{"id":60,"date":"2011-02-24T17:12:50","date_gmt":"2011-02-25T01:12:50","guid":{"rendered":"https:\/\/blogs.ubc.ca\/economicsofedtech\/?p=60"},"modified":"2011-02-24T17:12:50","modified_gmt":"2011-02-25T01:12:50","slug":"gaming","status":"publish","type":"post","link":"https:\/\/blogs.ubc.ca\/economicsofedtech\/2011\/02\/24\/gaming\/","title":{"rendered":"Gaming"},"content":{"rendered":"<p>After reading Gee (2003) and de Castell and Jenson (2003) this week, I see playing games in a different light. Now, I appreciate the problem solving skills, sense of community, and decision making opportunities that game worlds provide.  Last year, I played online games with my students, thinking a \u201cgame\u201d would motivate them.  These games were primarily for math and grammar practice.  I think the games did engage them at the beginning because it was something different but they were surface games that didn&#8217;t connect the players to something bigger or allow them to create their own meaning.  My students love Club Penguin, Poptropica, and Webkinz.  All three games seem to have a culture surrounding them where the games are \u201ctalked about, read about, &#8216;cheated&#8217;, fantasized about\u201d as de Castell and Jenson (2003, p. 651) describe.  That&#8217;s part of the reason why I wanted to see what the hype was all about.<\/p>\n<p>Each game allows you to create an avatar that puts you in a gaming environment where you can choose your own adventure, play mini-games, and talk to other players.<\/p>\n<p>What aspects of the design produce an engagement that feels like immersion?<\/p>\n<p>I felt immersed in Clube Penguin because I was able to participate fully and navigate my penguin through a world composed of various buildings and outdoor activities.  There was more exploration opportunity in Poptropica than in the other games.  I felt that Poptropica had an addictive quality that would cause me to think about the game when I wasn&#8217;t playing (if I was younger).  I was a little disappointed that Webkinz didn&#8217;t offer the same freedom as the other two.  I was able to decorate my own room for my pet but I didn&#8217;t feel as connected to other players or able to explore a world around me.  However, in order to keep my pet alive, I am suppose to feed it and exercise it everyday which would keep me coming back to the game.<\/p>\n<p>How does design create links with specific narratives?<\/p>\n<p>Poptropica was more game like because I felt like I had a quest even though I wasn&#8217;t always sure of what that was.  I created my own narrative for Club Penguin as I moved from building to building to play mini-games.  Both Poptropica and Club Penguin had other players who would give me information about what to do.  I know some people who work for Club Penguin so I know that these are actual employees who are paid to play the game and act as tour guides.  The mission in Webkinz is just to keep my pet alive.  I was disappointed with Webkinz because it focused a lot on purchasing credits to decorate my room and buy things for my pet which, I thought, encourages materialism.<\/p>\n<p>How does design create links with specific feelings?<\/p>\n<p>Poptropica was the most exciting game because I was on an adventure collecting items and performing activities that would lead me to beat the level or island that I was on.  It had a sense of mystery and challenge.  Webkinz capitalized on my mothering instincts to keep my pet safe.  Any emotion felt on Club Penguin was in response to conversation I had with the other players<\/p>\n<p>How does design create links with specific knowledges, communities, and\/or skills<\/p>\n<p>Both Club Penguin and Poptropica provided online communities that enabled \u201csolidarity beyond\/outside the game (chat rooms, bulletin boards, etc.\u201d  (De Castell &amp; Jenson, p.655)  I felt like I was producing my own meaning as I directed my avatar throughout these games.  On Club Penguin, I felt like a bit of an outsider due to my correct spelling and punctuation use.  Gee (2003) mentions this as he describes semiotic domains that have identifiable practices, patterns, and behaviours.<\/p>\n<p>Webkinz could teach young children about how to look after another life form but I think there&#8217;s other online environments\/activities that do a better job of this.<\/p>\n<p>The mini-games embedded in all three games required a range of simple to complex problem solving skills.<\/p>\n<p>How does design mediate interactivity in this game?<\/p>\n<p>Each game encouraged communication amongst the players usually though a chat function.  Club Penguin and Poptropica used other players as guides to help me through the game.  Club Penguin was the only game that allowed me to type what I wanted instead of choosing from some standardized message.  All three games allowed me to invite other players to compete in a mini game with me.<\/p>\n<p>de Castell, Suzanne, &amp; Jenson, Jennifer. (2003). Serious play. Journal of Curriculum Studies, 35(6), 649-665.<\/p>\n<p>Gee, J. (2003). Semiotic domains: Is playing video games a \u201cwaste of time? Chapter in: What video games have to teach us about learning and literacy. New York: Palgrave.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>After reading Gee (2003) and de Castell and Jenson (2003) this week, I see playing games in a different light. Now, I appreciate the problem solving skills, sense of community, and decision making opportunities that game worlds provide. Last year, I played online games with my students, thinking a \u201cgame\u201d would motivate them. These games [&hellip;]<\/p>\n","protected":false},"author":3645,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[],"class_list":["post-60","post","type-post","status-publish","format-standard","hentry","category-uncategorized"],"_links":{"self":[{"href":"https:\/\/blogs.ubc.ca\/economicsofedtech\/wp-json\/wp\/v2\/posts\/60","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/blogs.ubc.ca\/economicsofedtech\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/blogs.ubc.ca\/economicsofedtech\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/blogs.ubc.ca\/economicsofedtech\/wp-json\/wp\/v2\/users\/3645"}],"replies":[{"embeddable":true,"href":"https:\/\/blogs.ubc.ca\/economicsofedtech\/wp-json\/wp\/v2\/comments?post=60"}],"version-history":[{"count":1,"href":"https:\/\/blogs.ubc.ca\/economicsofedtech\/wp-json\/wp\/v2\/posts\/60\/revisions"}],"predecessor-version":[{"id":61,"href":"https:\/\/blogs.ubc.ca\/economicsofedtech\/wp-json\/wp\/v2\/posts\/60\/revisions\/61"}],"wp:attachment":[{"href":"https:\/\/blogs.ubc.ca\/economicsofedtech\/wp-json\/wp\/v2\/media?parent=60"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/blogs.ubc.ca\/economicsofedtech\/wp-json\/wp\/v2\/categories?post=60"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/blogs.ubc.ca\/economicsofedtech\/wp-json\/wp\/v2\/tags?post=60"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}