First and Second Order Gaming Playing (with) Educational Games Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009 Thesis Presentation
May 16, 2015
First and Second Order GamingPlaying (with) Educational Games
Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
Thesis Presentation
Starting points
• Promises of game based learning:What are the traits of game and play?
• Educational game design:How to achieve an integrated experience?
• Game contents and games as medium:How to challenge criticism and change?
Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
Guiding questions
Games and play | First order gaming | Second order gaming
Pathways
• 1. Games and play Virtuality, expressive choice, repeatability
• 2. First order gamingIntegrated educational game design
• 3. Second order gamingMetagaming, transmediality, unusability
Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
What this thesis is about
Games and play | First order gaming | Second order gaming
Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
1. Games and playGames and play | First order gaming | Second order gaming
• Virtuality
• Expressive choice
• Repeatability
Important game traits
Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
VirtualityA game breaks, makes and takes ‚reality‘.
«Playing is a complex sequence of anarchistic toying, innovative game creation and rule-complying gaming, of turning aspects of reality into virtuality.» [p.8]
Games and play | First order gaming | Second order gaming
Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
VirtualityA game breaks, makes and takes ‚reality‘.
«Playing is a complex sequence of anarchistic toying, innovative game creation and rule-complying gaming, of turning aspects of reality into virtuality.» [p.8]
Games and play | First order gaming | Second order gaming
Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
VirtualityA game breaks, makes and takes ‚reality‘.
«Playing is a complex sequence of anarchistic toying, innovative game creation and rule-complying gaming, of turning aspects of reality into virtuality.» [p.8]
Games and play | First order gaming | Second order gaming
Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
VirtualityA game breaks, makes and takes ‚reality‘.
«Playing is a complex sequence of anarchistic toying, innovative game creation and rule-complying gaming, of turning aspects of reality into virtuality.» [p.8]
Games and play | First order gaming | Second order gaming
Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
Expressive choiceA game is a sequence of decisions.
«Playing is about choices and the communication of these choices: What I choose to do within a game – and that I choose to be in a game in the first place.» [p.8]
Games and play | First order gaming | Second order gaming
Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
Expressive choiceA game is a sequence of decisions.
«Playing is about choices and the communication of these choices: What I choose to do within a game – and that I choose to be in a game in the first place.» [p.8]
Games and play | First order gaming | Second order gaming
Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
Expressive choiceA game is a sequence of decisions.
«Playing is about choices and the communication of these choices: What I choose to do within a game – and that I choose to be in a game in the first place.» [p.8]
Games and play | First order gaming | Second order gaming
Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
Expressive choiceA game is a sequence of decisions.
«Playing is about choices and the communication of these choices: What I choose to do within a game – and that I choose to be in a game in the first place.» [p.8]
Games and play | First order gaming | Second order gaming
Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
RepeatabilityA game is played often - but is always different.
« (...) playing is not about finding the one true path, but about mapping the terrain.» [p.16]
Games and play | First order gaming | Second order gaming
„The Sims“
Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
RepeatabilityA game is played often - but is always different.
« (...) playing is not about finding the one true path, but about mapping the terrain.» [p.16]
Games and play | First order gaming | Second order gaming
„The Sims“
Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
RepeatabilityA game is played often - but is always different.
« (...) playing is not about finding the one true path, but about mapping the terrain.» [p.16]
Games and play | First order gaming | Second order gaming
„The Sims“
Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
2. First order gamingGames and play | First order gaming | Second order gaming
• Moderat constructivist approaches
• Narrative design
• Rule design
• Problem: bias of design
Integrated educational game design
Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
TheoriesModerate constructivist approaches
• Situated cognition (Brown et al.)Culturally embedded knowledge acquisition
• Anchored instruction (Bransford et al.)Narrative delivery of problem and method
• Cognitive flexibility (Spiro et al.)Different perspectives and configurations, on a complex domain by the same learner
Games and play | First order gaming | Second order gaming
Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
Games as micromedium
«While classic media deliver structured information, games provide a structure for the experimental formation of structured information.» [p.13]
Games and play | First order gaming | Second order gaming
Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
Narrative designProviding context and meaning
Games and play | First order gaming | Second order gaming
«(...) narratives help understand and play (...) games, and render moves and strategies expectable, understandable, and meaningful, while at the same time stabilising the culture the game is played in.» [p.20]
Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
Narrative designProviding context and meaning
Games and play | First order gaming | Second order gaming
1. Visual and behaviour association2. Micronarrative3. The Vantage Point4. The Path5. The Tree6. The Garden7. The Field8. The Market9. The World
How...
What...
WarCompetition
TeamsTrade
Progress
GrowthGathering
Hunting
Protect
Destroy
Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
Rule design‚Objective‘ boundaries and consequences
Games and play | First order gaming | Second order gaming
«If the closed, simplified game environment has to resonate the actual field of application, then the required mechanics to perceive, judge and act should do, too.» [p.22]
Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
Rule design‚Objective‘ boundaries and consequences
Games and play | First order gaming | Second order gaming
Mode of cooperation What is the role of co-players, opponents, allies, or friends?
cooperation | comptition
Mode of jurisdiction What moves are allowed, and what are the consequences?
algorithmic | interpretative
Role of information Is possession of knowledge or its generation important?
depletion | replenishmentExamples...
Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
Rule design‚Objective‘ boundaries and consequences
Games and play | First order gaming | Second order gaming
Mode of cooperation What is the role of co-players, opponents, allies, or friends?
cooperation | comptition
Mode of jurisdiction What moves are allowed, and what are the consequences?
algorithmic | interpretative
Role of information Is possession of knowledge or its generation important?
depletion | replenishmentExamples...
Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
Rule design‚Objective‘ boundaries and consequences
Games and play | First order gaming | Second order gaming
Mode of cooperation What is the role of co-players, opponents, allies, or friends?
cooperation | comptition
Mode of jurisdiction What moves are allowed, and what are the consequences?
algorithmic | interpretative
Role of information Is possession of knowledge or its generation important?
depletion | replenishmentExamples...
Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
Problem: bias of designModerate constructivist approaches
Games and play | First order gaming | Second order gaming
«(...) there is the problem of a cultural bias ingrained in the choice of fitting rules and narratives (...) that tend to produce questions already answered. What is seen as an asset for effective first order game design is a liability for criticism and reflection in face of a given, invisible framing.» [p.32]
Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
3. Second order gamingGames and play | First order gaming | Second order gaming
• Radical constructivist approaches
• Metagaming
• Transmediality
• Unusability
Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
TheoriesRadical constructivist approaches
• (Un)decidable questions (von Foerster)Creating and/or discovering knowledge
• Medium as formative space (Luhmann)The (usually) invisible, pre-selected and given environment of thought, creation and communication
• Contexts, choice & conflicts (Bateson)Questioning expectations and breaking habits
Games and play | First order gaming | Second order gaming
Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
Games as accessible medium«(...) how to challenge and support a reflective and creative ‘stepping out’ from within (...) to raise awareness for the medium “game”, as well as for its specific limitations, manipulative dangers and stereotypes (?)» [p.32]
Games and play | First order gaming | Second order gaming
Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
MetagamingPop up the hood.
Games and play | First order gaming | Second order gaming
• Cheats and walkthroughs
• Exploits and emergent gameplay
• Skinning
• Extensions and conversions
• Integrated (re)creations
Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
MetagamingPop up the hood.
Games and play | First order gaming | Second order gaming
«With metagaming a game’s frame of reference is temporarily or indefinitely transcended, modified and embraced anew.» [p.45]
SkinningExploit
Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
MetagamingPop up the hood.
Games and play | First order gaming | Second order gaming
«With metagaming a game’s frame of reference is temporarily or indefinitely transcended, modified and embraced anew.» [p.45]
SkinningExploit
Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
MetagamingPop up the hood.
Games and play | First order gaming | Second order gaming
«With metagaming a game’s frame of reference is temporarily or indefinitely transcended, modified and embraced anew.» [p.45]
SkinningExploit
Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
TransmedialityWhen it‘s worth to be retold.
Games and play | First order gaming | Second order gaming
«(...) a game created as potential educational toy should facilitate transmedial play as well as digital networked game genres would do: Both are accepted as in principle polymorph, constantly changing in their forms and inspiring respectively spawning new ones.» [p.45]
Machinima „Turning real“
Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
TransmedialityWhen it‘s worth to be retold.
Games and play | First order gaming | Second order gaming
«(...) a game created as potential educational toy should facilitate transmedial play as well as digital networked game genres would do: Both are accepted as in principle polymorph, constantly changing in their forms and inspiring respectively spawning new ones.» [p.45]
Machinima „Turning real“
Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
TransmedialityWhen it‘s worth to be retold.
Games and play | First order gaming | Second order gaming
«(...) a game created as potential educational toy should facilitate transmedial play as well as digital networked game genres would do: Both are accepted as in principle polymorph, constantly changing in their forms and inspiring respectively spawning new ones.» [p.45]
Machinima „Turning real“
Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
UnusabilityYou don‘t want to play it again.
Games and play | First order gaming | Second order gaming
«(...) game design decisions which deliberately and unbeknownst by the user turn a game unworkable, aporic, disbalanced and disturbing, where it should be intuitive to use, guiding, fair and entertaining.» [p.45]
„September 12th“ „Starpower“
Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
UnusabilityYou don‘t want to play it again.
Games and play | First order gaming | Second order gaming
«(...) game design decisions which deliberately and unbeknownst by the user turn a game unworkable, aporic, disbalanced and disturbing, where it should be intuitive to use, guiding, fair and entertaining.» [p.45]
„September 12th“ „Starpower“
Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
UnusabilityYou don‘t want to play it again.
Games and play | First order gaming | Second order gaming
«(...) game design decisions which deliberately and unbeknownst by the user turn a game unworkable, aporic, disbalanced and disturbing, where it should be intuitive to use, guiding, fair and entertaining.» [p.45]
„September 12th“ „Starpower“
Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
ConclusionMedia specific design | second order gaming support
Games and play | First order gaming | Second order gaming
• Playing is both a compliant and anarchic form of perception and action
• First order gaming: Integrated game design for a consistent experience of content and game
• Second order gaming:Challenging games and content to be seen and treated as created, modifiable toys
Leaving the frame of presentation.
Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
Games and play | First order gaming | Second order gaming