SlideShare ist ein Scribd-Unternehmen logo
1 von 56
Sherry Jones | Keynote | Spring 2016 GTP Conference | CU Boulder
@autnes | sherryjones.edtech@gmail.com | http://bit.ly/gamehumanities
Games as Logic Machines: Learning the Humanities
through the Logic and Paratextuality of Games
Hello!
I AM SHERRY JONES
I teach Philosophy, Rhetoric, and Game Studies. In
this presentation, we will explore the possibilities of
using games, and studying games, through the
humanities.
I will begin this presentation by telling you a story, a short story about the role of play and games in human societies, and about why studying games can help us
better understand our modes of social thinking and behaviors. We will travel back into the distant past and progress to modern times to understand how the
activities of play and games have always been a part of the advancement of our human history.
Source: Greek
Vase: Achilles and
Ajax playing a
game
Chapter 1
Games & The Humanities
In the west, as early as the 3rd century B.C.E., the ancient greek philosophers have exalted the role of play and games in the creation of ethical societies. They
believe that the activities of play and games can be used to cultivate both the mind and body to fulfill the humanistic purpose of education, that is, to produce
logically and morally thinking citizens. Aristotle (350 B.C.E.) argues that gymnastics exercises, which the greeks considered to be a type of game, should be
moderately assigned as part of a child’s education to balance the child’s mind and body development.1
Source: "Aristotle" by
Francesco Hayez
For Plato (360 B.C.E.), play has a more significant societal role. He reasons that children who discover innovations through play will grow up to be men who can
imagine and create laws (or rules) that can promote civil societies. Plato also associates the concept of play with the concepts of youthfulness, agility, and moral
goodness.2
His claims imply that the young and old who embrace play can develop and apply innovative thinking to the betterment of society. Essentially, games
serve an important educational function for the ancient greek philosophers, who expect disciples to be able to play, produce, and solve riddles to demonstrate
their philosophical reasoning skills and proof of education.3
Source: The School of Athens
by Raphael
We can trace the societal significance of games even further back in time by examining eastern history. According to a legend documented in the Chinese scholar
Zhang Hua’s (張華) book, Bo Wu Zhi (博物志), or Record of the Investigation of Things, written between 270-290 C.E.,4
the Chinese Emperor Yao (堯) (2337 - 2258 B.C.E.)
invented the oldest board game in the world called Yi (弈) (also known as Weiqi or Go Chess in modern times) some 4,000 years ago to teach his son Danzhu (丹朱)
the skills of discipline, concentration, and balance. Chinese philosopher Confucius mentions the game Yi (弈) in his book, the Analects, written between 475-221 B.C.E.,
as a worthy pastime for cultivating the Confucian learned gentlemen. Other Chinese historical records indicate that Go chess also has been used for the purpose
of divination by the oracles, developing battlefield warfare strategies, and even administered as part of the civic exam that a scholar must pass in order to take
government office.5
Source: The Dragon’s Weiqi (Go/Baduk): The Return to Form
Moving our story fast forward to the 20th century, humanities scholars recognize games as play forms essential to the emergence of human expressions and
cultures. Dutch historian and cultural theorist, Johan Huizinga (1949), argues that ludus (a latin word from ancient Rome meaning “play,” “game,” or “sport”) maintains
an interwoven relationship with culture; in ludic activities (otherwise known as games), participants role play in make-believe spaces with rules, leading to the
formation of cultures and societies (which are, in essence, rule-based structures).6
Source: Gaming table for ludus
duodecim scriptorum by nsop
French literary theorist and sociologist, Roger Callois (1961), builds on Huizinga’s work by differentiating paidia (which is greek for “play”) from ludus (which is latin for
“game”), and emphasizes that it is in the interchange between the uncertain and spontaneous nature of play and the rule-based structure of games that gives rise
to cultures. Callois concludes that cultures, as creations of the interchange between play and games, necessarily remain in flux.7
In other words, culture is
constantly changing through playful negotiations of rules during social interactions.
Source: 8 Genres, LARP
Chapter 2
Game Studies:
A Multidisciplinary Field
Now, I will tell you the story of games in modern academia. A new field called “Game Studies” has emerged to focus on understanding the meaning of games.
Scholars from various disciplines, such as Semiotics, Rhetoric, Philosophy, Psychology, Anthropology, History, Cultural Studies, Gender Studies, and many more, have
studied games through critical theories.
Source: Critical Gaming Project
A prominent debate in game studies is the ludology vs. narratology debate. Some scholars study games as formal systems (which means to study games as
abstract rule systems), while others study games as narrative forms (which means to study games as narrative structures and representations of stories).
Source: Videogames
Games are a Mess
by Ian Bogost
Literature and communications theorist Janet Murray (1997) believes that games are narrative forms, and argues that it is the narrative forms of games that
contribute to the games’ meaning.8
Rather than posing games as purely ludic objects or purely narrative forms, media theorist Henry Jenkins (2004) argues that
games convey meaning through both form (as narrative architecture) and content (as story with game elements).9
Since games are complex conceptual, logical, mathematical, and narrative-driven systems that cannot be sufficiently understood using a single interpretative lens,
game scholars now advance the conversation by applying both ludological and narratological methods to produce interdisciplinary works on games.
Chapter 3
Culture &
The Logic of Digital Games
There has been an constitutive relationship between games and culture that speaks to the logic of game design. Digital games, as consumer products primarily
designed for the purpose of entertainment, always have reflected the cultural ideologies of their designers and the consciousness of their consumers, whether or
not cultural ideologies are consciously or unconsciously expressed through games. Like television, film, and other forms of media that came before it, the digital
game medium expresses the cultural values of the societies that can afford to consume it. Let’s analyze the relationship between games and culture through
Jacque Lacan’s theory of the symbolic order.
In the Lacanian sense, culture is a symbolic system with internal logic and meaning that can influence the thinking and the behavior of those who exist within its
symbolic order. A digital game is a logic system that contains its own sets of rules and representations, and can sway or reaffirm the thinking and the behavior of
those who play it. Both culture and digital games impose their own logic and order to maintain their own system integrity. Digital games can simulate or propose an
alternative to the logic of cultural systems.
As simulators and creators of new cultural systems, digital games express ideologies as fantasy machines with which we can interact, manipulate, and experience each
rule that exists in those ideologies through play. Digital games present ideologies that we suspect, question, criticize, reject, desire, or even wish to implement in real life.
As ideological machines, digital games are systems that act as arbiters of cultural thinking. As players, we are able to have lived experiences, and safe experiences, of
various ideologies through the act of playing games.
Mass consumerism has turned digital games into primary vehicles for expressing pop culture ideologies. For example, to create games that the consumers desire,
traditional AAA game developers maintain continual feedback loops of conversations between themselves and their consumers to gauge interests, and would design
games that make pop culture references with which the consumers may be familiar. AAA games are thus consumer driven products designed to reflect pop culture.
However, the recent rise of the independent game developers, also known as indie game devs, have expanded game development beyond catering to consumer-
driven ideologies. Indie game devs have created innovative games that address controversial and taboo topics avoided by conventional game design. As a
subversive act, the indie game development casts a self-reflective lens on the gaming industry and serves as a critic of the consumerist culture that has
dominated digital game development. Indie games are now legitimizing digital games as art.
Chapter 4
Games in Education
Now we are left with an important question as educators: Why are digital games important to education? The ability to experience simulated cultural systems, in
addition to theoretical discussions of how systems function, can lead to deeper understanding of how cultural systems promote ideologies, or normative
worldviews that can sway or oppress us. Considering Janet Murray’s concept of the “plasticity of culture,” games can demonstrate how multiple cultures can
interact (even when cultural systems change according to shifting ideologies). The meaning of digital games can be explored through various disciplinary lenses.
Although some humanities scholars argue that other types of digital media, such as ebooks, streaming videos, or apps, provide users with some sense of engagement
and interactivity like digital games, digital games provide more than just engagement and interactivity by calling on users to “play” within the game environments, to
“follow” the game logic, and to “test” the limitations of the systems. As game players, we are challenged to experience and learn the logic of the simulated culture though
the act of playing.
Chapter 5
The Paratextuality of Games
Beyond examining a game’s ludic structure, textual studies scholars and narratologists study a game’s paratextual property and narrative structure for
meaning. Textual studies theorist Steven E. Jones (2008) applies Gerard Genette’s paratextual theory to games, and argues that the meaning of a game
extends beyond itself by virtue of its complex production history and by a series of paratexts produced about itself.10
We can derive meaning from a game by
examining its content and structure, as well as by examining external texts that explain, supplement, extend, review, critique, or evaluate the game (such as
game design documents, demand memos from the game studios, advertisements, fan fictions, game communities, game culture, and game reviews).
By studying games as texts, we enrich textual studies with a universe of paratexts that extend from the games themselves. Studying Mario Brothers, for
example, give us access to Mario game manuals, game posters, analog games (such as board games and arcades), merchandise, TV advertisements, animated
movies, mobile phones with Mario branding, fan fictions, and much more.
Source: Nintendo Goes Mobile by IbTimes
Source: Super Mario Game? by Sephiroth
Chapter 6
Disciplines & Critical Theories in
Game Studies
Game Analysis via Literary Studies
Applying Lacan’s Gaze and Foucault’s Panoptic Eye to address the
ideology of institutional control in the horror game, Outlast:
“The game [Outlast] presents, then, the struggle between two opposing
understandings of ‘the gaze’ and spectatorship; the powerless player
inserted into the dangers of the scene being viewed, after Lacan’s
understanding, and the powerful supplier of security technology, the
game’s overarching antagonist, which exemplifies Foucault’s description
of the gaze as a cornerstone of institutional control.”
-- Hazel Montforton
(October 5, 2014)
Game Analysis via History
On the significance of games to historical studies:
“I use this French expression, best translated as « being historical », in
contrast with another form of History, l’histoire-connaissance, the
learned study of history. As we will see, these two concepts of History
are two entirely different creatures. The medium of games, overall
biased toward popular history, entertains through l’histoire-action, with
occasional niche crossovers into l’histoire-connaissance. Finally, though
l’histoire-action and popular history are not the same thing, we will see
how games bring out their mutual affinities to the fore.”
-- Gilles Roy
(September 24, 2014)
Game Analysis via Psychology
On the psychology of feedback loops and behavior formation in games:
“In Diablo III, players quickly learn that elite monsters – for example,
color coded foes with unique names – have a much higher chance of
dropping loot. Thus players get excited when they see one and do their
best to smash it open like a gory pinata. It turns playing the game into a
habit. Let’s call that a loot loop”
-- Jamie Madigan
(October 2, 2014)
Game Analysis via Anthropology
On the player’s role as participant observer anthropologist:
“The player – or, more accurately, the act of engaging in an open-world
game – is anthropological. We – the player – are dropped, quite like
Malinowski, an outsider, into an ‘other’ world a world in which we must
both retain our outsider status and continue to engage and explore. . . .
In Skyrim, we have to do quests, pursue tasks, work as a soldier or
intermediary in disputes. This gains us new knowledge, markers on our
map, status in the world. For assisting at Whiterun – the first major
settlement stumbled upon – we move from being an outsider to
becoming a valued member of its community.”
-- Owen Vince
(September 25, 2014)
Game Community Analysis via Sociology
On the Gamergate controversy through the lens of sociology and
feminism:
“For all of GamerGate’s hatred of “[Social Justice Warriors]” they took
no lessons from the threadbare realities that lay behind the SJW
stereotype. The phrase ‘social justice warrior’ was originally coined on
Tumblr to describe a dangerous tendency among some leftist activists
to aggressively and angrily pursue political goals according to strict
ideological codes, often to the detriment of others, with no clear
collective gain, but significant personal aggrandizement.”
-- Katherine Cross
(October 8, 2014)
Chapter 7
Examples of Interdisciplinary
Game Studies
LET’S WATCH! NARRATOLOGY (NARRATIVE DESIGN) +
GAME DESIGN
Watch: 2:31-8:
44
LET’S WATCH! GAME DESIGN + THE PSYCHOLOGY OF
HORROR
Watch: 5:00-8:
59
LET’S WATCH! GAME CONTROLLER DESIGN + THE
PSYCHOPHYSIOLOGY OF EMOTIONS
Watch: 11:02-
13:01
Chapter 8
Game Based Learning:
Experiential Learning in Games
LET’S WATCH! THE FIFTH APARTMENT
The Fifth
Apartment
Watch: 6:41 - 8:05
THEMES IN THE FIFTH APARTMENT
Ex. Theme or Motif Analysis.
1. Play The Fifth Apartment game at least once through.
2. Document the game actions that you took to progress
through each “day” of the game.
3. Document the events and dialogue that occur on each
“day” of the game.
4. Document light vs. dark tones, and colors, used on
certain days or moments in the game.
5. Document the changes to the character in relation to
events that occur on each day.
6. Reflecting on the game actions, events, dialogue, and
aesthetics, what themes or motifs can you draw from
the game? List them.
7. Write a research based analytical paper justifying the
themes/motifs with support of certain game scenes.
(Hints: Old age, elderly care, parent-child relationship,
question of memory, loneliness, dementia, schizophrenia,
mental illness, isolation, problem of perspective, etc.)
“Deductive Reasoning Time . . .”
LET’S WATCH! ATUM
Atum
ETERNAL RECURRENCE IN ATUM
Ex. Friedrich Nietzsche’s eternal recurrence.
1. Eternal recurrence is the theory that our lives will
repeat infinitely (rebirth). Since the number of objects
in the universe are finite, and the combinations of
those objects are also finite, events must recur ad
infinitum. Therefore, it is impossible for us to escape
the present world. We exist in loops.
2. How does Atum express this theory? As the player,
are you free from the recurrence? Why or why not?
3. Why does Atum reference Henri Poincaré’s
recurrence theorem and “The Unbearable Lightness
of Being” by Milan Kundera?
“Deductive Reasoning Time . . .”
LET’S WATCH! GODS WILL BE WATCHING
Gods Will Be
Watching
EXISTENTIALISM IN GODS WILL BE WATCHING
Ex. Jean-Paul Sartre’s Existentialism.
1. Sartre defines “facticity” as the givens (language,
environment, previous choices, selves) that constitute
our “situations.” What facticity does one face in the
situation of Gods Will Be Watching?
2. How is one “condemned to be free” in the game?
3. “Bad faith” is to adopt false value and disown innate
freedom. Explain the concept in terms of the game.
“Deductive Reasoning Time . . .”
LET’S WATCH! UNDERTALE
Undertale
THE ETHICS OF UNDERTALE
Ex. Deontology vs. Utilitarianism (Consequentialism)
1. Immanuel Kant’s deontological ethics is a form of
normative ethics that determine one’s actions are
ethical if and only if the actions follow pre-established
rules. All actions must follow the rules no matter the
consequence.
2. Jeremy Bentham’s utilitarian ethics determine one’s
actions are ethical if the actions benefit society.
Actions that lead to happiness for the greatest
number of people are ethical. Considering the
consequences is more important than following rules.
3. Play Undertale in two ways to get two different
endings: 1) Befriend all enemies, or 2) Destroy all
enemies. Does the game reward the player for
following deontology or utilitarianism?
“Deductive Reasoning Time . . .”
LET’S WATCH! THE STANLEY PARABLE (2011 MOD)
The Stanley Parable
(2011 Mod)
Watch: 2:44-5:10
FREEDOM & DETERMINISM IN
THE STANLEY PARABLE
Ex. Which view describes the level of Free Will in the
gameplay of The Stanley Parable?
1. Determinism - All events are determined by causal
laws; freedom is an illusion.
2. Compatibilism - All events are determined by causal
laws; humans can be free via internal motivations.
3. Indeterminism - Some events may be random;
freedom is possible.
4. Libertarianism - Humans can exercise free will fully;
freedom is possible.
“Deductive Reasoning Time . . .”
BONUS PARATEXT! VIDEO RESPONSE TO PLAYER
BY THE CREATOR OF THE STANLEY PARABLE
The Stanley Parable
Raphael Trailer
Watch - 0:00-4:33
LET’S WATCH! PERSPECTIVE
Perspective
SEEING-THAT VS. SEEING-AS IN PERSPECTIVE
Ex. Ludwig Wittgenstein’s “Seeing-As.”
1. Wittgenstein explains we perceive objects in two
ways: Seeing-that (reporting what we see), vs. Seeing-
as (noticing an aspect of what we see as something).
Seeing-as involves recognizing the relation between
the object with another object or narrative (i.e.
context matters in perception).
2. How do aspects in the Perspective game affect our
“seeing objects as” something else?
“Deductive Reasoning Time . . .”
Chapter 9
Game Based Learning:
Designing-Making Method
LET’S WATCH! MINECRAFT FOR RHETORIC
STUDIES
Watch: 2:53-6:19
Watch: 31:56-32:34
LET’S WATCH! MAKING GAMES AS GAME-BASED
LEARNING
PEDAGOGICAL QUESTIONS FOR GAME STUDIES
1. Take a trip down memory lane: Have you ever played a board game, strategy game,
card game, playground game, sports game, or video game that is particularly
memorable or fun?
2. What are the game’s rules? Can you list them? If a game with more than 10 rules is
considered complex, is your game complex?
3. Is the game played by a single player or multiple players? If the choice is available, do
you prefer to play in single or multiplayer mode?
4. Does the game have a story? What characters, situations, events, or problems are
represented in the game story?
5. What themes or motifs are present in the game? Can you list them?
6. Does the game make references to real life situations/events?
7. What cultural ideology is expressed by the game?
8. What concepts or theories are applicable to the game?
9. If this game is assigned in class, how long does it take to complete the game? Should
the game be played in class, or at home? Does the game require team effort?
10. Can the learners play the game more than one time to find different outcomes? Will
different outcomes lead to different interpretations of the game’s meaning?
ONWARD TO GAME STUDIES . . .
Sherry Jones
Philosophy | Rhetoric | Game Studies | Game Design & Psychology
Writings & Webinars | sherryjones.edtech@gmail.com | @autnes
Link to Slides: http://bit.ly/gamehumanities
REFERENCES
1
Aristotle, Politics, trans. Benjamin Jowett. The Internet Classics Archive by MIT, 2009. Accessed October 20,
2015. http://classics.mit.edu/Aristotle/politics.3.three.html
2
Plato, Laws, trans. Benjamin Jowett. The Internet Classics Archive by MIT, 2009. Accessed October 20, 2015.
http://classics.mit.edu/Plato/laws.html
3
Johan Huizinga, Homo Ludens: A Study of the Play Element in Culture (London: Routledge, 1949), 46, Google
Books.
4
Fairbairn, John, “Go in Ancient China,” London 1995. Accessed November 25, 2015. http://www.pandanet.co.
jp/English/essay/goancientchina.html
5
Moskowitz, Marc L., Go Nation: Chinese Masculinities and the Game of Weiqi in China (Berkeley: University of
California Press, 2013), 50-51, Google Books.
6
Johan Huizinga, Homo Ludens: A Study of the Play Element in Culture (London: Routledge, 1949), 115, Google
Books.
7
Roger Callois, Man, Play and Games, trans. Meyer Barash (Illinois: The Free Press, 1961), 64, Google Books.
8
Janet H. Murray, Hamlet on the Holodeck: The Future of Narrative in Cyberspace (New York: The Free
Press, 1997), 142, Google Books.
9
Henry H. Jenkins, “Game Design as Narrative Architecture,” in First Person: New Media as Story,
Performance, and Game.” eds. Noah Wardrip-Fruin & Pat Harrigan, 118-120. Cambridge: MIT, 2004.
10
Steven E. Jones, The Meaning of Video Games: Gaming and Textual Strategies (New York: Routledge, 2008),
ch. Introduction, Google Books.

