1.23 Week 1 Motivation
- Discuss: Sequels, Painstation, Getting Over It
- Play: Calvin Ball https://calvinandhobbes.fandom.com/wiki/Calvinball
- Homework:
- in teams of 3 generate 5 game ideas for games that do not have an explicit end state, exploring viral spread and changeable rules)
- Post thoughts on what we played in class
- Read/Play: Cow Clicker, http://bogost.com/writing/blog/cow_clicker_1/, The Graveyard, Townscaper https://youtu.be/hqq25n6cQqo?si=leLV3KMoWNIXzbaM
- Questions:
- What are the issues Ian Bogost raises about social games with Cow Clicker?
- How do social games like FarmVille enframe friends?
- How do social games destroy time outside of the game?
1.30 Week 2 Persuade
- Discuss:
- Advergames – Pepsi Man, Sneak King, Chex Quest, M&M Kart Racing, America’s Army
- Awareness Games – Vote!!!, Darfur is Dying
- Play:
- In Class Pitch – one of your endless game ideas (wrinkle – now make it a persuasive game)
- Homework:
- generate 5 new game ideas that explore changing players minds about … (climate change, energy, politics, etc.)
- Post thoughts on what we played in class
- Read: Advergames from Bogost, Ian. Persuasive Games: The expressive power of videogames
- what advergames have you played? did they influence a purchase?
- why do the advergames tooth protector and escape work? What makes chase the chuckwagon and shark bait fail?
- what does volvo’s drive for life accomplish?
- what company used in-advergame advertising
- what was one if the first home-console advergames and what beverage was it for?
- what makes the toilet training game sophisticated and do you agree?
- what do advergames and anti-advergames have in common, and what principles do they share?
2.6 Week 3 Games for Change
- Discuss:
- Play:
- Homework:
- Post thoughts on what we played in class
- Generate a list of five game ideas that revolve around the theme of empathy. Wrinkle: Take one of the five ideas and make it an alternate reality game.
- Read: Chapter 1 and 3 from Flanagan, Mary. Critical Play Radical Game Design, MIT Press, 2009
- From chapter 1:
- how does mary flanagan’s definition of game differ from chris crawford’s as well as the definition crafted by katie salen and eric zimmerman?
- what is an activist game?
- From chapter 3 –
- From chapter 1:
- go and chess are examples of games that feature “perfect information”, what other games share that feature?
- why might chance or gambling games hold spiritual or religious importance to ancient cultures?
- when was the earliest battle between government/ religious groups and games? what modern games can you think of that have been banned or demonized?
- what is a fox game, and what would be a modern example?
- what was the purpose or intent of the game: Mansion of Happiness?
- Why do artists from the Fluxus and Surealist movements play games? Why did Surealists believe games might help everyone?
- Changes in what can signal profound changes in games? How were pinball games reskinned during WW2?
- What statements did Fluxus artists make by reskinning games like monopoly and ping pong?
- How are artists like Lilian Ball, Marcel Duchamp, Takako Saito, Yoko Ono, Gabriel Orozco and Ruth Catlowusing war games?
- Why is it important for players to have agency in a critical or serious game?
2.13 Week 4 Serious Games
- Discuss: Train, Crosser & La Migra, Ludoztil, Oregon Trail, Last Resort
- Play:
- Crossing the Bridge
- Observance
- Homework:
- Post thoughts on what we played in class
- Prototype one of your ideas from the last 2 weeks
- give me 5 new ideas for a serious game.
- Select a game from the games for change site to discuss in a podcast.
- Read:
- Amy Bruckman “Can Education be Fun?” (1999)
- Ian Bogost “Gamification is Bullshit” (2011)
- Matthew Farber, “Why Serious Games Are Not Chocolate-Covered Broccoli” (2014)
- Questions
- what learning games have you played? can you categorize them by the theory of learning types: behaviorism, constructivism, constructivism or social nature? if you played more than one which was the most effective?
- is gamification bullshit, what is ian bogost’s argument and do you agree? where have you encountered it outside of class and what was your experience?
- What is a serious game and why aren’t they chocolate covered broccoli?
2.20 Week 5 Play test
- Playtest Game 1
- Choose games for podcast
- Play anything you haven’t yet played
2.27 Week 6 Simulation
- Discuss: Doctrine – Cognitive Task Analysis, Full Spectrum Warrior, Medical Simulation
- Play: Keep Talking and No-one Explodes
- Homework:
- Post thoughts on what we played in class
- 5 ideas for simulations
3.13 Week 7 Prototype Game 2 / Discuss Podcasts
- Read:
- Brian Winn, Carrie Heeter, “Resolving Conflicts in Educational Game Design through Playtesting“ Innovate: Journal of Online Education Volume 3, Number 2, December 2006
- What are the challenges a team faces when working on an educational game?
- In the case study team members vetoed each others game ideas, what were the scientist’s, pedagogy expert’s and designer’s issues?
- What did the team learn from play testing their prototypes?
- How does play testing resolve conflicts among team members?
- Brian Winn, Carrie Heeter, “Resolving Conflicts in Educational Game Design through Playtesting“ Innovate: Journal of Online Education Volume 3, Number 2, December 2006
3.20 Week 8 Playtest Game 2
- Playtest Game 2
- Discuss: Assessment/After Action Review
- Play: Keep Talking and No-one Explodes
- Homework:
- Read: Chen, S. and Michael, D. Proof of Learning: Assessment in Serious Games.
3.27 Week 9 Refine Game 2
4.3 Week 10 Playtest Game 2
4.10 Week 11 Prototype Game 3
4.17 Week 12 Playtest Game 3
4.24 Week 13 Refine Game 3
5.1 Week 14 Playtest Game 3
Final Play Test of fully developed game
5.8 Week 15 Final Presentations between 8:00 to 10:00am
Final Play Test of fully developed game