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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World Climate: Negotiating a Global Climate Change Agreement | LearningEdge at MIT Sloan

World Climate: Negotiating a Global Climate Change Agreement | LearningEdge at MIT Sloan | Serious-Minded Games | Scoop.it
callooh's insight:

"Enables  participants to learn about climate science and climate policy interactively, in a realistic, multidisciplinary context that integrates issues including the dynamics of climate change, economic development, renewable, low-carbon energy, and intergenerational equity."


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callooh's curator insight, December 13, 2013 2:35 PM

"Enables  participants to learn about climate science and climate policy interactively, in a realistic, multidisciplinary context that integrates issues including the dynamics of climate change, economic development, renewable, low-carbon energy, and intergenerational equity."

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Design for Engaging Experience and Social Interaction

Design for Engaging Experience and Social Interaction | Serious-Minded Games | Scoop.it

by Casper Harteveld, Eleonore ten Thij, Marinka Copier


Abstract


“One of the goals of game designers is to design for an engaging experience andfor social interaction. The question is how. We know that games can be engagingand allow for social interaction, but how do we achieve this or even improve onit? This article provides an overview of several scientific approaches that deal withthis question. It highlights the idea that the articles in this symposium each have aspecific contribution route for answering this question: By means of theory building,user experience, and design research, they aim to increase our understanding of thisdesign question. This guest editorial also highlights the specific aims of each article and the insights we can retrieve from them. Although much more research is needed,

taking our cue from these articles, we are able to provide some answers as to how and when engagement and social interaction are established, and to what extent.”




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Made With Play: Game-Based Learning Resources

Made With Play: Game-Based Learning Resources | Serious-Minded Games | Scoop.it

"Intrigued by game-based learning, but not sure where to begin? Edutopia's new series takes a look at game-like learning principles in action and commercial games in real classrooms -- and offers tips and tools for bringing them into your own practice. The Made With Play series is a co-production with Institute of Play; visit their website for many more resources around game-based learning for both educators andparents, including a comprehensive games and learning reading list (PDF)."

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Game design and learning - Game design - Using Glow and ICT

Game design and learning - Game design - Using Glow and ICT | Serious-Minded Games | Scoop.it
Introduction to the different ways in which games design can be used in the classroom and its effectiveness in providing connections across learning.

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Three Things Game Designers Need to Know About Assessment ...

Three Things Game Designers Need to Know About Assessment (#GBL) ... This new game brings elements of computer gaming to the world of education — providing assessment and learning in an environment that is engaging and exciting.

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Sanskar, Harmony Through Acceptance

Sanskar, Harmony Through Acceptance | Serious-Minded Games | Scoop.it

by Gabriela Garcia Calderon


"Sanskar is an interactive Android app that promotes “harmony through acceptance” and helps users explore new cultures, through games and animated videos to demonstrate understanding and acceptance in 18 different cultures from around the globe. The developers intend the app to be used for training people in cross-cultural interactions through the medium of gaming.


"Sanskar was one of the five winners of the Create UNAOC 2012 competition, organized by Create UNAOC, a global competition co-organized by the United Nations Alliance of Civilizations, the Learning Games Network, and the MIT Education Arcade in search of mobile apps and games that can enable new avenues for intercultural dialogue. Sanskar was developed by the Amrita Center for Wireless Networks and Applications.


"The goal for the app is to serve the global community by providing tools that help in understanding other cultures. Each activity unit is followed up with quizzes to assess your progress. The user is also invited to create content and share it via the app, building a database of cultural knowledge."


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Conference Keynotes on YouTube

Conference Keynotes on YouTube | Serious-Minded Games | Scoop.it

Steve Hargadon announces in his most recent Learning Revolution Newsletter:


We are excited to announce that the keynote sessions from the following conferences can now be watched on YouTube: School Leadership Summit 2013Homeschool Conference 2013STEMxCon 2013Library 2.012 and 2.013, and the Global Education Conference 2012 and 2013. Visit each of the conference sites to see all of the session recordings.


Jim Lerman's insight:


What a treasure trove of resources. Hargadon is a master organizer.

