The Introduction to Digital Game-Based Learning class met Elena Northmead at the Virtual University of Edinburgh's Vue South Beach Pavilion in Second Life for a discussion on Augmented Reality Games.
Keywords: ARG, Second Life
The Introduction to Digital Game-Based Learning class met Elena Northmead at the Virtual University of Edinburgh's Vue South Beach Pavilion in Second Life for a discussion on Augmented Reality Games.
Keywords: ARG, Second Life
Posted by Austin Tate | 0 comment(s)
To begin with, among the six reasons why the players had engaged with the game (Whitton, 2011), I personally can be easily motivated by ‘completion’, ‘narrative’ and ‘puzzle-solving’. I think these educational games are quite interesting and fun compared to the rest of learning methods and approaches, such as: lecture, group discussion…
However, in the ARGOSI project, there is huge amount of responses indicate the disengagement of the learners. As it is mentioned in the conclusion part, if it is formally assessed and arranged as part of the education content, the percentage of engagement may increase. (Whitton, 2011) What I am thinking here is, by doing so, the learners may engage not because of the game design or the attractive true natural of ARG gams but because it is one of the mandatory elements of their study. So, the form of learning may not matter at all, just like the post-graduate students are all engaging in their dissertation if they need to obtain their master degree.
I also realize that it is not easy to find out why people do not engage instead of engaging. My initial thought to this is quite straightforward. Maybe it is just because that this game is designed as education-oriented, not leisure-oriented. Therefore, students will not easily accept the new policy or new learning materials which purely come from school authority. In my own experience and opinion, they usually consider these interventions as another kind of bothering. Moreover, according to adult learning theory, the learners are likely to resist unless they can choose the learning objects as being relevant to their own needs. (Swanson, 2011) Further, I assume that the low response rate is due to the learners’ self-diagnose needs do not match with the outcomes which they assume this ARGOSI project will produce.
What if the aim of the ARG game is to assist students to practice job interview skills, will it benefit their engagement? This goal is so practical and in my opinion, it can attract students to a certain extent. To be honest, I would like to design a game with this topic, and maybe I can do some research accordingly to investigate further.
Referenes:
Knowles, M., Holton, E., & Swanson, R. (2011) The Adult Learner : The Definitive Classic In Adult Education And Human Resource Development, Amsterdam ; Boston : Elsevier.
Whitton, N. (2010) Encouraging Engagement in Game-Based Learning. International Journal of Game-Based Learning, 1(1), pp.75–84.
Keywords: ARG, ARGOSI project
Posted by Ming-Wei LEE | 0 comment(s)
The Introduction to Digital game-Based Learning class met Frank Lassard at the Virtual University of Edinburgh's Sandbox in Second Life for a demonstration of Holodecks for creating scenes for role play and meetings.
Keywords: Holodeck, Second Life
Posted by Austin Tate | 0 comment(s)
In mid 2011, "Kirstens Viewer" based on Linden Labs' open source Second Life Viewer code, added support for 3D stereo vision using a variety of 3D methods, including simple red/cyan glasses. This viewer is no longer maintained and is not available for download. but the last version created - Kirstens S21(9) - still works with current Second Life servers. Here is an example image from Kirtsen's Viewer in red/cyan 3D (click on image for a full sized copy and get out your 3D glasses to see the effect):
There was an earlier patch for an early version of the Second Life Viewer from the University of Michigan to support 3D stereoscopic views in Second Life. See http://3dvision-blog.com/forum/viewtopic.php?f=2&t=142 and https://jira.secondlife.com/browse/VWR-2972?
Keywords: 3D, I-Room, Kirtsens Viewer, Red/Cyan, Second Life, Stereo
Posted by Austin Tate | 0 comment(s)
I have been thinking about the game design asessment since Christmas. It is my style to make notes and get ideas flowing early on and collect assets before seriously starting any work element. I had originally thought a game using assets already available to me from a project on the "Virtual World of Whisky" might make a suitable topic for the game design. See for example:
I have seen other opportunities while exploring quests in World of Warcraft, a number of space-themed games mentioned in this blog, and playing a range of new (to me) games on the course.
