Archive for the “experience” Category

Creating the First Person Learner: Educational Applications of the First Person Shooter game genre.

Abstract

Many students’ initial experiences of Vocational Education and Training (VET) involve spending large amounts of time methodically developing foundation skills and knowledge in their chosen discipline. They are often taught a specific skill, practise it for a period of time and when they have adequately demonstrated it, they are given the opportunity to develop more advanced skills.

This has echoes in the gameplay of First Person Shooter (FPS) games, which is generally highly structured, giving the player limited options in terms of the paths they can take and the decisions that they can make. It also involves developing skills in a scaffolded way.

This study investigates a potential use of First Person Shooter style games as a learning tools for students in the VET sector. It evaluates the elements of FPS game in terms of appropriate pedagogical strategies that might be applied to them and draws from a wide body of research into the use of games in learning.

Based on this evaluation, I have developed a game design statement for Mandarin Madness, an engaging and pedagogically sound FPS style game which can be used to support the teaching of characters to Mandarin language learners.

Introduction

Computer games have been used widely in education since the rise of the personal computer in the 1980s with popular titles such as The Oregon Trail and Where in the World is Carmen Sandiego?. Games can immerse learners in challenging and enjoyable activities in authentic environments, offer positive feedback and enchance the learning experience. (Paras, 2003)

As the medium has evolved and expanded, so too has the range of uses that have been found for games, with a particular emphasis in recent years on Virtual World environments such as Second Life. (Kay, 2007) Interestingly however, the First Person Shooter (FPS) genre, one of the most popular types of games among game players (Nelson, 2008), has been relatively ignored in terms of its educational potential.

FPS games are played in the first-person perspective, which means that rather than controlling a visible avatar in the game world, the player feels more like they are acting in this space. This enhanced sense of immersion in the game experience gives players a stronger emotional connection to their actions in the game (McMahan, 2003) and therefore can offer a richer and more authentic learning experience. (O’Regan, 2003)

This study focusses on the possible uses of FPS games in a VET context because the parallels between the scaffolded nature of knowledge/skill practice in FPS games and in VET suggest that this kind of game could be beneficial to these learners.

Methodology.

The first step taken in this study was to investigate existing research on games and their use in education, with a particular focus on the FPS genre, informed by a set of questions developed after an initial scan of research in the field. This information was used to produce a detailed examination of the FPS game genre including the elements of an FPS game and potential educational applications. The questions used were:

  • What is the anatomy of an FPS game?

  • How do FPS games differ from third person perspective and virtual world games and what advantages do they offer?

  • How can FPS games be educational?

  • What kind of educational approaches lend themselves to this type of games based learning?

  • What are the factors that might determine the most appropriate target audience for an FPS based learning game?

  • What impact might game violence or destruction of virtual objects have on the learning experience?

  • In what circumstances might game violence or destruction of objects be appropriate in a learning activity?

  • Do single player and multiplayer games support different educational approaches?

  • To what extent does the level of realistic representation of the learners’ environment affect their engagement with the game?

  • What makes a game enjoyable and what makes a player want to play a game repeatedly?

Following this, I discussed potential VET usage of games in education with teachers at the Canberra Institute of Technology (CIT), the leading VET provider in the A.C.T. This was primarily to identify a suitable subject content area which an emphasis scaffolded development of knowledge and skills.

After speaking to teachers and education managers in the languages, automotive, horticulture, design and health sciences areas of CIT, I decided to try to design a game for language learners.

Learners of Mandarin at CIT are required to memorise five characters a week for a total of fifty for the semester which is currently done via an extensive drill and practice regime. This simple learning strategy seemed well suited to the Behaviourist oriented directed type of learning that I felt the FPS genre epitomised. I decided to give the game a working title of Mandarin Madness, partly because it’s self evident and also in tribute to the game Marble Madness.

My initial research into the use of FPS game environments also suggested it would be possible to add meaning to the experience by making use of cognitive learning strategies in the design of the learning space and activities. (Fuchs & Eckermann, 2001).

These discussions informed the next step of the process, which was the production of a game design statement. I applied the ADDIE (Analyse, Design, Develop, Implement, Evalutate) educational design process to my development of this statement in the interest of emphasising a “learner-centred approach” (O’Connell, 2008).

Findings:

Jarvinen (2007) identifies nine elements that all games must have at least seven of to be considered games.

  • Players – those who play

  • Game mechanics – actions players take to attain goals in the game

  • Components – resources for play

  • Environment – the space for play

  • Ruleset – the goals and constraints of play

  • Information – what the player needs to know

  • Theme – the subject matter of the game

  • Interface – a tool for accessing game elements

  • Context – when, where, why, how and by whom the game is played.

These elements can be found in any computer game and provide a structure for my analysis of the FPS games and their educational aspects.

McGrath and Hill (2004) provide a decent definition of FPS games in their paper about developing an emergency response simulator using the Unreal Tournament game engine.

First person shooter games are organized
around “levels”, with the idea that a player
will complete the objectives of one level,
and then move on to another level with a
new environment and challenges. In each
level, players move through the
environment “picking up” weapons, health,
and ammunition. Multiple players can
move through levels, interacting with the
environment, objects, other players, and
non-player characters (NPCs).”
(p.3)

As mentioned already, the key difference between an FPS game and Virtual Worlds lies in the fact that the FPS player experiences the game with a first-person perspective of the actions of their character/avatar. The use of third-person perspective in Virtual World game environments can be seen to enhance the range of actions that the player’s avatar can perform in the game but it can equally be argued that this reduces the player’s sense of immersion in the game by removing them from the actions by a degree and this lessens their emotional connection to the experiences. (McMahan, 2003)

From a technical standpoint, one of the reasons that Virtual Worlds may be more widely used in education is the ease with which user-designed spaces and simulations can be constructed in them, which is a large part of their purpose. (Kay, 2007). The FPS genre is much more restrictive, with a singular focus on shooting games. Repurposing the game development software for other purposes can be challenging. (McGrath & Hill, 2004)

While both types of game are set in 3D worlds in which the player can interact with objects and other characters, Virtual Worlds tend to be designed more for multiplayer use with an attendant focus on social interaction, simulation and roleplay. (Kafai, Fields & Cook, 2007) FPS games take relatively different forms depending on whether the game is designed for single-player or multiplayer gameplay. This has a significant impact on the pedagogical approaches needed when considering FPS games for educational application and is addressed in more depth in the Player segment of the FPS game analysis below.

The Anatomy of a First Person Shooter game.

Players:

Jarvinen (2007) describes players as “Those who play, in various formations and with various motivations, by performing game mechanics in order to attain goals.”(p.135)

It’s interesting that he uses the plural rather than the singlular form in this instance as there are significant differences between FPS games designed for one player (single-player) and those designed for groups of players (multiplayer).

A single-player FPS game sets the player against a series of computer controlled opponents while completing a series of increasingly difficult tasks. These tasks guide the player from one location to another in the game and are invariably linked to a narrative. (Guttler and Johansson, 2003). This takes a fairly linear and scaffolded form, with the player practicing a skill (generally using a certain weapon) or devising strategies and reaching a point where this skill or strategy is tested. If they pass this test, they are given a better weapon (or other skill) and the cycle starts over.

Some FPS games (e.g Army of Two, Halo) offer a limited multiplayer form of this, having two players simultaneously collaboratively work through the story against the computer controlled opponents to the same ends. The players still develop their essential gameplaying skills in the same way but playing collaboratively has been shown to be highly effective in immersing players in games. (Campanella Bracken, Lange and Denny, 2005).

Multiplayer FPS games on the other hand generally involve a minimum of four players and can expand to hundreds of players in Massively Multiplayer Online First Person Shooters (MMOFPS). These games aren’t driven by narrative and either take the form of free-for-all deathmatches or team games where both sides attempt to achieve a particular goal such as capturing a flag from the opponents base. (e.g Team Fortress 2)

Steinkuehler (2004) conducted extensive ethnographic studies in multiplayer gaming environments and found that players learn how to play the game and develop their skills and strategies in collaboration with other more experienced players. This form of learning is more in line with Vygotsky’s Social Development theory.

For Mandarin Madness, I felt that players could work either collaboratively or competitively to collect objects with the correct characters on them in a large space when they were told the character (in either English or Mandarin). It would also be worthwhile providing a single-player version enabling the player to practice in their own time.

Game Mechanics

Game mechanics are the actions taken by a player to achieve the goals of the game. These include interacting with objects (e.g crates, opponents, doors) in the game environment (or the environment itself) and changing them in some way. (Jarvinen, 2007)

This ability to act and make creative decisions within the game is at the heart of a game’s interactivity and its appeal. (Gee, 2004) Without actions, a game is just a movie.

Educationally, this has strong links to theories of Embodied Cognition and Situated Cognition, which according to Rambusch, Jakobsson & Pargman (2007) holds that “sensori-motor activity is inextricably intertwined with higher cognitive processes such as learning, reasoning, problem-solving and decision-making” (p.158)

This is supported by research conducted by Kearney (2005) which measured improvements in cognitive activity – in this case multitasking – in two groups of study participants. Only the group that played the teamplay based FPS multiplayer game Counterstrike for two hours “showed a statistically significant improvement in their multitasking abilities”. (p.1)

This suggests that whatever is happening in Mandarin Madness, it is important that the players are able to be active and interact in some way. The main actions available in FPS games are moving (be that walking, running or jumping), shooting or hitting targets, opening doors and picking up game objects and moving them elsewhere. This suggests a shooting gallery level in which the player has to shoot only the nominated character as it appears on screen, scoring points for each hit and losing points for incorrect hits.

Components

Game components include all of the objects in the game environment that a player can interact with including furniture, other characters and in-game videos (i.e. displayed on a wall in the game rather than as a cut-scene).

By using components which accurately reflect the reality of a learning activity or context that we are trying to portray, we can set the stage for the learner/player to carry out what feels like more authentic actions.

