Serious-Minded Games
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Serious-Minded Games
Games with a purpose, and how they get created
Curated by Jim Lerman
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Gamasutra: Dan Cox's Blog - Learning Inform 7: Part 2

Gamasutra: Dan Cox's Blog - Learning Inform 7: Part 2 | Serious-Minded Games | Scoop.it

by Dan Cox

 

"[I highly recommend reading Part 1 before this one. While much of the information can be understood separately, the ongoing story and many basic concepts were outlined earlier. This part will build on those ideas and further explain their functionality.]

 

"By default, Inform 7 does not track the plot of a story. Action happen and events occur consecutively, but there is no division of story progression into anything more than the current running session. However, time itself is tracked."

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5 stages of Games Based Learning

5 stages of Games Based Learning | Serious-Minded Games | Scoop.it

“All truth passes through three stages. First, it is ridiculed. Second, it is violently opposed. Third, it is accepted as being self-evident.” said Schopenhauer of the learning process.


Via Joe Pereira
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Joe Pereira's curator insight, April 17, 2013 6:05 AM

This is an interesting take on how educators progress to acceptance of digital game-based learning as a viable learning tool through the lens of the 'five stages of grief' of the Kubler-Ross model.

Delmai George's curator insight, April 19, 2013 3:56 AM

Teachers can feel uncomfortable about using computer games in the classroom.  Dean Groom's comments at each stage will certainly ring true for many. 

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Framed: putting context in the player's hands [A new approach to interactive storytelling]

Framed: putting context in the player's hands [A new approach to interactive storytelling] | Serious-Minded Games | Scoop.it

Tracey Lien:  "In most video games, players are entrusted with performing actions: run, jump, shoot, swing, slash, crouch and curb-stomp. The developer sets the scene, establishes the context and the player is released into the world with an arsenal of actions. In Loveshack Entertainment's Framed, things work the other way around."


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The Digital Rocking Chair's curator insight, May 8, 2013 4:22 AM

A detailed look at the creative process behind a new approach to interactive storytelling in video games.

Hanson Zandi's curator insight, May 8, 2013 7:40 AM

With Graphic novels being vogue and interactive media sought after- this is a great game by Loveshack Entertainment. It puts the audience in control to craft the story.

Deanya Lattimore Schempp's curator insight, May 11, 2013 9:17 AM

Reminds me of Led Zeppelin's _In Through the Out Door_ interior album jackets.  I realized a few years ago that story arc is particular to the character's point of view, and should be talked about in that way, so this really adds a dimension to the analysis that could help students imagine stories from multiple perspectives.

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Serious Games: the Revenge

Serious Games: the Revenge | Serious-Minded Games | Scoop.it

"It would be then be a mistake not to take games seriously. When someone is playing, he does his best, throws himself into the game, and follows rules: his playful practice, to some extent, is serious! Anthropologist Brian Sutton Smith thus describes the ambiguity of play activities, where rhetorics related to progress, identity, power, and personal experience… play out.

 

"Damien Djaouti and Julian Alvarez have identified three dimensions defining “serious” gaming. The first one is persuasive, and seeks to highlight a message via graphics or audio. The second one is informative and gives the learner an opportunity to interact with the message. The third level is demonstrative/educative, and is the one which best characterizes serious games: it aims to convey a message or to train the learner. The videogame’s scenario then becomes one with the pedagogical scenario. When they are intended to provide training, serious games offer to play a role in a simulated system.

 

"The term “serious game” ultimately invites us to reconsider the very definition of games. Refusing to define set boundaries, Gilles Brougère defines it by a series of criteria: “second degree” (“not for real” stuff); decision to play (and to continue to play), uncertainty regarding the end; frivolity; minimization of consequences…

 

"“Consequences” are precisely what might characterize the functions assigned to serious games. Serious games are entirely designed around an objective. Utilitarian components (with training or communication purposes) and video gaming components are nested inside one another from the outset. This implies that all stakeholders behind the production of serious games must work together, from sponsor to publisher, developer, sociologist, educationalist, physician, military consultant, communication agency…"

Jim Lerman's insight:

Very good descriptive account of the rise of serious games, right up to the present day.