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Linda Denty's curator insight, December 10, 2013 8:31 PM

Some great resources here!

Nevermore Sithole's curator insight, December 11, 2013 9:17 AM

Excellent Guide to Information Resources

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Game-based learning in the language classroom ~ Dave Dodgson

Game-based learning in the language classroom ~ Dave Dodgson | Serious-Minded Games | Scoop.it

"...the learning opportunities video games (intentionally or not!) offer have given rise to the concept of game-based learning (GBL) – in short, the use of games to increase student engagement and promote learning.  However, despite the benefits, there are also issues about the use of video games in the classroom. One of the major issues is cost. Buying games and having the necessary equipment for students to have access to them can be expensive. There is also the issue of which games to use. While gaming is popular, not everyone likes the same games or has the same devices. And finally, there are a few people who might view games and gaming as not being educational or a productive use of lesson time.


"So, how can we best make use of video games to motivate our learners and help them develop their language skills? And how can we do so without running into some of the issues mentioned above? Well, what I do is to introduce gaming as a topic without actually using the games themselves. This offers a way to get my students engaged by connecting lessons with something they love doing and also gives me the chance to test the water ahead of potentially doing some game-based activities in the future and I will share some of those ideas with you now."

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Why is Unity so popular for videogame development? - Design a Game

Why is Unity so popular for videogame development? - Design a Game | Serious-Minded Games | Scoop.it

by Pietro Poisinelli


"When I started studying the peculiar world of videogame development, I soon met the confusingly named Unity3D as the reference tool used by many practitioners of the black art of game creation. I (wrongly) classified it as a tool for those in realistic 3D games (a style many in Indie games today don’t particularly love – “We’re all effin’ tired of 3D”) telling myself “it must be a kind of Maya for games”. So I ignored it, as at the time the core of my interest was the game design dimension and not the development details, left to poorly paid slaves when needed (by which I mean myself, of course).


"It took me a long time to understand enough of videogames in order to “get” Unity, and begin using it. And to answer to the question “Why is Unity so popular in videogame development?” it took me learning beyond the basics of Unity development.


"Once you know why it works, you see that it is such a brilliant solution that you will hardly stop to explain anyone why it works: you will be now dedicating your time to creating games! But in my overwhelming generosity (you may call me from now on “Your Majesty”), I will stop for a little and give you the key to this realm, full of treasures once inside."

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How To Learn Board Game Design and Development – Tuts+

How To Learn Board Game Design and Development – Tuts+ | Serious-Minded Games | Scoop.it

by David Silverman


"Over the past decade, board games have gained increased prominence within the game industry. With the growing popularity of Euro-style board games, such asSettlers of Catan, and the constant influx of new games and game types such asDominion, the popular deck-building game, board games have seen an unexpected resurgence among gamers of all kinds. While board games share many ideas with video games, they are played in a very different way, and often use very different game mechanics. Designing for board games brings about different challenges than designing for video games, but the skills can be applied universally to make all of your games better."


Jim Lerman's insight:


Quite a thorough and complete introduction to board game design. An excellent place for beginners to start and more advanced users to make sure they have crossed all their ts and dotted all their is.



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Taking games seriously ~ EUROGAMER.net

Taking games seriously ~ EUROGAMER.net | Serious-Minded Games | Scoop.it

by Daniel Starkey


"For decades, video games have strived for cultural relevance. Cultural identity struggles instigated by spats with politicians or critics from other media have led to a complex among many gaming hobbyists as well as designers and developers in the gaming industry - that this medium has serious potential and deserves the same level of respect and critical scrutiny as any other. At the same time, there's a rise of game development programs and degrees at universities across the world; professorships, residencies and long-form game criticism are helping games through their adolescence and into adulthood."

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Game Changers | Canadian Education Association (CEA)

Game Changers | Canadian Education Association (CEA) | Serious-Minded Games | Scoop.it

by Joseph Wilson


"Using games to teach discrete topics in the classroom is not a new phenomenon; however, games can also be used to teach higher-order thinking skills such as critical thinking, decision-making, creativity and communication. These so-called “long-form” games need to be contextualized by the teacher and woven into a robust curriculum of complimentary activities. Innovative educational gaming companies focus on developing high-quality digital content but also on the pedagogical implications of embedding the game in existing curriculum. Data collected from long-form digital games can be used to personalize instruction for students who are getting stuck on certain concepts or learn in a particular way. As games get more sophisticated, so must the teacher’s understanding of the way students use them in the classroom."