Brown, Collins and Duguid (1989) observe that “the activity in which knowledge is developed and deployed, it is now argued, is not separable from nor ancillary to learning and cognition”(p.32). This is a core facet of Situated Learning.

Another way in which Situated Learning principles can be applied in a game environment is via Legitimate Peripheral Participation. (Galarneau, 2005) This would involve the player witnessing an in-game video or 3D animation of an “expert” performing a task. The learner may even be able to repeat this action in the game however this would be dependent on the capabilities of the game engine.

For a learner trying to memorise Mandarin characters in Mandarin Madness, the characters could appear as three dimensional objects which they can navigate freely around and manipulate. Ideally, they would be able to stack parts of the object to create the entire character.

These objects may be accompanied by other objects which illustrate the meaning of the character. (Fuchs & Eckermann, 2001) (E.g the character for chair could be located on a chair, by a chair or in a group surrounding a table as chairs might ordinarily be found.)

Game Environment

The game environment, the (virtual) physical space in which the player experiences the game is another element which can be used to shape and enhance learning.

As with the use of authentic game objects, it would be relatively easy to design an area which reflects the reality of the learning situation and supports the use of authentic learning experiences in line with the principles of Situated Learning,.

The game environment can also be used to enhance the learning materials and experiences within a slightly more symbolic manner. This is a Cogntivist technique explored in some depth by Fuchs and Eckermann (2001) in their Expositur – A Virtual Knowledge Space project and has its roots in ancient Greek mnemotechniques. They developed a virtual space which “housed” exhibits from ten different museums around Vienna and added meaning to them by changing their context. This meant that

the user of the virtual museum has to jump into a water zone in order to hear about the extinction of an ancient fish once populating the Danube River. The user has to operate triggers and barriers to learn about the dangers of machinery provided by the Technical Museum. Or he/she has to walk down a spiral staircase to reach the hall of Sigmund Freud’s subconsciousness

In addition to the manipulation of context, Fuchs and Eckermann (2001) considered “the freedom of the user to go his or her own way in the virtual environment as an important feature that allows for individually shaped relational networks inside a complex field of knowledge”(p.84), which ties in well with Ertmer and Newby’s description of knowledge acquisition under Cognitivism as “a mental activity that entails internal coding and structuring by the learner”. (1993, p.58).

The game environment also includes the ambient sounds of the game, which can serve to enhance the player’s sense of immersion in the game environment, add additional meaning to objects and events and enhance the three dimensionality of the space. (Grimshaw and Shott, 2007)

For Mandarin Madness, the use of the space to enhance and reinforce the meaning of the characters would be an obvious choice. The colours, shapes, sizes, light levels and forms of movement in the space could all be tied to the themes or meaning of the characters.

Rule Set

The rule set defines all that is possible in the game as well as goals and obstacles.

Jarvinen (2007) defines it as “ the procedures with which the game system constrains and moderates play, with goal hierarchy as an especially important subset” (p.135)

Practically, the rule set is determined by the boundaries of the game software and the decisions of the game designer. It can include things like how, when and where a player might save their game progress, whether they can fly in a space, what happens if they step in the lava pool and how many times they can be shot before their character dies.

The rule set is interesting educationally because with the introduction of limitations and decision making comes the possibility of failure.

Gee (2004) sees high educational value in failure, stating that “Expertise is formed in any area by repeated cyles of learners practicing skills until they are nearly automatic, then having those skills fail in ways that cause the learners to have to think again and learn anew”.

One of the strengths of games and simulations as a learning environment is that failure becomes much safer – the learner is able to take risks that they couldn’t normally take in a real world environment and they are able to try again and again until they can see why something doesn’t work and consider alternate strategies.

The research conducted by Oliver and Pelletier (2005) in the course of testing a methodology for analysing how learning occurs in computer games revealed that the ability to apply a trial and error approach to problem solving in the FPS game Deux Ex was greatly enhanced by the player knowing that she was able to save the game on demand. This enabled her to overcome an obstacle and save the game, meaning that if she failed the next obstacle, she wouldn’t have to repeat the previous one as well and thus the cost of failure was significantly lessened. This freed her to experiment more with the approaches that she took because the cost of failure was reduced.

The rule set also determines the goals of the game and thus the learners motivations for completing the activities. The rule set can also be used to control the difficulty of the game.

It makes it possible to have alternate levels of challenge, which can enhance replayability and give the learner more control of their learning experience.

Sophisticated gaming engines make use of “adaptive difficulty”, which is able to monitor the player’s progress through the game and make it easier or more challenging for them if they are progressing with ease or finding themselves stuck.

The rule set is probably the most complex element of the game as the goals and activities are the essence of the educational design and require the most consideration. This is the area where the most suitable pedagogical approach to the learning requirement is applied and will vary depending on game style and content.

One design focus identified for Mandarin Madness stems from concerns about other educational software used by the language department at CIT. The issue is that the player should not just be able to random click in the game to complete it. Strategies for countering this include making the game engaging enough that the learners want to play and ensuring there are clear failure states.

Interestingly, research from Ravaja, Saari, Laarni, Kallinen and Salminen (2005) shows that players in some instances actually derive more pleasure from failing in a game than succeeding. This is at least partly attributable to the game feedback that was received upon failure, which involved their monkey (in the game Monkey Bowling 2) being shot off into space in a comical manner.

Information

Information is classed by Jarvinen (2007) as “What the player needs to know and what the game system stores and presents in game states: Points, clues, time limits etc.”(P.135)

With the exception of direct instructions to the player on how to play the game, this includes score and health information persistently displayed on screen in the Heads Up Display (HUD) as well as visual and aural cues triggered by their actions. These cues might include pleasant or unpleasant sounds, flashes of light and colour and seeing the object physically moved. These can all be grouped under the umbrella term of feedback.

In terms of the learning, the feedback in a game is of equal importance to the actions that the player is able to apply to the objects in the game environment. If the player doesn’t receive any feedback when they act, there is no incentive for them to make that action. Feedback then can be seen as a strong Behaviourist element. (Gagne, Briggs & Wagner, 1992) By providing positive feedback when a player does something well, the designer hopes to encourage the player to repeat the action.

Games offer a variety of options for motivating, positive feedback. Rewards might range from the aforementioned pleasing sounds and visuals to accumulating collectible or better objects/powers as well as unlocking new areas of the game environment or progressing the narrative.

The capacity of the game to offer quantified feedback in the form of points scored or time taken to achieve a goal not only offers teachers concrete options for assessing learner progress but can also appeal to the competitive side of learners if a high score table is provided.

All of these elements would be incorporated into Mandarin Madness with a definite focus on quantifiable elements which would include such things as scores, time taken and number of attempts as useful information for teachers about learner progress.

Theme

Theme as it applies to computer games refers primarily to the narrative which underpins the events of the game and offers the player a context for their actions. It “functions as a metaphor for the system and the rule set”. (Jarvinen, 2007, p.135)

According to Ryan (1999):

Stories essentially come in three parts:

  1. The thesis, which is the introduction to the setting, the characters and the hero

  2. The antithesis, which is where the conflict and villains are introduced and is what amounts to the majority of the story

  3. Synthesis, where there is some form of resolution, be it triumphant or tragic.

This structure can equally be applied to individual activies in the game, game levels or to the entire game itself.

Research conducted by Pinchbeck (2008) indicates that “there is evidence that story may have a direct influence upon cognitive operations. Specifically… games with highly visible, detailed stories may assist players in recalling and ordering their own experiences”(P.1)

Story provides players with an emotional connection to their actions within the game,(McMahan, 2003) which enhances their immersion and their learning. (O’Regan, 2003).

Given the more Behaviourist drill and practice orientation of Mandarin Madness, which consists largely of a series of basic gameplay oriented activities, narrative may not necessarily be all that useful in a competitive multiplayer environment. It would however provide a more immersive learning experience in a single player and even collaborative multiplayer game and I would be inclined to use some kind of collection quest in this case.

Interface

The interface is a tool which enables the player to access the game elements. (Jarvinen, 2007) In the case of computer games, this includes the mouse, keyboard and microphone.

In the broader video game world, it expands to game controllers (e.g. Xbox 360 and the motion sensitive Wii Remote), stylus and touchscreen (Nintendo DS), steering wheel controllers (for driving games), guitar controllers (Guitar Hero, Rockband), dance mats (Dance Dance Revolution) and in game arcades you might find scaled versions of motorcycles, horses or skateboards. The types of authentic activity that the latter of these devices offer has clear links to Situated Learning and Situated and Embodied Cognition and it is not surprising that they have also be found to enhance player immersion (Jonsson, 2005).

The type of controller being used determines the types of interactions that the player can have with the game. For Mandarin Madness, ideally the player would be able to use the mouse and keyboard to move through the game space, interact with objects and type responses to question – such as the English translations of the Mandarin characters.

The ability to use a microphone to practice pronounciation of the characters would also add significant depth to the learning experience.

An important issue in the use of games in learning arises when we consider the complexity of the interface. The controls of an FPS game generally involve using the mouse as the players eyes, the left mouse button to shoot, right mouse button for an alternate action, the space bar for jumping and the W,A,S & D keys to move in the game space.

If this control layout is considered overly complicated by non-gamers, this can present a major barrier to their engagement with of the learning game.

The Independent Game Developers Association (IGDA) considers this in their 2006 Casual Games White Paper. Casual games are simple games such as Solitaire, Tetris and Bejeweled which are favoured by people who don’t normally play other games.

The IGDA position on controls for casual games is that “where possible, should be limited to the left mouse button” (P.45)

This could work with the shooting gallery section of Mandarin Madness but other parts of the game would require the player to move in the space.

This does raise a serious question about using an FPS style game for education – that of who will be playing the game and whether complex controls presents a significant barrier to learning

Context

Jarvinen’s (2007) final element of games involves “where, when and why the gaming encounter takes place” (P.135). To this I would add “and who is playing?”