I am finding that a number of themes keep arising in my interests while engaging with these games and thinking about their narrative, objectives, and the ways in which they introduce artifacts and skills.
My interests continue to be strongly with games which have a social and community dimension, and a way to engage players with the broader community involved is often something they involve.

So, I have begun development of a game design for a quest style game in the Avatar movie theme areas of a MMO such as Second Life. The game is based on an exploration of the Pandora moon flora and Na'vi culture. It will have strong community and knowledge sharing aspects, but allow for play that engages with others or not, with consequences. I call the game "Moon Bloom – The Legend of the Bloom of the Aligned Moons".
Keywords: Game Design, Na'vi, Pandora, Second Life
Posted by Austin Tate | 3 comment(s)
I have found it much more interesting to explore the routes, travel mechanisms and locations which can be reached in World of Warcraft rather than just carrying out more quests, which I find are very linear in their design, with seemingly pointless to and fro movements.
I explored Stormwind Harbour, used the boat routes available from there (and Menethil Harbour) to locations on the continent of Kalimdor, and found Thargold Ironwing who kindly gave me a free gryphon tour of the harbour - see http://www.wowwiki.com/Thargold_Ironwing.

At level 20 my Dwarf Hunter was able to learn a riding skill to allow for a mount to be purchased and used. So I now have the steed appropriate to the Dwarf race, a ram. This makes movement between sites much quicker and allows low level attacks to be avoided.

I am now discovering more route and vehicle types including an ornithopter and a (repaired) bomber.


Keywords: Travel, World of Warcraft
Posted by Austin Tate | 0 comment(s)
‘The importance of narrative in game-based learning is that it provides a cognitive framework for problem-solving’. (Dickey, 2000 p.131) To be precise, the narrative design provides the learners some hints about the scenario behind and actively involved them in the game environment.
Therefore, regarding the digital games, there are two ways of approaches to the narrative game design, and they can be listed as below.
1. Quest: Hero’s journey, storyline with task to be completed by a character, and followed by a starting point and an ending point.
2. Plot hooks: The storyline is conducted by revealing unanswered questions and uncertainties. It allows players to choose actions to activate responses from the scenes.
As it can be seen that the platform of Labyrinth allows people to investigate the learning process and unique learning path by clicking one of the options provided, I think it can be considered as a method to create through the Plot hook approach or similarly.
Furthermore, if the designer intent to involve a ‘Quest’ approach to a course on the environment of Labyrinth, it is also possible to adopt both ways (quest and plot hooks) to the game design.
Reference:
Dickey, M., 2000. Murder on Grimm Isle: The design of a Game-based Learning Environment. In: Freitas, S., & Maharg, P. eds., 2010, Digital Games And Learning, London : Continuum. Ch.6.
Keywords: game design, Labyrinth, narrative
Posted by Ming-Wei LEE | 2 comment(s)
There are some ideas I would like to reflect as below:
1. Culture factors may matter
As it is mentioned in the article provided, due to the fact that the participants are international students, it may be relatively difficult for second language users to have real-time meetings purely online. Take myself as an example, I need to spend more time to read the discussion and then try to response some of them, I can’t image that if I can type all the real-time conversation in text and try to be as fast as while I am speaking to them. Can the language be a benefit instead of being a barrier? Will the technology help?
Not only are these, but also the factors of cultural issue involved. As it can be seen clearly, privacy is a main issue in Western counties. However, it is relatively weak when comparing with the Eastern world. In my country, most of companies declare strict regulation regarding prohibit employees to discuss the details of individual compensation and reward with others. In contrast, it is always an open ‘secret’ for all of the individuals and departments. You will always know your current ‘ranking’ among the whole group. Can this platform apply to all the culture?
2. Advantages
I believe that creativity may not be limited in the virtual world. By providing more possibility, it is easier to be ‘different’ in a virtual world. Due to the fact that ‘In virtual world, anything is possible’, you can even fly if you want. Why not try to having a conversation while walking along the beach?
Although it is emotionally inappropriate to chat through text only, not noticing any facial expression and emotional information is not provided, the delays of texts allow participants to monitor and self-censor their own thoughts. In real life, it can be easily out of control due to the immediate emotional reaction. However, in the Second Life environment, in order to chat through text, participants can confirm their own words before submitting to others.
