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	<title>Valuable Games &#187; Cross-Media</title>
	<atom:link href="http://blogs.law.harvard.edu/games/category/game-development/feed/" rel="self" type="application/rss+xml" />
	<link>http://blogs.law.harvard.edu/games</link>
	<description>join the quest for morally deep games</description>
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		<title>My heroes meet: Will Wright and E.O. Wilson</title>
		<link>http://blogs.law.harvard.edu/games/2009/09/01/my-heroes-meet-will-wright-and-eo-wilson/</link>
		<comments>http://blogs.law.harvard.edu/games/2009/09/01/my-heroes-meet-will-wright-and-eo-wilson/#comments</comments>
		<pubDate>Tue, 01 Sep 2009 16:03:10 +0000</pubDate>
		<dc:creator>Gene Koo</dc:creator>
				<category><![CDATA[Cross-Media]]></category>
		<category><![CDATA[Morality, theories of]]></category>

		<guid isPermaLink="false">http://blogs.law.harvard.edu/games/?p=152</guid>
		<description><![CDATA[NPR&#8217;s Open Mic featured a fascinating discussion between two of my personal heroes, Will Wright and E.O. Wilson. Their overlap, naturally, was in ants, which were a personal fascination of mine since very young. I remember with great fondness that my roommates bought me SimAnt as a gift during my freshman year of college (it [...]]]></description>
			<content:encoded><![CDATA[<p>NPR&#8217;s Open Mic featured a fascinating discussion between two of my personal heroes, Will Wright and E.O. Wilson. Their overlap, naturally, was in ants, which were a personal fascination of mine since very young. I remember with great fondness that my roommates bought me <a href="http://en.wikipedia.org/wiki/SimAnt">SimAnt</a> as a gift during my freshman year of college (it was also one of the few games for Mac back then), and I played the heck out of it, even though it wasn&#8217;t a terribly deep game.</p>
<p>Wilson is typically far-sighted in seeing video games as pointing the way to better education. While he imagines this future teaching centered on virtual reality, I continue to believe the greatest hope for learning will be in teaching systems-thinking, something that Wright has excelled at doing.</p>
<p>For Wilson, the greatest unanswered question in biology is &#8220;the origin of altruistic social behavior.&#8221; I suspect this question is what drew me to my interest in ants as a child: how these animals work together as a social organism to accomplish incredible tasks. And again this is the kind of concept that&#8217;s best conveyed via a video game &#8211; complex interactions among many small parts, as well as the ability to switch perspectives to take the point of view of one of those parts. I&#8217;d love to see Wright take on this grand task that Wilson has laid out: can altruism be the basis of a fun, exciting, blockbuster game?</p>
<p>Read/listen to the story: <a href="http://www.npr.org/templates/story/story.php?storyId=112203095">Ant Lovers Unite! Will Wright and E.O. Wilson on Life and Games</a>.</p>
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		<title>How to curate video games and interactive media?</title>
		<link>http://blogs.law.harvard.edu/games/2009/04/23/how-to-curate-video-games-and-interactive-media/</link>
		<comments>http://blogs.law.harvard.edu/games/2009/04/23/how-to-curate-video-games-and-interactive-media/#comments</comments>
		<pubDate>Thu, 23 Apr 2009 18:43:53 +0000</pubDate>
		<dc:creator>Gene Koo</dc:creator>
				<category><![CDATA[Cross-Media]]></category>
		<category><![CDATA[art]]></category>
		<category><![CDATA[exhibit]]></category>
		<category><![CDATA[museums]]></category>

		<guid isPermaLink="false">http://blogs.law.harvard.edu/games/2009/04/23/how-to-curate-video-games-and-interactive-media/</guid>
		<description><![CDATA[A recent trip to Boston’s Institute of Contemporary Art made me wonder how museums might curate video games and other digital media. The challenge is fitting an interactive and often social medium into the traditionally hands-off and reserved context of most art museums. As might be expected, the ICA resolves this tension by shunting most [...]]]></description>
			<content:encoded><![CDATA[<p><a href='http://blogs.law.harvard.edu/games/files/2009/04/photo_032909_010.jpg'><img src="http://blogs.law.harvard.edu/games/files/2009/04/photo_032909_010-150x150.jpg" alt="Mediatheque as ball turret" width="150" height="150" class="alignright size-thumbnail wp-image-114" /></a>A recent trip to Boston’s <a href="http://icaboston.org">Institute of Contemporary Art</a> made me wonder how museums might curate video games and other digital media. The challenge is fitting an interactive and often social medium into the traditionally hands-off and reserved context of most art museums. As might be expected, the ICA resolves this tension by shunting most digital media off into a separate, youth-oriented space. (American museums seem to assume that adults like to stand aloof from art, which baffles me).</p>