I would imagine that Mandarin Madness would be played by learners in the language labs at CIT. They would initially be oriented to the game in a class session where they would learn to play both the single player and multiplayer version of the game together.

In the case of non-gamer learners, this could involve several players gathered around one computer providing support to each other, well in keeping with Bandura’s concept of Social Learning. This states that “most human behavior is learned observationally through modeling: from observing others one forms an idea of how new behaviors are performed, and on later occasions this coded information serves as a guide for action ”(1977, p.22)

An additional application of this principle could involve the game itself being incorporated into class activity, with learners in small groups (or even as a whole class) watching as one learner at a time plays a level of a game. Given the initial support of fellow students and the teacher, I feel confident that learners at all levels of gaming competence would be able to master the controls of Mandarin Madness.

OTHER ISSUES

Violence

Video games in general and the FPS genre in particularly have been subject to controversy in recent years in relation to perceptions about the impact of interactive violence on players of the games.

Thompson (2005) has variously described games as “murder simulators” and “mental masturbation” and claimed that the dual shock controller of the Sony PlayStation 2 “gives you a pleasurable buzz back into your hands with each kill. This is operant conditioning, behavior modification right out of B.F Skinner’s laboratory” (2006, p.12)

Research conducted by Endestad and Torgersen (2003) indicates that “it is action games and not first person shooter games, that predict violent behaviour” (p.10).

Eastin and Griffiths (2006) examined possible links between game playing and violence by evaluating gamers perceptions of aggressive/hostile intent in others directly after they had spent time playing either an FPS game (Unreal Tournament), a boxing game (Knockout Kings) or a car racing game (Gran Tourismo). They found that hostile expectations were highest in those who had been playing the boxing game and hypothesised that this was because the act of punching was far more possible and authentic than shooting. They also speculated that it could be because gamers enjoyed the FPS game more and “presence increases game enjoyment. As game enjoyment increases, hostility decreases due to greater desensitization toward game violence”. (p.461)

Regardless of the possible causal links between gameplay and violence, it’s entirely reasonable that violent and particularly gory content could discourage many players. This is not to say however that there may not be solutions to this issue.

I have discovered two FPS games which apply drill and practice principles to educational purposes (touch-typing and learning English) and which have aspects that could be considered violent. Typing of the Dead and English of the Dead are spin-off games from a popular arcade shooter, House of the Dead.

Players used light guns in House of the Dead to kill oncoming attacking zombies and other monsters while attempting to stop an evil businessman from taking over the world. Typing of the Dead cleverly replaced the gun interface with a Qwerty keyboard and the player “shoots” the zombies by quickly typing the words that appear about their heads. English of the Dead works on a similar principle but makes use of the touchscreen and stylus interface of the dual-screen Nintendo DS to have the player write the missing letters of the English words that appear above the monsters and below the Japanese equivalent word.

While the games are violent, the developers have made it more abstract (and thus inauthentic) by making the zombie blood green. They also provide the option to turn blood off entirely so that when the zombies are shot, they simply run away.

These options may not allay the discomfort of all gamers but are worth considering.

Conclusions

In the course of this research I strongly believe that I have been able to develop a pedagogically sound and engaging design concept for an educational FPS style game.

The full design statement for Mandarin Madness can be found in Appendix A.

Mandarin Madness offers learners an enjoyable and stimulating environment in which they are able to interact with a range of virtual objects and have an impact on the game world.

It offers Behaviourist oriented skills practice and positive reinforcement and draws on Cognitivist strategies for making information more memorable by giving it richer meaning through symbolic and metaphoric contexts. Learners are able to share their knowledge and skills in the multiplayer environment and can draw emotional connections from the use of the narrative.

The proof of a game is of course in the playing but on paper, Mandarin Madness works.

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McGrath, D. and Hill, D. (2004) UnrealTriage: A Game-based Simulation for Emergency Response Institute for Security Technology Studies, Dartmouth College. Retrieved 31st May 2008 from www.ists.dartmouth.edu/library/58.pdf

McGrath and Hill describe the process they went through in developing an emergency response simulator using the Unreal Tournament game engine – from design to development and some of the issues they confronted along the way – something which seems not a million miles away from what I’m trying to do.
(Perhaps less simulationy but there are still a number of commonalities)

“The simulation involves multiple
emergency response players at the scene of
a small airplane crash with 30 casualties.
The player objectives developed thus far
consist of fire suppression and primary
triage. Players must locate and categorize
the casualties into one of four treatment
categories. The victims are tagged as red
(immediate), yellow (urgent), green
(delayed), or black (fatally wounded). For
the game environment, a terrain model
(map) based on a real-world airport was
created from digital elevation data, satellite
imagery, and local engineering data. The
Karma physics engine, which is part of the
Unreal distribution, was used to define
object behaviors such as fire hose
dynamics.”

This is a great example of the usefulness of games in learning – particularly simulations – because they allow you to recreate situations that would either be expensive or dangerous.

“Synthetic environments can
enhance tabletop and command post
exercises by providing an objective,
dynamic, virtual world containing
simulated but adequately realistic people,
objects, and events. Emergency response
technologies can be prototyped and
evaluated using synthetic environments as
well, by providing a safe, virtual “proving
ground” for new technologies. The same
synthetic environments could be used to
develop training systems.”

They discuss the process of using the Unreal Tournament editor and working with APIs and plug-ins for other tools – something I’m avoiding so far for the large part with FPS Creator. There is also a reasonably detailed technical description of the technical process they went through in modelling the actual terrain of a New Hampshire airport for the game.

“First person shooter games are organized
around “levels”, with the idea that a player
will complete the objectives of one level,
and then move on to another level with a
new environment and challenges. In each
level, players move through the
environment “picking up” weapons, health,
and ammunition. Multiple players can
move through levels, interacting with the
environment, objects, other players, and
non-player characters (NPCs).”

It’s interesting to note that they have had to deal with some of the same issues that I have – namely trying to convert a tool/engine designed for making “shooter” games to another purpose.

The assumptions made by the designers of
the game engine tend to dictate the
available choices of mod developers. For
example, the easiest way to represent a fire
hose nozzle is to model it as a weapon that
“destroys” a fire, since the game engine is
based on the assumption that players carry
and fire weapons. It is counter-intuitive to
think of a fire hose as a weapon, but within
the constraints of the game world this
makes perfect sense.

Other unique issues arise in this regard as well:

“However,  the  interaction with  the  nozzle
“weapon”  has  been  problematic.
Specifically,  the  hose  should  be
constrained by  its attach point on  the  fire
truck and by the position of the firefighter
holding  the  nozzle.   Likewise  the
firefighter’s motion  should  be  limited  by
the  length and properties of  the  fire hose.
This  complex  interaction  has  proven
difficult,  in  large  part  because  player
motions  are  not  normally  constrained  by
the “weapon” they carry.”

In looking at further developments of the game, they are considering the need for cooperative play to simulate the process of carrying stretchers – a task sometimes undertaken by 4 people at once. (Good luck with that one :) They are also mindful of the AI of NonPlayer Characters (NPCs) by using them in a simulation for management of the emergency scene:

Improved NPC intelligence could include
two-way communication between players
and bots. More intelligent NPC behavior
will allow some of the first responder roles
to be performed by “rescue bots” and
allow actual players to act as scene
commanders. This will enable command
post exercises, where scene commanders
observe the scene, interact with rescue
bots, and help incident command build
situational awareness through normal
communication channels

Overall, they seem to have developed a pretty good understanding of what they are working with.

“Benefits include low user
cost, impressive graphics and sound,
accessible networking protocols, and built-
in scorekeeping for after action review.
Limitations include the significant
modeling and AI tasks associated with
character development, and the constraints
of the weapon/shooter paradigm which is
the foundation of most first person shooter
games. A relatively newer gaming
paradigm, the massive multi-player online
game, is founded on the idea of synthetic
economies and more peaceful interactions
between players, and may be a more
promising platform for simulation
development as it matures.

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Eastin, M. and Griffiths, R. (2006) Beyond the Shooter Game: Examining Presence and Hostile Outcomes Among Male Game Players. Communication Research 2006; 33; 448 Retrieved 31st May, 2008 from http://crx.sagepub.com/cgi/content/abstract/33/6/448

One of the questions I’ve asked in this project is about violence in games and what this raises in an educational context. This paper investigates the role of violent games in stimulating aggression in players – and at the same time raises some interesting observations about the factors that cause “presence” or immersion in games.

The methodology for measuring aggression seems a little sketchy to me to be honest but then again, I’m not a psychologist. They quantify it by considering perceptions of aggressive/hostile intent in others – the more aggressive you are feeling, the more likely you are to take someone’s actions or intent to be hostile.

They made use of scenarios that the player is meant to describe what happens next in and discuss the emotional state that they believe the scenario characters are experiencing.

4. Story 1: Todd was on his way home from work one evening when he had to brake at an intersec-
tion for crossing pedestrians. The person on the bike behind him must not have known he needed to stop
for the pedestrian because he crashed into the back of Todd’s bike, causing a lot of damage to both bicy-
cles. Fortunately, there were no injuries. Todd got off of his bike and surveyed the damage. He then
walked over to the other rider. What happens next? Note: This story was originally a car accident; how-
ever, given that one of our conditions was a racing game, the word car was removed and replaced with
bike. Story 2: Fred had worked all summer long, and now, a couple of weeks before school started, he felt
he deserved a holiday. After a bit of thought, he decided on a vacation to the coast would be ideal. After
all, what could be better than heading to the beach and ocean? The problem was that he did not want to
go alone. He knew his best friend Sam would go if he could; however, Sam had been saving his money
to buy a new stereo. Fred decided to go over to Sam’s place and try to convince him to come to the coast.
What happens next? Story 3: George had worked hard all day long cleaning his apartment. He was tired
but decided to reward himself with a meal in one of the restaurants down the street. On entering the restau-
rant George decided on Caesar salad, French onion soup, and a filet mignon. Some 15 mins later, a waiter
came around to take his order. Time slowly passed, and George was getting hungrier and hungrier. Finally,
about 45 mins after his order had been taken, George was about to leave when he saw the waiter approach-
ing with his food. What happens next?