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Student interactive simulation-writing in political science

Student interactive simulation-writing in political science | Serious-Minded Games | Scoop.it

By Rex Brynen

 

"A few months back we mentioned Inklewriter here on the blog, a “ free tool designed to allow anyone to write and publish interactive stories.” This term I had a chance to try it out for class assignments, specifically as an alternative option for the group research paper assignment in my POLI 450 (Peacebuilding) course at McGill University. Usually this paper takes the form of a “best practices” analysis of a common peacebuilding challenges, such as dealing with the demobilization and reintegration of ex-combatants, the return of refugees and internally displaced persons, or donor coordination. For those who decided to go the Inklewriter route, they were told to develop an interactive story or adventure that would serve to illustrate best practices, explore particular sets of operational challenges, or otherwise illuminate the material we had covered in class in an educational way. Because of the experimental nature of the assignment, they were asked to submit both a development diary documenting the design process, as well as the Inklewriter project itself. They were also given a two-week extension."

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Jim Lerman's curator insight, May 9, 2013 5:34 PM

A fascinating case study on the use of a new tool (to me!) for writing interactive stories...in this case for a course in Peacebuilding. What a tremendously rich resource this is.

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51 Things every game student should know | Zero G

51 Things every game student should know | Zero G | Serious-Minded Games | Scoop.it

From the blog

 

"It’s finally here. After months of faffing and getting really angry, I wrote down 51 things that all my game students should know but seemingly don’t. That list is growing all the time, so expect it to expand to 100 things over the next 4 weeks as marking commences once more. Feel free to share this PDF, show it, or do anything with it as long as you don’t make any money off it, or forget to cite me as the owner of this work, it’s yours to mess with as you like. I particularly welcome any use of this with music. Surely someone can“Sunscreen” this effectively?"

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8 Awe Inspiring Video Game Infographics | Neo Mammalian Studios

8 Awe Inspiring Video Game Infographics | Neo Mammalian Studios | Serious-Minded Games | Scoop.it

An impressive collection of 8 infographics that yield a great deal of positive information about the outcomes of video game utilization. Quite an eye-opener. -JL

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Patricia Daniels's curator insight, July 16, 2013 11:31 AM

Eight video game infographics here. I scooped this for myself so I can read and reflect on it later. Some interesting points to think about!

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TED Search for "Play"

TED Search for "Play" | Serious-Minded Games | Scoop.it

Scores and scores of TED videos on the topic of Play.

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Is Google Getting Serious About Gaming? Noah Falstein Hired As Chief Game Designer | TechCrunch

Is Google Getting Serious About Gaming? Noah Falstein Hired As Chief Game Designer | TechCrunch | Serious-Minded Games | Scoop.it

By Steve O'Hear

 

Well, what do we have here? Somewhat under the radar, Google has hired the computer games veteran Noah Falstein to the position of Chief Game Designer. Yes, that’s right, the search giant, not normally known for its games development, appears to have a major gaming project in circulation, at least something that requires someone as experienced as Falstein at its helm. What that might be we can only speculate. A Google Glass-related augmented-reality game seems a possibility, though there could be something even more serious going on, given Falstein’s areas of interest.

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Gamification in Education: What, How, Why Bother?

Jim Lerman's insight:

by Joey J. Lee and Jessica Hammer

 

Abstract

 

"Today's schools face major problems around student motivation and engagement. Gamification, or the incorporation of game elements into non-game settings, provides an opportunity to help schools solve these
difficult problems. However, if gamification is to be of use to schools, we must better understand what gamification is, how it functions, and why it might be useful. This article addresses all three questions – what,
how, and why bother? – while exploring both the potential benefits and pitfalls of gamification."

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Ludology - Analytic Discussions on Board Games

Ludology - Analytic Discussions on Board Games | Serious-Minded Games | Scoop.it
ludology podcast

Via Ana Cristina Pratas, giovanni nulli
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Ana Cristina Pratas's curator insight, April 5, 2013 9:21 AM

Welcome to Ludology, an analytical discussion of the how’s and why’s of the world of board games. Rather than news and reviews, Ludology explores a variety of topics about games from a wider lens, as well as discuss game history, game design and game players.