Weitere ähnliche Inhalte

Was ist angesagt?

"Studying Video Games as Ideological Texts" by Sherry Jones (October 24, 2014)
"Studying Video Games as Ideological Texts" by Sherry Jones (October 24, 2014)"Studying Video Games as Ideological Texts" by Sherry Jones (October 24, 2014)
"Studying Video Games as Ideological Texts" by Sherry Jones (October 24, 2014)Sherry Jones
 
Med122 digital games: narrative and play
Med122 digital games: narrative and playMed122 digital games: narrative and play
Med122 digital games: narrative and playRob Jewitt
 
"Cultural and Social Dimensions of Games" by Sherry Jones (August 5, 2014)
"Cultural and Social Dimensions of Games" by Sherry Jones (August 5, 2014)"Cultural and Social Dimensions of Games" by Sherry Jones (August 5, 2014)
"Cultural and Social Dimensions of Games" by Sherry Jones (August 5, 2014)Sherry Jones
 
"Narrative and Gameplay in Game Design" by Sherry Jones (Apr. 4, 2013)
"Narrative and Gameplay in Game Design" by Sherry Jones (Apr. 4, 2013)"Narrative and Gameplay in Game Design" by Sherry Jones (Apr. 4, 2013)
"Narrative and Gameplay in Game Design" by Sherry Jones (Apr. 4, 2013)Sherry Jones
 
Procedural Rhetoric
Procedural RhetoricProcedural Rhetoric
Procedural RhetoricCraig Carey
 
"The Perspective Game: An Epistemic Game for Civic Engagement" by Sherry Jone...
"The Perspective Game: An Epistemic Game for Civic Engagement" by Sherry Jone..."The Perspective Game: An Epistemic Game for Civic Engagement" by Sherry Jone...
"The Perspective Game: An Epistemic Game for Civic Engagement" by Sherry Jone...Sherry Jones
 