Eastin and Griffiths provide some interesting language to describe the way people interact with the games:

First-person games are thought
to increase identification with the gaming character through involvement and immer-
sion, which subsequently increases short-term outcomes such as aggression (Leyens
& Picus, 1973; Schneider, Lang, Shin, & Bradley, 2004). Involvement, defined as a
psychological state in which attention and energy are focused on the medium, and
immersion, defined as the extent to which the player or person perceives being in and
interacting with the mediated environment, are considered necessary components to
the larger construct of presence (Witmer & Singer, 1998). Presence, which is further
explicated below, is then defined as “the subjective experience of being in one place
or environment, even when one is physically situated in another” (Witmer & Singer,
1998, p. 225). The decision to shoot, punch, and so on “as” a character in a first-
person game rather than “with” a character leads to greater presence—as defined
through involvement and immersion.

There is further discussion of what “presence” really is later:

Lee (2004) defined presence as “a psychological state in which virtual (para-
authentic or artificial) objects are experienced as actual objects in either sensory or
nonsensory ways” (p. 37). Further describing the subjective experience, Lee expli-
cated three typologies of presence—physical, social, and self. Physical presence rep-
resents a psychological state in which virtual objects are experienced as actual. In
this regard, presence can occur in any locale because it is a psychological feeling
rather than the actuality of being in the environment. Social presence is a state where
virtual social actors are experienced as actual. Finally, self-presence describes a state
where the virtual self is experienced as actual.


Speaking across definitions, the perception of presence experienced is to some
extent based on the media’s ability to deceive the human senses into believing medi-
ated sensory as reality (Heeter, 1992). Through person-centered routes, the mediated
environment becomes the focus and simulates the sensation of real life. Thus, presence
is experienced through the interaction between the individual and mediated technology
(Klimmt & Vorderer, 2003; Tamborini et al., 2004), where involvement and immersion
are important interrelated components (Witmer & Singer, 1998). Similarly, Steuer
(1992) and Tamborini et al. (2004) inferred that presence, in part, occurs through the
combination of vividness (relating to the user’s senses) and interactivity (the ability to alter environment).


Presence in this regard is dependent on the number of sensory chan-
nels activated simultaneously and the saliency of each sensory channel (Steuer, 1992).
Technology that increases sensory engagement should ease a player’s mental strain by
enabling greater focus on the content and action, subsequently increasing the effects of
game content. Based on the tendencies of previous work, the current researchers used
Witmer and Singer’s (1998) conceptual and empirical definition of presence that
broadly captures the subjective experience of being in one place even when physically
in another.

From this they hypothesize that players in a Virtual Reality (VR) environment would feel more deeply immersed in the game environment (more “present”) than players of console based games. They refer to previous studies that suggest that the greater the “presence”, the greater the short-term effect on aggression. They refer also to studies by Tamborini et al which indicate that this didn’t in fact happen with players using a VR system and attribute this to the fact that

The researchers suggest the findings were due to a lack of experience using VR systems
and a potential disengagement between firing a gun and the respondent’s existing
real-world scripts for aggression (Tamborini et al.). Simply put, a violent behavior
resembling more common social violence, such as punching, kicking, and so on,
would increase the behavior salience (and potentially aggressive cognition) more
than a shooting-type game.”

This is a particularly interesting observation – that punching in a game has a deeper connection to most people because it is closer to reality for them. From this they hypothesize that presence and hostile expectations will be greater in a fist-fighting game than a shooting (and driving) one.

Finally they consider whether the player is playing against the computer or another person. (Or at least believes that they are). Eastin and Griffiths believe that presence is enhanced when people think they are playing other people – and this forms their final hypothesis. (Also that hostile expectations will rise in this context)

However, when a person experiences an environment with another person, research
suggests levels of presence are heightened. Schubert, Regenbrecht, and Friedmann
(2000) found that when participants “perceive some possibility to be part of the action,
to interact with the characters” (p. 4), inside a virtual environment, levels of perceived
presence rose.

Competitively speaking, research suggests a positive relationship between competi-
tion and aggression (Anderson & Morrow, 1995; Berkowitz, 1962, 1989). According
to Berkowitz (1962), aggression increases through frustrations, and competition
between opponents who seek the same goal is thought to be frustrating (Berkowitz,
1989). Furthering this idea, research has shown competitive situations, or simply
priming participants toward competition, increases indices of aggression (Anderson
& Morrow, 1995).

The study used 219 participants from a “large mid-western university”

Participants engaged in two distinct sessions for the current study. During the first
session, they were given consent forms and an initial questionnaire on video-game
use. After completing the questionnaire, participants were randomly assigned to one
of six conditions (shooting, fighting, or driving games in either the standard console
or VR condition). Participants were permitted to “train” on the game until they felt
they had a handle on how to successfully manipulate the controls of the game. This
rarely exceeded 20 mins. The training environments were designed to be similar to
but not duplicates of the final testing environments. The only purpose for training was
to give participants the opportunity to develop the necessary skills for game play, sub-
sequently allowing them to focus on content and action (as suggested by Tamborini
et al., 2004). When the participants felt comfortable with the game’s controls, they
were asked to sign up for another session and thanked for participating in the study.


The second session of the study positioned the players in the same condition and
environment in which they were trained. However, this time participants were told
they would be playing against either a computer agent or another participant. Previous
game-play treatments varied from 5 to 75 mins (Sherry, 2001); however, longer game
time does not signify increased aggression. Because the researchers are interested in
short-term effects, the players played for two 10-min sessions (Anderson & Dill,
2000). As a manipulation check, after the second session all gamers were asked to
indicate whether they were playing against the computer or another person. Only
those consistent with the manipulation were included in analyses.

The results indicated that:

  • consoles actually provided higher levels of presence
  • VR sparked more hostile expectations overall but generally differences weren’t huge with the console
  • the shooting games gave more presence than the fighting games
  • the fist-fighting games provided more hostile expectations by far than either the shooting or driving games
  • presence and hostile expectations weren’t particularly influenced by whether the player was playing a human or a computer

Eastin and Griffiths conclude that players are generally more familiar with console games, explaining the higher levels of presence (also by playing these in the lab they wouldn’t have had the usual distractions they would have at home)

Greater familiarity with the FPS genre could also explain the lower hostility expectations

They have a very interesting possible conclusion about shooters and presence and why hostile expectations weren’t higher:

Conversely, rivaling current hypotheses, it also could be argued that presence increases game enjoyment. As game enjoyment increases, hostility decreases due to greater desensitization toward game
violence (Schneider et al., 2004; Tamborini et al., 2004). This could also explain the
relatively small effect sizes found for hostile expectations. Given that presence was rel-
atively high across conditions, the influence of violent game play on hostile outcomes
could have been attenuated by enjoyment. Future research should continue to examine
the influence of presence when presence is absent or at least relatively low before con-
cluding that it decreases hostility.

But that’s not all.

They touch on questions of avatar and agent race and gender in better understanding competitive gameplay.

“For instance, Eastin (2006) found
identification cues could be a moderating variable to competition. In his study, he found female game players attend to self and others during game play. Gamers playing with a same-gender avatar experienced greater connectedness with game play and competitiveness.

They finish with some interesting general observations which I believe are pretty pertinent to the project:

1. Immersion is only realized if the player is able to focus on content and action—which can only be
achieved if the player is not concentrating on the fundamental skills of the game and technology.

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Galarneau, L. (2005) Authentic Learning Experiences Through Play: Games, Simulations and the Construction of Knowledge. Proceedings of DiGRA 2005 Conference: Changing Views – Worlds in Play . Vancouver, BC: DiGRA

I think I might have me a little gamelearner crush here – Lisa Galarneau has managed to make coherent all of the little half-finished thoughts and ideas that I’ve had fluttering around my mind and make a compelling argument not only that games are good for learning but also that you need to apply a sensible pedagogical approach if you want to make them work.

(Yeah well duh perhaps I guess to the second part but she offers up a few pretty good ideas as to directions to take and gaming aspects to focus on in the process which gave me a few a-ha moments (a-ha eureka, not a-ha take on me)

The focus of the paper is slightly more skewed towards simulations than the FPS genre (though these aren’t mutually exclusive) but it still seems rather helpful, given that it “examines the design of authentic learning experiences as a way of thinking about the appropriateness and unique potential of games and simulations in a range of educational and training settings.”

She gets that “Games and simulations are only as effective as the pedagogical approach that is employed in their design and development. Furthermore, their effectiveness must be measured against their learning objectives and methods selected vis a vis the needs of the resources learners. Unfortunately, this is not often the case”.

Galarneau sees drill-and-practice type games as having their place – “Wrapping “boring” content in a trivia or shoot-em-up game format might make materials that need to be memorized a bit easier to “swallow”. Likewise, repeated engagement with interactive drill-and-practice environments provides the repetition that may be needed for learners to memorize and retain certain types of content. Just as I have argued previously, “the first step towards constructing one’s one knowledge is being open to the experience of learning. An unmotivated learner is simply incapable of taking enough interest in something to engage in the process of construction”

She does feel generally however that games taking a more constructivist or connectivist approach to learning by providing authentic game/simulations which offer richer emotional experiences.

“So while part of the motivation may stem from novelty effects, competitive enjoyment or the stimulation younger generations have grown accustomed to, the best types of engagement stem from the learner’s enjoyment of a more effective learning experience, one that puts them in control and encourages active participation, exploration, reflection and the individual construction of meaning.”

Galarneau recognises that forming knowledge consists of more than the simple ability to recall facts, it’s about being able to apply those facts to new situations.

I devised a slightly dorky formula to express my understanding of the knowledge creation process a while back – {context (information + relevance) activity} + (past experiences) => meaning + reflection => knowledge.

