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Learning, Motivation, Play and the X Box
               Generation:
               An investigation into the educational potential of collaborative computer games




                                                      Russell Francis
                             Oxford University Department of Education

© Russell Francis (creative commons – attribution – non commercial - share alike)                1
Video games as learning environments

I have long been struck by the power of the computer games to mesmerise, to hold the
attention of otherwise restless children for hours and even days. I have watched otherwise
unruly children focus, study, collaborate, and problem solve. They read hint books, save
checkpoints, the better to be able to try „what if‟ scenarios. They consult, they create, they
solve. They do all the activities we wish them to do in pursuit of an education. What a
shame that what is being learned is so trivial, so worthless.


Now imagine a time when we transform education. When we can craft educational
problems as cleverly as the game creators create theirs, allowing students to delve in the
complexity of topics as deeply and as thoroughly as they delve into the games. Excite them
to dive into the task, voluntarily working hard to learn the skills necessary to succeed. Only
this time, the skills learned will be the ones necessary to be successful, well educated
citizens of society: mathematics, history, writing, science, art and so on
                                                                    (Norman, 2003)




                                                                                                 2
Literature overview




                      3
Selected works

   Joystick Nation (Herz, 1997)

   Life of Screen: Identity in the age of the Internet. (Turkle, 1997).

   An American Otaku (or a boy‟s virtual life on the net) (Tobin, 1998)

   Literacy, English and Computer Games, (Beavis, 1999).

   Trigger Happy (Poole, 2000)

   Report on the Educational use of Computer Games (McFarlane et al, 2002)

   Video Game Theory Reader (Wolf, 2003)

   What Video Games have to Teach us about Learning and Literacy. (Gee, 2003) Replaying

   History: Learning World History through Playing Civillisation III (Squires, 2004)

   BECTA Computer Games in Education Report (Dawes & Dumbleton, 2004)

   „Learning in Massively Multiplayer Online Games‟ (Steinkuehler, 2004)


                                                                                           4
Researching Games: Emergent Traditions

             Psychological experiments in laboratory settings (Dempsey, 2002)



             Case studies of COTS in the classroom

                       (McFarlane et al, 2002; Squire, 2004; Kirriemuir, ???



             Media / Cultural / New Literacy Studies.

                       (Beavis, 1999; Poole,2000; Carr,? Gee, 2003)



             Pure Games theory or design perspective ((Wolf, 2003)



             Virtual ethnographies in MUDS and MMORPG‟s (Turkle 1997; Steinkuehler, 2004)




                                                                                             5
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A gap in the literature?
              Few studies explore how gaming as a social activity, fits into
               peoples everyday life.

                Exceptions:
                 Identity in the Age of the Internet. (Turkle, 1988)
                 An American Ottaku: of a boy‟s virtual life on the net. (Tobin,1988)


              Few ethnographic studies game play in domestic contexts

              No ethnographic studies of collaborative game play in the
               home?

               Xbox study aimed to make a small step towards
               compensating for this gap in the literature


                                                                                         6
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The Game




           7
Halo: combat evolved
      Real time strategy combat simulation


      First person shooter in tradition of Castle Wolfenstein, Doom and Quake


      Product designed to spearhead Microsoft‟s bid to penetrate lucrative gaming market
       previously dominated by Sega, Nintendo and Sony


      Game has achieved unprecedented commercial success


      Single Player set on mysterious ring world inhabited by aliens.
            Original characters and storyline (i.e. no copyright issues)


      Allows screen to be split into four individualised screens to support multiplayer death
       matches



                                                                                                 8
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Halo: combat evolved
     Game has achieved unprecedented commercial success.


     First person shooter in tradition of Wolfenstein, Doom and Quake.


     Real time strategy combat simulation.


     Product designed to spearhead Microsoft‟s bid to penetrate lucrative gaming market
      previously dominated by Sega, Nintendo and Sony.


     Single Player set on mysterious ring world inhabited by aliens.
           Original characters and storyline.


     Allows screen to be split into 4 individualised screens to support multiplayer death
      matches.