The Mechanic is not the (whole) message: Procedural rhetoric meets framing in...
The Mechanic is not the (whole) message: Procedural rhetoric meets framing in...The Mechanic is not the (whole) message: Procedural rhetoric meets framing in...
The Mechanic is not the (whole) message: Procedural rhetoric meets framing in...Sebastian Deterding
 
Mac281 Digital Games 2009
Mac281 Digital Games 2009Mac281 Digital Games 2009
Mac281 Digital Games 2009Rob Jewitt
 
From Mobile Games to Playful Communication: Play in Everyday Life
From Mobile Games to Playful Communication: Play in Everyday LifeFrom Mobile Games to Playful Communication: Play in Everyday Life
From Mobile Games to Playful Communication: Play in Everyday LifeFrans Mäyrä
 
JTEL2012 emotion and games in technology-enhanced learning
JTEL2012 emotion and games in technology-enhanced learningJTEL2012 emotion and games in technology-enhanced learning
JTEL2012 emotion and games in technology-enhanced learningKostas Karpouzis
 
Players Imbuing Meaning: Co-creation of Challenges in a prototype MMO
Players Imbuing Meaning: Co-creation of Challenges in a prototype MMOPlayers Imbuing Meaning: Co-creation of Challenges in a prototype MMO
Players Imbuing Meaning: Co-creation of Challenges in a prototype MMOMirjam Eladhari
 
Games for Change: Play, Games, Tools, Change
Games for Change: Play, Games, Tools, ChangeGames for Change: Play, Games, Tools, Change
Games for Change: Play, Games, Tools, ChangeCraig Carey
 
Examining the Role and Journey of Women in Collaborative Core Gaming: A Compa...
Examining the Role and Journey of Women in Collaborative Core Gaming: A Compa...Examining the Role and Journey of Women in Collaborative Core Gaming: A Compa...
Examining the Role and Journey of Women in Collaborative Core Gaming: A Compa...Flavia Stoian
 
Progress Wars: Idle Games and the Demarcation of "Real Games"
Progress Wars: Idle Games and the Demarcation of "Real Games"Progress Wars: Idle Games and the Demarcation of "Real Games"
Progress Wars: Idle Games and the Demarcation of "Real Games"Sebastian Deterding
 

Was ist angesagt? (20)

"Studying Video Games as Ideological Texts" by Sherry Jones (October 24, 2014)
"Studying Video Games as Ideological Texts" by Sherry Jones (October 24, 2014)"Studying Video Games as Ideological Texts" by Sherry Jones (October 24, 2014)
"Studying Video Games as Ideological Texts" by Sherry Jones (October 24, 2014)
 
Med122 digital games: narrative and play
Med122 digital games: narrative and playMed122 digital games: narrative and play
Med122 digital games: narrative and play
 
"Cultural and Social Dimensions of Games" by Sherry Jones (August 5, 2014)
"Cultural and Social Dimensions of Games" by Sherry Jones (August 5, 2014)"Cultural and Social Dimensions of Games" by Sherry Jones (August 5, 2014)
"Cultural and Social Dimensions of Games" by Sherry Jones (August 5, 2014)
 
"Narrative and Gameplay in Game Design" by Sherry Jones (Apr. 4, 2013)
"Narrative and Gameplay in Game Design" by Sherry Jones (Apr. 4, 2013)"Narrative and Gameplay in Game Design" by Sherry Jones (Apr. 4, 2013)
"Narrative and Gameplay in Game Design" by Sherry Jones (Apr. 4, 2013)
 
Procedural Rhetoric
Procedural RhetoricProcedural Rhetoric
Procedural Rhetoric
 
"The Perspective Game: An Epistemic Game for Civic Engagement" by Sherry Jone...
"The Perspective Game: An Epistemic Game for Civic Engagement" by Sherry Jone..."The Perspective Game: An Epistemic Game for Civic Engagement" by Sherry Jone...
"The Perspective Game: An Epistemic Game for Civic Engagement" by Sherry Jone...
 
Ethical choices in games
Ethical choices in gamesEthical choices in games
Ethical choices in games
 
Ethics in Immersive Systems
Ethics in Immersive SystemsEthics in Immersive Systems
Ethics in Immersive Systems
 
The Mechanic is not the (whole) message: Procedural rhetoric meets framing in...
The Mechanic is not the (whole) message: Procedural rhetoric meets framing in...The Mechanic is not the (whole) message: Procedural rhetoric meets framing in...
The Mechanic is not the (whole) message: Procedural rhetoric meets framing in...
 
Mac281 Digital Games 2009
Mac281 Digital Games 2009Mac281 Digital Games 2009
Mac281 Digital Games 2009
 
Week 2, Game Design
Week 2, Game DesignWeek 2, Game Design
Week 2, Game Design
 
From Mobile Games to Playful Communication: Play in Everyday Life
From Mobile Games to Playful Communication: Play in Everyday LifeFrom Mobile Games to Playful Communication: Play in Everyday Life
From Mobile Games to Playful Communication: Play in Everyday Life
 
Values at Play
Values at PlayValues at Play
Values at Play
 
JTEL2012 emotion and games in technology-enhanced learning
JTEL2012 emotion and games in technology-enhanced learningJTEL2012 emotion and games in technology-enhanced learning
JTEL2012 emotion and games in technology-enhanced learning
 
PIFinalEssay
PIFinalEssayPIFinalEssay
PIFinalEssay
 
Players Imbuing Meaning: Co-creation of Challenges in a prototype MMO
Players Imbuing Meaning: Co-creation of Challenges in a prototype MMOPlayers Imbuing Meaning: Co-creation of Challenges in a prototype MMO
Players Imbuing Meaning: Co-creation of Challenges in a prototype MMO
 
Games for Change: Play, Games, Tools, Change
Games for Change: Play, Games, Tools, ChangeGames for Change: Play, Games, Tools, Change
Games for Change: Play, Games, Tools, Change
 
MMO Player Psychology
MMO Player PsychologyMMO Player Psychology
MMO Player Psychology
 
Examining the Role and Journey of Women in Collaborative Core Gaming: A Compa...
Examining the Role and Journey of Women in Collaborative Core Gaming: A Compa...Examining the Role and Journey of Women in Collaborative Core Gaming: A Compa...
Examining the Role and Journey of Women in Collaborative Core Gaming: A Compa...
 
Progress Wars: Idle Games and the Demarcation of "Real Games"
Progress Wars: Idle Games and the Demarcation of "Real Games"Progress Wars: Idle Games and the Demarcation of "Real Games"
Progress Wars: Idle Games and the Demarcation of "Real Games"
 

Andere mochten auch

Privacy and Security: Challenges and Opportunities in Healthcare Identity
Privacy and Security: Challenges and Opportunities in Healthcare IdentityPrivacy and Security: Challenges and Opportunities in Healthcare Identity
Privacy and Security: Challenges and Opportunities in Healthcare IdentityPaul Brian Contino
 
Studying the Link Between Volume of Media Coverage and Business Outcomes. 
Studying the Link Between Volume of Media Coverage and Business Outcomes.  Studying the Link Between Volume of Media Coverage and Business Outcomes. 
Studying the Link Between Volume of Media Coverage and Business Outcomes.  Udit Joshi
 
SharePoint - The hybrid story and beyond
SharePoint - The hybrid story and beyondSharePoint - The hybrid story and beyond
SharePoint - The hybrid story and beyondMikael Svenson
 
קטעים מיוחדים במשולש קיפולי נייר
קטעים מיוחדים במשולש  קיפולי ניירקטעים מיוחדים במשולש  קיפולי נייר
קטעים מיוחדים במשולש קיפולי ניירLiad Melamed
 
2016.02.25 CSUSM BlairBakerCO
2016.02.25 CSUSM BlairBakerCO2016.02.25 CSUSM BlairBakerCO
2016.02.25 CSUSM BlairBakerCOblairbaker008
 
Just how broken is football's financial model?
Just how broken is football's financial model?Just how broken is football's financial model?
Just how broken is football's financial model?Supporters Direct
 
Presentation Wor(l)d Global Network
Presentation Wor(l)d Global NetworkPresentation Wor(l)d Global Network
Presentation Wor(l)d Global Networkmohim1
 
Don't Be A F'in Wantrepreneur - Silicon Valley Comes to the Baltics
Don't Be A F'in Wantrepreneur - Silicon Valley Comes to the BalticsDon't Be A F'in Wantrepreneur - Silicon Valley Comes to the Baltics
Don't Be A F'in Wantrepreneur - Silicon Valley Comes to the BalticsVitaly Golomb
 
未來驅勢報告
未來驅勢報告未來驅勢報告
未來驅勢報告honan4108
 
Schoonbroer koningin Mathilde verdient geld aan asielcrisis
Schoonbroer koningin Mathilde verdient geld aan asielcrisisSchoonbroer koningin Mathilde verdient geld aan asielcrisis
Schoonbroer koningin Mathilde verdient geld aan asielcrisisThierry Debels
 
Subscriber Engagement Presentation
Subscriber Engagement PresentationSubscriber Engagement Presentation
Subscriber Engagement PresentationStrongView
 
Eerste grote fout van koning in de maak
Eerste grote fout van koning in de maakEerste grote fout van koning in de maak
Eerste grote fout van koning in de maakThierry Debels
 
William jennings bryan:Golden Cross Speech
William jennings bryan:Golden Cross SpeechWilliam jennings bryan:Golden Cross Speech
William jennings bryan:Golden Cross Speechcfarinas
 
ozIA 2008 UX Strategy
ozIA 2008 UX StrategyozIA 2008 UX Strategy
ozIA 2008 UX StrategySteve Baty
 
Building capacity for open, data-driven science - Grand Rounds
Building capacity for open, data-driven science - Grand RoundsBuilding capacity for open, data-driven science - Grand Rounds
Building capacity for open, data-driven science - Grand RoundsKaitlin Thaney
 

Andere mochten auch (20)

Privacy and Security: Challenges and Opportunities in Healthcare Identity
Privacy and Security: Challenges and Opportunities in Healthcare IdentityPrivacy and Security: Challenges and Opportunities in Healthcare Identity
Privacy and Security: Challenges and Opportunities in Healthcare Identity
 
Banking
BankingBanking
Banking
 
Studying the Link Between Volume of Media Coverage and Business Outcomes. 
Studying the Link Between Volume of Media Coverage and Business Outcomes.  Studying the Link Between Volume of Media Coverage and Business Outcomes. 
Studying the Link Between Volume of Media Coverage and Business Outcomes. 
 