=> should be taken there to mean leads to.

A learner who can recite every bone in the human body cannot necessarily diagnose a problem with a given bone, nor know how to splint one in an accident occurred. Even if taken through a number of steps necessary in splinting a bone, it’s unlikely that a person would do it correctly without having experienced it either first-hand or vicariously, by observing another person in the learning process Lave and Wenger refer to a ‘legitimate peripheral participation’ . “

I’m not 100% clear on whether seeing someone performing this task a few times on video would count or not – or perhaps even better as a 3d animation which they can rotate their view around – but this does suggest to me that using video cut scenes in a game (particularly the FPL could be an option – the 3d animation idea would be great but far beyond my current capabilities)

I’m also thinking (still) that an OHS game could be a good option for the second FPL prototype. (The first being based around language). It has simulation qualities including the ability to be hurt by workplace hazards although I’m not sure how to get the player to fix hazards (maybe they have an OHS magic wand?).

A game focussed on fire drill / evacuation procedures might be another idea worth contemplating.

Galarneau takes a relatively connectivist view of learning, which is an area that I’ve been interested in but haven’t found a lot out to date. She makes a pretty good fist of defining it.

Emerging ideas about learning are beginning to suggest that learning is the act of making knowledge tangible through action, or what George Siemens refers to as ‘forming connections’ between islands of knowledge

Given this definition of learning as connection-forming, then all learning must result from experience, for experience underlies the process of forming said connections. In this regard therefore, effective learning is a redundant statement. If one has learned, the experience has been effective. The question therefore becomes, how can we design experiences that allow learners to experiment with knowledge in context, encouraging them to form connections by experiencing a wide range of experiential possibilities around any given piece of information?”

I like virtually all of this but don’t accept that ALL learning would result from experience – if for no other reason than my personal dislike of blanket statements. There is no way that I can experience the First Fleet landing but I know they did it in 1788 (as far as it is possible to know these things)

I think that emphasising the importance of providing learners with experiences related to the content is a big thing though.

Galarneau suggests a general structure for such games:

“Place the learner firmly at the centre of the learning experience, encourage him or her to take an active role and make sure that the learning situation is not abstracted from reality, but is placed directly in a real-world context, either physically or virtually. This environment may or may not include other learners, or it may simulate the responses and behaviours of other individuals. Though some structure will be in place, the learner will not progress entirely linearly, as with traditional content, but will play in this environment, encountering both success and failure along the way. Failure may, in fact, be the most critical aspect of this play” (my emphasis)

The importance of failure is something I haven’t considered enough but I can see instantly how important it is – I hadn’t factored it into the Exploring the CEE game I’ve been designing (forever), which means that the the player’s options are limited to do it right or do nothing. I wonder how far we can take failure – in an FPL context it suggests that the character/player dies and has to begin again, if it was a third person perspective game this could be made quite spectacular but trickier perhaps for fpp – unless we used a cutscene animation which shifts to 3pp to show the player dying. (Or we could take a lighter, more humourous approach with a waaaap waaap waaaap waaaaaaaaaaaaaaaah type sound effect. )

Galarneau discusses the value of failure further:

“Roger Schank, among others, has championed the idea that failure is a critical component of learning. This is an area where games and simulations shine, affording a wide range of possibilities, or failure-states, given a wide range of player actions… The simulation is only limited by its designer’s intent or resources to play out a wide range of possibilities that contribute to a learner’s ability to recognise the patterns that emerge from his or her actions. As Schank explains, these failures can offer unexpected benefits when it comes to learning. ‘Simulations that evoke real emotions become real memories. A failure is a failure and whether in a simulation or a work experience, if it feels real, it helps us learn’ “

She identifies three important elements to any learning game – pedagogical elements, simulation elements and game elements. “Pedagogical elements wrap the other elements in a directed learning context, providing a theoretical basis, assessment and opportunities for reflection. Simulation elements refer to the components that make the simulation executable, be it a simple branching simulation or more complex game-like simulation. Game elements, on the other hand, refer to the aspects that are simply there to make a game fun: competition, reward, discovery etc.” Finding the balance between these three elements is the key.

Galarneau values the simulation elements highly, believing that they offer learners opportunities to “flex their capabilities. And in the process, they may also learn to be more flexible, handle greater ambiguity, manage resources and solve problems, all difficult to measure but easily recognisable abilities afforded us by play in physical and virtual environments”.

The discussion about experience and authenticity has given me half a thought about another potential game subject – still only half a thought mind you – which is for the building materials subject within the building design area over here. Making use of different materials in the buildings (wood/concrete/steel/etc) and putting them in different environments – the students need to discuss which materials are best suited to which spaces, perhaps through a multiplayer representation of the teacher who acts as some sort of gatekeeper?. We could also make use of soundeffects to represent walking through the respective spaces.

Something to chat to the teacher about anyways.

Galarneau finishes with a brief discussion of two simulation products that she was involved in producing – one for building/carpentry students Christchurch Polytechnic (and it’s so good to see a paper that includes VET) and one for mental health professionals. Both emphasise relevance to the learners day to day activities and having them actively involved in the decision making process of the activity. Galarneau does appear to support video/animation as a means of “legitimate peripheral participation”.

She also developed a branching simulation for the mental health professionals providing feedback on the outcomes of different techniques for scenarios with patients. She took on board the thoughts of George Siemens in this instance:

Connectivism is driven by the understanding that decisions are based on rapidly altering foundations. New information is continually being acquired. The ability to draw distinctions between important and unimportant information is vital. The ability to recognize when new information alters the landscape based on decisions made yesterday is also critical [12]“

How to put that in a game I’m not so sure but I agree with the concept.

One hugely significant benefit of both of these solutions is that they allow assessment to be built right into the experience. Educators and trainers can log learner progress though the resources in order to see what decisions they make, whether they improve over time and how long they take to achieve the tasks. This type of assessment is much more capable of evaluating learning than traditional summative assessment that generally only tests the ability to regurgitate information, often well out of context. “

She finishes with an observation that I feel is highly relevant to learning in a VET sector.

“Authentic learning experiences of the sort described in this paper are most relevant to situations where the learner needs not only to learn something, but also needs to learn to what contexts the information or knowledge is most relevant.”

Awesome, awesome paper.

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Oliver, M. and Pelletier, C. (2005) The things we learned on Liberty Island: designing games to help people become competent game players. Proceedings of DiGRA 2005 Conference: Changing Views – Worlds in Play . Vancouver, BC: DiGRA

This paper discusses a fairly detailed methodology developed by Oliver and Pelletier for analysing how people learn from particular instances of game play.

It draws fairly heavily on Activity Theory as far as I can see, which while worthy, might be trying too hard to apply greater usability to something that doesn’t necessarily need it. (Of course, my understanding of Activity Theory is very shallow and wikipedia bound but I think I have the gist of it)

According to Wikipedia, Activity theory theorizes that when individuals engage and interact with their environment, production of tools are resulted. These tools are “exteriorized” forms of mental processes, and as these mental processes are manifested in tools, they become more readily accessible and communicable to other people, thereafter becoming useful for social interaction… In the study of Human-Computer Interaction and cognitive science, activity theory can be used to provide a framework for evaluating design.

In a framework derived from activity theory, any task, or activity, can be broken down into actions, which are further subdivided into operations. In a design context, using these categories can provide the designer with an understanding of the steps necessary for a user to carry out a task.

Anyway, hopefully this will make more sense as I move on. (The reason I ask whether games need to be made more usable is that this says “easier” to me and a large part of the appeal of games is the challenge of them. Of course, there’s good challenge and bad challenge, generally borne of bad design)

Overall though, the methodology that Oliver and Pelletier propose seems pretty useful in the Evaluation phase of the ADDIE process in terms of usability testing and understanding how people learn while playing games. (Primarily how they learn to play the game rather than learning anything from the game)

As they put it: “What is missing is a method that looks at the process and outcomes of play and how this relates to the design of the game text as well as the social and cultural aspect of play”

They develop this by examining:

  • Learning to use tools skillfully (both the game controller itself and objects within the game)
  • Learning about the properties of in-game objects
  • Learning about game conventions
  • Learning about spaces within the game.

They note that “with any area of expertise, it is rare (if not impossible) to find individuals who can perform skillfully and provide coherent accounts of their practice, simply because much of skilled performance is tacit – the practitioner remains unaware of what it is that enables them to be successful”

They then worked with 2 gamers (a fairly small sample really) and have them both play a level of Deus Ex, a first person shooter with stealth elements. One of the gamers also plays the training level for this game beforehand, which is made up of a series of scaffolded skill development tasks. Unsurprisingly, this player made it through the actual game level faster and more effectively than the player who didn’t.

There were a number of interesting observations nonetheless.

Analysis involved the creation of transcripts that recorded interaction with the game at the level of aim, strategy used in support of that aim and the detailed tactics or instances of interactions that made up each strategy. (In the terminology of Activity Theory, on which this analysis draws, these three levels are referred to as activity, action and operation.)

Neither of the gamers had really played FPS games before and so while they were familiar with conventions from other game genres, there were a number of FPS conventions that they weren’t able to quickly transfer to their Deus Ex experience. The training level player was aware that she could save the game on demand and so was able to experiment with trial-and-error based solutions to problems/obstacles encountered in the game to a greater degree than her counterpart.

When a player resolved a problem (and there was no reason to believe this was not just luck), this is noted as an example of learning. Finally, any things that the player was able to do without needing to learn anything new – i.e anything they had already mastered – was noted as an example of transfer. These included both simple things (like saving the game from the menu) as well as more complext things, including styles of play (such as approaching particular areas as if they were part of a platform game)”

One of the areas that I’m most interested in in the FPL project is using more structured instruction in the game environment and so their description of the training level is somewhat useful.