                                                                                             9
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The Game Play Experience




Clip from Red vs Blue Machinema
          Halo Fans site
                                  10
Research Strategy




                    11
The Cultural Practice of Halo: socio-cultural
                            approach

          Case study of affinity group playing Halo: Combat Evolved situated in
           the „ecology‟ of a student house.

          Method and analysis informed by sociocultural and activity theory.
                Vygotsky (1978); Cole, (1996); Lave and Wenger (1991, 1996), Engeström (1987)


          Multiple qualitative methods used to explore

          Naturally occurring real world practices / activities

          Triangulation of data from multiple sources

          Reactive effects are treated as an interesting source of data in their
           own right



                                                                                                 12
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The Halo Affinity Group
Screen     Age               Gender                                    Subject of Study
Name
Yas        21                M                                         Medicine
Bond       21                M                                         Medicine
Top Cat    30                M                                         Statistical Methods

Burger     28                M                                         Biology
The Nish   24                M                                         Genetics

The Dane   26                F                                         Sociology

Ginger     24                F                                         Social Policy
TB7        21                F                                         Medicine
Death      24                M                                         Theoretical Physics
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The domestic scene



                                                    Game Pads



                          Chairs


         Stair Rail




                                                      XB


                                                                        TV
                                                                        V




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Data Collection Methods


                              Full Immersive Participation

                              Participant observation

                              Focus group discussion

                              Semi structured interview

                              Video taped recordings




                                                                15
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Conceptual tools used as heuristics in analysis

   Zone of proximal development (Vygotsky, 1978)

   Legitimate Peripheral Participation (Lave &
    Wenger, 1991)


   Expansive Learning (Engeström, 1987, 1996, 1999)

   Second Selves (Turkle,1998)

   Psychosocial-moratoriums
    (Erikson, 1963, Turkle, 1998)

   Multimodal Literacies (Kress, 2003)

   Infomating vs Automating (Zuboff, 1988)

   Multiple intelligences (Gardner, 1993)

   Flow: (Csikszentmihaly, 1990)

   Amplification of Input (Poole,2000)

   Affinity Group Principle (Gee, 2003)

                                                       16
Halo Death Match as Psycho-Social Moratorium




                                               17
Conceptual tools used as heuristics in analysis


     Psycho-social moratoriums are places where learners can take risk in
      spaces where real world consequences are lowered.

     Concept develop by Erik Ericson (Childhood and Society, 1963) in the
      1950 in his attempt to understand adolescence culture

     Much associated with ideas of what the college years were all about

     Today the idea of college as time out seems remote

     “If adolescence no longer offers an adolescent moratorium than virtual
      communities do. They offer permission to play, to try things out. This is
      part of what makes them attractive “
                                                                    (Turkle, 1998, p.204)

                                                                                            18
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Formation of sub-cultural affinity group


     Screen names used in every day life



     Broke down barriers with group



     Halo related jokes, humour, stories & banter



     Players reputations depended on creativity and inventiveness demonstrated in
      sub-cultural practice



     Players start to perceive and value each other for distinctive talents and skills
      demonstrated within the gaming culture


                                                                                          19
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In practice

   The practice of playing halo started to break down cultural barriers among group



   Creation of a psycho-social moratorium (Erikson, 1963 Turkle, 1998)



   This facilitated the formation of sub-cultural affinity group

       Screen names started to be used in every day life

       Halo related jokes, humour, stories & banter.



   Players start to perceive and value each other for distinctive talents and skills
    demonstrated within the gaming culture



   Participants identities within this moratorium depended on creativity and inventiveness
    demonstrated through sub-cultural practice

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“He‟s so creative, he always seems to have the new strategies before everyone

         else. Its like his suicide tactic where he threw grenades – I know he doesn‟t do

         that anymore because he doesn‟t really need to, but he was probably the first to

         do that, and the slipstream thing and probably the pistols as well. Also, one

         thing that came through Nas, he seems to attach an awful lot of importance to

         monitoring, constantly flicking backwards and forwards seeing what everyone

         else is doing. So he‟s aware of what his opponents are up to”

                                                                   Death, 2003




                                                                                            21
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Collaboration & Specialisation




                                 22
Collaboration & Specialisation

         Single player game involves search for optimal strategy


         Open ended Multi-player game allows for creative experimentation.


