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What do games teach us about
      creative culture?
        Andrew Phelps
        Professor & Founding Director
        School of Interactive Games & Media
        College of Computing & Information Sciences
        Rochester Institute of Technology

School of Interactive Games & Media
B. Thomas Golisano College of Computing & Information Sciences
Rochester Institute of Technology
igm.rit.edu | www.rit.edu
Hi, I’m Andy, and I Make Games.




                          Andy approximately 1978-1981.



School of Interactive Games & Media
B. Thomas Golisano College of Computing & Information Sciences
Rochester Institute of Technology
igm.rit.edu | www.rit.edu
RIT HISTORY of GAMES EDUCATION
DEVELOPMENT
Winner XNA GS Innovation Award 2007
HONORED REPEATEDLY BY MSR and others
NATIONAL REPUTATION of EXCELLENCE
INCREDIBLE RESEARCH RECORD
NEW EXCITING NATIONAL PROJECTS EVERY YEAR
      Picture the Impossible
      Just Press Play
      Preserving Virtual Worlds
      IGDA GameSauce Challenge Top 10
      PAX 10 Challenge Top 10

NETWORK OF ALUMNI MAKING
THE GAMES YOU PLAY
      Halo
      Transformers
      Guitar Hero
      Spongebob
      Several Kinect® Titles…

        School of Interactive Games & Media
        B. Thomas Golisano College of Computing & Information Sciences
        Rochester Institute of Technology
        igm.rit.edu | www.rit.edu
OUR GRADUATES ARE CURRENTLY
CREATING THINGS AT:
Microsoft X-BOX & MGS                                 Artificial Life
Electronic Arts                                       Northrup Grumman Undersea Systems
Vicarious Visions                                     United States Military and the CIA
Red Eye Studios                                       Booz Allen Hamilton
SquareEnix                                            IBM                   Odopod
Sony Computer Entertainment Lockheed Martin
High Moon                                             Public Broadcasting Station (PBS)
Volition                                              Nickelodeon                    MTV
Blizzard Entertainment                                Cynergy Systems Inc.
Edios                                                 Google
Activision                                            mySpace / Fox Interactive
Big Huge Games                                        …and many more!
Zynga            Valve

           School of Interactive Games & Media
           B. Thomas Golisano College of Computing & Information Sciences
           Rochester Institute of Technology
           igm.rit.edu | www.rit.edu
Alumni Example: Katie Linendoll
                                                                 Katie Linendoll is an Emmy award-winning TV
                                                                 personality and technology expert, appearing
                                                                 on CNN and the CBS Early Show and regularly
                                                                 contributing her expertise to magazines like
                                                                 People, People Style Watch, Marie Claire,
                                                                 Shape and Fitness. Prior to working on-air,
                                                                 Linendoll gained behind-the-scenes experience
                                                                 with ESPN and won an Emmy as Associate
                                                                 Producer for SportsCenter. Knowing what a
                                                                 producer wants and what it takes to create a
                                                                 show helped her transition to her new role in
                                                                 front of the camera, where she develops and
                                                                 creates all her own segments. Linendoll also
                                                                 co-hosted the Emmy nominated series, 'We
                                                                 Mean Business' on A&E and has blogged for
CLASS OF ‘05                                                     Dell and Oprah.com. She has also worked on
                                                                 projects with AOL, Gizmodo and HP. She
                                                                 recently agreed to a one year deal with Lincoln
                                                                 and signed as a spokesperson for Polaroid, and
                                                                 just started her own show on SPIKE TV.
School of Interactive Games & Media
B. Thomas Golisano College of Computing & Information Sciences
Rochester Institute of Technology
igm.rit.edu | www.rit.edu
Alumni Example: Josh Gilpatrick
                                                                  Josh was a GDD
                                                                  student who went to
                                                                  work at Microsoft
                                                                  Games Studios.
                                                                  Built the ‘monkey see,
                                                                  monkey do’ mechanic
                                                                  for Kinect now in
CLASS OF ‘09                                                      Sports & Kinectimals
 School of Interactive Games & Media
 B. Thomas Golisano College of Computing & Information Sciences
 Rochester Institute of Technology
 igm.rit.edu | www.rit.edu
First, are gamers creative?
•   ‘Learning’ the game?
•   Training a response? / Cultivating a response?
•   Isn’t it just ‘discovery of a rule-set’?
•   Optimization?




