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Telling Stories, Playing Games

Ruben R. Puentedura, Ph.D.
Four Engines of Transformation




  Social Computing                             Digital Storytelling
                                         e
                                         iv
                       So




                                      at
                          ci




                                     r
                                  ar
                           al


                                  N
                             al


                                   Pl
                          su




                                      ay
                       Vi




   Visualization and
                                              Educational Gaming
      Simulation
Educational Gaming
Formal Definition of Play (Salen & Zimmerman)




 quot;Play is free movement within a
 more rigid structure.quot;


    Salen, K. and E. Zimmerman, Rules of Play : Game Design Fundamentals. The MIT Press. (2003)




Formal Definition of Game



 quot;A game is a system in which
 players engage in an artificial
 conflict, defined by rules, that
 results in a quantifiable
 outcome.quot;
Games and Abstraction

• Some videogames are more like real-life simulations:




• Others are more abstract:




Games and Goals

• Some videogames are driven by real-life type goals:




• The goals in other games are more arbitrary:
Games and Narrative




    Interactive Fiction



   Role-playing Games

                                                                                   • Provide domain-specific analytic
                                                                                     and problem-solving approaches
         MMOGs                                                                     • Enhance skill transfer to related
                                        Commercial          Critical Gaming
                                                                                     tasks or domains
                                                                                   • Enhance general skills or
          ARGs                                                                       cognitive processes



          Sims                   Games
                                                                                   • Provide domain-specific content
                                                                                   • Provide domain-specific analytic
                                                                                     and problem-solving approaches
Real-Time Strategy Games                                  Instructor-Created
                                                                                   • Enhance skill transfer to related
                                                                                     tasks or domains
                                        Educational
                                                                                   • Enhance general skills or
Turn-based Strategy Games                                                            cognitive processes
                                                           Student-Created
                                                                                   • Develop specific social
                                                                                     structures
                                                                                   • Improve participant motivation
Twitch and Rhythm Games



         R. Puentedura, “I Taught It, Bought It at the Game Store: Repurposing Commercial Games for Education”.
                                       NMC Summer Conference Proceedings. (2007)
Digital Storytelling




The Layout of Lascaux




            Source: Alain Jaubert, Lascaux, Préhistoire de l'art. Arte Video (1996)
Autun Cathedral
Nonlinear Narrative Geometries: “Look Behind You”




         Daniel in the Lions’ Den                                                  Samson Destroying the Temple
Christ Appears to Mary Magdalen                                                    Noah’s Ark
                                                                                   Fall of Simon the Magician
        Liberation of Saint Peter
                                                                                   Ascension of Simon the Magician
   The Prisoners in the Furnace




                                    Sacrifice of Isaac   Nativity of the Infant Jesus




                          Floorplan Source: http://eng.archinform.net/projekte/11316.htm




Daniel/Christ Appears
Prisoners/St. Peter
Forms of Digital Storytelling




                         Pictorial vocabulary;
   Narrative sources;    Narrative transitions;   CDS Seven Elements;      Narrative structures;
  Narrative constraints Text/image integration     Montage structures        Narrative flows             Ludic elements




     Image                  Sequential                 Moving                 Interactive                Interactive
    Assembly                   Art                     Image                    Media                      Fiction



 5-Card Nancy               Comic Life                Premiere               Pachyderm                    Inform 7




R. Puentedura, “Digital Storytelling: An Alternative Instructional Approach”. NMC Summer Conference Proceedings. (2008)
Five-Card Nancy




             http://www.7415comics.com/nancy/index.html




Pachyderm and Structure




                     http://pachyderm.nmc.org/
The Formal and Structural Questions




           Scott McCloud, Understanding Comics. HarperCollins. (1993)
The Basic Screenplay Paradigm (Field)
   THE                                               The Story:

    PARADIGM
    WORKSHEET

          ACT I                                        ACT II                                       ACT III

                                        First Half         50%          Second Half
                            25%                                                              75%
                                  Dramatic Context                 Dramatic Context




                                                         Midpoint
                                                        about page 60




               Plot Point I                                                     Plot Point II
               (approx. 20-30)                                                  (approx. 80-90)
                  17–25%                                                          67–75%


         SET-UP                                  CONFRONTATION                                     RESOLUTION
                                                                                                    Copyright ! 2000 Syd Field




       S. Field, Screenplay - The Foundations of Screenwriting, Third Edition. Dell Publishing. (1994)




Modular Storytelling Example


                     Perm. 1           Perm. 4                                                Perm. 1             Perm. 4
                     Dyn. 1            Dyn. 6                                                 Dyn. 3              Dyn. 4




