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Sherry Jones
Philosophy, Rhetoric, Game Studies
COLTT 2014
August 7, 2014
sherryjones.edtech@gmail.com
@autnes
http://bit.ly/dgbl2014
Let’s Play a Game: Learn
Philosophy and Rhetoric via
Digital Game-Based Learning
WHAT IS A GAME?
● A game, whether analog
or digital, is a self-
contained system or
space designed for the
purpose of play.
● Play is an activity that
allows us to experiment,
repeat behaviors without
fear of failure, and make
a series of possible
choices to render an
experience meaningful.
Phoenix, the Ace Attorney, says . . .
WHAT IS DIGITAL GAME-BASED LEARNING?
Digital Game-Based Learning (DGBL) is a
teaching method that utilizes digital
games in instruction. DGBL involves
both instructional and participatory
acts:
1. Instructional Act - Instructors
reference digital games to teach
concepts, theories, system-thinking,
and design-thinking.
2. Participatory Act - Learners play
games and create digital game
systems for experiential learning.
WHAT GAMES CAN BE USED IN INSTRUCTION?
Many educators believe that only educational or serious games, designed to
be didactic, can be used in instruction. In reality, games from all genres can
support instruction.
Intentional or not, the design of game systems and game narratives is always
referential to or builds upon existing ideologies, and principles of logic,
mathematics, rhetoric, philosophy, psychology, physics, engineering, etc.
BEFORE WE PLAY . . .
Given time constraints, we will only play short digital
games that are rich with meaning in this DGBL Workshop.
I will share a few of my methods for teaching rhetoric and
philosophy with digital games.
LET’S GO!
LET’S PLAY! A DUCK HAS AN ADVENTURE
A Duck Has an Adventure
http://bit.ly/duckgame
AUDIENCE, ASSUMPTIONS, AND RHETORIC OF
A DUCK HAS AN ADVENTURE
Ex. Determine who is the audience for the
game, A Duck Has an Adventure.
1. Who is the audience for this game? What
would the audience need to know in
order to “get the joke”? What game
signifiers (texts, images) offered you
clues of who the audience would be?
2. While playing, what assumptions did you
make that were later subverted by
outcomes in the game? List your
assumptions.
“Deductive Reasoning Time . . .”
LET’S PLAY STORY HERO
Story Hero
http://bit.ly/storyherogame
LOGOS OF STORY HERO
Ex. Analyze the game’s logos (order,
knowledge, reasoned discourse).
1. List the exact sequence (order) to
activate keywords. Explain the logic.
2. What pairs of words are binary
oppositions? Are the binaries stable or
culturally contingent?
3. According to the game’s logos, what is a
“hero”?
“Deductive Reasoning Time . . .”
LET’S PLAY! NOTHING YOU HAVE DONE DESERVES
SUCH PRAISE
Nothing You Have Done Deserves Such Praise
http://bit.ly/praisegame
PATHOS OF NOTHING YOU HAVE DONE DESERVES
SUCH PRAISE
Ex. Analyze the game’s pathos (appeal to
emotions, empathy, relatedness).
1. Provide verbal, audio, and visual
examples that express the game’s
pathos. What kind of pathos does the
game express?
2. What is the main claim of the game? Do
you agree with this claim?
3. Does the game’s pathos support the
main claim? Explain.
“Deductive Reasoning Time . . .”
LET’S PLAY! ATUM
Atum
http://atumgame.com
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 PLAY! TRIHAYWBFRFYH
TRIHAYWBFRFYH
http://bit.ly/rapture1
EXISTENTIALISM IN TRIHAYWBFRFYH
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 game situation?
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 PLAY! THE STANLEY PARABLE
The Stanley Parable
http://www.stanleyparable.com/
LET’S WATCH THE STANLEY PARABLE (2011 MOD)
The Stanley Parable (2011 Mod)
http://bit.ly/stanleyparable2011
FREEDOM & DETERMINISM IN THE STANLEY PARABLE
Ex. Which view describes the level of Free
Will in the gameplay?
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 . . .”
LET’S PLAY! PERSPECTIVE
Perspective
http://seewithperspective.com/
LET’S WATCH PERSPECTIVE
Perspective
http://seewithperspective.com
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 game affect our
“seeing objects as” something else?
“Deductive Reasoning Time . . .”
ALL GAMES CAN BE DIDACTIC
● Games are unique artifacts that can be interactively experienced.
● Games possess similitude to other self-contained systems, real or
conditional, and can be studied as models or analogies to concepts,
theories, and systems.
● Games are emergent new media that pervade our lives, and their effects
should be examined. ex. wearables, sensing machines, VR, AR.
QUESTIONS? COMMENTS?