<p></a>Hanging underneath the cantilevered body of the museum is the “Mediatheque,” a digital cockpit reminiscent of a <a href="http://www.cs.rice.edu/~ssiyer/minstrels/poems/707.html">WWII bomber ball turret</a>. It currently houses some 16 Macs through which patrons can access digital exhibits and a refreshingly current <a href="http://www.archimuse.com/mw2008/abstracts/prg_335001844.html">social-tagging and discussion feature</a>. But as the picture below of a girl multi-tasking on her mobile phone illustrates, culture is racing ahead faster than installations.</p>
<p><a href='http://blogs.law.harvard.edu/games/files/2009/04/photo_032909_009.jpg'><img src="http://blogs.law.harvard.edu/games/files/2009/04/photo_032909_009-300x240.jpg" alt="Digital native goes digitally native" width="300" height="240" class="aligncenter size-medium wp-image-113" /></a></p>
<p>In some ways a gallery of video games would face similar challenges as a museum of film – truly appreciating a game may take hours. Aggressively curating the selection to highlight particular aspects of the game – art, sound, and most of all gameplay – can help solve this, but the curator then runs into serious software issues. Taking an “excerpt” out of a game is nothing at all like doing the same for film – how might the exhibit highlight only one of the later levels in Super Mario Bros., for example? Then there are the hardware challenges, especially for more recent games that cannot be played or emulated on the PC.</p>
<p><a href='http://blogs.law.harvard.edu/games/files/2009/04/photo_032909_008.jpg'><img src="http://blogs.law.harvard.edu/games/files/2009/04/photo_032909_008-150x150.jpg" alt="Inside the Mediatheque" width="150" height="150" class="alignright size-thumbnail wp-image-112" /></a>Assuming that the technical issues can be resolved, how might a good curator assemble the collection? Some of the easier organizing logics would be historical, perhaps starting as early as the “Cathode Ray Tube Amusement Device.” One important segment might attempt to define “video game,” perhaps highlighting board games, sport, and film for comparison. Another angle might focus on video game assets such as art or audio; yet another would be to highlight major genres.</p>
<p>But most important of all, a proper video game exhibit must get to the heart of a game’s interactivity. The full art of video games surfaces when the act of engaging them reveals something about the human condition – whether it’s about yourself or your relationship to the world. Many of these might have to be small indie games, with an emphasis on “small.” Putting Super Mario Bros. next to <a href="http://braid-game.com/">Braid</a> might demonstrate some of the conventions that the latter challenged, but won’t really help the player experience obsession (one of the major themes of Braid), at least not within an acceptable time frame. So a significant amount of “telling” will, I’m afraid, have to be done.</p>
<p>The picture of the girl on her mobile reminds us that any exhibit would do well to think beyond the four corners of the screen. As with the ICA’s innovative tagging system, it might even be possible to create an interactive exhibit that integrates the rest of the museum. (<a href="http://www.americanart.si.edu/calendar/activities/ghosts/">Museum as ARG, anyone?</a>)</p>
<p>I would love to hear other ideas for how one might go about exhibiting video games <em>qua</em> video games. Thoughts?</p>
<p>(btw, Rochester’s <a href="http://museumofplay.org/">Strong Museum of Play</a> will soon be opening one of the <a href="http://rochesterhomepage.net/content/fulltext/?cid=78992">largest video game exhibits in the world</a>. I’m curious how they’re tackling the challenge.)</p>
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		<title>Newsweek on morality in video games</title>
		<link>http://blogs.law.harvard.edu/games/2009/02/06/newsweek-on-morality-in-video-games/</link>
		<comments>http://blogs.law.harvard.edu/games/2009/02/06/newsweek-on-morality-in-video-games/#comments</comments>
		<pubDate>Fri, 06 Feb 2009 16:28:01 +0000</pubDate>
		<dc:creator>Gene Koo</dc:creator>
				<category><![CDATA[Cross-Media]]></category>
		<category><![CDATA[Games for Social Change]]></category>

		<guid isPermaLink="false">http://blogs.law.harvard.edu/games/?p=105</guid>
		<description><![CDATA[I missed this article from a month ago: Videogames with a Social Conscience. It paints with the broad strokes you&#8217;d expect from a national general-interest publication, but it does zoom in on one title, Far Cry 2:
But just as soon as the game begins, the protagonist contracts malaria. The player must then choose whether to [...]]]></description>
			<content:encoded><![CDATA[<p>I missed this article from a month ago: <a href="http://www.newsweek.com/id/178835">Videogames with a Social Conscience</a>. It paints with the broad strokes you&#8217;d expect from a national general-interest publication, but it does zoom in on one title, Far Cry 2:</p>