SharePoint - The hybrid story and beyond
SharePoint - The hybrid story and beyondSharePoint - The hybrid story and beyond
SharePoint - The hybrid story and beyond
 
Zaragoza turismo 225
Zaragoza turismo 225Zaragoza turismo 225
Zaragoza turismo 225
 
Postal services
Postal servicesPostal services
Postal services
 
קטעים מיוחדים במשולש קיפולי נייר
קטעים מיוחדים במשולש  קיפולי ניירקטעים מיוחדים במשולש  קיפולי נייר
קטעים מיוחדים במשולש קיפולי נייר
 
Встреча МАМИ по вопросам EVENT рынка
Встреча МАМИ по вопросам EVENT рынкаВстреча МАМИ по вопросам EVENT рынка
Встреча МАМИ по вопросам EVENT рынка
 
2016.02.25 CSUSM BlairBakerCO
2016.02.25 CSUSM BlairBakerCO2016.02.25 CSUSM BlairBakerCO
2016.02.25 CSUSM BlairBakerCO
 
Just how broken is football's financial model?
Just how broken is football's financial model?Just how broken is football's financial model?
Just how broken is football's financial model?
 
Presentation Wor(l)d Global Network
Presentation Wor(l)d Global NetworkPresentation Wor(l)d Global Network
Presentation Wor(l)d Global Network
 
Don't Be A F'in Wantrepreneur - Silicon Valley Comes to the Baltics
Don't Be A F'in Wantrepreneur - Silicon Valley Comes to the BalticsDon't Be A F'in Wantrepreneur - Silicon Valley Comes to the Baltics
Don't Be A F'in Wantrepreneur - Silicon Valley Comes to the Baltics
 
未來驅勢報告
未來驅勢報告未來驅勢報告
未來驅勢報告
 
Schoonbroer koningin Mathilde verdient geld aan asielcrisis
Schoonbroer koningin Mathilde verdient geld aan asielcrisisSchoonbroer koningin Mathilde verdient geld aan asielcrisis
Schoonbroer koningin Mathilde verdient geld aan asielcrisis
 
Subscriber Engagement Presentation
Subscriber Engagement PresentationSubscriber Engagement Presentation
Subscriber Engagement Presentation
 
Eerste grote fout van koning in de maak
Eerste grote fout van koning in de maakEerste grote fout van koning in de maak
Eerste grote fout van koning in de maak
 
William jennings bryan:Golden Cross Speech
William jennings bryan:Golden Cross SpeechWilliam jennings bryan:Golden Cross Speech
William jennings bryan:Golden Cross Speech
 
ozIA 2008 UX Strategy
ozIA 2008 UX StrategyozIA 2008 UX Strategy
ozIA 2008 UX Strategy
 
Building capacity for open, data-driven science - Grand Rounds
Building capacity for open, data-driven science - Grand RoundsBuilding capacity for open, data-driven science - Grand Rounds
Building capacity for open, data-driven science - Grand Rounds
 
Future of Asia
Future of AsiaFuture of Asia
Future of Asia
 

Ähnlich wie Games as Logic Machines: Learning the Humanities through the Logic and Paratextuality of Games by Sherry Jones (Jan. 8, 2016)

What Are Game Studies
What Are Game StudiesWhat Are Game Studies
What Are Game StudiesTRowlands
 
Literary Theory
Literary TheoryLiterary Theory
Literary Theory_
 
69 A METHoDoLogICAL PLAYgRoUND 5. A METHODOLOGICALP.docx
69   A METHoDoLogICAL PLAYgRoUND  5. A METHODOLOGICALP.docx69   A METHoDoLogICAL PLAYgRoUND  5. A METHODOLOGICALP.docx
69 A METHoDoLogICAL PLAYgRoUND 5. A METHODOLOGICALP.docxtroutmanboris
 
A13-Debate erasmus Italy
A13-Debate  erasmus  ItalyA13-Debate  erasmus  Italy
A13-Debate erasmus ItalyVasilica Gazdac
 
An Introduction to Game Research
An Introduction to Game ResearchAn Introduction to Game Research
An Introduction to Game ResearchMirjam Eladhari
 
Online gaming culture 4
Online gaming culture 4Online gaming culture 4
Online gaming culture 4Anton Hecht
 
Narratology & Ludology
Narratology & LudologyNarratology & Ludology
Narratology & Ludology_
 
Comm 309 guest lecture - the production of play - feb 2020
Comm 309 guest lecture - the production of play - feb 2020Comm 309 guest lecture - the production of play - feb 2020
Comm 309 guest lecture - the production of play - feb 2020Jeff Watson
 
Manifesto for a ludic century
Manifesto for a ludic centuryManifesto for a ludic century
Manifesto for a ludic centuryOmar Vite
 
Pat Kane's presentation to BBC Digital Futures, 2006, on 'The Ambiguity of Play'
Pat Kane's presentation to BBC Digital Futures, 2006, on 'The Ambiguity of Play'Pat Kane's presentation to BBC Digital Futures, 2006, on 'The Ambiguity of Play'
Pat Kane's presentation to BBC Digital Futures, 2006, on 'The Ambiguity of Play'www.patkane.global
 
Violence In Video Games Essay.pdf
Violence In Video Games Essay.pdfViolence In Video Games Essay.pdf
Violence In Video Games Essay.pdfMartha Bush
 
Hypergame Principles in Science Fiction and Reality
Hypergame Principles in Science Fiction and RealityHypergame Principles in Science Fiction and Reality
Hypergame Principles in Science Fiction and RealityBenandLanguagemodel
 
Frans Mäyrä - Pokemon GO - Mindtrek 2016 Academic Keynote
Frans Mäyrä - Pokemon GO - Mindtrek 2016 Academic KeynoteFrans Mäyrä - Pokemon GO - Mindtrek 2016 Academic Keynote
Frans Mäyrä - Pokemon GO - Mindtrek 2016 Academic KeynoteMindtrek
 
Lesson 1 online gaming culture
Lesson 1 online gaming cultureLesson 1 online gaming culture
Lesson 1 online gaming cultureAnton367594
 
Pokémon GO and the Ludification of Culture
Pokémon GO and the Ludification of CulturePokémon GO and the Ludification of Culture
Pokémon GO and the Ludification of CultureFrans Mäyrä
 

Ähnlich wie Games as Logic Machines: Learning the Humanities through the Logic and Paratextuality of Games by Sherry Jones (Jan. 8, 2016) (20)

Week 3 Game Design
Week 3 Game DesignWeek 3 Game Design
Week 3 Game Design
 
What Are Game Studies
What Are Game StudiesWhat Are Game Studies
What Are Game Studies
 
Literary Theory
Literary TheoryLiterary Theory
Literary Theory
 
69 A METHoDoLogICAL PLAYgRoUND 5. A METHODOLOGICALP.docx
69   A METHoDoLogICAL PLAYgRoUND  5. A METHODOLOGICALP.docx69   A METHoDoLogICAL PLAYgRoUND  5. A METHODOLOGICALP.docx
69 A METHoDoLogICAL PLAYgRoUND 5. A METHODOLOGICALP.docx
 
A13-Debate erasmus Italy
A13-Debate  erasmus  ItalyA13-Debate  erasmus  Italy
A13-Debate erasmus Italy
 
An Introduction to Game Research
An Introduction to Game ResearchAn Introduction to Game Research
An Introduction to Game Research
 
Online gaming culture 4
Online gaming culture 4Online gaming culture 4
Online gaming culture 4
 
Narratology & Ludology
Narratology & LudologyNarratology & Ludology
Narratology & Ludology
 
Comm 309 guest lecture - the production of play - feb 2020
Comm 309 guest lecture - the production of play - feb 2020Comm 309 guest lecture - the production of play - feb 2020
Comm 309 guest lecture - the production of play - feb 2020
 
Manifesto for a ludic century
Manifesto for a ludic centuryManifesto for a ludic century
Manifesto for a ludic century
 
Pat Kane's presentation to BBC Digital Futures, 2006, on 'The Ambiguity of Play'
Pat Kane's presentation to BBC Digital Futures, 2006, on 'The Ambiguity of Play'Pat Kane's presentation to BBC Digital Futures, 2006, on 'The Ambiguity of Play'
Pat Kane's presentation to BBC Digital Futures, 2006, on 'The Ambiguity of Play'
 
Overview of game research public
Overview of game research   publicOverview of game research   public
Overview of game research public
 
Violence In Video Games Essay.pdf
Violence In Video Games Essay.pdfViolence In Video Games Essay.pdf
Violence In Video Games Essay.pdf
 
Hypergame Principles in Science Fiction and Reality
Hypergame Principles in Science Fiction and RealityHypergame Principles in Science Fiction and Reality
Hypergame Principles in Science Fiction and Reality
 
Mind compass.b copy
Mind compass.b copyMind compass.b copy
Mind compass.b copy
 
Frans Mäyrä - Pokemon GO - Mindtrek 2016 Academic Keynote
Frans Mäyrä - Pokemon GO - Mindtrek 2016 Academic KeynoteFrans Mäyrä - Pokemon GO - Mindtrek 2016 Academic Keynote
Frans Mäyrä - Pokemon GO - Mindtrek 2016 Academic Keynote
 
Performance Studies student work
Performance Studies student workPerformance Studies student work
Performance Studies student work
 
RobFinal
RobFinalRobFinal
RobFinal
 
Lesson 1 online gaming culture
Lesson 1 online gaming cultureLesson 1 online gaming culture
Lesson 1 online gaming culture
 
Pokémon GO and the Ludification of Culture
Pokémon GO and the Ludification of CulturePokémon GO and the Ludification of Culture
Pokémon GO and the Ludification of Culture
 

Mehr von Sherry Jones

Detention (2017, 2018) as Prologue: Using Games to Explore Ethics, Martial La...
Detention (2017, 2018) as Prologue: Using Games to Explore Ethics, Martial La...Detention (2017, 2018) as Prologue: Using Games to Explore Ethics, Martial La...
Detention (2017, 2018) as Prologue: Using Games to Explore Ethics, Martial La...Sherry Jones
 
OER + Blockchain Technology for Decentralization of Academic Publishing by Sh...
OER + Blockchain Technology for Decentralization of Academic Publishing by Sh...OER + Blockchain Technology for Decentralization of Academic Publishing by Sh...
OER + Blockchain Technology for Decentralization of Academic Publishing by Sh...Sherry Jones
 
Teaching Bitzer's Rhetorical Situation Theory Through Game Based Learning by ...
Teaching Bitzer's Rhetorical Situation Theory Through Game Based Learning by ...Teaching Bitzer's Rhetorical Situation Theory Through Game Based Learning by ...
Teaching Bitzer's Rhetorical Situation Theory Through Game Based Learning by ...Sherry Jones
 
Embodying Morality Through Play: Using Games to Challenge Cultural Relativism...
Embodying Morality Through Play: Using Games to Challenge Cultural Relativism...Embodying Morality Through Play: Using Games to Challenge Cultural Relativism...
Embodying Morality Through Play: Using Games to Challenge Cultural Relativism...Sherry Jones
 
The Future of Moral Persuasion in Games, AR, AI Bots, and Self Trackers by Sh...
The Future of Moral Persuasion in Games, AR, AI Bots, and Self Trackers by Sh...The Future of Moral Persuasion in Games, AR, AI Bots, and Self Trackers by Sh...
The Future of Moral Persuasion in Games, AR, AI Bots, and Self Trackers by Sh...Sherry Jones
 
