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GAME GENRES
          FOR THE DESIGN AND EVALUATION OF
           FUTURE LEARNING ENVIRONMENTS
                                      Brad Mehlenbacher
                       with Jennifer Riehle, Madeline Coven, Jameson Hogan,
                       Christopher Kampe, John Martin, Charlene Mutamba,
                                  Jessie Stellini, and Keith Wickliffe



            CRDM Research Symposium: Emerging Genres, Narratives, Forms in New Media
                                           19 April 2013
Friday, April 19, 13
GAMES & LEARNING DESIGN (EAC 795)

         How people design and learn from games is of enormous
         interest to contemporary researchers and educators given
         that recent surveys of Americans over 15 show that they
         spend about the same amount of time every day “playing
         games or using the computer for leisure” as they do “relaxing
         or thinking” (U.S. Department of Labor, 2006).



         U.S. Department of Labor (2006). American Time Use Survey: Leisure and Sports Activities. Bureau of
         Labor Statistics Report. Available online: http://www.bls.gov/tus/charts/leisure.htm.


Friday, April 19, 13
GAME TEXT EXAMPLES
         Huizinga, J. (1955). Homo ludens; a study of the play-element in culture. Boston, MA:
         Beacon Press.

         Caillois, R. (1958, 2001). Man, play, and games. Urbana and Chicago, IL: University of
         Illinois Press (originally translated from the French by Meyer Barash).

         Sutton-Smith, B. (1997). The ambiguity of play. Cambridge, MA: Harvard University
         Press.

         Salen, K., & Zimmerman, E. (Eds.). (2006). The game design reader: A rules of play
         anthology. Cambridge, MA: MIT P.

         Gee, J. P. (2007). What video games have to teach us about learning and literacy, 2nd
         Ed. NY, NY: Palgrave Macmillan.


Friday, April 19, 13
We have to conclude,
         therefore, that civilization is, in
         its earliest phases, played. It
         does not come from play like a
         baby detaching itself from the
         womb: it arises in and as play,
         and never leaves it.




         Huizinga, J. (1955). Homo ludens; a study of the play-element in culture. Boston, MA:
         Beacon Press.
                                                                    Photo credit: http://www.gamingsymmetry.com/
Friday, April 19, 13
TRADITIONAL DEFINITIONS OF GAME
                      GENRES
         “This proactive production by players of story elements, a
         visual-motoric-auditory-decision-making symphony, and a
         unique real-virtual story produces a new form of performance
         art coproduced by players and game designers” (p. 61).
         Gee, J. P. (2006). Why game studies now? Video games: A new art form. Games and Culture, 1, 58-61.


         “... for the sake of brevity, this article will utilize case studies of
         four of the more popular video game genres: simulation,
         strategy, action, and role-playing games” (p. 8).
         Apperley, T. H. (2006). Genre and game studies: Toward a critical approach to video game genres.
         Simulation & Gaming, 37 (1), 6-23.

Friday, April 19, 13
TRADITIONAL DEFINITIONS OF GAME
                      GENRES

         McCann (2009) echoes some of the same “broadly accepted
         genres around which librarians can organize their game
         collections.” These “genres” include:

         “Action, Action-Adventure, Adventure, MMORPG (Massively
         Multiple Online Role-Playing Games), Music, Role-Playing,
         Simulation, Sports, Strategy” (p. 56).
         McCann, S. (2009). Game genres. Library Journal, January, 56.




Friday, April 19, 13
TRADITIONAL DEFINITIONS OF GAME
                      GENRES

         “The genres covered in this list are as follows: Abstract, Adaptation,
         Adventure, Artificial Life, Board Games, Capturing, Card Games,
         Catching, Chase, Collecting, Combat, Demo, Diagnostic, Dodging,
         Driving, Educational (“Games which are designed to teach”), Escape,
         Fighting, Flying, Gambling, Interactive Movie, Management Simulation,
         Maze, Obstacle Course, Pencil-and-Paper Games, Pinball, Platform,
         Programming, Games, Puzzle, Quiz, Racing, Role Playing, Rhythm and
         Dance, Shoot ‘Em Up, Simulation, Sports, Strategy, Table-Top Games,
         Target, Text Adventure, Training Simulation, and Utility” (p. 117).

         Wolf, M. J. P. (Ed.). (2001). The medium of the video game. Austin, TX: University of Texas Press.