<blockquote><p>But just as soon as the game begins, the protagonist contracts malaria. The player must then choose whether to work with one faction or the other, or with the local church, to get the medication he needs. Conditions in the country continue to deteriorate over the course of the game. The sniper rifle is still the most fun part of playing, and the moral questions of right and wrong are not exactly central, but they&#8217;re there.</p></blockquote>
<p>The piece then skips on to the marquis Game for Change, Peacemaker, which is a shame because there&#8217;s a lot more that could have been said about the diversification of first-person shooters into areas of moral complexity.</p>
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		<title>Budget games largely lack human engagement</title>
		<link>http://blogs.law.harvard.edu/games/2008/11/11/budget-games/</link>
		<comments>http://blogs.law.harvard.edu/games/2008/11/11/budget-games/#comments</comments>
		<pubDate>Wed, 12 Nov 2008 01:26:31 +0000</pubDate>
		<dc:creator>Gene Koo</dc:creator>
				<category><![CDATA[Applications]]></category>
		<category><![CDATA[Cross-Media]]></category>
		<category><![CDATA[Quick Review]]></category>
		<category><![CDATA[Systems-thinking]]></category>
		<category><![CDATA[budget]]></category>
		<category><![CDATA[policy]]></category>
		<category><![CDATA[policy game]]></category>
		<category><![CDATA[spreadsheet game]]></category>

		<guid isPermaLink="false">http://blogs.law.harvard.edu/games/?p=80</guid>
		<description><![CDATA[Nancy Scola of TechPresident recently excoriated a budget calculator put out by NY Governor Patterson, primarily on the ground that it&#8217;s &#8220;more a dull-edged hatchet than a scalpel&#8221; and ignores revenue options. Strangely, though, she ignores the glaring fact that the tool is painfully meaningless to any normal taxpayer. Never mind how ugly it is [...]]]></description>
			<content:encoded><![CDATA[<p><a href='http://blogs.law.harvard.edu/games/files/2008/11/budgetgame-ny.png'><img src="http://blogs.law.harvard.edu/games/files/2008/11/budgetgame-ny-150x150.png" alt="Budget Game, New York" width="150" height="150" align="right" /></a><a href="http://www.techpresident.com/blog/entry/33077/ny_gov_paterson_s_budget_calculator_a_case_study_in_pretend_participation">Nancy Scola of TechPresident</a> recently excoriated a <a href="http://www.reducenyspending.gov/calculator/rnys_calculator.html">budget calculator</a> put out by NY Governor Patterson, primarily on the ground that it&#8217;s &#8220;more a dull-edged hatchet than a scalpel&#8221; and ignores revenue options. Strangely, though, she ignores the glaring fact that the tool is painfully meaningless to any normal taxpayer. Never mind how ugly it is (though that matters); its numbers are not only grossly general but also inhumanly abstract.</p>
<p>Scola also mentions the <a href="http://taxcut.barackobama.com/">Obama-Biden tax calculator</a>, which presents an interesting contrast. It, too, is a calculator &#8212; raw numbers stacked up &#8212; but it has the distinct engagement advantage of being about <strong>your</strong> money. Its designers don&#8217;t need to provide context or background; presumably, you know exactly what another $1,000 in your pocket would mean.</p>
<p>Such lame attempts at public education (or, as Scola argues, &#8220;pretend participation&#8221;) ignores the basic problem that for most taxpayers, issues of government taxes and spending are emotional, not rational, and not because we are innumerate but because such systems are too big and too remote for most of us to comprehend. This is a point that Prof. Henry Jenkins makes in his essay, &#8220;Complete Freedom of Movement,&#8221; which contrasts the play spaces of boys and girls. Whereas a game like <em>Sim City</em> allows players to mold physical territory, in girls&#8217; games and stories like <em>Harriet the Spy</em> &#8220;the mapping of the space was only the first step in preparing the ground for a rich saga of life and death, joy and sorrow – the very elements that are totally lacking in most simulation games.&#8221;</p>
<p>Stated differently: cutting $10M from the state&#8217;s Department of Mental Health means something real for real human beings. The essence of a true public policy debate is to capture human reality in the discussion, not abstract it into numbers. (To those who argue that this would merely lead to an exploding debt, it&#8217;s up to deficit hawks to describe the issue as compelling drama, not formal logic).</p>