Writing AI Chatbots as Personas of Real People by Sherry Jones (ISTE Expert W...
Writing AI Chatbots as Personas of Real People by Sherry Jones (ISTE Expert W...Writing AI Chatbots as Personas of Real People by Sherry Jones (ISTE Expert W...
Writing AI Chatbots as Personas of Real People by Sherry Jones (ISTE Expert W...Sherry Jones
 
Escape Rooms and Digital Games as Dynamics of Discovery: Learn Moral Philosop...
Escape Rooms and Digital Games as Dynamics of Discovery: Learn Moral Philosop...Escape Rooms and Digital Games as Dynamics of Discovery: Learn Moral Philosop...
Escape Rooms and Digital Games as Dynamics of Discovery: Learn Moral Philosop...Sherry Jones
 
Ethics and Games Series: Observer by Sherry Jones (Aug. 19, 2018)
Ethics and Games Series: Observer by Sherry Jones (Aug. 19, 2018)Ethics and Games Series: Observer by Sherry Jones (Aug. 19, 2018)
Ethics and Games Series: Observer by Sherry Jones (Aug. 19, 2018)Sherry Jones
 
Thought Experiment: Teaching Normative Ethics with Digital Games by Sherry Jo...
Thought Experiment: Teaching Normative Ethics with Digital Games by Sherry Jo...Thought Experiment: Teaching Normative Ethics with Digital Games by Sherry Jo...
Thought Experiment: Teaching Normative Ethics with Digital Games by Sherry Jo...Sherry Jones
 
"Ethics and Games Series: Detention" by Sherry Jones (July 8, 2018)
"Ethics and Games Series: Detention" by Sherry Jones (July 8, 2018)"Ethics and Games Series: Detention" by Sherry Jones (July 8, 2018)
"Ethics and Games Series: Detention" by Sherry Jones (July 8, 2018)Sherry Jones
 
"Ethics and Games Series: To the Moon" by Sherry Jones (May 27, 2018)
"Ethics and Games Series: To the Moon" by Sherry Jones (May 27, 2018)"Ethics and Games Series: To the Moon" by Sherry Jones (May 27, 2018)
"Ethics and Games Series: To the Moon" by Sherry Jones (May 27, 2018)Sherry Jones
 
Ethics and Games Series: The Vanishing of Ethan Carter by Sherry Jones (Apr. ...
Ethics and Games Series: The Vanishing of Ethan Carter by Sherry Jones (Apr. ...Ethics and Games Series: The Vanishing of Ethan Carter by Sherry Jones (Apr. ...
Ethics and Games Series: The Vanishing of Ethan Carter by Sherry Jones (Apr. ...Sherry Jones
 
Learning Ethics with the Game, Fallout Shelter by Sherry Jones (Apr. 6, 2018)
Learning Ethics with the Game, Fallout Shelter by Sherry Jones (Apr. 6, 2018)Learning Ethics with the Game, Fallout Shelter by Sherry Jones (Apr. 6, 2018)
Learning Ethics with the Game, Fallout Shelter by Sherry Jones (Apr. 6, 2018)Sherry Jones
 
Ethics and Games Series: Life Is Strange by Sherry Jones (Mar. 25, 2018)
Ethics and Games Series: Life Is Strange by Sherry Jones (Mar. 25, 2018)Ethics and Games Series: Life Is Strange by Sherry Jones (Mar. 25, 2018)
Ethics and Games Series: Life Is Strange by Sherry Jones (Mar. 25, 2018)Sherry Jones
 
"Ethics and Games: The Talos Principle" by Sherry Jones (Feb. 25, 2018)
"Ethics and Games: The Talos Principle" by Sherry Jones (Feb. 25, 2018)"Ethics and Games: The Talos Principle" by Sherry Jones (Feb. 25, 2018)
"Ethics and Games: The Talos Principle" by Sherry Jones (Feb. 25, 2018)Sherry Jones
 
"Ethics and Games Series: Fallout Shelter" by Sherry Jones (Jan. 28, 2018)
"Ethics and Games Series: Fallout Shelter" by Sherry Jones (Jan. 28, 2018)"Ethics and Games Series: Fallout Shelter" by Sherry Jones (Jan. 28, 2018)
"Ethics and Games Series: Fallout Shelter" by Sherry Jones (Jan. 28, 2018)Sherry Jones
 
Social Activism Through Mobile Apps and Games by Sherry Jones
Social Activism Through Mobile Apps and Games by Sherry JonesSocial Activism Through Mobile Apps and Games by Sherry Jones
Social Activism Through Mobile Apps and Games by Sherry JonesSherry Jones
 
Understanding Stories of Diversity, Inclusion, and Tolerance Through Games (F...
Understanding Stories of Diversity, Inclusion, and Tolerance Through Games (F...Understanding Stories of Diversity, Inclusion, and Tolerance Through Games (F...
Understanding Stories of Diversity, Inclusion, and Tolerance Through Games (F...Sherry Jones
 
"Higher Education: Choose Your Own Adventure" by Sherry Jones
"Higher Education: Choose Your Own Adventure" by Sherry Jones"Higher Education: Choose Your Own Adventure" by Sherry Jones
"Higher Education: Choose Your Own Adventure" by Sherry JonesSherry Jones
 
"Don’t Freeze! Survive the Ethics of a Mixed Reality Escape Room" by Sherry J...
"Don’t Freeze! Survive the Ethics of a Mixed Reality Escape Room" by Sherry J..."Don’t Freeze! Survive the Ethics of a Mixed Reality Escape Room" by Sherry J...
"Don’t Freeze! Survive the Ethics of a Mixed Reality Escape Room" by Sherry J...Sherry Jones
 

Mehr von Sherry Jones (20)

Detention (2017, 2018) as Prologue: Using Games to Explore Ethics, Martial La...
Detention (2017, 2018) as Prologue: Using Games to Explore Ethics, Martial La...Detention (2017, 2018) as Prologue: Using Games to Explore Ethics, Martial La...
Detention (2017, 2018) as Prologue: Using Games to Explore Ethics, Martial La...
 
OER + Blockchain Technology for Decentralization of Academic Publishing by Sh...
OER + Blockchain Technology for Decentralization of Academic Publishing by Sh...OER + Blockchain Technology for Decentralization of Academic Publishing by Sh...
OER + Blockchain Technology for Decentralization of Academic Publishing by Sh...
 
Teaching Bitzer's Rhetorical Situation Theory Through Game Based Learning by ...
Teaching Bitzer's Rhetorical Situation Theory Through Game Based Learning by ...Teaching Bitzer's Rhetorical Situation Theory Through Game Based Learning by ...
Teaching Bitzer's Rhetorical Situation Theory Through Game Based Learning by ...
 
Embodying Morality Through Play: Using Games to Challenge Cultural Relativism...
Embodying Morality Through Play: Using Games to Challenge Cultural Relativism...Embodying Morality Through Play: Using Games to Challenge Cultural Relativism...
Embodying Morality Through Play: Using Games to Challenge Cultural Relativism...
 
The Future of Moral Persuasion in Games, AR, AI Bots, and Self Trackers by Sh...
The Future of Moral Persuasion in Games, AR, AI Bots, and Self Trackers by Sh...The Future of Moral Persuasion in Games, AR, AI Bots, and Self Trackers by Sh...
The Future of Moral Persuasion in Games, AR, AI Bots, and Self Trackers by Sh...
 
Writing AI Chatbots as Personas of Real People by Sherry Jones (ISTE Expert W...
Writing AI Chatbots as Personas of Real People by Sherry Jones (ISTE Expert W...Writing AI Chatbots as Personas of Real People by Sherry Jones (ISTE Expert W...
Writing AI Chatbots as Personas of Real People by Sherry Jones (ISTE Expert W...
 
Escape Rooms and Digital Games as Dynamics of Discovery: Learn Moral Philosop...
Escape Rooms and Digital Games as Dynamics of Discovery: Learn Moral Philosop...Escape Rooms and Digital Games as Dynamics of Discovery: Learn Moral Philosop...
Escape Rooms and Digital Games as Dynamics of Discovery: Learn Moral Philosop...
 
Ethics and Games Series: Observer by Sherry Jones (Aug. 19, 2018)
Ethics and Games Series: Observer by Sherry Jones (Aug. 19, 2018)Ethics and Games Series: Observer by Sherry Jones (Aug. 19, 2018)
Ethics and Games Series: Observer by Sherry Jones (Aug. 19, 2018)
 
Thought Experiment: Teaching Normative Ethics with Digital Games by Sherry Jo...
Thought Experiment: Teaching Normative Ethics with Digital Games by Sherry Jo...Thought Experiment: Teaching Normative Ethics with Digital Games by Sherry Jo...
Thought Experiment: Teaching Normative Ethics with Digital Games by Sherry Jo...
 
"Ethics and Games Series: Detention" by Sherry Jones (July 8, 2018)
"Ethics and Games Series: Detention" by Sherry Jones (July 8, 2018)"Ethics and Games Series: Detention" by Sherry Jones (July 8, 2018)
"Ethics and Games Series: Detention" by Sherry Jones (July 8, 2018)
 
"Ethics and Games Series: To the Moon" by Sherry Jones (May 27, 2018)
"Ethics and Games Series: To the Moon" by Sherry Jones (May 27, 2018)"Ethics and Games Series: To the Moon" by Sherry Jones (May 27, 2018)
"Ethics and Games Series: To the Moon" by Sherry Jones (May 27, 2018)
 
Ethics and Games Series: The Vanishing of Ethan Carter by Sherry Jones (Apr. ...
Ethics and Games Series: The Vanishing of Ethan Carter by Sherry Jones (Apr. ...Ethics and Games Series: The Vanishing of Ethan Carter by Sherry Jones (Apr. ...
Ethics and Games Series: The Vanishing of Ethan Carter by Sherry Jones (Apr. ...
 