Friday, April 19, 13
TRADITIONAL DEFINITIONS OF GAME
                      GENRES
         “One possible genre of applications is augmented reality
         simulations, simulations in which virtual data are connected to
         real-world locations and contexts.... By simulating a virtual
         investigation, educators can potentially initiate students into
         environmental science as a coherent social practice, as
         opposed to a set of disconnected procedures or body of
         facts” (p. 372).
         Squire, K., & Klopfer, E. (2007). Augmented reality simulations on handheld computers. Journal of the
         Learning Sciences, 16 (3), 371-413.




Friday, April 19, 13
REDEFINING GAME GENRES

         “Key variables differentiating these genres might include time
         to completion, replayability, and degrees of open-ended
         problem solving (i.e., is there one right solution or are there
         multiple acceptable solution paths?). Notice that this is not a
         traditional genre grouping in that it does not distinguish by
         content (science fiction vs. elves and orcs, for example) (p.
         171).

         Squire, K. (2008). Open-ended video games: A model for developing learning in the interactive age.
         In K. Salen (Ed.) The Ecology of Games: Connecting Youth, Games, and Learning. Cambridge, MA: The
         John D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning.


Friday, April 19, 13
REDEFINING GAME GENRES
         “A classification of discourse will be rhetorically sound if it
         contributes to an understanding of how discourse works—that is,
         if it reflects the rhetorical experience of the people who create
         and interpret the discourse. A useful principle of classification for
         discourse, then, should have some basis in the conventions of
         rhetorical practice, including the ways actual rhetors and
         audiences have of comprehending the discourse they use”
         (p. 152).

         “... typified rhetorical actions based in recurring situations”
         (p. 159).

         Miller, C. R. (1984). Genre as social action. Quarterly Journal of Speech, 70, 151-167.

Friday, April 19, 13
THE SOCIAL LIFE OF GAME
                                  DEVELOPMENT

                                        COMMUNITY                  3rd-PARTY
  ANNOUNCEMENT TEASER/TRAILER DEMO/BETA DEVELOPMENT LAUNCH/RELEASE MODIFICATIONS EXPANSIONS                                   SEQUELS
            Initial        Preview of   Game testing/                                                                Cycle begins again
            statement of   game         demonstration
            release                                     User community          Community may develop         Game may have official
                                                        develops around game    modifications to the game     add-ons to the original
                                                        play and strategy.      elements, narrative, rules,   game, often inspired by
                                                                                etc.                          community input.



                                                                               GAME GENRE SET



Friday, April 19, 13
HALF-LIFE


                                                          COMMUNITY
  ANNOUNCEMENT TEASER/TRAILER DEMO/BETA                   DEVELOPMENT LAUNCH              3rd-PARTY MODS EXPANSIONS                 SEQUELS
         Valve Software    Preview at E3   Test versions for                                                               Half-Life 2 announced
         founded; joins    conference      advance release
         with Sierra On-   (1997)                               Websites (gamespot.com)        Counter-Strike         Team Fortress
         Line (1996)                                            Online forums                  Narbacular Drop        Half-Life: Opposing Force
                                                                Tutorials (YouTube)            Black Mesa             Half-Life: Blue Shift
                                                                Half-Life:Uplink movie                                Half-Life:Decay
                                                                Fan fiction
                                                                Gatherings for gameplay
                                                                (in-person and online)




Friday, April 19, 13
ICE HOCKEY




                                                                                                                                                ICE HOCKEY
                                                          COMMUNITY
 ANNOUNCEMENT TEASER/TRAILER DEMO/BETA                    DEVELOPMENT LAUNCH                 3rd-PARTY MODS EXPANSIONS                SEQUELS
         Dates/schedule   Pre-season          Pre-season games            Regular season begins                               New season
         of new season    tickets sales and
         announced        promotional                            Websites (tsn.com)               Fantasy hockey         Adding teams to the
                          events                                 Online forums                    teams                  league
                                                                 Gatherings for game              Hockey video and                   project
                                                                 watching                         arcade games           Changes to divisions
                                                                 Minor leagues                                           All-Star game
                                                                                                                         Draft




Friday, April 19, 13
EDUCATIONAL RESEARCH & PRACTICE
    • Game audiences, not only game experiences, encourage gamer
          engagement, participation, and collaboration surrounding game
          events.

    • Support information, communities, and instructional spaces for
          novice, intermediate, and expert learners develop.

    • Gamers negotiate similar game features and the various discourse
          communities that emerge via the gaming community.

    • Games can facilitate problem solving, creativity, reflection,
          collaboration, and engaged participation.