<p><a href='http://blogs.law.harvard.edu/games/files/2008/11/budgetgame-ma.png'><img src="http://blogs.law.harvard.edu/games/files/2008/11/budgetgame-ma-150x150.png" alt="Budget Game - MA" width="150" height="150" align="left" /></a>A different contrast can be made with the <a href="http://www.boston.com/news/politics/2008/specials/budget_game/">Massachusetts Budget Calculator Game, Question 1 edition</a>. As in the original version of this spreadsheet game, each top-level line item is explained with ample text &#8212;  which requires players to be <strong>both </strong>numerate <strong>and </strong>literate. This &#8220;game&#8221; is no better than Patterson&#8217;s effort &#8212; except that the point isn&#8217;t really to balance the budget. The point is to show just how absurd repealing the budget is. It turns out that it&#8217;s pretty much impossible to eliminate the income tax without destroying practically all of the Massachusetts government, which an <a href="http://www.boston.com/news/local/massachusetts/articles/2008/11/05/voters_reject_income_tax_repeal/">overwhelming majority of voters</a> ultimately agreed was reckless. Rhetorically, then, the Globe&#8217;s budget game was less a simulation and more an exercise in futility, much like the message embedded in <a href="http://blogs.law.harvard.edu/vvvv/2007/05/28/review-food-import-folly-editorial-game/">Ian Bogost&#8217;s &#8220;editorial games&#8221;</a> for the New York Times.</p>
<p><a href='http://blogs.law.harvard.edu/games/files/2008/11/budgethero.jpg'><img src="http://blogs.law.harvard.edu/games/files/2008/11/budgethero-150x150.jpg" alt="Budget Hero" width="150" height="150" align="right" /></a>But what about a game that actually helps the player understand a budget and make difficult tradeoffs? Possibly the best example out there is <a href="http://marketplace.publicradio.org/features/budget_hero/">Budget Hero</a> from American Public Media. (<a href="http://lcc.gatech.edu/~bmedler3/?p=34">Read Ben Medler&#8217;s review</a>). Among its stronger features is the ability to choose particular values that your budget should maximize (e.g. &#8220;national security&#8221; or &#8220;energy independence&#8221;). As your budget fulfills those values, the corresponding &#8220;badge&#8221; fills up. It&#8217;s a relatively elegant way to convey the idea that budgets aren&#8217;t just abstract numbers but expressions of our collective social values &#8212; moral and meaningful choices writ large. It also doesn&#8217;t hurt that the design is colorful, noisy, and generally attractive.</p>
<p>Most intriguingly, Budget Hero also compares your results with peers (assuming, as Medler points out, that the players are truthful). It&#8217;s a step in the right direction towards an engaged and informed public dialog.<a href='http://blogs.law.harvard.edu/games/files/2008/11/budgetgame-ny.png'></p>
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		<title>G4C2008: Sandra Day O&#8217;Connor keynote</title>
		<link>http://blogs.law.harvard.edu/games/2008/06/04/g4c2008-sandra-day-oconnor-keynote/</link>
		<comments>http://blogs.law.harvard.edu/games/2008/06/04/g4c2008-sandra-day-oconnor-keynote/#comments</comments>
		<pubDate>Wed, 04 Jun 2008 20:43:55 +0000</pubDate>
		<dc:creator>editorial staff</dc:creator>
				<category><![CDATA[Cross-Media]]></category>
		<category><![CDATA[Events]]></category>

		<guid isPermaLink="false">http://blogs.law.harvard.edu/games/2008/06/04/g4c2008-sandra-day-oconnor-keynote/</guid>
		<description><![CDATA[From the Games for Change conference program: &#8220;Justice O&#8217;Connor is working on several projects to foster national dialogue about the judiciary in our system of government.  She has brought together experts at Georgetown Law School and Arizona State University to create Our Courts, which will be an online interactive civics curriculum for middle school [...]]]></description>
			<content:encoded><![CDATA[<p>From the Games for Change conference program: &#8220;Justice O&#8217;Connor is working on several projects to foster national dialogue about the judiciary in our system of government.  She has brought together experts at Georgetown Law School and Arizona State University to create Our Courts, which will be an online interactive civics curriculum for middle school students.&#8221;</p>
<p>Bob Kerrey&#8217;s introduction: we must reinforce &#8220;both the ideas and the commitments necessary to make democracy work&#8230; Being critical is not critical thinking&#8221;</p>
<p><img src="http://photos-655.ll.facebook.com/photos-ll-sf2p/v292/213/14/631440655/s631440655_1314013_2646.jpg" alt="Sandra Day O'Connor" align="right" />&#8220;I&#8217;ve become increasingly concenred about vitriolic attacks&#8230; on judges &#8212; that judges are activist&#8230; Now I always thought that an activist judge is someone who gets up in the morning and go to work.&#8221; &#8220;Public education is the only long-term solution to preserving an independent judiciary and the system of government we have.&#8221;</p>
<p>&#8220;The politicians are slowly learning how to communicate with and inspire the next generation &#8212; not only through rallies, speeches&#8230; young people are getting engaged with civic life through the Internet&#8230; and through these mechanisms young people can have leadership roles through tools that belong to their generation. First we need to engage young people that government has real impact on their lives, and that they can have a real impact on government.&#8221;<br />