         Players tended to specialise in weapon / role
               Nas as fort defender.
               TC as Driver
               The Nish as a Runner
               Burger Covers the middle ground.
               Bond as rocket launcher expert
               Research as sniper

         Game play constantly evolved driven by search for most efficient strategies and
          tactics


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Collaboration & Specialisation


   Did different roles suit different cognitive profiles?

   Gardner‟s (1993) Multiple Intelligence Theory

     Twitch Speed of Death Match in Chill out suited Nas logical
        deductive and multi-tasking skills

     The Nish preferred collaborative game were he could team up with
        someone who had the skills he didn‟t have

     Burger‟s interpersonal / intrapersonal skills made him everyone‟s
        preferred partner in „Capture the flag‟




                                                                          24
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Creativity, Flow and Playful Experimentation




                                               25
Creativity, Flow and Playful Experimentation


   Dynamics of collaborative contest compelled one to experiment and
    innovative (Csikszentmihalyi, 1996)



   Innovate and adapt to the prevailing dynamics or die!



   Single player games involved search for optimal strategy



   Multi-player games evolved in evolutionary expansive cycles
    (Engeström, 1987)



    Creative Commons Attribution, Non-Commerical, Share Alike 3.0       26
Creativity, Flow and Playful Experimentation


   Open ended nature of the game a major appeal



   Bond talks of „three degrees of freedom‟ that allows you to do „most things you
    can imaging doing in the real world‟



   Players experiment and discover new strategies

     Burger discovered the head shot

     Bond delights in “coshing” with rifle butt

     Nas discovers „slip streaming‟




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Creativity, Flow and Playful Experimentation

    Lev Vygotsky (1978)                                            Csikszentmihaly (1990?)

                                                                   ‘In flow, we feel that our abilities are well
    “a child‟s greatest self control occurs in
                                                                   matched to the opportunities for action. In
    play‟
                                                                   everyday life we sometimes feel that the
                                                                   challenges are too high in relation to our
    “Play creates a Zone of Proximal
                                                                   skills, and then we feel frustrated and anxious. Or
    development of the child… Play contains                        we feel that our potential is greater than the
    all the developmental tendencies in a                          opportunities to express it, and then we feel bored
    condensed form and is it self a major                          .... In a really enjoyable game, the player is
    source of development‟‟                                        balanced on the fine line between boredom and
                                                                   anxiety. The same is true of when work, or a
   But no play without rules!                                     conversation, or a relationship is going well’.




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Exotelic Motivators in single                            Results of death match displayed in carnage report

player game                                              “Killing spree” audio complement for three successive kills

                                                         Kill toll notched up on screen during game-play

                                                         Actions determine how the story unfolds

                                                         Rich audio-visual experience

                                                         Amplification of input

                                                         Immediacy of feedback provided

                                                         Presence of a real audience

                                                         Maintaining a reputation within affinity group

                                                         Discovering new capabilities


 Autotelic motivators                                    Innovating new strategies
 in collaborative game
                                                         Opportunities for experimentation and creative expression


                                                                                                                       29
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Game play as performance
and the role of the audience




                               30
Game play as performance
                    and the role of the audience
   The presence of a real audience played a significant role in appeal of collaborative game.

   Central players were keenly aware of their reputation and position with hierarchy

   Challenge matches
     Nas the Emperor


   Collaborative contests become spectator sport.
     After the pub sessions


   Marginal and non-players supporting a particular team

   Multiplayer games had distinct and memorable narratives

   Burger comments:
     I wish we could have got some of the great games on video


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32
Xbox.com: What makes the site work?

  I think it turned into a kickass fan site because it stuck around. When you’re there from the
  beginning, and you add new content every day, folks tend to come back.

  Xbox.com: What has been the most rewarding aspect of running the site?

  The most rewarding part is the interaction with the fans. It’s amazing to watch what folks
  can do when challenged. We’ve had several contests that required more effort than just
  filling out a form, and the response was astounding. The Pillar of Art contest is a prime
  example. We challenged fans to create traditional media art and provided just enough cash
  to make it worth their while to mail the stuff to us, and we ended up with an incredible
  collection of material. We display it every now and then, whenever there’s a good
  opportunity.