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The Psychology of First-Person-Shooter Games ~ The New Yorker

The Psychology of First-Person-Shooter Games ~ The New Yorker | Serious-Minded Games | Scoop.it

by Maria Konnikova


"Control, compounded by a first-person perspective, may be the key to the first-person shooter’s enduring appeal. A fundamental component of our happiness is a sense of control over our lives. It is, in fact, “a biological imperative for survival,” according to a recent review of animal, clinical, and neuroimaging evidence. The more in control we think we are, the better we feel; the more that control is taken away, the emotionally worse off we become. In extreme cases, a loss of control can lead to a condition known as learned helplessness, in which a person becomes helpless to influence his own environment. And our sense of agency, it turns out, is often related quite closely to our motor actions: Do our movements cause a desired change in the environment? If they do, we feel quite satisfied with ourselves and with our personal effectiveness. First-person shooters put our ability to control the environment, and our perception of our effectiveness, at the forefront of play.


"The other way in which people combat the alienation that Twenge has identified is through increased social interaction. And gamers, over and over, claim that social interaction is one of their strongest motivations to play. That motivation even holds for the most dedicated gamers—those who are nearing the professional end of the spectrum. Far from isolating us in a virtual world of violence and gore, first-person shooters can create a sense of community and solidarity that some people may be unable to find in their day-to-day lives—and a sense of effectiveness and control that may, in turn, spill over into non-virtual life. In 2009, the psychologist Leonard Reinecke discovered that video games were a surprisingly effective way to combat stress, fatigue, and depression—this proved true for many of the same titles that critics once worried would be isolating, and would negative impact on individual well-being and on society as a whole. In other words, the success of Doom and the games that have followed in its footsteps haven’t sentenced us to a world of violence. On the contrary: for all of their virtual gore, they may, ironically, hold one possible road map for a happier, more fulfilling and more engaged way of life."

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Scott Nicholson: Meaningful Gamification: Motivating through Play instead of Manipulating through Rewards

Gamification is the use of game design concepts to create a layer on a real world setting. Typical gamification focuses on the use of rewards like points and badges to change the behavior of users, which can cause long-term damage to intrinsic motivation. Meaningful gamification is the use of design concepts from games and play to help people find personal connections to a real-world setting.

http://gamelab.mit.edu/event/guest-lecture-scott-nicholson/

 

http://www.twitch.tv/mitgamelab/c/3383085&utm_campaign=archive_export&utm_source=mitgam­elab&utm_medium=youtube


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A Truly Revolutionary Video Game ~ The New Yorker

A Truly Revolutionary Video Game ~ The New Yorker | Serious-Minded Games | Scoop.it

by Simon Parkin


"The game, simply titled “1979 Revolution,” follows a character named Reza, a young photojournalist living in Tehran during the tumultuous days of the Iranian revolution, when the U.S.-supported Pahlavi dynasty was overthrown and replaced with an Islamic republic. While Reza isn’t politically or religiously motivated, he is inspired by the idea of change, and incensed by the brutal death of his cousin. He joins the revolution and eventually becomes a key player in its success. The game’s plot extends through the hostage crisis and into the violent and uneasy early days of the new regime, when Reza is betrayed by both the revolution and his best friend.


"Eschewing the first-person-shooter template for a more interactive adventure-game format, “1979 Revolution” lets players explore Tehran and complete mini-games, their choices shaping the story as it progresses. While sabotaging power grids and hurling rocks at police is a departure from the shooting and carjacking of Grand Theft Auto, Khonsari views his games as more alike than not. “In ‘1979 Revolution,’ like Grand Theft Auto and Max Payne, narrative is at the heart of the experience,” he said. “The main difference is that my game is set in a real place and time—accountable to history.”