<span id="more-60"></span><br />
Our Courts for 7-9 graders to engage with real legal issues and problems, and enable them to find solutions to tough problems, to step into the shoes of a legislator, executive, judge. Two parts to the website:</p>
<ol>
<li>Curriculum for classrooms. One unintended consequence of No Child Left Behind is that it has squeezed out civics education. The primary purpose of public schools in America is to help produce citizens who have the knowledge, skills, and values to sustain our republic as a nation, to keep our democratic form of government. Stimulate real thinking and debate and a commitment to civic engagement.</li>
<li>For young people to use on their free time. Young people are inherently interested in fairness and justice. We just need to present this in the language and mechanisms. Working with Jim Gee to make this truly interactive, using young people&#8217;s interest in arguing and expression. Arguing real issues with the computer and each other, using real legal arguments.</li>
</ol>
<p>In response to Reuters: &#8220;I don&#8217;t play video games&#8230; sorry!&#8221;</p>
<p>In response to the New York Times: By next fall, we&#8217;ll have the fundamental outlines on the website for teachers. By the following September we hope to have Jim Gee&#8217;s very engaging parts online. Example of gameplay: T-Shirts being passed around schools that raise First Amendment issues. &#8220;I&#8217;d love to put up something for the students about the Second Amendment issue that the Supreme Court is addressing this year. These are things that students can learn to be engaged in. We can provide them with the text from the Constitution, and the precedents, and they can make good arguments for both sides. It would be a vehicle for enabling students to understand what the Constitution is, how the courts have to interpret it from time to time, and to make up their minds on their own.&#8221;</p>
<p>&#8220;I think that the interactive media on computers serve us better because I&#8217;ve observed my own grandchildren. And they will sit in front of the computer screens and be engaged in it for a long time. And that tells me that it&#8217;s a good vehicle to use. I also believe that when we learn something, a principle or concept, by doing it, by having it happen to us, which you can do by the medium of a computer, you learn by doing, and I think you remember and understand it better.&#8221;</p>
<p>&#8220;It&#8217;s easier for the classroom teachers&#8221;</p>
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		<title>G4C2008: unveiling the &#8220;corporation for public gaming&#8221;</title>
		<link>http://blogs.law.harvard.edu/games/2008/06/04/g4c2008-unveiling-the-corporation-for-public-gaming/</link>
		<comments>http://blogs.law.harvard.edu/games/2008/06/04/g4c2008-unveiling-the-corporation-for-public-gaming/#comments</comments>
		<pubDate>Wed, 04 Jun 2008 17:18:48 +0000</pubDate>
		<dc:creator>editorial staff</dc:creator>
				<category><![CDATA[Cross-Media]]></category>
		<category><![CDATA[Events]]></category>

		<guid isPermaLink="false">http://blogs.law.harvard.edu/games/2008/06/04/g4c2008-unveiling-the-corporation-for-p</guid>
		<description><![CDATA[This is a Really Big Deal: Joan Ganz Cooney Center at Sesame Workshop is launching a new initiative around gaming; Dr. Michael Levine presented the new project.
Target audience: elementary kids, not as young as Sesame audience. How to blend affordances of digital media.
Signature programs: Research Innovation Fund (how new media applications can accelerate children&#8217;s learning), [...]]]></description>
			<content:encoded><![CDATA[<p>This is a Really Big Deal: Joan Ganz Cooney Center at Sesame Workshop is launching a new initiative around gaming; Dr. Michael Levine presented the new project.</p>
<p>Target audience: elementary kids, not as young as Sesame audience. How to blend affordances of digital media.</p>
<p>Signature programs: Research Innovation Fund (how new media applications can accelerate children&#8217;s learning), Cooney Prizes for Excellence in Digital Media (recognizing &#8220;half baked&#8221; ideas), Cooney Fellows Program, Advocacy &amp; Dissemination Program.<br />
<span id="more-58"></span><br />
Two new projects: Intergenerational Video Game Project (new model for literacy, with Tracy Fullerton); ComicSpace literacy-buildng website (with E-Line Ventures / Alan Gershenfeld)</p>
<p>See <em>D is for Digital</em>: market scan of media for 3-11, concern for intentional educational design</p>
<p>See <em>The Power of Pow! Wham!</em> by Dr. Rima Shore &#8212; harnessing the new &#8220;wasteland&#8221; for learning</p>
<p>See <em>Getting Over the Slump: Innovation Strategies to Promote Children&#8217;s Learning</em> by Jim Gee and especially 6 recommendations.</p>