  Xbox.com: What’s the most challenging aspect of running the site?

  That has to be the maintenance. Part of it is expectations—we provide new content almost
  every day, and we’ve been doing that for five years. Our staff hasn’t grown much, while the
  volume of submissions for the various fan creation sections increases weekly.

  Xbox.com: Tell us about the evolution of the fan creation sections.

  In 1999, we received no fan fiction, maybe two miscellaneous art submissions every week,
  and the odd PC wallpaper now and then. Today, we receive dozens of each of these things
  every week plus movies, flash games, and comics. Staying on top of it all, while maintaining
  a full-time job and having a family—I’m married and I have three kids—is not trivial!

  Xbox.com: And when do you sleep?

  Tuesdays, from 10:30 A.M. to 3:00 P.M.

  Xbox.com: Seriously?

  Of course not! I sleep on Thursdays, too.


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In the middle of the battle a Red emerges from the blue fort carrying a blue flag. The
character stands in front of the combatants and in a high pitched juvenile voice
addresses the fighters.

Red: Stop fighting everyone, stop fighting...

(The combatants stop fighting)

Red: Everyone, everyone, Look unto me, I possess the blue flag!
I have seen the top of the mountain and you shall worship me as though I were a
God.

(three blues run up and cosh red over the back of the head)

Red: (dying on the ground) I regret nothing, I lived as few people dare to dream

Cut to shot of soldiers standing around, looking confused, not knowing what to do.
Then they start fighting again.



                                                                                         35
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Can this study inform the educational games debate?




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Games evolving in ideal learning
      environments?

                   „If you think about it, you see a Dawinian sort of thing going on here. If a
                    game for whatever reason, has good principles of learning built into it‟s
                    design – that is, if it facilitates learning in good ways – then it gets played
                    and can sell copies, if it is otherwise good as well. Other games can build on
                    these principles and, perhaps, do them one step better. If a game has poor
                    learning principles built into its design, then it won‟t get learned or played
                    and won‟t sell well. Its designers will seek to work elsewhere. In the
                    end, then video games represent a process, thanks to what Marx calls the
                    “creativity of Capitalism,” that leads to better and better designs for good
                    learning and indeed, good learning of hard and challenging thing‟

                                                                                     (Gee, 2003, p.6)




                                                                                                        37
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A cynical alternative

   Gee (2003) gives learning the pride of place it does deserve



   Games evolving into every more effective psycho-social moratoriums!



   Spaces that give free reign to anarchic play – an escape from routine



   Games allow players play in fantasy worlds



   Work is not play.! When a teacher instructs a child to play a game, does it remain play?



   Most of the knowledge and skills learn remain implicit, little evidence of serious critical
    reflection – except in interview – but that entails external stimulus – like a teacher!



   Therefore, isn‟t the notion of an educational game a contradiction in terms?

                                                                                                  38
Harnessing subversive creativity in the service of education

      Immersive experience of game play can inspire a high level of creative production.

      Therefore why not:

            Allow children to make their own games?

                 Potentially time consuming and difficult


            Provide children with tools that amplify their creative skills and allow them to

             broadcast work to a real audience

            Build collaborative and creative activities around commercially available games

                 See Tim Rylands‟ work with Myst Riven at Chewmanga Primary school)


            Allow pupils to make machinema movies based on games that explore a particular

             issue and form the basis of a teacher led discussion

                 See forthcoming work on Revolution



                                                                                                39
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Machinema Diaries: Revolution




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To be continued…
 Contact: russfrancis99@gmail.com

 Website: http://russfrancis99.wordpress.com/

 Academia.edu http://gu-se.academia.edu/RussellFrancis



                                                         41

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Learning, Motivation, Play and the X Box Generation