     First           Perm. 2           Perm. 5                              First             Perm. 2             Perm. 5
  Story Step         Dyn. 2            Dyn. 5                            Story Step           Dyn. 1              Dyn. 2




                     Perm. 3           Perm. 6                                                Perm. 3             Perm. 6
                     Dyn. 3            Dyn. 4                                                 Dyn. 6              Dyn. 5




                  Player A                                                                  Player B



  L. Sheldon, Character Development and Storytelling for Games. Thomson Course Technology PTR. (2004)
Bibliography




• Educational Gaming:
   • Salen, K. and E. Zimmerman. Rules of Play : Game Design Fundamentals.
     Cambridge: The MIT Press, 2003.
   • Salen, K. and E. Zimmerman. The Game Design Reader : a Rules of Play Anthology.
     Cambridge: The MIT Press, 2006.
   • Lakoff, G. Women, Fire, and Dangerous Things : What Categories Reveal About the
     Mind. Chicago: University of Chicago Press, 1987.
   • Randel, J.M., B.A. Morris, C.D. Wetzel, and B.V. Whitehill. “The Effectiveness of
     Games for Educational Purposes: A Review of Recent Research.” Simulation &
     Gaming (Volume 23):261-276, 1992.
   • Fletcher, J.D. and S. Tobias. “Using Computer Games and Simulations for
     Instruction: A Research Review.” Proceedings of the Society for Advanced Learning
     Technology Meeting, 2006.
   • Puentedura, R. “I Taught It, Bought It at the Game Store: Repurposing Commercial
     Games for Education”. NMC Summer Conference Proceedings, 2007.
     Available online at:
     http://www.nmc.org/publications/2007-conference-proceedings
   • Puentedura, R. “Beyond World of Warcraft: the Universe of MMOGs”. NMC Summer
     Conference Proceedings, 2007.
     Available online at:
     http://www.nmc.org/publications/2007-conference-proceedings
• Digital Storytelling:
      • Jaubert, A. Lascaux, Préhistoire de l'Art. Arte Video, 1996.
      • Puentedura, R. “Digital Storytelling: An Alternative Instructional Approach”. NMC
        Summer Conference Proceedings, 2008.
        Available online at:
        http://www.nmc.org/publications/2008-conference-proceedings
      • McCloud, S. Understanding Comics. New York: HarperCollins, 1993.
      • Field, S. Screenplay - The Foundations of Screenwriting, Third Edition. New York:
        Dell Publishing, 1994.
      • Campbell, J. The Hero with a Thousand Faces. New Jersey: Princeton University
        Press, 1972.
      • Propp, V. Morphology of the Folktale. Trans. L. Scott. Austin: University of Texas
        Press, 1968.
      • Sheldon, L. Character Development and Storytelling for Games. Boston: Thomson
        Course Technology PTR, 2004.




   Hippasus




                         http://hippasus.com/rrpweblog/
                             rubenrp@hippasus.com
This work is licensed under a Creative Commons Attribution-Noncommercial-Share Alike 3.0 License.

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Puentedura Telling Stories Playing Games