<p>Forthcoming: Games for the Future: The Potential of Video Games&#8230; findings: Video games can boost American competitiveness through participatory culture, mobilize + change; new R&amp;D mechanism to PROVE the efficacy of game-based learning tools for specific sectors. Recommendations: new teaching/learning style, alternate assessments. Industry: new incentives to invest in R&amp;D of game-based learning, CSR investments, double/triple-bottom-line-investments. Policy: National Center for Research in Information and Digital Technologies; public-private venture funds; CPB funding for R&amp;D on video games.</p>
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		<title>Berkman@10 / WGBH workshop wrapup</title>
		<link>http://blogs.law.harvard.edu/games/2008/05/17/berkman10-workshop-wrapup/</link>
		<comments>http://blogs.law.harvard.edu/games/2008/05/17/berkman10-workshop-wrapup/#comments</comments>
		<pubDate>Sat, 17 May 2008 15:42:16 +0000</pubDate>
		<dc:creator>editorial staff</dc:creator>
				<category><![CDATA[Cross-Media]]></category>
		<category><![CDATA[Events]]></category>

		<guid isPermaLink="false">http://blogs.law.harvard.edu/games/2008/05/17/berkman10-workshop-wrapup/</guid>
		<description><![CDATA[
Yesterday afternoon about 40 participants of the Berkman@10 conference met up to workshop a proposed WGBH transmedia TV show / online game. WGBH Project Director Blyth Lord set the scene with an overview of the project&#8217;s goals:

The series will show kids how to think more deeply and creatively about the world they live in, and [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://blogs.law.harvard.edu/games/files/2008/05/photo_051608_002.jpg"><img src='http://blogs.law.harvard.edu/games/files/2008/05/photo_051608_002.thumbnail.jpg' alt='"Evaluation" Working Group' align="right" /></a><br />
Yesterday afternoon about 40 participants of the <a href="http://cyber.law.harvard.edu/berkmanat10/The_Dilemma_of_Games:_Moral_Choice_in_a_Digital_World">Berkman@10 conference</a> met up to workshop a proposed WGBH transmedia TV show / online game. WGBH Project Director Blyth Lord set the scene with an overview of the project&#8217;s goals:</p>
<blockquote><p>
<strong>The series will show kids how to think more deeply and creatively about the world they live in, and to make choices based on what they discover.</strong><br />
We have three curricular objectives:</p>
<ol>
<li>To develop in children an understanding of systems and the pathways to environmental sustainability</li>
<li>To model and encourage positive attitudes and scientific inquiry skills</li>
<li>To connect children to nature </li>
</ol>
</blockquote>
<p>With that set of goals in mind, the workshop broke up into small teams to tackle the project&#8217;s big questions. Our brainstorms after the break&#8230;</p>
<p>(Big props to Shenja van der Graaf and all the conference organizers at Berkman; Gary Goldberger of Fablevision; Josh Diaz, Eitan Glinert, Marleigh Norton, Peter Rauch, Doris Rusch, and Jaroslav Svelch of GAMBIT Game Labs; Sam Gilbert of the Goodplay Project; and especially Blyth Lord and Marisa Wolsky of WGBH for making this workshop possible!)</p>
<p><em>- Gene Koo</em><br />
<span id="more-31"></span><br />
<a href="http://blogs.law.harvard.edu/games/files/2008/05/photo_051608_007.jpg"><img src='http://blogs.law.harvard.edu/games/files/2008/05/photo_051608_007.thumbnail.jpg' alt='"Affect" Working Group' align="right" /></a></p>
<h3>Engaging players with nature</h3>
<p>How to resolve the apparent conflict between a TV show / video game (indoors) and a regard for nature (outdoors)?</p>
<ul>
<li>Technology assumed: Web + phone cameras</li>
<li>Gameplay:</li>
<ul>
<li>grow a plant + pictures, profile that build up a virtual forest within the game</li>
<li>offer a challenge the entire group tries to achieve (once the forest is successfully grown)</li>
<li>looking at clouds &#8212; taking pictures, comments</li>
<li>adopt a tree</li>
<li>what&#8217;s in your fridge?</li>
<ul>
<li>what&#8217;s in there, where did it come from, what was the env. impact to get there</li>
</ul>
<li>what&#8217;s in your school lunch?</li>
<li>community maps</li>
<ul>
<li>where does your water come from</li>
<li>where are your parks</li>
<li>geocaching</li>
</ul>
</ul>
<li>Organized events</li>
</ul>
<h3>Evaluation</h3>
<p>How will we know what kids have learned, both in terms of scientific understanding but also in terms of their regard for nature?</p>
<ul>
<li>problem of unexpected player behavior</li>
<li>a need for qualitative and quantitative evaluation</li>
<li>passive observation of how players engage in game</li>
<ul>
<li>length of play session, what were they doing, etc.</li>
</ul>
<li>playtesting &amp; player observation</li>
<li>What is it that you&#8217;re trying to figure out that they learned</li>
<ul>
<li>Systems understanding of the game</li>
<ul>
<li>Regardless of their actual play (e.g. destroying stuff)</li>
<li>Cheat codes as a way to demonstrate how the game works</li>