  • 1. Learning, Motivation, Play and the X Box Generation: An investigation into the educational potential of collaborative computer games Russell Francis Oxford University Department of Education © Russell Francis (creative commons – attribution – non commercial - share alike) 1
  • 2. Video games as learning environments I have long been struck by the power of the computer games to mesmerise, to hold the attention of otherwise restless children for hours and even days. I have watched otherwise unruly children focus, study, collaborate, and problem solve. They read hint books, save checkpoints, the better to be able to try „what if‟ scenarios. They consult, they create, they solve. They do all the activities we wish them to do in pursuit of an education. What a shame that what is being learned is so trivial, so worthless. Now imagine a time when we transform education. When we can craft educational problems as cleverly as the game creators create theirs, allowing students to delve in the complexity of topics as deeply and as thoroughly as they delve into the games. Excite them to dive into the task, voluntarily working hard to learn the skills necessary to succeed. Only this time, the skills learned will be the ones necessary to be successful, well educated citizens of society: mathematics, history, writing, science, art and so on (Norman, 2003) 2
  • 4. Selected works  Joystick Nation (Herz, 1997)  Life of Screen: Identity in the age of the Internet. (Turkle, 1997).  An American Otaku (or a boy‟s virtual life on the net) (Tobin, 1998)  Literacy, English and Computer Games, (Beavis, 1999).  Trigger Happy (Poole, 2000)  Report on the Educational use of Computer Games (McFarlane et al, 2002)  Video Game Theory Reader (Wolf, 2003)  What Video Games have to Teach us about Learning and Literacy. (Gee, 2003) Replaying  History: Learning World History through Playing Civillisation III (Squires, 2004)  BECTA Computer Games in Education Report (Dawes & Dumbleton, 2004)  „Learning in Massively Multiplayer Online Games‟ (Steinkuehler, 2004) 4
  • 5. Researching Games: Emergent Traditions  Psychological experiments in laboratory settings (Dempsey, 2002)  Case studies of COTS in the classroom (McFarlane et al, 2002; Squire, 2004; Kirriemuir, ???  Media / Cultural / New Literacy Studies. (Beavis, 1999; Poole,2000; Carr,? Gee, 2003)  Pure Games theory or design perspective ((Wolf, 2003)  Virtual ethnographies in MUDS and MMORPG‟s (Turkle 1997; Steinkuehler, 2004) 5 Creative Commons Attribution, Non-Commerical, Share Alike 3.0
  • 6. A gap in the literature?  Few studies explore how gaming as a social activity, fits into peoples everyday life. Exceptions:  Identity in the Age of the Internet. (Turkle, 1988)  An American Ottaku: of a boy‟s virtual life on the net. (Tobin,1988)  Few ethnographic studies game play in domestic contexts  No ethnographic studies of collaborative game play in the home?  Xbox study aimed to make a small step towards compensating for this gap in the literature 6 Creative Commons Attribution, Non-Commerical, Share Alike 3.0
  • 8. Halo: combat evolved  Real time strategy combat simulation  First person shooter in tradition of Castle Wolfenstein, Doom and Quake  Product designed to spearhead Microsoft‟s bid to penetrate lucrative gaming market previously dominated by Sega, Nintendo and Sony  Game has achieved unprecedented commercial success  Single Player set on mysterious ring world inhabited by aliens.  Original characters and storyline (i.e. no copyright issues)  Allows screen to be split into four individualised screens to support multiplayer death matches 8 Creative Commons Attribution, Non-Commerical, Share Alike 3.0
  • 9. Halo: combat evolved  Game has achieved unprecedented commercial success.  First person shooter in tradition of Wolfenstein, Doom and Quake.  Real time strategy combat simulation.  Product designed to spearhead Microsoft‟s bid to penetrate lucrative gaming market previously dominated by Sega, Nintendo and Sony.  Single Player set on mysterious ring world inhabited by aliens.  Original characters and storyline.  Allows screen to be split into 4 individualised screens to support multiplayer death matches. 9 Creative Commons Attribution, Non-Commerical, Share Alike 3.0
  • 10. The Game Play Experience Clip from Red vs Blue Machinema Halo Fans site 10