Learning Ethics with the Game, Fallout Shelter by Sherry Jones (Apr. 6, 2018)
Learning Ethics with the Game, Fallout Shelter by Sherry Jones (Apr. 6, 2018)Learning Ethics with the Game, Fallout Shelter by Sherry Jones (Apr. 6, 2018)
Learning Ethics with the Game, Fallout Shelter by Sherry Jones (Apr. 6, 2018)
 
Ethics and Games Series: Life Is Strange by Sherry Jones (Mar. 25, 2018)
Ethics and Games Series: Life Is Strange by Sherry Jones (Mar. 25, 2018)Ethics and Games Series: Life Is Strange by Sherry Jones (Mar. 25, 2018)
Ethics and Games Series: Life Is Strange by Sherry Jones (Mar. 25, 2018)
 
"Ethics and Games: The Talos Principle" by Sherry Jones (Feb. 25, 2018)
"Ethics and Games: The Talos Principle" by Sherry Jones (Feb. 25, 2018)"Ethics and Games: The Talos Principle" by Sherry Jones (Feb. 25, 2018)
"Ethics and Games: The Talos Principle" by Sherry Jones (Feb. 25, 2018)
 
"Ethics and Games Series: Fallout Shelter" by Sherry Jones (Jan. 28, 2018)
"Ethics and Games Series: Fallout Shelter" by Sherry Jones (Jan. 28, 2018)"Ethics and Games Series: Fallout Shelter" by Sherry Jones (Jan. 28, 2018)
"Ethics and Games Series: Fallout Shelter" by Sherry Jones (Jan. 28, 2018)
 
Social Activism Through Mobile Apps and Games by Sherry Jones
Social Activism Through Mobile Apps and Games by Sherry JonesSocial Activism Through Mobile Apps and Games by Sherry Jones
Social Activism Through Mobile Apps and Games by Sherry Jones
 
Understanding Stories of Diversity, Inclusion, and Tolerance Through Games (F...
Understanding Stories of Diversity, Inclusion, and Tolerance Through Games (F...Understanding Stories of Diversity, Inclusion, and Tolerance Through Games (F...
Understanding Stories of Diversity, Inclusion, and Tolerance Through Games (F...
 
"Higher Education: Choose Your Own Adventure" by Sherry Jones
"Higher Education: Choose Your Own Adventure" by Sherry Jones"Higher Education: Choose Your Own Adventure" by Sherry Jones
"Higher Education: Choose Your Own Adventure" by Sherry Jones
 
"Don’t Freeze! Survive the Ethics of a Mixed Reality Escape Room" by Sherry J...
"Don’t Freeze! Survive the Ethics of a Mixed Reality Escape Room" by Sherry J..."Don’t Freeze! Survive the Ethics of a Mixed Reality Escape Room" by Sherry J...
"Don’t Freeze! Survive the Ethics of a Mixed Reality Escape Room" by Sherry J...
 

Kürzlich hochgeladen

ECONOMIC CONTEXT - PAPER 1 Q3: NEWSPAPERS.pptx
ECONOMIC CONTEXT - PAPER 1 Q3: NEWSPAPERS.pptxECONOMIC CONTEXT - PAPER 1 Q3: NEWSPAPERS.pptx
ECONOMIC CONTEXT - PAPER 1 Q3: NEWSPAPERS.pptxiammrhaywood
 
ENGLISH 7_Q4_LESSON 2_ Employing a Variety of Strategies for Effective Interp...
ENGLISH 7_Q4_LESSON 2_ Employing a Variety of Strategies for Effective Interp...ENGLISH 7_Q4_LESSON 2_ Employing a Variety of Strategies for Effective Interp...
ENGLISH 7_Q4_LESSON 2_ Employing a Variety of Strategies for Effective Interp...JhezDiaz1
 
USPS® Forced Meter Migration - How to Know if Your Postage Meter Will Soon be...
USPS® Forced Meter Migration - How to Know if Your Postage Meter Will Soon be...USPS® Forced Meter Migration - How to Know if Your Postage Meter Will Soon be...
USPS® Forced Meter Migration - How to Know if Your Postage Meter Will Soon be...Postal Advocate Inc.
 
Difference Between Search & Browse Methods in Odoo 17
Difference Between Search & Browse Methods in Odoo 17Difference Between Search & Browse Methods in Odoo 17
Difference Between Search & Browse Methods in Odoo 17Celine George
 
Grade 9 Quarter 4 Dll Grade 9 Quarter 4 DLL.pdf
Grade 9 Quarter 4 Dll Grade 9 Quarter 4 DLL.pdfGrade 9 Quarter 4 Dll Grade 9 Quarter 4 DLL.pdf
Grade 9 Quarter 4 Dll Grade 9 Quarter 4 DLL.pdfJemuel Francisco
 
How to Add Barcode on PDF Report in Odoo 17
How to Add Barcode on PDF Report in Odoo 17How to Add Barcode on PDF Report in Odoo 17
How to Add Barcode on PDF Report in Odoo 17Celine George
 
AMERICAN LANGUAGE HUB_Level2_Student'sBook_Answerkey.pdf
AMERICAN LANGUAGE HUB_Level2_Student'sBook_Answerkey.pdfAMERICAN LANGUAGE HUB_Level2_Student'sBook_Answerkey.pdf
AMERICAN LANGUAGE HUB_Level2_Student'sBook_Answerkey.pdfphamnguyenenglishnb
 
Virtual-Orientation-on-the-Administration-of-NATG12-NATG6-and-ELLNA.pdf
Virtual-Orientation-on-the-Administration-of-NATG12-NATG6-and-ELLNA.pdfVirtual-Orientation-on-the-Administration-of-NATG12-NATG6-and-ELLNA.pdf
Virtual-Orientation-on-the-Administration-of-NATG12-NATG6-and-ELLNA.pdfErwinPantujan2
 
Concurrency Control in Database Management system
Concurrency Control in Database Management systemConcurrency Control in Database Management system
Concurrency Control in Database Management systemChristalin Nelson
 
Choosing the Right CBSE School A Comprehensive Guide for Parents
Choosing the Right CBSE School A Comprehensive Guide for ParentsChoosing the Right CBSE School A Comprehensive Guide for Parents
Choosing the Right CBSE School A Comprehensive Guide for Parentsnavabharathschool99
 
Student Profile Sample - We help schools to connect the data they have, with ...
Student Profile Sample - We help schools to connect the data they have, with ...Student Profile Sample - We help schools to connect the data they have, with ...
Student Profile Sample - We help schools to connect the data they have, with ...Seán Kennedy
 
Global Lehigh Strategic Initiatives (without descriptions)
Global Lehigh Strategic Initiatives (without descriptions)Global Lehigh Strategic Initiatives (without descriptions)
Global Lehigh Strategic Initiatives (without descriptions)cama23
 
How to do quick user assign in kanban in Odoo 17 ERP
How to do quick user assign in kanban in Odoo 17 ERPHow to do quick user assign in kanban in Odoo 17 ERP
How to do quick user assign in kanban in Odoo 17 ERPCeline George
 
Field Attribute Index Feature in Odoo 17
Field Attribute Index Feature in Odoo 17Field Attribute Index Feature in Odoo 17
Field Attribute Index Feature in Odoo 17Celine George
 
Judging the Relevance and worth of ideas part 2.pptx
Judging the Relevance  and worth of ideas part 2.pptxJudging the Relevance  and worth of ideas part 2.pptx
Judging the Relevance and worth of ideas part 2.pptxSherlyMaeNeri
 
Inclusivity Essentials_ Creating Accessible Websites for Nonprofits .pdf
Inclusivity Essentials_ Creating Accessible Websites for Nonprofits .pdfInclusivity Essentials_ Creating Accessible Websites for Nonprofits .pdf
Inclusivity Essentials_ Creating Accessible Websites for Nonprofits .pdfTechSoup
 

Kürzlich hochgeladen (20)

ECONOMIC CONTEXT - PAPER 1 Q3: NEWSPAPERS.pptx
ECONOMIC CONTEXT - PAPER 1 Q3: NEWSPAPERS.pptxECONOMIC CONTEXT - PAPER 1 Q3: NEWSPAPERS.pptx
ECONOMIC CONTEXT - PAPER 1 Q3: NEWSPAPERS.pptx
 
YOUVE GOT EMAIL_FINALS_EL_DORADO_2024.pptx
YOUVE GOT EMAIL_FINALS_EL_DORADO_2024.pptxYOUVE GOT EMAIL_FINALS_EL_DORADO_2024.pptx
YOUVE GOT EMAIL_FINALS_EL_DORADO_2024.pptx
 
ENGLISH 7_Q4_LESSON 2_ Employing a Variety of Strategies for Effective Interp...
ENGLISH 7_Q4_LESSON 2_ Employing a Variety of Strategies for Effective Interp...ENGLISH 7_Q4_LESSON 2_ Employing a Variety of Strategies for Effective Interp...
ENGLISH 7_Q4_LESSON 2_ Employing a Variety of Strategies for Effective Interp...
 
USPS® Forced Meter Migration - How to Know if Your Postage Meter Will Soon be...
USPS® Forced Meter Migration - How to Know if Your Postage Meter Will Soon be...USPS® Forced Meter Migration - How to Know if Your Postage Meter Will Soon be...
USPS® Forced Meter Migration - How to Know if Your Postage Meter Will Soon be...
 
Difference Between Search & Browse Methods in Odoo 17
Difference Between Search & Browse Methods in Odoo 17Difference Between Search & Browse Methods in Odoo 17
Difference Between Search & Browse Methods in Odoo 17
 
Grade 9 Quarter 4 Dll Grade 9 Quarter 4 DLL.pdf
Grade 9 Quarter 4 Dll Grade 9 Quarter 4 DLL.pdfGrade 9 Quarter 4 Dll Grade 9 Quarter 4 DLL.pdf
Grade 9 Quarter 4 Dll Grade 9 Quarter 4 DLL.pdf
 
How to Add Barcode on PDF Report in Odoo 17
How to Add Barcode on PDF Report in Odoo 17How to Add Barcode on PDF Report in Odoo 17
How to Add Barcode on PDF Report in Odoo 17
 
AMERICAN LANGUAGE HUB_Level2_Student'sBook_Answerkey.pdf
AMERICAN LANGUAGE HUB_Level2_Student'sBook_Answerkey.pdfAMERICAN LANGUAGE HUB_Level2_Student'sBook_Answerkey.pdf
AMERICAN LANGUAGE HUB_Level2_Student'sBook_Answerkey.pdf
 
Virtual-Orientation-on-the-Administration-of-NATG12-NATG6-and-ELLNA.pdf
Virtual-Orientation-on-the-Administration-of-NATG12-NATG6-and-ELLNA.pdfVirtual-Orientation-on-the-Administration-of-NATG12-NATG6-and-ELLNA.pdf
Virtual-Orientation-on-the-Administration-of-NATG12-NATG6-and-ELLNA.pdf
 
Concurrency Control in Database Management system
Concurrency Control in Database Management systemConcurrency Control in Database Management system
Concurrency Control in Database Management system
 
Choosing the Right CBSE School A Comprehensive Guide for Parents
Choosing the Right CBSE School A Comprehensive Guide for ParentsChoosing the Right CBSE School A Comprehensive Guide for Parents
Choosing the Right CBSE School A Comprehensive Guide for Parents
 
Student Profile Sample - We help schools to connect the data they have, with ...
Student Profile Sample - We help schools to connect the data they have, with ...Student Profile Sample - We help schools to connect the data they have, with ...
Student Profile Sample - We help schools to connect the data they have, with ...
 
