Monday, December 7, 2009
Week 9
Why We Play Games—Four Keys to More Emotion Without Story—Nicole Lazarro, XeoDesign
Somewhat rambling article about a small study examining the role of emotion in game play—specifically emotion that is not tied to story. The author identifies four “keys” that evoke emotion in players:
1.Hard fun – the challenge of strategy and problem solving produces positive, enjoyable emotion
2. Easy fun—the chance to explore and play and satisfy their curiosity in an absorbing game produces emotions of excitement and pleasure.
3. Altered states –refers to how games can alter the player’s mood and change his or her internal experience in an enjoyable way.
4. The People Factor – refers to playing with friends and the emotions produced by teamwork, competition, and social bonding.
I found this article kind of hard to read because it was not written well, but it did make an interesting distinction between emotion tied to story and emotion tied to game play. I am not generally a fan of games –either making them up or playing them – so I don’t have much to say on this topic. Although it may be interesting to consider why I am not a fan of games. I resist them, often finding them boring, though sometimes when pressed to play I am capable of enjoying the experience. Maybe it has to do with a tendency to be internally oriented, and games force an extended engagement with something outside of myself. I like to relax by reading, which is a more self-contained, internal experience. I just sort of revert to my inner world whenever possible, I guess.
Why We Play Games Together: The People Factor – Nicole Lazarro, XeoDesign
A companion piece that outlines 7 ways to produce emotion during group game play:
1. Support player interaction—build in mechanisms that allow players to affect one another, even help one another
2. Put on a spectacle – make the game interesting to watch as well as play, which will encourage interaction, especially among players at different levels of expertise
3. Include tools to communicate emotion and to enable users to create their own meanings
4. Use non-player characters that display emotion and inspire emotion in players
5. Create emotionally expressive tools and objects as part of the game
6. Emotion cycles, feedback, chains—take into account how groups of players process emotions, how one person’s emotion affects another, and how situations can be created specifically to form feedback loops and interactions
7. “Save money,” by which she means that developers should include user testing early in the development process, so you can get it right the first time. Early inclusion of user feedback is the only way to know what works and produce the best possible” entertainment appliance.”
Saturday, December 5, 2009
Week 8
Digital Acting – George Maestri
· To support visualization and mental representation of concepts to be learned
· To produce a cognitive conflict, for example, in scenarios where learners are asked to choose the correct animation of a process or phenomenon from several provided
· To enable learners to explore a phenomenon interactively in a process that involves generating and testing hypotheses
She states that research on the effects of animation on learning has yielded inconsistent results, and that the real issue is determining when and why animation is more effective than static graphics. In some cases, animation can actually hinder learning: “It may induce a shallow processing of the animated content, and consequently leads to what can be called the illusion of understanding. Then the elaboration of a mental model is inhibited by animation.”
This seems to be mostly dealing with animation used to convey concepts or processes, and not animation when it is used to engage the learner, possibly be adding entertainment value or humor to a piece of communication. The latter is also an important component of education, and the role of animation here shouldn't be forgotten.
Thursday, December 3, 2009
Week 7
Monday, November 2, 2009
Week 6
Multimedia Learning – Richard E. Mayer—Chapter 14
A summary of Mayer’s theory of multimedia learning that puts forth five conditions for effective multimedia presentations: 1. Spacial contiguity, when related words and pictures are near each other on the page; 2. Temporal contiguity, when related words and pictures are presented simultaneously rather than successively; 3. Coherence, which calls for extraneous words and pictures to be kept to a minimum; 4. Modality, when words are presented as speech instead of text; and 5. Redundancy, when words are presented as speech rather than speech and text. Three assumptions apply: learning involves separate visual and auditory channels; there is limited capacity in these channels; and meaningful learning requires actively selecting, organizing and integrating information.
These are good basic guidelines to keep in mind – and they also seem sort of obvious and common sense principles. Still, it’s good to have research to back up intuition. Another point made is that multimedia learning is more effective for some types of learners than for others. It is best for learners who are low in prior knowledge about the subject and for those who have high spacial ability.
Elements of Experience Design –Nathan Sherdoff
Provides a broad view of all the elements to consider when analyzing an experience or designing one. These include stages of an experience-- attraction, engagement and conclusion—as well as presentation and organization; visualization and design; and navigation, interactivity and creativity. The article is all theory and abstraction and thus kind of hard to plow through – but again provides a framework to help you think about experience design. This would be handy to refer to when working on a project.
Confronting the Challenges of Participatory Culture: Media Education for the 21st Century—Jenkins White Paper
Really interesting exploration of the contemporary youth media culture, the challenges and issues it raises and how it is affecting society, education and young people. This is certainly a topic I have gotten to experience first-hand as a parent. I’ll offer a few observations of how the culture and experience of the internet has affected my daughter. First, she doesn’t have enough patience to read an entire book. She is used to getting information quickly and in short chunks. She has relied on Spark Notes her entire school career, much to her parents’ dismay. I will not claim that ALL teenagers do this, but I think many do – so many that even my daughter’s English teacher at one of the best public high schools in Manhattan said that she had given up on assigning novels. She was moving to short stories because she couldn’t get the kids to really read an entire novel.
My daughter’s social life was conducted largely online. She came home from school and went immediately online and stayed there for hours, just as we used to get on the phone with our friends. Then texting started and consumed even more time each day than Facebook. Only when my husband and I started using Facebook and texting ourselves did we start to understand how addictive they are and also how truly new and different online social life is. For my daughter, the experience of going away to college and leaving her high school friends is quite different than it was for previous generations because she can still be in constant touch with her old friends via Facebook and texting. Yet she can also watch them as they move on into a new life. When we visited her at college early in the semester, I noticed her looking at a friend’s Facebook page where he had posted photos of himself with his new college friends. I had a sense of how this may have been hard for her – to be connected to him and yet actually be able see him making new friends and possibly starting to move away from a close relationship with her. It sort of dramatized the fact that she was losing her old ties, or at least they were changing significantly. It struck me that this is really something new. It adds an element that has never been present in social life before--kind of a blending and blurring of old boundaries. It’s just a small example of the vast changes the Jenkins paper addresses.