  • 12. The Cultural Practice of Halo: socio-cultural approach  Case study of affinity group playing Halo: Combat Evolved situated in the „ecology‟ of a student house.  Method and analysis informed by sociocultural and activity theory.  Vygotsky (1978); Cole, (1996); Lave and Wenger (1991, 1996), Engeström (1987)  Multiple qualitative methods used to explore  Naturally occurring real world practices / activities  Triangulation of data from multiple sources  Reactive effects are treated as an interesting source of data in their own right 12 Creative Commons Attribution, Non-Commerical, Share Alike 3.0
  • 13. The Halo Affinity Group Screen Age Gender Subject of Study Name Yas 21 M Medicine Bond 21 M Medicine Top Cat 30 M Statistical Methods Burger 28 M Biology The Nish 24 M Genetics The Dane 26 F Sociology Ginger 24 F Social Policy TB7 21 F Medicine Death 24 M Theoretical Physics Creative Commons Attribution, Non-Commerical, Share Alike 3.0 13
  • 14. The domestic scene Game Pads Chairs Stair Rail XB TV V Creative Commons Attribution, Non-Commerical, Share Alike 3.0 14
  • 15. Data Collection Methods  Full Immersive Participation  Participant observation  Focus group discussion  Semi structured interview  Video taped recordings 15 Creative Commons Attribution, Non-Commerical, Share Alike 3.0
  • 16. Conceptual tools used as heuristics in analysis  Zone of proximal development (Vygotsky, 1978)  Legitimate Peripheral Participation (Lave & Wenger, 1991)  Expansive Learning (Engeström, 1987, 1996, 1999)  Second Selves (Turkle,1998)  Psychosocial-moratoriums (Erikson, 1963, Turkle, 1998)  Multimodal Literacies (Kress, 2003)  Infomating vs Automating (Zuboff, 1988)  Multiple intelligences (Gardner, 1993)  Flow: (Csikszentmihaly, 1990)  Amplification of Input (Poole,2000)  Affinity Group Principle (Gee, 2003) 16
  • 17. Halo Death Match as Psycho-Social Moratorium 17
  • 18. Conceptual tools used as heuristics in analysis  Psycho-social moratoriums are places where learners can take risk in spaces where real world consequences are lowered.  Concept develop by Erik Ericson (Childhood and Society, 1963) in the 1950 in his attempt to understand adolescence culture  Much associated with ideas of what the college years were all about  Today the idea of college as time out seems remote  “If adolescence no longer offers an adolescent moratorium than virtual communities do. They offer permission to play, to try things out. This is part of what makes them attractive “ (Turkle, 1998, p.204) 18 Creative Commons Attribution, Non-Commerical, Share Alike 3.0
  • 19. Formation of sub-cultural affinity group  Screen names used in every day life  Broke down barriers with group  Halo related jokes, humour, stories & banter  Players reputations depended on creativity and inventiveness demonstrated in sub-cultural practice  Players start to perceive and value each other for distinctive talents and skills demonstrated within the gaming culture 19 Creative Commons Attribution, Non-Commerical, Share Alike 3.0 Share Alike 3.0 Creative Commons Attribution, Non-Commerical,
  • 20. In practice  The practice of playing halo started to break down cultural barriers among group  Creation of a psycho-social moratorium (Erikson, 1963 Turkle, 1998)  This facilitated the formation of sub-cultural affinity group  Screen names started to be used in every day life  Halo related jokes, humour, stories & banter.  Players start to perceive and value each other for distinctive talents and skills demonstrated within the gaming culture  Participants identities within this moratorium depended on creativity and inventiveness demonstrated through sub-cultural practice Creative Commons Attribution, Non-Commerical, Share Alike 3.0 20
  • 21. “He‟s so creative, he always seems to have the new strategies before everyone else. Its like his suicide tactic where he threw grenades – I know he doesn‟t do that anymore because he doesn‟t really need to, but he was probably the first to do that, and the slipstream thing and probably the pistols as well. Also, one thing that came through Nas, he seems to attach an awful lot of importance to monitoring, constantly flicking backwards and forwards seeing what everyone else is doing. So he‟s aware of what his opponents are up to” Death, 2003 21 Creative Commons Attribution, Non-Commerical, Share Alike 3.0
  • 23. Collaboration & Specialisation  Single player game involves search for optimal strategy  Open ended Multi-player game allows for creative experimentation.  Players tended to specialise in weapon / role  Nas as fort defender.  TC as Driver  The Nish as a Runner  Burger Covers the middle ground.  Bond as rocket launcher expert  Research as sniper  Game play constantly evolved driven by search for most efficient strategies and tactics Creative Commons Attribution, Non-Commerical, Share Alike 3.0 23