     School of Interactive Games & Media
     B. Thomas Golisano College of Computing & Information Sciences
     Rochester Institute of Technology
     igm.rit.edu | www.rit.edu
“Take for example the basic notion of a quest.
Within a typical MMOG, a quest provides a
description of a task to be performed, basic
information about what resources are needed, and a
reward to be received when the task is completed.
One of the key traits of a questing disposition is the
willingness to find, analyze, and evaluate resources
needed to complete a task. One’s disposition toward
the world is characterized by the belief that if you try
hard enough you will find what you need along the
way, that the world itself will afford the resources
that are needed to solve it. Accordingly, a quest
disposition is one which is tied to resources and
which focuses on the contingency and possibility, but
also which demands a high level of situational
awareness.” – Doug Thomas and Seely Brown USC
 School of Interactive Games & Media
 B. Thomas Golisano College of Computing & Information Sciences
 Rochester Institute of Technology
 igm.rit.edu | www.rit.edu
How do we explain
•   Rocket Jumping?
•   Corpse writing?
•   Wall Hacking?
•   Gnome Scouting?
•   …and several other forms of emergent play?

               _What seems obvious in hindsight_
                      _is not predictable_
     School of Interactive Games & Media
     B. Thomas Golisano College of Computing & Information Sciences
     Rochester Institute of Technology
     igm.rit.edu | www.rit.edu
Engagement
• Obviously, a lot has now been written about
  engagement, flow, motivation, etc.




   School of Interactive Games & Media
   B. Thomas Golisano College of Computing & Information Sciences
   Rochester Institute of Technology
   igm.rit.edu | www.rit.edu
Flow as Game Addiction
• In an irony of ironies, the element that is often
  misrepresented as “responsible for game
  addiction” is the very same element that
  makes games a powerful catalyst for learning,
  and which forms the basis for scientific inquiry

• Human beings are “happy” solving challenges
  and feeling rewarded.
   School of Interactive Games & Media
   B. Thomas Golisano College of Computing & Information Sciences
   Rochester Institute of Technology
   igm.rit.edu | www.rit.edu
Creativity
• “enjoyability replaces usability” – M. Gough,
  Adobe Systems
• Directed replaces dictated
• Our “10,000 hours” doesn’t necessarily
  produce anything out of the ordinary, but
  “playing around” often does


   School of Interactive Games & Media
   B. Thomas Golisano College of Computing & Information Sciences
   Rochester Institute of Technology
   igm.rit.edu | www.rit.edu
What we used to say about computers
• Once you’ve unlocked the power of the desk-top
  computer, you’ll be using Apple in ways you
  never dreamed of. You don’t want to be limited
  by the availability of pre-programmed cartridges.
  You’ll want a computer, like Apple, that you can
  also program yourself. … The more you and your
  students learn about computers, the more your
  imagination will demand. So you’ll want a
  computer that can grow with you as your skills
  and experience grow. – original Apple ][ literature, courtesy of Ian Bogost,
   GaTech
     School of Interactive Games & Media
     B. Thomas Golisano College of Computing & Information Sciences
     Rochester Institute of Technology
     igm.rit.edu | www.rit.edu
The Assessment Trap
• One of the biggest challenges is assessment. A lot of times
  we are asked to prove the ‘effectiveness’ of a given title or
  experience by comparing it to a more traditional measure
  using a standardized instrument. Educational games are a
  prime example here. And if you aren’t careful, you fall
  victim to organizing everything around the assessment
  mechanism – you start off designing a game to teach a
  mathematical concept, and produce a game that makes
  someone very adept at taking a standardized test about
  that concept, but not necessarily better at actually
  employing that concept in their own work or study.



    School of Interactive Games & Media
    B. Thomas Golisano College of Computing & Information Sciences
    Rochester Institute of Technology
    igm.rit.edu | www.rit.edu
The Sheeple Trap
• And… the continual challenge of allowing for
  creativity and gameful solutions: players are
  smart, motivated, and engaged (if you built a
  good game). That means they will do things
  you didn’t expect or design for: often times I
  see folks trying to account for all possible
  actions or paths, when a more flexible and
  less-detailed approach might be the better
  way to go in addressing the content.
   School of Interactive Games & Media
   B. Thomas Golisano College of Computing & Information Sciences
   Rochester Institute of Technology
   igm.rit.edu | www.rit.edu
10 years of Games@RIT