Friday, April 19, 13
EDUCATIONAL RESEARCH & PRACTICE
    • Genre sets for games explicate abstract concepts such as
          understanding, learning, motivation, knowledge, expertise, and
          deep involvement.

    • Subject matters can be presented from various perspectives,
          invite increased participation, and encourage our capacity to build
          and share.

    • Game designers and players collaborate, communicate,
          contribute, and evaluate different game releases.




Friday, April 19, 13
THANK YOU!
                         QUESTIONS?




                                      Photo credit: http://synergizmo.com
Friday, April 19, 13

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Game Genres: For the Design and Evaluation of Future Learning Environments

  • 1. GAME GENRES FOR THE DESIGN AND EVALUATION OF FUTURE LEARNING ENVIRONMENTS Brad Mehlenbacher with Jennifer Riehle, Madeline Coven, Jameson Hogan, Christopher Kampe, John Martin, Charlene Mutamba, Jessie Stellini, and Keith Wickliffe CRDM Research Symposium: Emerging Genres, Narratives, Forms in New Media 19 April 2013 Friday, April 19, 13
  • 2. GAMES & LEARNING DESIGN (EAC 795) How people design and learn from games is of enormous interest to contemporary researchers and educators given that recent surveys of Americans over 15 show that they spend about the same amount of time every day “playing games or using the computer for leisure” as they do “relaxing or thinking” (U.S. Department of Labor, 2006). U.S. Department of Labor (2006). American Time Use Survey: Leisure and Sports Activities. Bureau of Labor Statistics Report. Available online: http://www.bls.gov/tus/charts/leisure.htm. Friday, April 19, 13
  • 3. GAME TEXT EXAMPLES Huizinga, J. (1955). Homo ludens; a study of the play-element in culture. Boston, MA: Beacon Press. Caillois, R. (1958, 2001). Man, play, and games. Urbana and Chicago, IL: University of Illinois Press (originally translated from the French by Meyer Barash). Sutton-Smith, B. (1997). The ambiguity of play. Cambridge, MA: Harvard University Press. Salen, K., & Zimmerman, E. (Eds.). (2006). The game design reader: A rules of play anthology. Cambridge, MA: MIT P. Gee, J. P. (2007). What video games have to teach us about learning and literacy, 2nd Ed. NY, NY: Palgrave Macmillan. Friday, April 19, 13
  • 4. We have to conclude, therefore, that civilization is, in its earliest phases, played. It does not come from play like a baby detaching itself from the womb: it arises in and as play, and never leaves it. Huizinga, J. (1955). Homo ludens; a study of the play-element in culture. Boston, MA: Beacon Press. Photo credit: http://www.gamingsymmetry.com/ Friday, April 19, 13
  • 5. TRADITIONAL DEFINITIONS OF GAME GENRES “This proactive production by players of story elements, a visual-motoric-auditory-decision-making symphony, and a unique real-virtual story produces a new form of performance art coproduced by players and game designers” (p. 61). Gee, J. P. (2006). Why game studies now? Video games: A new art form. Games and Culture, 1, 58-61. “... for the sake of brevity, this article will utilize case studies of four of the more popular video game genres: simulation, strategy, action, and role-playing games” (p. 8). Apperley, T. H. (2006). Genre and game studies: Toward a critical approach to video game genres. Simulation & Gaming, 37 (1), 6-23. Friday, April 19, 13
  • 6. TRADITIONAL DEFINITIONS OF GAME GENRES McCann (2009) echoes some of the same “broadly accepted genres around which librarians can organize their game collections.” These “genres” include: “Action, Action-Adventure, Adventure, MMORPG (Massively Multiple Online Role-Playing Games), Music, Role-Playing, Simulation, Sports, Strategy” (p. 56). McCann, S. (2009). Game genres. Library Journal, January, 56. Friday, April 19, 13
  • 7. TRADITIONAL DEFINITIONS OF GAME GENRES “The genres covered in this list are as follows: Abstract, Adaptation, Adventure, Artificial Life, Board Games, Capturing, Card Games, Catching, Chase, Collecting, Combat, Demo, Diagnostic, Dodging, Driving, Educational (“Games which are designed to teach”), Escape, Fighting, Flying, Gambling, Interactive Movie, Management Simulation, Maze, Obstacle Course, Pencil-and-Paper Games, Pinball, Platform, Programming, Games, Puzzle, Quiz, Racing, Role Playing, Rhythm and Dance, Shoot ‘Em Up, Simulation, Sports, Strategy, Table-Top Games, Target, Text Adventure, Training Simulation, and Utility” (p. 117). Wolf, M. J. P. (Ed.). (2001). The medium of the video game. Austin, TX: University of Texas Press. Friday, April 19, 13