  • 24. Collaboration & Specialisation  Did different roles suit different cognitive profiles?  Gardner‟s (1993) Multiple Intelligence Theory  Twitch Speed of Death Match in Chill out suited Nas logical deductive and multi-tasking skills  The Nish preferred collaborative game were he could team up with someone who had the skills he didn‟t have  Burger‟s interpersonal / intrapersonal skills made him everyone‟s preferred partner in „Capture the flag‟ 24 Creative Commons Attribution, Non-Commerical, Share Alike 3.0
  • 25. Creativity, Flow and Playful Experimentation 25
  • 26. Creativity, Flow and Playful Experimentation  Dynamics of collaborative contest compelled one to experiment and innovative (Csikszentmihalyi, 1996)  Innovate and adapt to the prevailing dynamics or die!  Single player games involved search for optimal strategy  Multi-player games evolved in evolutionary expansive cycles (Engeström, 1987) Creative Commons Attribution, Non-Commerical, Share Alike 3.0 26
  • 27. Creativity, Flow and Playful Experimentation  Open ended nature of the game a major appeal  Bond talks of „three degrees of freedom‟ that allows you to do „most things you can imaging doing in the real world‟  Players experiment and discover new strategies  Burger discovered the head shot  Bond delights in “coshing” with rifle butt  Nas discovers „slip streaming‟ Creative Commons Attribution, Non-Commerical, Share Alike 3.0 27
  • 28. Creativity, Flow and Playful Experimentation Lev Vygotsky (1978) Csikszentmihaly (1990?) ‘In flow, we feel that our abilities are well “a child‟s greatest self control occurs in matched to the opportunities for action. In play‟ everyday life we sometimes feel that the challenges are too high in relation to our “Play creates a Zone of Proximal skills, and then we feel frustrated and anxious. Or development of the child… Play contains we feel that our potential is greater than the all the developmental tendencies in a opportunities to express it, and then we feel bored condensed form and is it self a major .... In a really enjoyable game, the player is source of development‟‟ balanced on the fine line between boredom and anxiety. The same is true of when work, or a  But no play without rules! conversation, or a relationship is going well’. Creative Commons Attribution, Non-Commerical, Share Alike 3.0 28
  • 29. Exotelic Motivators in single Results of death match displayed in carnage report player game “Killing spree” audio complement for three successive kills Kill toll notched up on screen during game-play Actions determine how the story unfolds Rich audio-visual experience Amplification of input Immediacy of feedback provided Presence of a real audience Maintaining a reputation within affinity group Discovering new capabilities Autotelic motivators Innovating new strategies in collaborative game Opportunities for experimentation and creative expression 29 Creative Commons Attribution, Non-Commerical, Share Alike 3.0
  • 30. Game play as performance and the role of the audience 30
  • 31. Game play as performance and the role of the audience  The presence of a real audience played a significant role in appeal of collaborative game.  Central players were keenly aware of their reputation and position with hierarchy  Challenge matches  Nas the Emperor  Collaborative contests become spectator sport.  After the pub sessions  Marginal and non-players supporting a particular team  Multiplayer games had distinct and memorable narratives  Burger comments:  I wish we could have got some of the great games on video Creative Commons Attribution, Non-Commerical, Share Alike 3.0 31
  • 32. 32
  • 33. Xbox.com: What makes the site work? I think it turned into a kickass fan site because it stuck around. When you’re there from the beginning, and you add new content every day, folks tend to come back. Xbox.com: What has been the most rewarding aspect of running the site? The most rewarding part is the interaction with the fans. It’s amazing to watch what folks can do when challenged. We’ve had several contests that required more effort than just filling out a form, and the response was astounding. The Pillar of Art contest is a prime example. We challenged fans to create traditional media art and provided just enough cash to make it worth their while to mail the stuff to us, and we ended up with