3. Anonymity
Can we keep it fully anonymous? Even if providing voice communication, which is extremely convenient and more ‘real’ to the real world, the function itself limits the level of anonymity. Can we not only design our own avatar but also design our voice? Or, can ‘picking up your own voice’ be a pack of modules?
4. Identity
How you want your avatar (projected identity) to be? Why? Does it project something from yourself?
In business content, I think this point doesn’t really matter while carrying out a real ‘performance appraisal’. However, it can be well-managed when designing a training programme in order to fulfill some conditions in a training design. I fully agree that something which is difficult or impossible to be achieved may be easily access through virtual world, such as: inappropriate clothing and gender swaps.
Reference:
Morse, S. Littleton, F., Macleod, H. and Ewins, R. (2009) The Theatre of Performance Appraisal: potential for role play training in Second Life, in Higher Education in Virtual Worlds: Teaching and Learning in Second Life, (ed) Wankel, C, and Kingsley, J. Emerald Group Publishing Ltd.
Keywords: Performance Appraisal, Role-Play, Second Life, Training
Posted by Ming-Wei LEE | 0 comment(s)
I want to say that I spent lots of time in this game. Due to the fact that I was a big fan of SIMS computer-based version, I want to discover more about the difference between game devices which contains diversity.
The similarity:
- There are five main occupations you can choose from, and I have completed all of them to the highest degree.(Chef, teacher, sport man, fire man, artist)
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- The task of occupation is set up with different levels and the requirements of skills and qualification should be met in order to achieve highest honor.
- You can give birth and build up a family with your partner.
- There are some random tasks and personal desires can be achieved as part of the overall goals
The difference:
- Mobile device provide easier access to the game, no need to turn on the computer and connect to internet
- The game control in the version is quite loose which means the goal can be easily achieved compared with computer-based version. For example, you don’t need to maintain the friendship with other citizens, and they will always consider you as friends no matter about if you contact them frequently or not. You can even develop your relationship with every citizen to be your partner. (I try to do so, and it really works!)
- The main player (sim) in this game does not have free will to take actions unless their emergent needs need to be satisfied.(ex: hungry, tired)
- No new game content is added
In other words, there won’t be any new citizen for you to discover, only 12 persons are available.
At very first beginning, I am keen on playing this version due to the loose design of the game. I am thinking I can achieve something I can’t do it on the computer version. Well, after all, I must admit that I feel bored soon when I complete every single task. It is very interesting to note that when the difficulty is eliminated, the fun decreased. However, if the goal is not attainable, the fun will no more exist.
Keywords: sims
Posted by Ming-Wei LEE | 0 comment(s)
I would like to take some notes about the definition of play in one of our readings, ’The ambiguity of play’. According to Sutton-Smith (1997), play is a paradox, and there are so many forms of play. In very specific and general definition of play, we usually concern ‘contests’, such as games or sports, as the one and only form of play. However, regarding the wider definition of play, in my opinion, it refers to any form of activities which aim to ‘HAVE FUN’. As a result, even the daydreams can be considered as a private form of play. (This point of view really attracts me a lot, which means we are actually playing all the time.)
Turing back to my personal experience, I have an unforgettable experience of ‘Sky Diving’ in Lake Taupo (New Zealand) five years ago when I went there for a long-term backpacker travelling. This can be considered as a ‘risky play’. The scenario is located in the air. I am the player and the coach must play with me at my back in order to guarantee my safety. The playing equipment is so essential to keep me alive and all I need to do is to jump out of the plane into 12,000 feet of sky. To be honest, when I jumped into the air, I have a true feeling of committing suicide. And I am also convinced that I will never do it again in my entire life. However, I realise that kind of excitement (or maybe less would be better for me) is one of the main factors of any various form of play.
By looking deeper to the true natural of play, I think it will benefit us to carry out game design in the following session. For example, not only the competition form of play is involved but also different form of individual or social events should be taken into consideration when designing or reviewing a game design.
Reference
Sutton-Smith B. (1997) The ambiguity of play, Cambridge, Mass., Harvard University Press.
Keywords: play
Posted by Ming-Wei LEE | 0 comment(s)