The training level here served to provide a structured curriculum to introduce new players to the game. Twenty five separate activities were introduced and applied; for example, learning how to access goals, how to use items (including weapons), how to move in particular ways (steathily, how to jump), as well as conventions such as information being stored in data cubes. In addition, eight separate tasks were learned that were not specified by the instructions within the game, such as the fact that the avatar cannot die in the training level and guards can hear you.”

 I think it might be in the training levels of games that I can find the type of learning that is most useful in a VET context. (Need to try to remember that this is the focus of the project)

The ability to save on demand has interesting implications for the way a learner approaches the game.

“In part, progress was driven by recent failure. The tendency to save after each obstacle is overcome meant that attention was focused on solving one problem at a time. Each failed attempt to overcome the obstacle was taken into account in new attempts to progress. This meant that play was experimental, because the consequence of failure is minimized”

The second player, who hadn’t done the training level and learnt about the ability to save on demand however was hampered in using a trial and error approach to problems by the fact that they would have to go back to the start of the level if they failed which made the risk taking a more costly option.

Oliver and Pelletier compare and contrast the knowledge that the players developed (or didn’t) in the training level as well as prior knowledge and how these transferred to their playing of the same level. They identify that “two problem areas are the strategies which could be transferred but are not and the ones which are transferred and which appear to be helpful but actually impede progress (because they are being applied in an inappropriate context, for example)

They go on to discuss the ways the players learn to play. Given the small size of the study, two players, it begs the question of whether this was influenced by the general personalities of the players themselves, however, it does still raise some interesting points.

“There are marked differences in the ways the players learn to play. The strategies developed and the reasons for this, related to their previous experiences and knowledge. In case study one, the player changed their approach when encountering new problems in a fairly sequential manner; in the second case, however, after two hours of play the strategies still failed to prepare the player for new encounters. This tells us two things:

  1. The development of strategies was strongly influenced by the experience of the training level, which enabled a repertoire of solutions to be developed in response to discrete problems, and which also ensured familiarity with a range of basic operations (such as searching bodies); and
  2. That one of the reasons why the second player failed to progress was because he did not save at regular intervals and so the consequence of failure were much greater. This impeded a trial and error evolution of strategies. (This may tell us something more generally about that player’s competence with this genre)

The paper concludes with the following observations:

“The analysis of play, above, demonstrates the value of the training level in preparing players for the main game. However it also reveals a number of shortcomings with this particular design (such as the unintended learning that took place) and that it is only a partial support, since many of the strategies that could usefully have transferred, didn’t. What was learnt in the training level was only part of what was required by the player; these experiences were combined with strategies learnt from other games in order to create a repertoire of approaches to play that led to success. Indeed, this transferred experience is probably the most significant component, since player two was able to progress through the game without training…

What this suggests for designers is:

  1. That it may be productive to design the opening of games with options that can be selected depending on the player’s previous gaming experience (understood not just in terms of quantity of experience, but also familiarity with particular genres whose influence might support or undercut the intended experience here)
  2. That it might be worth undertaking studies of this kind to assess whether their training ‘curriculum’ actually does prepare players for the game since, as demonstrated here, even in well respected games there can be differences between what was intended, what was required and what was actually learnt

Hmm, I would have thought the the widespread use of difficulty levels in games as well as adaptive difficulty (if the game senses you are struggling it makes life easier) would address the first point fairly well already.
Are they suggesting some kind of pre-test?
I agree that if you are going to include training it’s worth making sure that it is helpful but you can’t force people to learn everything you teach them, no matter what you do.

“The study also highlights the importance of establishing what the conventions that hold in this particular game are (such as cues from non-player characters that particular strategies – such as direct assault, here – are appropriate in response to behaviour rather than in anticipation of it)

This is an interesting suggestion – in game advice – you just want to avoid it being “Clippy” style annoying.

Oliver and Pelletier offer an interesting model for qualifying the experience of playing a game and examining how people learn as they play – I just worry that they might miss the point that we don’t want to make games too easy and to hold players hands all the way through. The challenge is the thing.

I had one more thought prompted by this paper – Do gamers have a more developed sense of trial-and-error problem solving than non-gamers based on their experiences that even though an obstacle may appear to be impassable, the point of the game is that there is always a way forward? Can this be taught?

I think the question of how players learn to use the controller is another question that needs serious consideration – I think controller fear is something that turns off a lot of non-gamers.

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Fuchs, M. (2001) Expositur – A Virtual Knowledge Space (Theory). Retrieved May 25, 2008 from Syl.Eckermann website http://syl-eckermann.net/expositur/theory.html

I came across some additional information written by Mathias Fuchs about this project that raised a few more ideas worth quickly sharing.

Fuchs discusses the power and nature of games and how they approached the purpose of the project.

“Umberto Eco proposed to investigate certain works of literature as ludic machines. These texts would work as structural units, whose purpose is, to get the reader involved in a game of words. The activity of reading would therefore resemble the process of playing a game – as opposed to the more teleological task of understanding a story. It seems that computer games, too, can be understood either as narrative devices or as ludic machines”

“Ludites state that the act of playing the game is an activity which is often driven by joyful improvisation. Especially when the elements of chance and vertigo… are predominant in a game, there is no need for a narration. Throwing the dices or going on a roundabout are such games. New media in general and computer games in particular inherited the twofold nature of games. They contain narrative aspects and ludic aspects at the same time.”

“When we started working on a computer game about Viennese museums we visited many museums and tried to find out what a museum-goer is actually doing. Does he learn about a scientific field? Is he led by a narration? Does he randomly drift through halls and have his eyes wonder around amongst miraculous objects? Does the visitor always want to keep a sense of orientation? What is the potential use of loosing  orientation? Is predictability the death of the marvel?”

A few quick responses – I’d say that narration and play aren’t mutually exclusive and narration offers motivation to progress through the game by bringing greater emotional connection. (Not always of course)
I like the term “joyful improvisation” – it seems to embody the concept of “play”

“Even though the virtual museum “Expositur” tells about objects and processes, even though there is a semantic framework and an underlying logic structure our knowledge space leaves ample room for alternative readings, it encourages the user to define their private paths away from the main roads. It requires the visitor to set up his personal speed, pace and rhythm for the access to information, for contemplation and for sheer surprise”

Contemplation/reflection is also something I haven’t thought much about yet – this I guess slots well into constructivist approaches (as do large chunks of this project even though I choose to associate it more with cognitivist theory given the deliberate designing of information to be more processable. )

On the homepage of this section of this website is a nice summation of the intent of this project:

fuchs-eckermann: ‘We are looking for something which Friedrich Nietzsche labelled “Gay Science”, ["Fröhliche Wissenschaft"] a mode of experiencing knowledge in a joyful as well as thoughtful manner. Nietzsche thought that you can only come across important insights if you discover them when “dancing”. And that’s precisely what the users of our computer game have to do. They have to move in order to find out facts, they have to dive and swim to get deep into certain areas of knowledge and they have to dance around to discover unexpected aspects of a topic.’

Following this methodology, the user of the virtual museum has to jump into a water zone in order to hear about the extinction of an ancient fish once populating the Danube River. The user has to operate triggers and barriers to learn about the dangers of machinery provided by the Technical Museum. Or he/she has to walk to down a spiral staircase to reach the hall of Sigmund Freud’s subconsciousness ["Die Traumdeutung"]

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Expositur banner

Fuchs, M. & Eckermann, S. (2001) From “First Person Shooter” to Multi-User Knowledge Spaces. In F. Nack (Ed.) Proceedings COSIGN 2001 – 1st Conference on Computational Semiotics for Games and New Media (pp. 83-87). CWI, Amsterdam.

In 2001, Fuchs and Eckermann developed Expositur – ein virtueller Wissenraum, a game based collaborative project showcasing ten Viennese museums. This first person perspective knowledge space, built using the Unreal FPS game engine, made use of loci, a place based mnemotechnique dating back to the ancient Greeks, to enhance the meaning of its virtual museum exhibits by “connecting seemingly unrelated imagery to gain insight into visual similarities and connotations”(p.84).


They considered “the freedom of the user to go his or her own way in the virtual environment as an important feature that allows for individually shaped relational networks inside a complex field of knowledge”(p.84), which ties in well with Ertmer and Newby’s description of knowledge acquisition under Cognitivism as “a mental activity that entails internal coding and structuring by the learner”. (1993, p.58).

From the abstract:

The content provided by these museums had to be made accessible

and comprehensible to users of different ages, educational

backgrounds and computer literacy. We developed a system of

connotations amongst the objects, which then was translated into

a spatial structure of rooms, corridors and places of different

sizes, shapes, remotenesses or proximities. The viewer/listener

of our knowledge space explores a semantic structure by

navigating virtual spaces with the topics being contained in these

rooms. The connecting architecture between these rooms

resembles staircases, passages, elevators, hidden doors or

portals, each of them referring to the nature of the connotation.

Quite contrary to web-based databases and hypertext structures,

the links therefore possess a quality of their own, carrying much

more information than just “is connected with”.


There’s a lot about this project that I like – the scope, the imagination behind it, the issues that they faced and the fact that covers a number of ideas that I’ve been thinking about. (And also several that I hadn’t thought about but now realise that I should)

This paper discusses the ideas underpinning this project – the notion of using virtual spaces and interaction to add meaning to the experience of viewing objects in a museum. Essentially it is about reimagining and redesigning from scratch 10 museums.

“We developed a system of connotations amongst the objects, which then was translated into a spatial structure of rooms, corridors and places of different sizes, shapes, remotenesses and proximities… The connecting architecture between these rooms resembles staircases, passages, elevators, hidden doors or portals, each of them referring to the nature of the connotation.”

This process was influenced by the Mnemosynic techniques of ancient Greek philosophers and singers in attaching meaning to objects in spaces to assist learning. It also draws from research by Ady Warburg on visual codes in Renaissance art.

