Tuesday GDC Notes
Tuesday
Tuesday Morning
I. Ian Bogost Keynote Speech
Love, valentine’s day, marriage, toasts leading up to interdisciplinarity
Katherine Hayles (MLA) called interdisciplinarity “Weak and flabby”
Video Games is a new discipline and there is hazing and gatekeeping involved
We are trying to make an interdiscipline
We are a bit of a “savior discipline” or that is (at least) the way that it gets seen by some
Ideas <3 computation (the marriage of ideas and computation)
This might be the first earnest attempt at this marriage
Ideas
Will Wrght’s ideas for games come from books in other disciplines: SimCity Urban Dynamics; SimLife-> Gaia; Simants -> The Ant; The Sims -> A Pattern Language, Why We Buy; Spore -> Gaia J. Lovelock
The ideas come from outside. Successful collaboration of disciplines.
In the liberal arts we do learning in the more abstract sense how to think, how to learn and consider context. The problem with this is that it doesn’t allow for the study of computation and the problem with this is that video games are computational.
Procedural literacy
Thinking about the machines themselves (computer engineering) Thinking about how they are made and what brings about their evolution, not only intent but happenstance and cultural factors.
Thinking about teamwork--Early videogames were created by one person. With some of the new PSN and XBLA games were are returning to the notion of the renaissance man developer-– the one person team.
Hayles says throw away departments and bring on “clusters” that incoming students can declare a problem and not a major and choose the cluster that worked best for them.
Videogames are a medium that are capable of a number of things other than entertainment. A mature medium explores the continuum from high art -> tool, but videogames are not there. There is still possibility space for us to se other as a failure or as potential for growth.
This thing that we do requires dedication and shouldn’t be done because it’s cool or because it will boost dwindling enrollment.
II. Reaching Out. Looking In. To Build Mutually Beneficial Partnerships– Ann De Merle
Industry/Academia
Commonality
Youth– propel both game industry and academia
Product– create vehicles in which learning takes place
Dissimilarity
Timeline– 2 years to ship vs. 6+ years
Assessment– rapid market response vs. ???
Advisory boards to build programs
Industry sponsored gatherings
Industry sponsored campuses
Game education to recruit students
Research pushing boundaries
Internship programs
Keynote: Ernest Adams– go to industry
Make some new friends– build in diversity
Game Company 2018
Content
Context
Community
Delivery Method
Commerce
Convergence
Connectivity
Location
Tuesday Afternoon
I. How Can We Assess Learning
Richard
Game play context is critical
Learning needs to be contextualized in order to transfer learning
Rote vs. Meaningful learning
Games can harm rote learning because it offers the novice learner a lot of extraneous information. This is working with the notion that rote learning is desirable in the first place. Perhaps this is more necessary in the STEM courses, but what about more humanistic courses?
The more that you can connect new information with what you already have in your brain the more likely you are to be able to retrieve it. Working with foundational knowledge and dealing with learning as building blocks.
Frank points out that we have gotten off task (or at least they have) and are not talking about assessment at all, but rather or not gamers can learn from games at all.
Richard seems to see everything as transfer...From rote recall to critical thinking.
II. Using games to teach CS
Andy Phelps MUPPETS
MS using games to find bugs in software Rob Musson and Ross Smith
Games at work
Let everyone win
Simple prizes
Align the game to the job (DYFJ– Do your friggin’ job)
Simple games
Game purpose
Motivate behavior– communicate goals and allow tweaking of goals over a short period of time
Facilitate education– understand standard metrics, learn the relationships between the metrics, and understand how to use the metrics
Team working– build spirit, healthy competition
Game Design
Set goals
Set rules
Determine organizational impact
Game Issues
Competing priorities between groups
Multiple goals
Conflicts between plays and non-players
Bug Hunter Design
Goal– use $ best way, gather metrics
Rules– enter info after discovery, vote on bug location, predict root cause, determine root cause
Game Flow
Detected
Predict resolution
Resolution
-Looking at a demo of Bluegrass virtual world
IBM has bee hive which is an internal version of facebook.








Recent comments
3 weeks 1 day ago
3 weeks 1 day ago
6 weeks 3 days ago
8 weeks 3 days ago
18 weeks 1 day ago
18 weeks 6 days ago
22 weeks 3 days ago
22 weeks 4 days ago
23 weeks 1 day ago
23 weeks 2 days ago