<ul>
<li>(Breaking rules as a way to demonstrate knowledge of rules)</li>
</ul>
<li>ONLY &#8220;saving&#8221; the ecosystem doesn&#8217;t show knowledge of system</li>
<ul>
<li>Maybe killing everything is perhaps better for understanding how system works</li>
</ul>
<li>Show impact of system, not inculcate environmentalism</li>
<li>A double SimCity setting in which you build your own and sabotage them, but if you do that you might destroy yourself&#8230;</li>
</ul>
</ul>
<li>Parent-accessible data from game backend</li>
<ul>
<li>Show parents why game beneficial to kids&#8217; learning</li>
<li>Caveat: privacy concerns</li>
</ul>
</ul>
<h3>Affect</h3>
<p>This game takes on the task of not just teaching understanding of a complex system (e.g. the water cycle within an ecosystem), but tries to lead players to care about them. Can a game accomplish that, and how?</p>
<ul>
<li>Emotional hook for the story</li>
<li>Entry point: the emotional point, or the cognitive engagement?</li>
<li>Style: less photorealistic for kids to accept as &#8220;real&#8221;</li>
<li>How to teach how systems are interconnected?</li>
<li>What&#8217;s the overall goal?</li>
<ul>
<li>Not to create environmentalists: Good vs. Bad</li>
<li>But maybe to be Very Good or Very Bad?</li>
<ul>
<li>,.. and hard to achieve either</li>
<li>This encourages reflection &amp; understanding</li>
<li>Systems are complex : just turning off a power plant doesn&#8217;t solve the problem</li>
</ul>
</ul>
<li>Interlinking of micro and macrosystems so that levels are interconnected</li>
<ul>
<li>How solving one game affects other games or meta-game</li>
<li>Choices affect your character, character evolution, &#8220;points&#8221;</li>
</ul>
<li>Not a win/lose game, but to consider outcomes</li>
<ul>
<li>Looking at interaction between two decisions (food fertilizer, clear water)</li>
</ul>
<li>Moral decisions require caring, anger</li>
<li>A need for optimism to foster a sense of agency</li>
<li>How to convey that these actions have consequences?</li>
<ul>
<li>A very difficult way of thinking</li>
<li>But this gives you a sense of agency</li>
</ul>
</ul>
<h3> Motivation</h3>
<p>What will lead viewers of the TV show to play the game?</p>
<ul>
<li>Look to successful commercial games&#8217; motivational hooks</li>
<li>Narrative won&#8217;t be enough to pull players into the game</li>
<li>Maybe the characters are what involve players</li>
<li>While being careful around representation</li>
</ul>
<h3>Transmedia</h3>
<p>What special capabilities are possible because this project will bridge across media (TV, Web, game)</p>
<ul>
<li>What platforms are available, and how games can relate to them</li>
<li>Assume for accessibility, stick to Flash-based Web games</li>
<li>TV show encourages engaging in game and vice versa (positive feedback loops)</li>
<li>Game comprises mini-games, each playing with a system</li>
<ul>
<li>As every episode airs, a parallel game is published on the Website</li>
<li>Play as the character from the show to try different outcomes (e.g. destroy rather than fix the system)</li>
</ul>
<li>How can TV show help gameplay</li>
<ul>
<li>Cheat codes in the show</li>
<li>Or solution sets</li>
</ul>
<li>Have winning the game expose episode content</li>
<ul>
<li>Outtakes?</li>
<li>Trailer for next show</li>
</ul>
</ul>
<h3>Game of Games</h3>
<ul>
<li>Kids are increasingly good at deconstructing systems</li>
<li>Thus mini-games should tie into a larger systems that interact</li>
<li>So not self-evident that pushing this will affect that</li>
</ul>
<h3>FUNNNNNNNN</h3>
<h3>Business Models</h3>
<p>How will the project be financially sustainable over time?</p>
<ul>
<li>Initial funding</li>
<li>Commercial partnerships?</li>
<ul>
<li>Maybe some cross-branding: as family-friendly</li>
</ul>
<li>Advertising tie-ins?</li>
<ul>
<li>Underwriting</li>
<li>Product placements</li>
</ul>
<li>Make an expensive awesome game that provides the footage for the show: machinima</li>
<ul>
<li>See Japan&#8217;s shows</li>
<li>Actual in-game footage</li>
</ul>
</ul>
]]></content:encoded>
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		<title>Berkman@10 workshop to feature WGBH transmedia video game</title>
		<link>http://blogs.law.harvard.edu/games/2008/05/08/berkman10-workshop-to-feature-wgbh-transmedia-video-game/</link>
		<comments>http://blogs.law.harvard.edu/games/2008/05/08/berkman10-workshop-to-feature-wgbh-transmedia-video-game/#comments</comments>
		<pubDate>Thu, 08 May 2008 22:43:27 +0000</pubDate>
		<dc:creator>editorial staff</dc:creator>
				<category><![CDATA[Cross-Media]]></category>
		<category><![CDATA[Events]]></category>

		<guid isPermaLink="false">http://blogs.law.harvard.edu/games/2008/05/08/berkman10-workshop-to-feature-wgbh-tran</guid>
		<description><![CDATA[We&#8217;ll be running a very exciting workshop at the upcoming Berkman @ 10 Conference, where participants will have the opportunity to work on a proposed WGBH transmedia TV show / video game.