“Warburg’s scientific method consisted of connecting seemingly unrelated imagery to gain insight into visual similarities and connotations, which he called Pathosformeln. In our knowledge space, the multiple coding of meanings contained with the exhibited objects is made transparent by the spatial relation superimposed upon the objects. (A technical drawing of a prosthesis, e.g., is positioned close to Freud’s Prosthengott quote and therefore connected to Freud’s theory from “Das Unbehagen in der Kultur”. “

Fuchs and Eckermann go on to consider how the ways that the player actually moves through the virtual space affect their experience with in it.

“To navigate the spaces of different content the users have to keep moving. They can walk, run, climb, jump, crouch, swim or fly according to the spatial situation. The Frankfurt based cultural scientist Manfred Fassler has mentioned in his recent publication that the etymological root of the German word for experience (Erfahrung) stems from fahren, i.e. “to move”. “

I have to admit that part of me thinks that the impact of different kinds of movement through the space would probably be greater in a 3rd Person Perspective or Virtual world game, where a player controls an avatar. Issues of how obvious these differing forms of movement would actually be to the user come to mind. (Swimming and flying would be relatively obvious – though they would necessitate a different control system which extends the 2 dimensional movement patterns generally used in these games)

Freedom of movement also comes back very much to issues of the user/players freedom to choose the content that they are most interested in. (This is probably something I’m less interested in for this particular project, which is focussed more heavily on developing foundation skills and knowledge and thus necessitates learning everything in the space.)

“We also consider the freedom of the user to go his or her own way in the virtual environment an an important feature that allows for individually shaped relational networks inside a complex field of knowledge”.

Fuchs and Eckermann based their design around several questions which either mirror those I have mentioned in the previous post here or which I shamelessly borrowed for that post. They often dig down into semiotics and signs and meaning, which I have a general grasp of but don’t know a lot about. (Might be time to dip into that Roland Barthes book I was given in 92 but have never quite been able to face reading after cursory dippings.)

They also discuss having to work with the limitations of the game development software – in their case they used the Unreal Engine. This is certainly an issue that I have bumped up against before and not one to which there are any easy answers. Bearing these limitations in mind they decided to do what they could to make it work and emphasise game elements from a hypothetical base to begin with.

This included the appearance of the rooms – and they make an interesting point that I’m not entirely sure I support, although I haven’t put it into practice yet.

“It seems of extreme importance for the creation of meaning how the environment the information is contained in looks like and sounds… We recognised that the richness of the architectural forms decreases the stress a person feels confronted with when navigating through this space. Former versions of Unreal allowed for just a few hundred polygons and therefore favoured boxy levels creating a higher aggressiveness and a feeling of discomfort for certain users. On the other hand, we recognised that very complex environments often create a feeling of “being lost” and of nausea”

While they do recognise the contradictions of level design for different players, I wouldn’t have thought that complex levels (i.e visually “busy” levels) would reduce stress. I can also see though that the use of curved surfaces could create more peaceful or soothing spaces. I’d be interested to know whether playing such a level on a large, smart-board type screen would be more comfortable than on a standard computer monitor.

The role of sound is really something I hadn’t given enough weight to in my thinking about game design – which is a little embarrassing as a wannabe film maker who routinely bangs on about the way that sound is treated as a second class citizen in the film production process. Fuchs and Eckermann draw analogies to the use of sound in film and identify 4 different types of use in their “game” space. :

  • Emotional Support – “The sounds can deliberately be used to value objects as dangerous, hilarious, important, historically significant or other. We use sound in this respect to add ethical standpoints to objects we have to show, like armour, prostheses and extinct animals”
  • Additional information about visible objects – “We use recorded sound material to tell about the material qualities of objects”
  • Continuity music – “We recognised that turning off the background music of the rooms in a computer game results often in a much shorter playing time. Also the speed of the investigation, the restlessness and the carefulness of exploring a specific room can be manipulated via music playing in the background:
  • Subtext – “This is an important function for content creation of an ambiguous character or for the creation of content which can be interpreted in different ways… For our game we used the method of acoustical subtext in the room showing the collection of technical prostheses… The soundtrack accompanying the prostheses hints that capitalist production and warfare can result in the same sad results for the victims of either. This information when put forward as text would sound quite banal and not lead to an intensive experience for most of the users. However, the soundscapes of heavy machinery mixed with heavy artillery and superimposed with composed rhythmical patterns does”

Sound hey. Got to factor that in better.

They also considered the use of linking sections/structures between topics/museums/objects and what added meaning these might bring.

“…there are “contour” features of visual objects and of acoustic objects, which are connoted with emotions. A rising line is usually considered to be positive or optimistic; a falling line to be negative, disappointing or dangerous.”

This made me think about the use of corridors, stairs, elevators and even having players jump down into pits to progress through a game level and what subtextual messages these convey. Great stuff.

They go on to discuss the use of avatars for the player – something I don’t entirely understand if this is an FPS based game (although it is possible to see another player’s avatar in a multiplayer game I guess) and expand upon the impact different forms and speed of movement have on the players experience of the exhibition. (Which largely comes down to learner choice and learner control – something which is less relevant to the project I’m considering at the moment).

The matter of how multiple players might interact in a game space like this comes up and they identified “the possibility for one knowledge seeker to show others their way by guiding them through the rooms. Another useful features is the possibility to exchange messages via written or spoken word… It is essential however to implement individual sets of voices and not to rely on the default voices provided by the manufacturer”

While I appreciate the intention here, the practicality of using your own voice sets seems a little tricky and understandably skirted over. Developments in the sophistication of game building systems since this project however suggest to me that in game voice communication isn’t so uncommon any more (and text based has been around for a long time) and could be relatively easily achievable. It did make me think about the options for asynchronous communication between players, with the capacity to leave messages (such as “the cake is a lie”? :) for those who follow. Difficult in this kind of game building environment but more doable in virtual worlds such as Croquet.

I also thought more about other options for learner collaboration in these kinds of spaces and thought that you could create a scenario where different players have to explore different spaces to collect different information about a central topic. Only by collaborating and sharing all of the information would the learners be able to progress through the game. Making some of the information contradictory so the learners had to reason out the truth could add a layer of interest to the experience. You might need to add a time-pressure constraint to the exercise to emphasise that the players need to explore their own spaces before coming together rather than collectively exploring all of the passageways/rooms/whatever.

This paper ends with some general observations which tie it all together and offer an optimistic view of the future of games in learning.

“We think that there games – however simple they still might appear at present – contain possibilities for knowledge spaces of a delicate nature – if they are thoughtfully conceived, carefully designed and joyfully experienced.”

Syl Eckermann has more information about this project on her website at http://syl-eckermann.net/expositur/index.html

This is also where I have taken the pictures in this blog post from.

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Yep, it’s this old hobby-horse again but I still believe that FPP/FPS games can prove useful in education. Research into this field is still a little scant but I have found some useful stuff – not just about using these games in military training either.

This is the proposal that I’ve put together for a uni project to investigate these options – now I have a whopping great 21 days to put together the 6400 words I’ve promised to deliver (and 2 game prototypes – or at least designs)

Title:
Creating the First Person Learner: Educational Applications of the First Person Shooter game genre.

1. Abstract
Gameplay in First Person Shooter (FPS) games is generally highly structured with the player given limited options in terms of the paths they can take and the decisions that they can make. They are often taught a specific skill, practise it for a period of time and when they have adequately demonstrated it, they are given progressively more advanced skills.

This often reflects students’ initial experiences of Vocational Education and Training (VET), during which they spend large amounts of time methodically developing foundation skills and knowledge in their chosen discipline.
This proposal describes a study that aims to investigate the potential uses of First Person Shooter style games as learning tools for students in the VET sector. It will centre around identifying the unique characteristics of the FPS genre and examining ways in which varying educational approaches might be applied to the design of FPS style games for these learners.

2. Introduction
While the use of computer games in education has been widely researched in recent years (Prensky, 2006), a significant focus of this research has been on the development of higher level skills such as problem solving and collaboration in third-person perspective games and particularly virtual worlds such as Second Life. (Kay, 2007)

Much less attention has been paid to the first person perspective genre, typified by the highly popular (and sometimes controversial) First Person Shooter. An initial scan of educational and games research however has indicated that this genre possesses a number of relatively unique characteristics that mesh well with behaviourist, cognitivist and even constructivist approaches to education.

Behaviourist.
Robyler and Havriluk (1997) point out that among the “needs addressed by directed instruction” (their term for the Behaviourist approach) are “making learning paths more efficient… especially for instruction in skills that are prerequisite to higher-level skills” and “performing time-consuming and labor intensive tasks (e.g., skill practice), freeing teacher time for other, more complex student needs”.

In 2005, Oliver and Pelletier devised a methodology which permitted a detailed analysis of how people learn from particular instances of game play. They compared a player of an FPS game (Deux Ex) who played a level having previously used a training level with one who had not. Unsurprisingly, the player who had played the heavily structured and repetitive training level first progressed through the level far more quickly than the second player and also mastered a number of essential skills that the second player did not.

Cognitivist
In 2001, Fuchs and Eckermann developed Expositur – ein virtueller Wissenraum, a game based collaborative project showcasing ten Viennese museums. This first person perspective knowledge space, built using the Unreal FPS game engine, made use of loci, a place based mnemotechnique dating back to the ancient Greeks, to enhance the meaning of its virtual museum exhibits by “connecting seemingly unrelated imagery to gain insight into visual similarities and connotations”(p.84).

They considered “the freedom of the user to go his or her own way in the virtual environment as an important feature that allows for individually shaped relational networks inside a complex field of knowledge”(p.84), which ties in well with Ertmer and Newby’s description of knowledge acquisition under Cognitivism as “a mental activity that entails internal coding and structuring by the learner”. (1993, p.58).

Constructivist
Some researchers have also investigated the use of FPS games to develop higher level skills in decision making and problem solving using authentic and immersive scenario based learning approaches commonly found in the constructivist approach to education. (Colvin, Clark & Mayer, 2007). Barlow and Lewis from the Australian Defence Force Academy (ADFA) presented a paper to the SimTecT conference in 2005 discussing their use of a customised FPS game (Operation Flashpoint) to develop and examine the tactical decision making skills of ADFA students in a variety of authentic scenarios.