  • 1. Telling Stories, Playing Games Ruben R. Puentedura, Ph.D.
  • 2. Four Engines of Transformation Social Computing Digital Storytelling e iv So at ci r ar al N al Pl su ay Vi Visualization and Educational Gaming Simulation
  • 4. Formal Definition of Play (Salen & Zimmerman) quot;Play is free movement within a more rigid structure.quot; Salen, K. and E. Zimmerman, Rules of Play : Game Design Fundamentals. The MIT Press. (2003) Formal Definition of Game quot;A game is a system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome.quot;
  • 5. Games and Abstraction • Some videogames are more like real-life simulations: • Others are more abstract: Games and Goals • Some videogames are driven by real-life type goals: • The goals in other games are more arbitrary:
  • 6. Games and Narrative Interactive Fiction Role-playing Games • Provide domain-specific analytic and problem-solving approaches MMOGs • Enhance skill transfer to related Commercial Critical Gaming tasks or domains • Enhance general skills or ARGs cognitive processes Sims Games • Provide domain-specific content • Provide domain-specific analytic and problem-solving approaches Real-Time Strategy Games Instructor-Created • Enhance skill transfer to related tasks or domains Educational • Enhance general skills or Turn-based Strategy Games cognitive processes Student-Created • Develop specific social structures • Improve participant motivation Twitch and Rhythm Games R. Puentedura, “I Taught It, Bought It at the Game Store: Repurposing Commercial Games for Education”. NMC Summer Conference Proceedings. (2007)
  • 7. Digital Storytelling The Layout of Lascaux Source: Alain Jaubert, Lascaux, Préhistoire de l'art. Arte Video (1996)
  • 9. Nonlinear Narrative Geometries: “Look Behind You” Daniel in the Lions’ Den Samson Destroying the Temple Christ Appears to Mary Magdalen Noah’s Ark Fall of Simon the Magician Liberation of Saint Peter Ascension of Simon the Magician The Prisoners in the Furnace Sacrifice of Isaac Nativity of the Infant Jesus Floorplan Source: http://eng.archinform.net/projekte/11316.htm Daniel/Christ Appears Prisoners/St. Peter
  • 10. Forms of Digital Storytelling Pictorial vocabulary; Narrative sources; Narrative transitions; CDS Seven Elements; Narrative structures; Narrative constraints Text/image integration Montage structures Narrative flows Ludic elements Image Sequential Moving Interactive Interactive Assembly Art Image Media Fiction 5-Card Nancy Comic Life Premiere Pachyderm Inform 7 R. Puentedura, “Digital Storytelling: An Alternative Instructional Approach”. NMC Summer Conference Proceedings. (2008)
  • 11. Five-Card Nancy http://www.7415comics.com/nancy/index.html Pachyderm and Structure http://pachyderm.nmc.org/
  • 12. The Formal and Structural Questions Scott McCloud, Understanding Comics. HarperCollins. (1993)
  • 13. The Basic Screenplay Paradigm (Field) THE The Story: PARADIGM WORKSHEET ACT I ACT II ACT III First Half 50% Second Half 25% 75% Dramatic Context Dramatic Context Midpoint about page 60 Plot Point I Plot Point II (approx. 20-30) (approx. 80-90) 17–25% 67–75% SET-UP CONFRONTATION RESOLUTION Copyright ! 2000 Syd Field S. Field, Screenplay - The Foundations of Screenwriting, Third Edition. Dell Publishing. (1994) Modular Storytelling Example Perm. 1 Perm. 4 Perm. 1 Perm. 4 Dyn. 1 Dyn. 6 Dyn. 3 Dyn. 4 First Perm. 2 Perm. 5 First Perm. 2 Perm. 5 Story Step Dyn. 2 Dyn. 5 Story Step Dyn. 1 Dyn. 2 Perm. 3 Perm. 6 Perm. 3 Perm. 6 Dyn. 3 Dyn. 4 Dyn. 6 Dyn. 5 Player A Player B L. Sheldon, Character Development and Storytelling for Games. Thomson Course Technology PTR. (2004)
  • 14. Bibliography • Educational Gaming: • Salen, K. and E. Zimmerman. Rules of Play : Game Design Fundamentals. Cambridge: The MIT Press, 2003. • Salen, K. and E. Zimmerman. The Game Design Reader : a Rules of Play Anthology. Cambridge: The MIT Press, 2006. • Lakoff, G. Women, Fire, and Dangerous Things : What Categories Reveal About the Mind. Chicago: University of Chicago Press, 1987. • Randel, J.M., B.A. Morris, C.D. Wetzel, and B.V. Whitehill. “The Effectiveness of Games for Educational Purposes: A Review of Recent Research.” Simulation & Gaming (Volume 23):261-276, 1992. • Fletcher, J.D. and S. Tobias. “Using Computer Games and Simulations for Instruction: A Research Review.” Proceedings of the Society for Advanced Learning Technology Meeting, 2006. • Puentedura, R. “I Taught It, Bought It at the Game Store: Repurposing Commercial Games for Education”. NMC Summer Conference Proceedings, 2007. Available online at: http://www.nmc.org/publications/2007-conference-proceedings • Puentedura, R. “Beyond World of Warcraft: the Universe of MMOGs”. NMC Summer Conference Proceedings, 2007. Available online at: http://www.nmc.org/publications/2007-conference-proceedings
  • 15. • Digital Storytelling: • Jaubert, A. Lascaux, Préhistoire de l'Art. Arte Video, 1996. • Puentedura, R. “Digital Storytelling: An Alternative Instructional Approach”. NMC Summer Conference Proceedings, 2008. Available online at: http://www.nmc.org/publications/2008-conference-proceedings • McCloud, S. Understanding Comics. New York: HarperCollins, 1993. • Field, S. Screenplay - The Foundations of Screenwriting, Third Edition. New York: Dell Publishing, 1994. • Campbell, J. The Hero with a Thousand Faces. New Jersey: Princeton University Press, 1972. • Propp, V. Morphology of the Folktale. Trans. L. Scott. Austin: University of Texas Press, 1968. • Sheldon, L. Character Development and Storytelling for Games. Boston: Thomson Course Technology PTR, 2004. Hippasus http://hippasus.com/rrpweblog/ rubenrp@hippasus.com This work is licensed under a Creative Commons Attribution-Noncommercial-Share Alike 3.0 License.