when
Friday, May 16
3:15-4:45 (This session will extend into coffee hour)
where
Langdell South
what you&#8217;ll do
After project leads from WGBH present the basic goals of the show, [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://cyber.law.harvard.edu/events/berkmanat10"><img src="http://cyber.law.harvard.edu/sites/cyber.law.harvard.edu/files/berkmanat10.jpg" alt="Berkman @ 10" align="right" /></a>We&#8217;ll be running a very exciting workshop at the upcoming <a href="http://cyber.law.harvard.edu/events/berkmanat10">Berkman @ 10 Conference</a>, where participants will have the opportunity to work on a proposed <a href="http://www.wgbh.org">WGBH</a> transmedia TV show / video game.</p>
<h3>when</h3>
<p><a href="http://cyber.law.harvard.edu/events/berkmanat10/agenda">Friday, May 16</a><br />
3:15-4:45 (This session will extend into coffee hour)</p>
<h3>where</h3>
<p><a href="http://map.harvard.edu/level3.cfm?mapname=camb_allston&amp;tile=F6&amp;quadrant=C&amp;series=N">Langdell South</a></p>
<h3>what you&#8217;ll do</h3>
<p>After project leads from WGBH present the basic goals of the show, we will be breaking up into small teams to brainstorm game designs that will advance the presented goals. We&#8217;ll reconvene to hear these ideas and give each other feedback. We&#8217;ll then break up a second time to hash out the ideas further, and present our final suggestions.</p>
<h3>who will be there</h3>
<p>Our team of &#8220;valuable gamers&#8221; from MIT and Harvard will be facilitating the discussions, but more importantly, we&#8217;re looking forward to <strong>YOU</strong> joining in!</p>
<h3>find out more</h3>
<p>Latest information posted to our <a href="http://cyber.law.harvard.edu/berkmanat10/The_Dilemma_of_Games:_Moral_Choice_in_a_Digital_World">wiki</a>.</p>
]]></content:encoded>
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		<title>Persepolis for Xbox 360? (cross-post from GAMBIT blog)</title>
		<link>http://blogs.law.harvard.edu/games/2008/04/07/persepolis-for-xbox-360/</link>
		<comments>http://blogs.law.harvard.edu/games/2008/04/07/persepolis-for-xbox-360/#comments</comments>
		<pubDate>Mon, 07 Apr 2008 21:28:30 +0000</pubDate>
		<dc:creator>editorial staff</dc:creator>
				<category><![CDATA[Cross-Media]]></category>
		<category><![CDATA[Opinion & Advocacy]]></category>
		<category><![CDATA[Quick Review]]></category>

		<guid isPermaLink="false">http://blogs.law.harvard.edu/games/2008/04/07/persepolis-for-xbox-360/</guid>
		<description><![CDATA[&#8230;In light of something as moving and personal as Persepolis, the idea of playing a game that dealt with repression and revolution like Just Cause did made me recoil. My initial revulsion at the game&#8217;s shallowness came surging back even more intense than before. Disgusted, I asked myself why it seemed impossible to make a [...]]]></description>
			<content:encoded><![CDATA[<blockquote><p>&#8230;In light of something as moving and personal as Persepolis, the idea of playing a game that dealt with repression and revolution like Just Cause did made me recoil. My initial revulsion at the game&#8217;s shallowness came surging back even more intense than before. Disgusted, I asked myself why it seemed impossible to make a game that dealt with social upheaval the way Persepolis did&#8230;</p></blockquote>
<p><a href="http://gambit.mit.edu/updates/2008/04/last_week_i_bought_a.php">Read more on the GAMBIT blog</a></p>
<p><em>&#8211; Matthew Weise</em></p>
]]></content:encoded>
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