School of Interactive Games & Media
B. Thomas Golisano College of Computing & Information Sciences
Rochester Institute of Technology
igm.rit.edu | www.rit.edu
Thank You & Questions
                                                   andy@mail.rit.edu




School of Interactive Games & Media
B. Thomas Golisano College of Computing & Information Sciences
Rochester Institute of Technology
igm.rit.edu | www.rit.edu
Useful Links:
www.seriousplayconference.com
www.seriousgamesdirectory.com
www.seriousgamesassociation.com

Contact:
sbohle@seriousgamesassociation.com

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"What do games teach us about creative culture?" By Andrew Phelps- Serious Play Conference

  • 1. What do games teach us about creative culture? Andrew Phelps Professor & Founding Director School of Interactive Games & Media College of Computing & Information Sciences Rochester Institute of Technology School of Interactive Games & Media B. Thomas Golisano College of Computing & Information Sciences Rochester Institute of Technology igm.rit.edu | www.rit.edu
  • 2. Hi, I’m Andy, and I Make Games. Andy approximately 1978-1981. School of Interactive Games & Media B. Thomas Golisano College of Computing & Information Sciences Rochester Institute of Technology igm.rit.edu | www.rit.edu
  • 3. RIT HISTORY of GAMES EDUCATION DEVELOPMENT Winner XNA GS Innovation Award 2007 HONORED REPEATEDLY BY MSR and others NATIONAL REPUTATION of EXCELLENCE INCREDIBLE RESEARCH RECORD NEW EXCITING NATIONAL PROJECTS EVERY YEAR Picture the Impossible Just Press Play Preserving Virtual Worlds IGDA GameSauce Challenge Top 10 PAX 10 Challenge Top 10 NETWORK OF ALUMNI MAKING THE GAMES YOU PLAY Halo Transformers Guitar Hero Spongebob Several Kinect® Titles… School of Interactive Games & Media B. Thomas Golisano College of Computing & Information Sciences Rochester Institute of Technology igm.rit.edu | www.rit.edu
  • 4. OUR GRADUATES ARE CURRENTLY CREATING THINGS AT: Microsoft X-BOX & MGS Artificial Life Electronic Arts Northrup Grumman Undersea Systems Vicarious Visions United States Military and the CIA Red Eye Studios Booz Allen Hamilton SquareEnix IBM Odopod Sony Computer Entertainment Lockheed Martin High Moon Public Broadcasting Station (PBS) Volition Nickelodeon MTV Blizzard Entertainment Cynergy Systems Inc. Edios Google Activision mySpace / Fox Interactive Big Huge Games …and many more! Zynga Valve School of Interactive Games & Media B. Thomas Golisano College of Computing & Information Sciences Rochester Institute of Technology igm.rit.edu | www.rit.edu
  • 5. Alumni Example: Katie Linendoll Katie Linendoll is an Emmy award-winning TV personality and technology expert, appearing on CNN and the CBS Early Show and regularly contributing her expertise to magazines like People, People Style Watch, Marie Claire, Shape and Fitness. Prior to working on-air, Linendoll gained behind-the-scenes experience with ESPN and won an Emmy as Associate Producer for SportsCenter. Knowing what a producer wants and what it takes to create a show helped her transition to her new role in front of the camera, where she develops and creates all her own segments. Linendoll also co-hosted the Emmy nominated series, 'We Mean Business' on A&E and has blogged for CLASS OF ‘05 Dell and Oprah.com. She has also worked on projects with AOL, Gizmodo and HP. She recently agreed to a one year deal with Lincoln and signed as a spokesperson for Polaroid, and just started her own show on SPIKE TV. School of Interactive Games & Media B. Thomas Golisano College of Computing & Information Sciences Rochester Institute of Technology igm.rit.edu | www.rit.edu
  • 6. Alumni Example: Josh Gilpatrick Josh was a GDD student who went to work at Microsoft Games Studios. Built the ‘monkey see, monkey do’ mechanic for Kinect now in CLASS OF ‘09 Sports & Kinectimals School of Interactive Games & Media B. Thomas Golisano College of Computing & Information Sciences Rochester Institute of Technology igm.rit.edu | www.rit.edu
  • 7. First, are gamers creative? • ‘Learning’ the game? • Training a response? / Cultivating a response? • Isn’t it just ‘discovery of a rule-set’? • Optimization? School of Interactive Games & Media B. Thomas Golisano College of Computing & Information Sciences Rochester Institute of Technology igm.rit.edu | www.rit.edu
