.shtml"  target="_blank">The Hitchhikers Guide to the Galaxy</a></em>&quot; game which is now online over at BBC Radio 4 and graphical. I also did something that I haven't done since my late teens and that was to buy some computer games for the PC that were on sale. Like Gee, I went for something that interested me and were of very different gaming and&nbsp;literary genres - Agatha Christie's &quot;<em><a href="http://en.wikipedia.org/wiki/Death_on_the_Nile"  target="_blank"  title="Death on the Nile">Death on the Nile</a></em>&quot;,&nbsp;&quot;<em><a href="http://en.wikipedia.org/wiki/Lost_(TV_series)"  target="_blank"  title="Lost">Lost</a></em>&quot;&nbsp;and Clive Barker's &quot;<a href="http://en.wikipedia.org/wiki/Clive_Barker%27s_Jericho"  target="_blank"  title="Jericho"><em>Jericho</em></a>&quot;.</p><p>Tune in tomorrow for a report on my experiences with the &quot;<em>Death on the Nile</em>&quot; game.</p>]]></description>
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            <title><![CDATA[Flashbacks of a Fool]]></title>
            <link>http://elearningblogs.education.ed.ac.uk/oldelgg/elgg/heywayne/weblog/1559.html</link>
            <guid isPermaLink="true">http://elearningblogs.education.ed.ac.uk/oldelgg/elgg/heywayne/weblog/1559.html</guid>
            <pubDate>Mon, 19 Jan 2009 15:10:02 GMT</pubDate>
		<dc:subject><![CDATA["alternate reality game"]]></dc:subject>
		<dc:subject><![CDATA[gaming]]></dc:subject>
		<dc:subject><![CDATA[RPG]]></dc:subject>
		<dc:subject><![CDATA[IDGBL2009]]></dc:subject>
		<dc:subject><![CDATA["role playing game"]]></dc:subject>
		<dc:subject><![CDATA[ARG]]></dc:subject>
		<dc:subject><![CDATA["game-based learning"]]></dc:subject>
		<dc:subject><![CDATA["back story"]]></dc:subject>
            <description><![CDATA[<p>This is the first week of the &quot;Introduction to Digital Game-based Learning&quot; module. Over the next 12 weeks, we will be exploring the world of digital games in terms of ideas, concepts, issues and controversies and in particular how games can aid with the learning process - what lessons can be learnt if any? I do believe that exploration and play are the building blocks of learning.</p><p>But before we begin our adventure into the realm of gaming and the gamer-learner, we must start with that time old tradition of storytelling - the <a href="http://en.wikipedia.org/wiki/Back_story"  target="_blank"  title="Back Story"><strong>back story</strong></a> or rather my back story which will provide some historical context to my relationship and engagements with games.</p><p>I was never fond of traditional sports like football or rugby and as such a lot of my peers felt that I must be a misfit or something. But I did enjoy games that were created from my own imagination involving <a href="http://www.lego.com/en-gb/default.aspx"  target="_blank"  title="LEGI"><strong>LEGO</strong></a>, <a href="http://www.meccano.com/"  target="_blank"  title="Meccano"><strong>Meccano</strong></a> and toy figures. This extended to the traditional board games like &quot;<em><strong><a href="http://en.wikipedia.org/wiki/Cluedo"  target="_blank"  title="Cluedo">Cludeo</a></strong></em>&quot; (a personal favourite), chess, draughts, &quot;<em>monopoly</em>&quot;, &quot;<em><strong><a href="http://en.wikipedia.org/wiki/Snakes_and_ladders"  target="_blank"  title="Snakes and Ladders">snakes and ladders</a></strong></em>&quot; (another favourite) which I played with friends and family - so the socialisation of game playing became an important aspect for me. I was very keen (and still am) on &quot;<em><strong><a href="http://www.toptrumps.com/"  target="_blank"  title="Planet Top Trumps">Top Trumps</a></strong></em>&quot; and other card games like poker, 21 and cribbage.