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New Kickstarter 'World of Classcraft' Lets Students Unlock Real-World Powers - Edudemic

New Kickstarter 'World of Classcraft' Lets Students Unlock Real-World Powers - Edudemic | Serious-Minded Games | Scoop.it

Posted by Jeff Dunn

 

"Shawn Young of Sherbrooke, Canada has taken it one step further and actually built his own education version of World of Warcraft. He put his own spin on the extremely popularMassively Multiplayer Online Role-Playing Game (MMORPG) and dubbed it ‘World of Classcraft.’

Shawn emailed Edudemic to alert us to this idea and we’re glad he did. It’s a fantastic idea and lets students benefit from the lessons of World of Warcraft but in a safer, education-friendly environment. The World of Classcraft has gotten quite a bit of buzz over the past few months (mentioned by the BBC!) and Shawn’s site dedicated to the game has seen about 200,000 visitors since launch. There’s definitely some desire out there for this kind of game.

 

"So what is World of Warcraft? It’s basically an immersive video game where you can build up a character, explore towns and other locations, then battle and collaborate with other characters. Except these characters are actual people also playing the same game as you at the same time. So that character you just befriended could be a teenager in Tokyo or a student in Spokane. Either way, you’re interacting with people from around the world in real-time. The game is incredibly well detailed and designed, too. That’s a big reason it’s so popular."

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The 30 Best Educational Games for the iPad: Adult Edition | Avatar Generation

The 30 Best Educational Games for the iPad: Adult Edition | Avatar Generation | Serious-Minded Games | Scoop.it
Most educational games for the iPad aim squarely at the kiddish crowd. But those punk whippersnappers who need to get off the lawn shouldn’t have all the fun. Adults can enjoy their own as well, including these!
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Five Reasons Why Video Games Power Up Learning | MindShift

Five Reasons Why Video Games Power Up Learning | MindShift | Serious-Minded Games | Scoop.it

By Aran Levasseur 

 

"Videogames are emerging as a new gold standard of learning because they effectively integrate many vital learning principles into their design.

 

"Eric Hoffer, the San Francisco longshoreman and philosopher, said that “in times of change learners inherit the Earth while the learned find themselves equipped to deal with a world that no longer exists.”

 

"We are living in such times of rapid changes, and those who are most adaptive not only survive, but thrive. I believe videogames represent one of many new powerful forms of media that are tailored to our times, and can also be leveraged as a tool for learning that cultivates critical thinking and emotional engagement.

 

"Computers and videogames represent the latest possibility of turning swords into plowshares: The first computers were used for code-breaking and calculating ballistic trajectories during World War II. And now, with the right kind of scaffolding, hopefully we can use computers and computer games to connect, collaborate and create a more peaceful world."


Via Joe Pereira
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Joe Pereira's curator insight, April 4, 2013 5:50 PM

Some good reasons why video games can be beneficial learning tools.

Delmai George's curator insight, April 9, 2013 2:30 AM

This blog shows many positive reasons to introduce video games into the classroom as a stimulus for engaged learning.

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10 Things We Know About Video Games for Learning

These are my slides from my fill-in session at the ASTD Evidence-Based Learning Conference. It was a great conference filled with wonderful questions, ideas and

Via Maria Margarida Correia, Joe Pereira
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Conclusions drawn from what should be a very powerful book when it is published (preso says in 2014)

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Games Win Big in Education Grants Competition | The White House

Games Win Big in Education Grants Competition | The White House | Serious-Minded Games | Scoop.it

Posted by mark DeLoura and Edward Metz

 

"Today, the U.S. Department of Education announced the final winners of this year’s Small Business Innovation Research (SBIR) contract awards—funds that are reserved for entrepreneurial small businesses using cutting-edge R&D to develop commercially viable technologies to solve tough problems.  And there’s something that may surprise you about the winning contracts: More than half—or 12 in all—are for games and game-related projects, more than in any previous year. That says a lot about the increasingly creative field of educational games, and the growing base of evidence indicating that games can be an important and effective component of our strategy to prepare a highly skilled 21st century American workforce."

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The Game of Your Life - Case Video (EN)

OZU, a brand new university in Istanbul, asked us for a digital campaign to attract the top students from all around the country. We decided to let students…

 

Via Kim Flintoff

Jim Lerman's insight:

Very creative use of gaming.

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Video Games vs. Depression

Video Games vs. Depression | Serious-Minded Games | Scoop.it
Can games help tackle depression? Danny explores the link between video games and dealing with mental health issues. (@lucyjamesgames Just watched the great video on GS. Your so beautiful and smart and have a great career.

