My presentation for the annual Conference on College Composition and Communication (http://www.ncte.org/cccc/) on the gamification (or the process of making things more game-like) of classrooms.
1. TOWARDS A MODEL OF CRITICAL
GAMIFICATION: WRITING GAMES,
RULES DEPLOYMENT, AND REAL
WORLD SUCCESS
Guiseppe Getto
gettog@ecu.edu
Nathan Franklin
nfinitum.nathan@gmail.com
2. What We’ll Cover
What we mean by writing games
iFixit’s writing game
Towards a model of critical gamification
Implications
3. Writing Games
Definition
A problem-solving activity [involving writing],
approached with a playful attitude – Schell 2008
4. Writing Games, 2
Rules deployment
Gamesfacilitate human contact, are enjoyable, use
rules to create problems for people to solve, and
engage creativity - Radoff 2011
The closer you get to this with rules you build, the
better
Thus rules deployment in writing games should be
rhetorical (e.g. critical, epistemological, persuasive)
5. iFixit’s Writing Game
TheTechnicalWriting Project
(http://edu.ifixit.com/)
Free devices and tool kits shipped to technical
writing instructors
Teaching and technical support
Students create real documentation for the repair
of devices
13. Critical Gamification
Some problems with gaming theory
“Gamification is bullshit” - Bogost 2011
E.g., you can’t gamify anything that isn’t already a game
But this essentializes a “game” as something that is a
priori designated as a game, and rules out everything else
So, because iFixit labels theirTechnical Writing Project a
“project,” can it never be a game?
Isn’t there more than one way for something to be a
game?
14. Critical Gamification, 2
Some problems with gaming theory, 2
Definitions of games are too facile and don’t discriminate
between different types of games
Immersive
Mobile vs. online vs. offline
Social networks vs. individual
Competitive vs. casual
Micro games vs. large-scale games
Gamified professional environments like classrooms
15. Critical Gamification, 3
Some problems with gaming theory, 3
We don’t have enough empirical research on
gamification to say definitively if it works or not
We know people like games
Thus folks are busing gamifying things on the
assumption people will like them more
We need comparative studies between gamified
situations and non-gamified situations
16. Critical Gamification, 4
Some problems with gaming theory, 4
Gaming studies uses “correlationism” to define
what is and is not a game
Correlationism = saying there is an a priori
arrangement for all possible networks -
Meillassoux2009
The response is “contingency”
Network arrangements are always already contingent
on the specific arrangement of both human and
nonhuman actors that emerge within a given network -
Latour 2005, Bennett 2009
17. Critical Gamification, 5
Some attempted solutions
More empirical research on gamification!
An open question: can gamification be critical?
Meaning:
Used rhetorically, but ethically - Rickert 2013
Used democratically rather than as a marketing ploy
- Reeves and Read 2009, Chatfield 2010, Radoff 2011
Viewed as a way to change the ways actors relate to
one another within a given network
18. Critical Gamification, 6
iFixit’sTechnicalWriting Projectis a “social
experience game” (or an experience that uses
game-like features to enhance engagement)-
Radoff 2011
Successful rules deployment
Turns technical documentation into a more social and
more enjoyable experience
Engages writers in “structured creativity” - Radoff 2011
Real world problems, e.g. new knowledge will be
democratically negotiated with other users
Thousands of engaged users from all over the world
19. Implications
Certainly, not everything is a game
Perhaps elements of games can be used critically
for teaching and other forms of professional
engagement
Need more research!
This critical gamification must be rhetorical,
ethical, and based in the contingencies of
specific networks