an incredible collection of material. We display it every now and then, whenever there’s a good opportunity. Xbox.com: What’s the most challenging aspect of running the site? That has to be the maintenance. Part of it is expectations—we provide new content almost every day, and we’ve been doing that for five years. Our staff hasn’t grown much, while the volume of submissions for the various fan creation sections increases weekly. Xbox.com: Tell us about the evolution of the fan creation sections. In 1999, we received no fan fiction, maybe two miscellaneous art submissions every week, and the odd PC wallpaper now and then. Today, we receive dozens of each of these things every week plus movies, flash games, and comics. Staying on top of it all, while maintaining a full-time job and having a family—I’m married and I have three kids—is not trivial! Xbox.com: And when do you sleep? Tuesdays, from 10:30 A.M. to 3:00 P.M. Xbox.com: Seriously? Of course not! I sleep on Thursdays, too. Creative Commons Attribution, Non-Commerical, Share Alike 3.0 33
  • 34. Creative Commons Attribution, Non-Commerical, Share Alike 3.0 34
  • 35. In the middle of the battle a Red emerges from the blue fort carrying a blue flag. The character stands in front of the combatants and in a high pitched juvenile voice addresses the fighters. Red: Stop fighting everyone, stop fighting... (The combatants stop fighting) Red: Everyone, everyone, Look unto me, I possess the blue flag! I have seen the top of the mountain and you shall worship me as though I were a God. (three blues run up and cosh red over the back of the head) Red: (dying on the ground) I regret nothing, I lived as few people dare to dream Cut to shot of soldiers standing around, looking confused, not knowing what to do. Then they start fighting again. 35 Creative Commons Attribution, Non-Commerical, Share Alike 3.0
  • 36. Can this study inform the educational games debate? Creative Commons Attribution, Non-Commerical, Share Alike 3.0 36
  • 37. Games evolving in ideal learning environments?  „If you think about it, you see a Dawinian sort of thing going on here. If a game for whatever reason, has good principles of learning built into it‟s design – that is, if it facilitates learning in good ways – then it gets played and can sell copies, if it is otherwise good as well. Other games can build on these principles and, perhaps, do them one step better. If a game has poor learning principles built into its design, then it won‟t get learned or played and won‟t sell well. Its designers will seek to work elsewhere. In the end, then video games represent a process, thanks to what Marx calls the “creativity of Capitalism,” that leads to better and better designs for good learning and indeed, good learning of hard and challenging thing‟ (Gee, 2003, p.6) 37 Creative Commons Attribution, Non-Commerical, Share Alike 3.0
  • 38. A cynical alternative  Gee (2003) gives learning the pride of place it does deserve  Games evolving into every more effective psycho-social moratoriums!  Spaces that give free reign to anarchic play – an escape from routine  Games allow players play in fantasy worlds  Work is not play.! When a teacher instructs a child to play a game, does it remain play?  Most of the knowledge and skills learn remain implicit, little evidence of serious critical reflection – except in interview – but that entails external stimulus – like a teacher!  Therefore, isn‟t the notion of an educational game a contradiction in terms? 38
  • 39. Harnessing subversive creativity in the service of education Immersive experience of game play can inspire a high level of creative production. Therefore why not:  Allow children to make their own games?  Potentially time consuming and difficult  Provide children with tools that amplify their creative skills and allow them to broadcast work to a real audience  Build collaborative and creative activities around commercially available games  See Tim Rylands‟ work with Myst Riven at Chewmanga Primary school)  Allow pupils to make machinema movies based on games that explore a particular issue and form the basis of a teacher led discussion  See forthcoming work on Revolution 39 Creative Commons Attribution, Non-Commerical, Share Alike 3.0
  • 40. Machinema Diaries: Revolution Creative Commons Attribution, Non-Commerical, Share Alike 3.0 40
  • 41. To be continued… Contact: russfrancis99@gmail.com Website: http://russfrancis99.wordpress.com/ Academia.edu http://gu-se.academia.edu/RussellFrancis 41