I believe that elements from all of these approaches can be successfully integrated into an FPS based learning game, whether it be a drill based reinforcement of key concepts, using the arrangement of information in three dimensional space as a cognitive aid or engaging students with an authentic and immersive scenario based learning experience.

3. Methodology
This project will draw on the ADDIE instructional systems design model. This is a five stage process involving Analysis, Design, Development, Implementation and Evaluation and represents “a dynamic, flexible guideline for building effective training and performance support tools”. (Wikipedia, 2008) Given time and resource constraints, the project will focus on the first three stages of the ADDIE process.

In the Analysis phase I will initially seek to answer a number of questions which will give me a better idea of the strengths of the FPS genre, suitable content and activities for the games, evaluation strategies and pedagogical approaches to developing these games. Given my stated aim of examining games suitable for VET students, this will initially involve identifying particular types of structured tasks that would be appropriate to this form however all options will be considered as they arise.

Some of the key questions to be considered are:
What is the anatomy of an FPS game?
How do FPS games differ from third person perspective and virtual world games and what advantages do they offer?
How can FPS games be educational?
What kind of educational approaches lend themselves to this type of games based learning?
What are the factors that might determine the most appropriate target audience for an FPS based learning game?
What impact might game violence or destruction of virtual objects have on the learning experience?
In what circumstances might game violence or destruction of objects be appropriate in a learning activity?
Do single player and multiplayer games support different educational approaches?

A number of game design questions will also be considered including:
To what extent does the level of realistic representation of the learners’ environment affect their engagement with the game?
What makes a game enjoyable and what makes a player want to play a game repeatedly?

In answering these questions I will draw on existing research into the use of games in education in general then focus on the use of FPS games and environments specifically.

I have a growing list of game oriented resources at http://del.icio.us/colsim/edugames
which will be my first port of call. From there I’ll also look into writing from Marc Prensky, James Gee, the Serious Games Initiative, Constance Steinkuehler, Jack Thompson and other games in education writers and theorists as a starting point.

I will also make contact with Barlow and Lewis at ADFA and teachers at the Academy of Interactive Entertainment, a respected game design school in Canberra.

Based on the findings of this research, I will develop design statements for and build prototypes of two small games using FPS Creator, a game development software package. These games will serve to demonstrate some of the possible practical applications of the FPS game genre in education.

5. Results and Discussion
Assessment of this project will centre around a final report which documents and discusses the outcomes of this research. This report will examine the methodology used and outline the answers found to the questions listed earlier. It will consider the success or failure of my attempts to integrate learning strategies into FPS based games and consider approaches for future developments of educational games.

During the course of the project I will regularly discuss the use of games and particularly FPS games in education by posting observations and reflections on my edublog at http://gamelearner.edublogs.org. This reflection process will enable me to formulate my ideas and seek feedback from the wider games in education community. I will include a summary of these posts as an appendix to the report.

I will also include an annotated bibliography of the six most significant publications that I find in my research .

Due date:
June 13, 2008
Final Report – Methodology and findings
4000 words
50%

June 13, 2008
Annotated Bibliography (6 x 200 words)
1200 words
15%

June 13, 2008
Reflections
1200 words
15%

June 13, 2008
Game prototypes x 2
N/A
N/A

Easy right? :)

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Alternate Reality Games (ARGs) take a cross media approach to game play and attempt to bring the action more into the player’s day to day life. Wikipedia says that:

An alternate reality game (ARG) is an interactive narrative that uses the real world as a platform, often involving multiple media and game elements, to tell a story that may be affected by participants’ ideas or actions.

The form is typified by intense player involvement with a story that takes place in real-time and evolves according to participants’ responses, and characters that are actively controlled by the game’s designers, as opposed to being controlled by artificial intelligence as in a computer or console video game. Players interact directly with characters in the game, solve plot-based challenges and puzzles, and often work together with a community to analyze the story and coordinate real-life and online activities. ARGs generally use multimedia, such as telephones, email and mail but rely on the Internet as the central binding medium.

There is a new game in the field apparently, tied in to the Terminator based tv series The Sarah Connor Chronicles. It revolves around a revolutionary new type of camera which can photograph events from 1191 days in the future.

This video that I found on Boing Boing sets the scene

This “rabbit-hole” takes you on to the website for the company which is developing the camera – EniTech Research, where you can find more videos and presumably more ways of playing the game. (I haven’t looked into it yet)

Slightly off topic, I’ve been thinking about other options for “real-world” gaming – having a bit of a fascination with the sport of cyclogaining (a derivative of rogaining), which is kind of like a big bike based treasure hunt.

I was thinking (having been influenced by the mobile-obsession of my friend and colleague Len :) that an addition to this might be to introduce some element of hunting your competitors by setting up a shared Flickr account and having everyone photograph the opposition on mobile phones and uploading these to Flickr. This would give a time-stamp of who got their pix up there first and thus who got the “kill”.

Haven’t really finished thinking that through yet but I reckon it has promise.

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I’ve mentioned games using Guitar styled interfaces beforeFret Nice being one example and the entirely awesome Guitar Hero series of course being another.

Guitar Rising looks like it may well take this a step further with PC based software that enables you to plug your actual electric guitar into the soundcard of your computer and play along with songs that appear on screen. This would function similarly to Guitar Hero in tracking the notes you hit (somehow) in relation to the note symbols that appear in the game window.

Now sure, serious musicians already have the option of hooking up midi interfaces to their computers if they want to record but this seems like a great opportunity to access realtime feedback about your playing that I’ve never seen before. By adding gameplay mechanisms to the mix as well, it takes a learning tool into the fun zone.

It’s due for release later this year.

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My feeling with games in education is that it’s important to actually get out there and play them to understand best how the elements that make them so engaging actually work.

Having done the Portal thing, I was ready to move on to other games in The Orange Box on the weekend and given that I’d (finally) managed to get hooked up on Xbox Live, the online platform for playing Xbox games with nerds from around the world, it seemed like the thing to do was to jump into Team Fortress 2.

(Yes I realise that it was a nice sunny weekend, I was just excited about being able to connect the 360 to my computer and also the web for the first time)

So anyway, TF2 is an online only game which looks a lot like something out of The Incredibles. It consists of 6 locations (or maps) divvied up between a red and blue team of up to 8 people each. There are a few variations on the missions involved – either to capture territory markers by standing on them for long enough or to break into the other team’s base and steal a briefcase full of intelligence. (All the while trying to blow nine kinds of crap out of your opposition with your various weapons.)

I had hoped to be able to play the game offline separately first, giving me a chance to wander around the maps and get an idea of where to go. This not being an option, the best bet was generally to just follow the other guys as they hare into the other base – although I did realise later than some of the maps have gigantic flashing arrows in your colour that tell you where to go. (But it’s easy to miss the subtle things :)

I’d heard horror stories of people playing Halo 3 having to deal with snotty 13 year olds pouring out unimaginative streams of invective, generally involving the words fag and dick, on Xbox Live, so I was mildly wary of putting on the headset (which allows you to chat to anyone on your team) but all was fine. Given that it was daytime, I think I was mainly left with the older stoners in the U.S playing in the small wee hours, when the bratz are in bed – or maybe this game inspires a higher level of classiness.

What I got instead was mostly the usual chatter you hear in networked games – there’s a spy in the base, I need a medic, I’ve set up a turret/someone take out their turret, etc. There were the occasional exuberant cries of “did you see that – I’m a god” from time to time as well.

Is it overly sad that this reminded me of some research into games in education that looked at the way that players help new players learn and that these kind of online gaming experiences foster the development of collaboration skills?

This is what the game actually looks like.

I had been expecting this kind of online gameplay to absolutely chew through my broadband download allowances but all up I think it only used around 70Mb for a solid 3 or 4 hour session – peanuts really.

Lots of fun – moreso now that I’m getting more familiar with the maps and actually manage to live longer than the time it takes me to walk out the door of our base.

If you’re on Xbox Live and feel like a game, just say hi to me – Singo the Dingo.

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The Game Career Guide is a sister site to Gamasutra, a fantastic resource all about building games.

One of the highlights of the site is the Game design post-mortems, where you get the benefit of months of sweat and coding all condensed into a few pages that offer up useful ideas, areas to avoid and lessons learnt about the design process.

The latest game post-mortem features a Flash-based casual game built by students at Carnegie Meillon, called Skyrates.

They started with one idea which quickly evolved as a result of wide feedback from user/testers on a forum that they had initially only set up for bug reports.

This is what the game was about in essence:

Skyrates set out to be a persistent multiplayer world in the context of a casual Flash game. The game is set in a world of floating lands. Players travel from skyland to skyland in WWII-inspired aircraft. The real-time flights typically last a few hours. By queuing up a sequence of actions, players can keep their characters moving for days without further interaction. Everyone who interacts with the world earns gold and has a chance to upgrade his or her plane.

Find out more on the site here.

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Typing of the Dead game Youtube screenshot

(screenshot only)

Looking at something a little lighter today – this is a great example of unlikely ways to bring the fun to drill and practice typing exercises – introduce killer zombies to the equation.

Typing of the Dead is a modified form of House of the Dead, an arcade based shoot-em-up (or shmup, if you will) game that took the player through a zombie infested game using guns. It’s been modified here so that instead of shooting, you have to type certain keys or whole words (even phrases) to get past them.

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This is an interesting video about the possible future of media and experience that I found on Jenny Weight from RMIT’s blog. It looks at where communication has come from, where the Internet is taking it and then goes on to hypothesise about how virtual worlds might be able to represent more and more of reality and what this means for our understanding of it.

It also reminds me a little of this movie, though doesn’t get quite so detailed in it’s examination of the possible evolution of the media in general and how information and knowledge might be managed. (Click on image to view video)

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