  • 8. TRADITIONAL DEFINITIONS OF GAME GENRES “One possible genre of applications is augmented reality simulations, simulations in which virtual data are connected to real-world locations and contexts.... By simulating a virtual investigation, educators can potentially initiate students into environmental science as a coherent social practice, as opposed to a set of disconnected procedures or body of facts” (p. 372). Squire, K., & Klopfer, E. (2007). Augmented reality simulations on handheld computers. Journal of the Learning Sciences, 16 (3), 371-413. Friday, April 19, 13
  • 9. REDEFINING GAME GENRES “Key variables differentiating these genres might include time to completion, replayability, and degrees of open-ended problem solving (i.e., is there one right solution or are there multiple acceptable solution paths?). Notice that this is not a traditional genre grouping in that it does not distinguish by content (science fiction vs. elves and orcs, for example) (p. 171). Squire, K. (2008). Open-ended video games: A model for developing learning in the interactive age. In K. Salen (Ed.) The Ecology of Games: Connecting Youth, Games, and Learning. Cambridge, MA: The John D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning. Friday, April 19, 13
  • 10. REDEFINING GAME GENRES “A classification of discourse will be rhetorically sound if it contributes to an understanding of how discourse works—that is, if it reflects the rhetorical experience of the people who create and interpret the discourse. A useful principle of classification for discourse, then, should have some basis in the conventions of rhetorical practice, including the ways actual rhetors and audiences have of comprehending the discourse they use” (p. 152). “... typified rhetorical actions based in recurring situations” (p. 159). Miller, C. R. (1984). Genre as social action. Quarterly Journal of Speech, 70, 151-167. Friday, April 19, 13
  • 11. THE SOCIAL LIFE OF GAME DEVELOPMENT COMMUNITY 3rd-PARTY ANNOUNCEMENT TEASER/TRAILER DEMO/BETA DEVELOPMENT LAUNCH/RELEASE MODIFICATIONS EXPANSIONS SEQUELS Initial Preview of Game testing/ Cycle begins again statement of game demonstration release User community Community may develop Game may have official develops around game modifications to the game add-ons to the original play and strategy. elements, narrative, rules, game, often inspired by etc. community input. GAME GENRE SET Friday, April 19, 13
  • 12. HALF-LIFE COMMUNITY ANNOUNCEMENT TEASER/TRAILER DEMO/BETA DEVELOPMENT LAUNCH 3rd-PARTY MODS EXPANSIONS SEQUELS Valve Software Preview at E3 Test versions for Half-Life 2 announced founded; joins conference advance release with Sierra On- (1997) Websites (gamespot.com) Counter-Strike Team Fortress Line (1996) Online forums Narbacular Drop Half-Life: Opposing Force Tutorials (YouTube) Black Mesa Half-Life: Blue Shift Half-Life:Uplink movie Half-Life:Decay Fan fiction Gatherings for gameplay (in-person and online) Friday, April 19, 13
  • 13. ICE HOCKEY ICE HOCKEY COMMUNITY ANNOUNCEMENT TEASER/TRAILER DEMO/BETA DEVELOPMENT LAUNCH 3rd-PARTY MODS EXPANSIONS SEQUELS Dates/schedule Pre-season Pre-season games Regular season begins New season of new season tickets sales and announced promotional Websites (tsn.com) Fantasy hockey Adding teams to the events Online forums teams league Gatherings for game Hockey video and project watching arcade games Changes to divisions Minor leagues All-Star game Draft Friday, April 19, 13
  • 14. EDUCATIONAL RESEARCH & PRACTICE • Game audiences, not only game experiences, encourage gamer engagement, participation, and collaboration surrounding game events. • Support information, communities, and instructional spaces for novice, intermediate, and expert learners develop. • Gamers negotiate similar game features and the various discourse communities that emerge via the gaming community. • Games can facilitate problem solving, creativity, reflection, collaboration, and engaged participation. Friday, April 19, 13
  • 15. EDUCATIONAL RESEARCH & PRACTICE • Genre sets for games explicate abstract concepts such as understanding, learning, motivation, knowledge, expertise, and deep involvement. • Subject matters can be presented from various perspectives, invite increased participation, and encourage our capacity to build and share. • Game designers and players collaborate, communicate, contribute, and evaluate different game releases. Friday, April 19, 13
  • 16. THANK YOU! QUESTIONS? Photo credit: http://synergizmo.com Friday, April 19, 13