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Level UP! | Scholastic.com: a series of standards-based lessons that provide students with the knowledge and tools to design their own video games

Level UP! | Scholastic.com:  a series of standards-based lessons that provide students with the knowledge and tools to design their own video games | Serious-Minded Games | Scoop.it
Jeffrey Earp's insight:

Interesting that a big ed. publisher like Scholastic is acknowledging game making


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Jeffrey Earp's curator insight, November 20, 2013 3:23 AM

Interesting that a big ed. publisher like Scholastic is acknowledging game making.

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Institute of Play : Q Design Pack Tools and methods to remix the Quest Schools model of game-like connected learning in your own school

Institute of Play : Q Design Pack Tools and methods to remix the Quest Schools model of game-like connected learning in your own school | Serious-Minded Games | Scoop.it

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Gamification nation - Fortune Features

Gamification nation - Fortune Features | Serious-Minded Games | Scoop.it
Adam Penenberg's new book, Play At Work, reveals how big companies are increasingly using gaming technology to gain a competitive edge.


By Caroline Fairchild


"In fact, harnessing the power of games can tackle problems even larger than worker productivity and engagement. Penenberg writes about the multiplayer online game Foldit that was created to advance science and solve real-world problems. As a result of the highly interactive game, a self-described "lowly lab technician" and her team discovered in 10 days the key to a protein-cutting enzyme from an AIDS-like virus in rhesus monkeys -- a problem that eluded scientists for more than 10 years


"Ultimately, writes Penenberg, when roughly 97% of 12-to-17-year-olds play computer games and some 70% of the heads of American households admit to being gamers, games are simply too popular and too effective for companies not to incorporate them into the daily lives of their workersBy next year, research firm Gartner projects that 70% of 2,000 global organizations will use gamified applications for training, health care, marketing, and employee performance.


"Toward the end of the book, the author posits that in the future companies very well may turn an entire job into a game. He outlines an example of a call-center employee named Jennifer who works from home. She logs in every day to a pirate ship computer game along with several co-workers on her team. Jennifer's team is competing against other teams, and as she successfully answers calls her team's virtual ship moves closer to an island. The first group of employees to get to the island is rewarded with a real prize like free holiday travel. Jennifer is not only motivated, but the game gives her a sense of accomplishment and community."

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10th Annual Games+Learning+Society Conference: Univ. of Wisconsin, June 11-13, 2014

10th Annual Games+Learning+Society Conference: Univ. of Wisconsin, June 11-13, 2014 | Serious-Minded Games | Scoop.it

Call for proposals


"The Games+Learning+Society Center and the University of Wisconsin-Madison is excited to announce that the 10th annual Games+Learning+Society (GLS) Conference will be held June 11-13, 2014, with pre-conference activities on June 10 including the GLS Playful Learning Summit and the GLS Doctoral Consortium.

"The GLS Conference is the premier event in the field of videogames and learning. Now celebrating its tenth anniversary, this grassroots “indie” event continues to be one of the few destinations where the people who create high-quality digital learning media can gather for serious discussion about what is happening in the field and how the field can serve the public interest. Our event is well known for its exceptionally high quality of content yet “community event” feel – one attendee called GLS “what happens if an all-inclusive Sandals Resort met a typical educational conference and landed in Wisconsin.” Each year, we foster in-depth conversation and social networking across diverse disciplines including game studies, education research, learning sciences, industry, government, educational practice, media design, and business. Our continued commitment is to reinvent learning both in and out of formal school environments through the promise of games and simulations.

"Conference highlights include: keynotes by leaders in both academics and industry; interactive workshops on game research and game design; both individual and symposia presentation sessions; big debates about critical aspects of gaming and game design; hands‐on game play in the arcade; the beloved “hall of failure”; a massively multi-player evening poster session over dinner and an open bar; fireside chats that enable cozy conversations among VIP speakers and attendees; a brand new Working Examples submission system; and the third glorious year of the Educational Game Arcade, which offer a space for conference attendees to play the games created by members of our community.

"We offer a variety of session formats, and encourage submissions ranging from traditional paper presentations to innovative formats focusing on game play. Submissions will be accepted starting December 1, 2013, and are due online by January 31, 2014. Complete submission guidelines and templates can be found here, as well as more information about the GLS Playful Learning Summit and theDoctoral Consortium."