Sherry Jones
Philosophy, Rhetoric, Game Studies
Writings & Webinars
sherryjones.edtech@gmail.com
@autnes
Access Slideshow: http://bit.ly/dgbl2014

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Let's Play a Game - Learn Philosophy and Rhetoric via Digital Game-Based Learning by Sherry Jones (August 7, 2014)

  • 1. Sherry Jones Philosophy, Rhetoric, Game Studies COLTT 2014 August 7, 2014 sherryjones.edtech@gmail.com @autnes http://bit.ly/dgbl2014 Let’s Play a Game: Learn Philosophy and Rhetoric via Digital Game-Based Learning
  • 2. WHAT IS A GAME? ● A game, whether analog or digital, is a self- contained system or space designed for the purpose of play. ● Play is an activity that allows us to experiment, repeat behaviors without fear of failure, and make a series of possible choices to render an experience meaningful. Phoenix, the Ace Attorney, says . . .
  • 3. WHAT IS DIGITAL GAME-BASED LEARNING? Digital Game-Based Learning (DGBL) is a teaching method that utilizes digital games in instruction. DGBL involves both instructional and participatory acts: 1. Instructional Act - Instructors reference digital games to teach concepts, theories, system-thinking, and design-thinking. 2. Participatory Act - Learners play games and create digital game systems for experiential learning.
  • 4. WHAT GAMES CAN BE USED IN INSTRUCTION? Many educators believe that only educational or serious games, designed to be didactic, can be used in instruction. In reality, games from all genres can support instruction. Intentional or not, the design of game systems and game narratives is always referential to or builds upon existing ideologies, and principles of logic, mathematics, rhetoric, philosophy, psychology, physics, engineering, etc.
  • 5. BEFORE WE PLAY . . . Given time constraints, we will only play short digital games that are rich with meaning in this DGBL Workshop. I will share a few of my methods for teaching rhetoric and philosophy with digital games. LET’S GO!
  • 6. LET’S PLAY! A DUCK HAS AN ADVENTURE A Duck Has an Adventure http://bit.ly/duckgame
  • 7. AUDIENCE, ASSUMPTIONS, AND RHETORIC OF A DUCK HAS AN ADVENTURE Ex. Determine who is the audience for the game, A Duck Has an Adventure. 1. Who is the audience for this game? What would the audience need to know in order to “get the joke”? What game signifiers (texts, images) offered you clues of who the audience would be? 2. While playing, what assumptions did you make that were later subverted by outcomes in the game? List your assumptions. “Deductive Reasoning Time . . .”
  • 8. LET’S PLAY STORY HERO Story Hero http://bit.ly/storyherogame
  • 9. LOGOS OF STORY HERO Ex. Analyze the game’s logos (order, knowledge, reasoned discourse). 1. List the exact sequence (order) to activate keywords. Explain the logic. 2. What pairs of words are binary oppositions? Are the binaries stable or culturally contingent? 3. According to the game’s logos, what is a “hero”? “Deductive Reasoning Time . . .”
  • 10. LET’S PLAY! NOTHING YOU HAVE DONE DESERVES SUCH PRAISE Nothing You Have Done Deserves Such Praise http://bit.ly/praisegame
  • 11. PATHOS OF NOTHING YOU HAVE DONE DESERVES SUCH PRAISE Ex. Analyze the game’s pathos (appeal to emotions, empathy, relatedness). 1. Provide verbal, audio, and visual examples that express the game’s pathos. What kind of pathos does the game express? 2. What is the main claim of the game? Do you agree with this claim? 3. Does the game’s pathos support the main claim? Explain. “Deductive Reasoning Time . . .”
  • 13. 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 . . .”
  • 15. EXISTENTIALISM IN TRIHAYWBFRFYH 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 game situation? 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 . . .”
  • 16. LET’S PLAY! THE STANLEY PARABLE The Stanley Parable http://www.stanleyparable.com/
  • 17. LET’S WATCH THE STANLEY PARABLE (2011 MOD) The Stanley Parable (2011 Mod) http://bit.ly/stanleyparable2011
  • 18. FREEDOM & DETERMINISM IN THE STANLEY PARABLE Ex. Which view describes the level of Free Will in the gameplay? 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 . . .”
  • 21. 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 game affect our “seeing objects as” something else? “Deductive Reasoning Time . . .”
  • 22. ALL GAMES CAN BE DIDACTIC ● Games are unique artifacts that can be interactively experienced. ● Games possess similitude to other self-contained systems, real or conditional, and can be studied as models or analogies to concepts, theories, and systems. ● Games are emergent new media that pervade our lives, and their effects should be examined. ex. wearables, sensing machines, VR, AR.
  • 23. QUESTIONS? COMMENTS? Sherry Jones Philosophy, Rhetoric, Game Studies Writings & Webinars sherryjones.edtech@gmail.com @autnes Access Slideshow: http://bit.ly/dgbl2014