</p><p>By the time I reached my teens, this would be the 1980s&nbsp;with the advent of the arcade games, like &quot;<strong><em><a href="http://en.wikipedia.org/wiki/Pac-Man"  target="_blank"  title="Pac Man">Pac Man</a></em></strong>&quot; (another favourite), &quot;<strong><em><a href="http://en.wikipedia.org/wiki/Asteroids_(computer_game)"  target="_blank"  title="Asteroids">Asteroids</a></em></strong>&quot; and &quot;<em><strong><a href="http://en.wikipedia.org/wiki/Breakout_(arcade_game)"  target="_blank"  title="Breakout">Breakout</a></strong></em>&quot;&nbsp;and some of the earlier computer games. I owned a <strong><a href="http://www.childofthe1980s.com/2008/10/15/binatone-tv-master/"  target="_blank"  title="Binatone TV Master">Binatone TV Master</a></strong> that played a number of rudimentary games like &quot;Pong&quot; and &quot;Tennis&quot;, this was later superceded with an <strong><a href="http://en.wikipedia.org/wiki/Acorn_Electron"  target="_blank"  title="Acorn Electron">Acorn Electron</a></strong> which ran a version of&nbsp;<a href="http://en.wikipedia.org/wiki/BBC_BASIC"  target="_blank"  title="BBC BASIC"><strong>BBC BASIC</strong></a>&nbsp;and allowed me to play such games as &quot;<strong><em><a href="http://en.wikipedia.org/wiki/Repton_(computer_game)"  target="_blank"  title="Repton">Repton</a></em></strong>&quot; and the near legendary &quot;<strong><em><a href="http://en.wikipedia.org/wiki/Elite_(computer_game)"  target="_blank"  title="Elite">Elite</a></em></strong>&quot; which made use of wireframe technology and was one of the first games to make use of the &quot;back story&quot; in the form of a mini novel. At college, I had become hooked on the game version of Douglas Adams' &quot;<strong><em><a href="http://www.bbc.co.uk/radio4/hitchhikers/game.shtml"  target="_blank"  title="The Hitch-Hikers Guide to the Galaxy game">The Hitch-Hikers Guide to the Galaxy</a></em></strong>&quot;, which was a text-based role playing game (it has since been updated by a friend of mine who went to the same college and was a collaborator of Douglas Adams).</p><p>However, these early games soon lost their appeal on me as that all important socialisation factor was missing - while some people could be engaged with the competitive nature of trying to beat the computer it lacked the camaraderie. I became aware of&nbsp;the <strong><a href="http://en.wikipedia.org/wiki/Role_playing_game"  target="_blank"  title="Role Playing Game">role playing game</a></strong>&nbsp;genre or RPG that involved creating characters and becoming them to be able&nbsp;to perform a range a series of tasks or activites usually within fantastical settings that required creativity, imagination and team work. The&nbsp;RPG that I enjoyed the most was based upon H.P. Lovecraft's stories and was called &quot;<em><strong><a href="http://www.chaosium.com/"  target="_blank"  title="Chaosium Inc.">Call of Cthulhu</a></strong></em>&quot;.&nbsp;What struck me the most about this game was the narratory skills of &quot;The Keeper&quot; which, if played well, was atmospheric and damn-right scary - here you were completely immersed with the story and the character which you are playing. Whilst there were a load of game-based resources for this game, I had preferred to create my own &quot;<em>Call of Cthulhu</em>&quot; scenarios inspired by the&nbsp;works of Lovecraft, Poe, Conan Doyle, Christie&nbsp;and such like - if only the Internet was available at the time.</p><p>In the mid 1990s which saw the rise of the Internet within the Higher Education sector, I had developed a SF / murder mystery game called &quot;<em>Murder on the Aurora</em>&quot; which was developed using HTML and Javascript and was created to help new users to the World Wide Web get to grips with this new, emergent technology.</p><p>Whilst I don't own a Wii, X-box or any of the PlayStation variants, I have become interested in the <strong><a href="http://en.wikipedia.org/wiki/Alternate_reality_game"  target="_blank"  title="Alternate Reality Game">alternate reality game</a></strong> or ARG phenomena which have been made popular by TV shows like &quot;Lost&quot;, &quot;Spooks&quot;, &quot;Heroes&quot; and &quot;Torchwood - again, this plays heavily on story telling and having the gamer to &quot;live out&quot; the role.</p><p>That's my &quot;back story&quot;, so let the adventure begin...</p>]]></description>
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