Global Lehigh Strategic Initiatives (without descriptions)
Global Lehigh Strategic Initiatives (without descriptions)Global Lehigh Strategic Initiatives (without descriptions)
Global Lehigh Strategic Initiatives (without descriptions)
 
How to do quick user assign in kanban in Odoo 17 ERP
How to do quick user assign in kanban in Odoo 17 ERPHow to do quick user assign in kanban in Odoo 17 ERP
How to do quick user assign in kanban in Odoo 17 ERP
 
Field Attribute Index Feature in Odoo 17
Field Attribute Index Feature in Odoo 17Field Attribute Index Feature in Odoo 17
Field Attribute Index Feature in Odoo 17
 
Judging the Relevance and worth of ideas part 2.pptx
Judging the Relevance  and worth of ideas part 2.pptxJudging the Relevance  and worth of ideas part 2.pptx
Judging the Relevance and worth of ideas part 2.pptx
 
Inclusivity Essentials_ Creating Accessible Websites for Nonprofits .pdf
Inclusivity Essentials_ Creating Accessible Websites for Nonprofits .pdfInclusivity Essentials_ Creating Accessible Websites for Nonprofits .pdf
Inclusivity Essentials_ Creating Accessible Websites for Nonprofits .pdf
 
LEFT_ON_C'N_ PRELIMS_EL_DORADO_2024.pptx
LEFT_ON_C'N_ PRELIMS_EL_DORADO_2024.pptxLEFT_ON_C'N_ PRELIMS_EL_DORADO_2024.pptx
LEFT_ON_C'N_ PRELIMS_EL_DORADO_2024.pptx
 
FINALS_OF_LEFT_ON_C'N_EL_DORADO_2024.pptx
FINALS_OF_LEFT_ON_C'N_EL_DORADO_2024.pptxFINALS_OF_LEFT_ON_C'N_EL_DORADO_2024.pptx
FINALS_OF_LEFT_ON_C'N_EL_DORADO_2024.pptx
 
YOUVE_GOT_EMAIL_PRELIMS_EL_DORADO_2024.pptx
YOUVE_GOT_EMAIL_PRELIMS_EL_DORADO_2024.pptxYOUVE_GOT_EMAIL_PRELIMS_EL_DORADO_2024.pptx
YOUVE_GOT_EMAIL_PRELIMS_EL_DORADO_2024.pptx
 

Games as Logic Machines: Learning the Humanities through the Logic and Paratextuality of Games by Sherry Jones (Jan. 8, 2016)