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Online Game Offers Scholarship Route onto Simon MBA: MBA News | QS TopMBA.com

Online Game Offers Scholarship Route onto Simon MBA: MBA News | QS TopMBA.com | Serious-Minded Games | Scoop.it

"Simon Business School has expanded the online game it has used as an innovative recruitment tool for EMBA applicants since 2010 to encompass both the full and part-time Simon MBA programs.


"The ‘Simon Games’ represents a chance for prospective MBAs to test their business acumen in a bid to win a full scholarship to a Simon MBA program, worth more than US$90,000. With partially-funded places also up for grabs, it is expected that the total scholarship fund will amount to around US$540,000.


"The online game simulates the world of a technology company, placing the participant in the role of a CEO who has US$9 million to use at his or her discretion and must lead the company’s decision-making process each day.


"It plays out over the course of four weeks (or two years game-time) before those who score highest are invited to appear before a Simon MBA panel of faculty and administrators. The scholarships will then be awarded based on MBA program preparedness, analytical skills demonstrated during the competition, and their professional background."

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Unified Rules and Intrinsic Secrets « Marc ten Bosch [Miegakure] News

Unified Rules and Intrinsic Secrets « Marc ten Bosch [Miegakure] News | Serious-Minded Games | Scoop.it

by Mark Ten Bosch


"I am fascinated by the parallel between the player’s experience and the scientific process. By playing with a system we get a feel for the rules that govern it. We build up this data on what is possible in this system, and our brains look for patterns in that data to summarize it. By throwing balls, dropping apples, and looking at the moon for a while, humankind was able to formulate the theory of gravity. Formulating a mathematical theory is just another step in a process of finding patterns."

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What we can learn from game designers

What we can learn from game designers | Serious-Minded Games | Scoop.it

by Jordan Moore


"After watching Indie Game: The Movie during Channel 4’s video games night I couldn’t help but notice the parallels between game design and web design. There are elements of this that I have noticed before, but I thought I’d share some of the facets of video games that aren’t spoken about so often in relation to our industry.


"Note that this isn’t a discussion about gamification, rather a look at how gamedesign applies to the web."

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Video games as performance art

Video games as performance art | Serious-Minded Games | Scoop.it

"A new Videogames Research Network, supported by funding from the Arts and Humanities Research Council, has been created to bring together games developers, performance practitioners and academics to explore new concepts in the design and creation of movement-based video games.

Performance artists and researchers are joining forces to create a new type of video game, further blurring the boundaries between real and virtual worlds. 

"The Videogames Research Network has been set up by the Games Research Group at the University of Lincoln, UK. "

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Quick, Easy, and Effective Paper Prototypes

Quick, Easy, and Effective Paper Prototypes | Serious-Minded Games | Scoop.it

by Gianfranco Berardi


"In the Game Design Concepts course, I’ve found that one of the most beneficial aspects is the amount of practice with creating prototypes. Since the class is about video game design, there is a bias that any prototypes would also have to be in software, but the instructor is adamant that computers aren’t needed.


"Just taking a few minutes to do a quick assignment or two, it is easy to demonstrate for yourself how useful paper prototypes can be. Right away, you can tell if the mechanics you’ve put together are dead in the water or if you have a good chance of creating a game other people would want to play. On the first day of class, for example, there was an assignment to quickly create a race-to-the-end board game. The steps seemed easy enough:


  • Draw a path and separate it into spaces.
  • Create a theme.
  • Create the rules that dictate how the players move.
  • Create ways to interact with your opponent."
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4 Free Websites Where You Can Learn The Basics Of Game Development

4 Free Websites Where You Can Learn The Basics Of Game Development | Serious-Minded Games | Scoop.it
Over a decade ago, I taught myself the basics of game programming and game development through the limited tutorial resources I could find on the Internet.

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Chris Carter's curator insight, November 30, 2013 7:34 PM
Brilliant!
Chris Carter's comment, December 1, 2013 5:56 AM
My pleasure, Jim and Dean. This piece is rock solid and needs to be seen.