Via David W. Deeds, Kim Flintoff
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David W. Deeds's curator insight, May 4, 2013 8:02 AM

Now this is interesting.

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Jane McGonigal Keynote, "The Game That Changed My Life" | Games For Change 2013 Conference

"After years of making games to change the world — partnering with organizations like the World Bank, the International Olympic Committee, the American Heart Association, and the New York Public Library — keynote speaker and New York Times bestselling author Jane McGonigal has a new goal: making games to change lives. In this talk, she recounts the personal story of how a game saved her own life — and how it led her to discover the top 5 things that virtually all gamers hope to change about their own lives."

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Jim Lerman's curator insight, May 6, 2013 6:47 PM

I have read about 125 pages of McGonigals enthralling book "Reality Is Broken" and am very taken with her ideas, research, and point of view.

This preso, from 2012, amplifies, and in some cases clarifies, the themes and ponts from the book. What the book can never do is provide the clear view of McGonigle's energy, passion, and stunning insights that comes from a live presentation.

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Digital Pedagogy, Play, and Mass Collaboration | Duke Univ.

Digital Pedagogy, Play, and Mass Collaboration | Duke Univ. | Serious-Minded Games | Scoop.it
Co-sponsored by GreaterThanGames and the PhD Lab in Digital Knowledge

Archived live-stream (also see selected tweets from the event at Storify)

 

Approximately 90 minute discussion featuring scholars Pet Rorabaugh and Jesse Stommel (editors of the Journal Hybrid Pedagogy). Presentation begins at approximately 4:15 on the video.

---

Please join us for an event on MOOCs (Massi

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The Importance of Play | Bruno Bettelheim, 1987 - The Atlantic

The Importance of Play | Bruno Bettelheim, 1987 - The Atlantic | Serious-Minded Games | Scoop.it

By Bruno Bettelheim

 

"Children's playthings are not sports and should be deemed their most serious actions," Montaigne wrote. If we wish to understand our child, we need to understand his play. Freud regarded play as the means by which the child accomplishes his first great cultural and psychological achievements; through play he expresses himself. This is true even for an infant whose play consists of nothing more than smiling at his mother, as she smiles at him. Freud also noted how much and how well children express their thoughts and feelings through play. These are sometimes feelings that the child himself would remain ignorant of, or overwhelmed by, if he did not deal with them by acting them out in play fantasy."

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How can games contain and convey values? | Gamasutra

How can games contain and convey values? | Gamasutra | Serious-Minded Games | Scoop.it
Mary Flanagan (Critical Play) shares examples of her increasingly-analog work and its associated research to show that games can carry biases -- or they can teach about the dissolution of prejudice.

 

by Mary Flanagan

 

"Values, whether community-specific or philosophical, can fit into an iterative design model so they're continuously expressed both in the work and in the creation of it. They can appear in the reward structures, in the point of view, the narrative premise, player rewards and strategies, and in any other aspect including community of play and the context of the experience."

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The 50 Best Videos For Teachers Interested In Gamification

The 50 Best Videos For Teachers Interested In Gamification | Serious-Minded Games | Scoop.it
Gaming in education is a really big deal, and a very fun way to get students more involved and interested in education.

Via ThePinkSalmon
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@tbahs Antonio Herranz Sotoca's curator insight, April 29, 2013 12:50 PM

gracias a pink salomon y carles ruiz conde.

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Game-based learning: latest evidence and future directions

Game-based learning: latest evidence and future directions | Serious-Minded Games | Scoop.it

The role of video games in teaching and learning is a source of debate among many educators, researchers and in the popular press. Detractors and advocates have been discussing the influences and the potentials of video games for quite some time, and we feel that sound evidence and informed advice on these topics is still very much needed. Against this background, Futurelab at NFER felt that it was timely to provide practitioners, industry and researchers with an up-to-date account of what the evidence tells us about game-based learning and its potential impact on learning and teaching.


Via giovanni nulli
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Delmai George's curator insight, May 5, 2013 2:37 AM

Detailed report on the latest evidence of game based learning - pros and done.  Further research is needed to make links between use of video games and outcomes.

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Trajectories of e-Learning - Graine Conole

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