  • 1. Sherry Jones | Keynote | Spring 2016 GTP Conference | CU Boulder @autnes | sherryjones.edtech@gmail.com | http://bit.ly/gamehumanities Games as Logic Machines: Learning the Humanities through the Logic and Paratextuality of Games
  • 2. Hello! I AM SHERRY JONES I teach Philosophy, Rhetoric, and Game Studies. In this presentation, we will explore the possibilities of using games, and studying games, through the humanities.
  • 3. I will begin this presentation by telling you a story, a short story about the role of play and games in human societies, and about why studying games can help us better understand our modes of social thinking and behaviors. We will travel back into the distant past and progress to modern times to understand how the activities of play and games have always been a part of the advancement of our human history. Source: Greek Vase: Achilles and Ajax playing a game
  • 4. Chapter 1 Games & The Humanities
  • 5. In the west, as early as the 3rd century B.C.E., the ancient greek philosophers have exalted the role of play and games in the creation of ethical societies. They believe that the activities of play and games can be used to cultivate both the mind and body to fulfill the humanistic purpose of education, that is, to produce logically and morally thinking citizens. Aristotle (350 B.C.E.) argues that gymnastics exercises, which the greeks considered to be a type of game, should be moderately assigned as part of a child’s education to balance the child’s mind and body development.1 Source: "Aristotle" by Francesco Hayez
  • 6. For Plato (360 B.C.E.), play has a more significant societal role. He reasons that children who discover innovations through play will grow up to be men who can imagine and create laws (or rules) that can promote civil societies. Plato also associates the concept of play with the concepts of youthfulness, agility, and moral goodness.2 His claims imply that the young and old who embrace play can develop and apply innovative thinking to the betterment of society. Essentially, games serve an important educational function for the ancient greek philosophers, who expect disciples to be able to play, produce, and solve riddles to demonstrate their philosophical reasoning skills and proof of education.3 Source: The School of Athens by Raphael
  • 7. We can trace the societal significance of games even further back in time by examining eastern history. According to a legend documented in the Chinese scholar Zhang Hua’s (張華) book, Bo Wu Zhi (博物志), or Record of the Investigation of Things, written between 270-290 C.E.,4 the Chinese Emperor Yao (堯) (2337 - 2258 B.C.E.) invented the oldest board game in the world called Yi (弈) (also known as Weiqi or Go Chess in modern times) some 4,000 years ago to teach his son Danzhu (丹朱) the skills of discipline, concentration, and balance. Chinese philosopher Confucius mentions the game Yi (弈) in his book, the Analects, written between 475-221 B.C.E., as a worthy pastime for cultivating the Confucian learned gentlemen. Other Chinese historical records indicate that Go chess also has been used for the purpose of divination by the oracles, developing battlefield warfare strategies, and even administered as part of the civic exam that a scholar must pass in order to take government office.5 Source: The Dragon’s Weiqi (Go/Baduk): The Return to Form
  • 8. Moving our story fast forward to the 20th century, humanities scholars recognize games as play forms essential to the emergence of human expressions and cultures. Dutch historian and cultural theorist, Johan Huizinga (1949), argues that ludus (a latin word from ancient Rome meaning “play,” “game,” or “sport”) maintains an interwoven relationship with culture; in ludic activities (otherwise known as games), participants role play in make-believe spaces with rules, leading to the formation of cultures and societies (which are, in essence, rule-based structures).6 Source: Gaming table for ludus duodecim scriptorum by nsop
  • 9. French literary theorist and sociologist, Roger Callois (1961), builds on Huizinga’s work by differentiating paidia (which is greek for “play”) from ludus (which is latin for “game”), and emphasizes that it is in the interchange between the uncertain and spontaneous nature of play and the rule-based structure of games that gives rise to cultures. Callois concludes that cultures, as creations of the interchange between play and games, necessarily remain in flux.7 In other words, culture is constantly changing through playful negotiations of rules during social interactions. Source: 8 Genres, LARP
  • 10. Chapter 2 Game Studies: A Multidisciplinary Field
  • 11. Now, I will tell you the story of games in modern academia. A new field called “Game Studies” has emerged to focus on understanding the meaning of games. Scholars from various disciplines, such as Semiotics, Rhetoric, Philosophy, Psychology, Anthropology, History, Cultural Studies, Gender Studies, and many more, have studied games through critical theories. Source: Critical Gaming Project
  • 12. A prominent debate in game studies is the ludology vs. narratology debate. Some scholars study games as formal systems (which means to study games as abstract rule systems), while others study games as narrative forms (which means to study games as narrative structures and representations of stories). Source: Videogames Games are a Mess by Ian Bogost
  • 13. Literature and communications theorist Janet Murray (1997) believes that games are narrative forms, and argues that it is the narrative forms of games that contribute to the games’ meaning.8 Rather than posing games as purely ludic objects or purely narrative forms, media theorist Henry Jenkins (2004) argues that games convey meaning through both form (as narrative architecture) and content (as story with game elements).9
  • 14. Since games are complex conceptual, logical, mathematical, and narrative-driven systems that cannot be sufficiently understood using a single interpretative lens, game scholars now advance the conversation by applying both ludological and narratological methods to produce interdisciplinary works on games.
  • 15. Chapter 3 Culture & The Logic of Digital Games
  • 16. There has been an constitutive relationship between games and culture that speaks to the logic of game design. Digital games, as consumer products primarily designed for the purpose of entertainment, always have reflected the cultural ideologies of their designers and the consciousness of their consumers, whether or not cultural ideologies are consciously or unconsciously expressed through games. Like television, film, and other forms of media that came before it, the digital game medium expresses the cultural values of the societies that can afford to consume it. Let’s analyze the relationship between games and culture through Jacque Lacan’s theory of the symbolic order.
  • 17. In the Lacanian sense, culture is a symbolic system with internal logic and meaning that can influence the thinking and the behavior of those who exist within its symbolic order. A digital game is a logic system that contains its own sets of rules and representations, and can sway or reaffirm the thinking and the behavior of those who play it. Both culture and digital games impose their own logic and order to maintain their own system integrity. Digital games can simulate or propose an alternative to the logic of cultural systems.
  • 18. As simulators and creators of new cultural systems, digital games express ideologies as fantasy machines with which we can interact, manipulate, and experience each rule that exists in those ideologies through play. Digital games present ideologies that we suspect, question, criticize, reject, desire, or even wish to implement in real life. As ideological machines, digital games are systems that act as arbiters of cultural thinking. As players, we are able to have lived experiences, and safe experiences, of various ideologies through the act of playing games.
  • 19. Mass consumerism has turned digital games into primary vehicles for expressing pop culture ideologies. For example, to create games that the consumers desire, traditional AAA game developers maintain continual feedback loops of conversations between themselves and their consumers to gauge interests, and would design games that make pop culture references with which the consumers may be familiar. AAA games are thus consumer driven products designed to reflect pop culture.
  • 20. However, the recent rise of the independent game developers, also known as indie game devs, have expanded game development beyond catering to consumer- driven ideologies. Indie game devs have created innovative games that address controversial and taboo topics avoided by conventional game design. As a subversive act, the indie game development casts a self-reflective lens on the gaming industry and serves as a critic of the consumerist culture that has dominated digital game development. Indie games are now legitimizing digital games as art.
  • 21. Chapter 4 Games in Education
  • 22. Now we are left with an important question as educators: Why are digital games important to education? The ability to experience simulated cultural systems, in addition to theoretical discussions of how systems function, can lead to deeper understanding of how cultural systems promote ideologies, or normative worldviews that can sway or oppress us. Considering Janet Murray’s concept of the “plasticity of culture,” games can demonstrate how multiple cultures can interact (even when cultural systems change according to shifting ideologies). The meaning of digital games can be explored through various disciplinary lenses.
  • 23. Although some humanities scholars argue that other types of digital media, such as ebooks, streaming videos, or apps, provide users with some sense of engagement and interactivity like digital games, digital games provide more than just engagement and interactivity by calling on users to “play” within the game environments, to “follow” the game logic, and to “test” the limitations of the systems. As game players, we are challenged to experience and learn the logic of the simulated culture though the act of playing.
  • 25. Beyond examining a game’s ludic structure, textual studies scholars and narratologists study a game’s paratextual property and narrative structure for meaning. Textual studies theorist Steven E. Jones (2008) applies Gerard Genette’s paratextual theory to games, and argues that the meaning of a game extends beyond itself by virtue of its complex production history and by a series of paratexts produced about itself.10 We can derive meaning from a game by examining its content and structure, as well as by examining external texts that explain, supplement, extend, review, critique, or evaluate the game (such as game design documents, demand memos from the game studios, advertisements, fan fictions, game communities, game culture, and game reviews).
  • 26. By studying games as texts, we enrich textual studies with a universe of paratexts that extend from the games themselves. Studying Mario Brothers, for example, give us access to Mario game manuals, game posters, analog games (such as board games and arcades), merchandise, TV advertisements, animated movies, mobile phones with Mario branding, fan fictions, and much more. Source: Nintendo Goes Mobile by IbTimes Source: Super Mario Game? by Sephiroth
  • 27. Chapter 6 Disciplines & Critical Theories in Game Studies
  • 28. Game Analysis via Literary Studies Applying Lacan’s Gaze and Foucault’s Panoptic Eye to address the ideology of institutional control in the horror game, Outlast: “The game [Outlast] presents, then, the struggle between two opposing understandings of ‘the gaze’ and spectatorship; the powerless player inserted into the dangers of the scene being viewed, after Lacan’s understanding, and the powerful supplier of security technology, the game’s overarching antagonist, which exemplifies Foucault’s description of the gaze as a cornerstone of institutional control.” -- Hazel Montforton (October 5, 2014)
  • 29. Game Analysis via History On the significance of games to historical studies: “I use this French expression, best translated as « being historical », in contrast with another form of History, l’histoire-connaissance, the learned study of history. As we will see, these two concepts of History are two entirely different creatures. The medium of games, overall biased toward popular history, entertains through l’histoire-action, with occasional niche crossovers into l’histoire-connaissance. Finally, though l’histoire-action and popular history are not the same thing, we will see how games bring out their mutual affinities to the fore.” -- Gilles Roy (September 24, 2014)
  • 30. Game Analysis via Psychology On the psychology of feedback loops and behavior formation in games: “In Diablo III, players quickly learn that elite monsters – for example, color coded foes with unique names – have a much higher chance of dropping loot. Thus players get excited when they see one and do their best to smash it open like a gory pinata. It turns playing the game into a habit. Let’s call that a loot loop” -- Jamie Madigan (October 2, 2014)
  • 31. Game Analysis via Anthropology On the player’s role as participant observer anthropologist: “The player – or, more accurately, the act of engaging in an open-world game – is anthropological. We – the player – are dropped, quite like Malinowski, an outsider, into an ‘other’ world a world in which we must both retain our outsider status and continue to engage and explore. . . . In Skyrim, we have to do quests, pursue tasks, work as a soldier or intermediary in disputes. This gains us new knowledge, markers on our map, status in the world. For assisting at Whiterun – the first major settlement stumbled upon – we move from being an outsider to becoming a valued member of its community.” -- Owen Vince (September 25, 2014)
  • 32. Game Community Analysis via Sociology On the Gamergate controversy through the lens of sociology and feminism: “For all of GamerGate’s hatred of “[Social Justice Warriors]” they took no lessons from the threadbare realities that lay behind the SJW stereotype. The phrase ‘social justice warrior’ was originally coined on Tumblr to describe a dangerous tendency among some leftist activists to aggressively and angrily pursue political goals according to strict ideological codes, often to the detriment of others, with no clear collective gain, but significant personal aggrandizement.” -- Katherine Cross (October 8, 2014)
  • 33. Chapter 7 Examples of Interdisciplinary Game Studies
  • 34. LET’S WATCH! NARRATOLOGY (NARRATIVE DESIGN) + GAME DESIGN Watch: 2:31-8: 44
  • 35. LET’S WATCH! GAME DESIGN + THE PSYCHOLOGY OF HORROR Watch: 5:00-8: 59
  • 36. LET’S WATCH! GAME CONTROLLER DESIGN + THE PSYCHOPHYSIOLOGY OF EMOTIONS Watch: 11:02- 13:01
  • 37. Chapter 8 Game Based Learning: Experiential Learning in Games
  • 38. LET’S WATCH! THE FIFTH APARTMENT The Fifth Apartment Watch: 6:41 - 8:05
  • 39. THEMES IN THE FIFTH APARTMENT Ex. Theme or Motif Analysis. 1. Play The Fifth Apartment game at least once through. 2. Document the game actions that you took to progress through each “day” of the game. 3. Document the events and dialogue that occur on each “day” of the game. 4. Document light vs. dark tones, and colors, used on certain days or moments in the game. 5. Document the changes to the character in relation to events that occur on each day. 6. Reflecting on the game actions, events, dialogue, and aesthetics, what themes or motifs can you draw from the game? List them. 7. Write a research based analytical paper justifying the themes/motifs with support of certain game scenes. (Hints: Old age, elderly care, parent-child relationship, question of memory, loneliness, dementia, schizophrenia, mental illness, isolation, problem of perspective, etc.) “Deductive Reasoning Time . . .”
  • 41. ETERNAL RECURRENCE IN ATUM Ex. Friedrich Nietzsche’s eternal recurrence. 1. Eternal recurrence is the theory that our lives will repeat infinitely (rebirth). Since the number of objects in the universe are finite, and the combinations of those objects are also finite, events must recur ad infinitum. Therefore, it is impossible for us to escape the present world. We exist in loops. 2. How does Atum express this theory? As the player, are you free from the recurrence? Why or why not? 3. Why does Atum reference Henri Poincaré’s recurrence theorem and “The Unbearable Lightness of Being” by Milan Kundera? “Deductive Reasoning Time . . .”
  • 42. LET’S WATCH! GODS WILL BE WATCHING Gods Will Be Watching
  • 43. EXISTENTIALISM IN GODS WILL BE WATCHING Ex. Jean-Paul Sartre’s Existentialism. 1. Sartre defines “facticity” as the givens (language, environment, previous choices, selves) that constitute our “situations.” What facticity does one face in the situation of Gods Will Be Watching? 2. How is one “condemned to be free” in the game? 3. “Bad faith” is to adopt false value and disown innate freedom. Explain the concept in terms of the game. “Deductive Reasoning Time . . .”
  • 45. THE ETHICS OF UNDERTALE Ex. Deontology vs. Utilitarianism (Consequentialism) 1. Immanuel Kant’s deontological ethics is a form of normative ethics that determine one’s actions are ethical if and only if the actions follow pre-established rules. All actions must follow the rules no matter the consequence. 2. Jeremy Bentham’s utilitarian ethics determine one’s actions are ethical if the actions benefit society. Actions that lead to happiness for the greatest number of people are ethical. Considering the consequences is more important than following rules. 3. Play Undertale in two ways to get two different endings: 1) Befriend all enemies, or 2) Destroy all enemies. Does the game reward the player for following deontology or utilitarianism? “Deductive Reasoning Time . . .”
  • 46. LET’S WATCH! THE STANLEY PARABLE (2011 MOD) The Stanley Parable (2011 Mod) Watch: 2:44-5:10
  • 47. FREEDOM & DETERMINISM IN THE STANLEY PARABLE Ex. Which view describes the level of Free Will in the gameplay of The Stanley Parable? 1. Determinism - All events are determined by causal laws; freedom is an illusion. 2. Compatibilism - All events are determined by causal laws; humans can be free via internal motivations. 3. Indeterminism - Some events may be random; freedom is possible. 4. Libertarianism - Humans can exercise free will fully; freedom is possible. “Deductive Reasoning Time . . .”
  • 48. BONUS PARATEXT! VIDEO RESPONSE TO PLAYER BY THE CREATOR OF THE STANLEY PARABLE The Stanley Parable Raphael Trailer Watch - 0:00-4:33
  • 50. SEEING-THAT VS. SEEING-AS IN PERSPECTIVE Ex. Ludwig Wittgenstein’s “Seeing-As.” 1. Wittgenstein explains we perceive objects in two ways: Seeing-that (reporting what we see), vs. Seeing- as (noticing an aspect of what we see as something). Seeing-as involves recognizing the relation between the object with another object or narrative (i.e. context matters in perception). 2. How do aspects in the Perspective game affect our “seeing objects as” something else? “Deductive Reasoning Time . . .”
  • 51. Chapter 9 Game Based Learning: Designing-Making Method
  • 52. LET’S WATCH! MINECRAFT FOR RHETORIC STUDIES Watch: 2:53-6:19 Watch: 31:56-32:34
  • 53. LET’S WATCH! MAKING GAMES AS GAME-BASED LEARNING
  • 54. PEDAGOGICAL QUESTIONS FOR GAME STUDIES 1. Take a trip down memory lane: Have you ever played a board game, strategy game, card game, playground game, sports game, or video game that is particularly memorable or fun? 2. What are the game’s rules? Can you list them? If a game with more than 10 rules is considered complex, is your game complex? 3. Is the game played by a single player or multiple players? If the choice is available, do you prefer to play in single or multiplayer mode? 4. Does the game have a story? What characters, situations, events, or problems are represented in the game story? 5. What themes or motifs are present in the game? Can you list them? 6. Does the game make references to real life situations/events? 7. What cultural ideology is expressed by the game? 8. What concepts or theories are applicable to the game? 9. If this game is assigned in class, how long does it take to complete the game? Should the game be played in class, or at home? Does the game require team effort? 10. Can the learners play the game more than one time to find different outcomes? Will different outcomes lead to different interpretations of the game’s meaning?
  • 55. ONWARD TO GAME STUDIES . . . Sherry Jones Philosophy | Rhetoric | Game Studies | Game Design & Psychology Writings & Webinars | sherryjones.edtech@gmail.com | @autnes Link to Slides: http://bit.ly/gamehumanities
  • 56. REFERENCES 1 Aristotle, Politics, trans. Benjamin Jowett. The Internet Classics Archive by MIT, 2009. Accessed October 20, 2015. http://classics.mit.edu/Aristotle/politics.3.three.html 2 Plato, Laws, trans. Benjamin Jowett. The Internet Classics Archive by MIT, 2009. Accessed October 20, 2015. http://classics.mit.edu/Plato/laws.html 3 Johan Huizinga, Homo Ludens: A Study of the Play Element in Culture (London: Routledge, 1949), 46, Google Books. 4 Fairbairn, John, “Go in Ancient China,” London 1995. Accessed November 25, 2015. http://www.pandanet.co. jp/English/essay/goancientchina.html 5 Moskowitz, Marc L., Go Nation: Chinese Masculinities and the Game of Weiqi in China (Berkeley: University of California Press, 2013), 50-51, Google Books. 6 Johan Huizinga, Homo Ludens: A Study of the Play Element in Culture (London: Routledge, 1949), 115, Google Books. 7 Roger Callois, Man, Play and Games, trans. Meyer Barash (Illinois: The Free Press, 1961), 64, Google Books. 8 Janet H. Murray, Hamlet on the Holodeck: The Future of Narrative in Cyberspace (New York: The Free Press, 1997), 142, Google Books. 9 Henry H. Jenkins, “Game Design as Narrative Architecture,” in First Person: New Media as Story, Performance, and Game.” eds. Noah Wardrip-Fruin & Pat Harrigan, 118-120. Cambridge: MIT, 2004. 10 Steven E. Jones, The Meaning of Video Games: Gaming and Textual Strategies (New York: Routledge, 2008), ch. Introduction, Google Books.