  • 8. “Take for example the basic notion of a quest. Within a typical MMOG, a quest provides a description of a task to be performed, basic information about what resources are needed, and a reward to be received when the task is completed. One of the key traits of a questing disposition is the willingness to find, analyze, and evaluate resources needed to complete a task. One’s disposition toward the world is characterized by the belief that if you try hard enough you will find what you need along the way, that the world itself will afford the resources that are needed to solve it. Accordingly, a quest disposition is one which is tied to resources and which focuses on the contingency and possibility, but also which demands a high level of situational awareness.” – Doug Thomas and Seely Brown USC School of Interactive Games & Media B. Thomas Golisano College of Computing & Information Sciences Rochester Institute of Technology igm.rit.edu | www.rit.edu
  • 9. How do we explain • Rocket Jumping? • Corpse writing? • Wall Hacking? • Gnome Scouting? • …and several other forms of emergent play? _What seems obvious in hindsight_ _is not predictable_ School of Interactive Games & Media B. Thomas Golisano College of Computing & Information Sciences Rochester Institute of Technology igm.rit.edu | www.rit.edu
  • 10. Engagement • Obviously, a lot has now been written about engagement, flow, motivation, etc. School of Interactive Games & Media B. Thomas Golisano College of Computing & Information Sciences Rochester Institute of Technology igm.rit.edu | www.rit.edu
  • 11. Flow as Game Addiction • In an irony of ironies, the element that is often misrepresented as “responsible for game addiction” is the very same element that makes games a powerful catalyst for learning, and which forms the basis for scientific inquiry • Human beings are “happy” solving challenges and feeling rewarded. School of Interactive Games & Media B. Thomas Golisano College of Computing & Information Sciences Rochester Institute of Technology igm.rit.edu | www.rit.edu
  • 12. Creativity • “enjoyability replaces usability” – M. Gough, Adobe Systems • Directed replaces dictated • Our “10,000 hours” doesn’t necessarily produce anything out of the ordinary, but “playing around” often does School of Interactive Games & Media B. Thomas Golisano College of Computing & Information Sciences Rochester Institute of Technology igm.rit.edu | www.rit.edu
  • 13. What we used to say about computers • Once you’ve unlocked the power of the desk-top computer, you’ll be using Apple in ways you never dreamed of. You don’t want to be limited by the availability of pre-programmed cartridges. You’ll want a computer, like Apple, that you can also program yourself. … The more you and your students learn about computers, the more your imagination will demand. So you’ll want a computer that can grow with you as your skills and experience grow. – original Apple ][ literature, courtesy of Ian Bogost, GaTech School of Interactive Games & Media B. Thomas Golisano College of Computing & Information Sciences Rochester Institute of Technology igm.rit.edu | www.rit.edu
  • 14. The Assessment Trap • One of the biggest challenges is assessment. A lot of times we are asked to prove the ‘effectiveness’ of a given title or experience by comparing it to a more traditional measure using a standardized instrument. Educational games are a prime example here. And if you aren’t careful, you fall victim to organizing everything around the assessment mechanism – you start off designing a game to teach a mathematical concept, and produce a game that makes someone very adept at taking a standardized test about that concept, but not necessarily better at actually employing that concept in their own work or study. School of Interactive Games & Media B. Thomas Golisano College of Computing & Information Sciences Rochester Institute of Technology igm.rit.edu | www.rit.edu
  • 15. The Sheeple Trap • And… the continual challenge of allowing for creativity and gameful solutions: players are smart, motivated, and engaged (if you built a good game). That means they will do things you didn’t expect or design for: often times I see folks trying to account for all possible actions or paths, when a more flexible and less-detailed approach might be the better way to go in addressing the content. School of Interactive Games & Media B. Thomas Golisano College of Computing & Information Sciences Rochester Institute of Technology igm.rit.edu | www.rit.edu
  • 16. 10 years of Games@RIT School of Interactive Games & Media B. Thomas Golisano College of Computing & Information Sciences Rochester Institute of Technology igm.rit.edu | www.rit.edu
  • 17. Thank You & Questions andy@mail.rit.edu School of Interactive Games & Media B. Thomas Golisano College of Computing & Information Sciences Rochester Institute of Technology igm.rit.edu | www.rit.edu

Editor's Notes

  1. 08/31/12 20:18 © 2004 Microsoft Corporation. All rights reserved. This presentation is for informational purposes only. Microsoft makes no warranties, express or implied, in this summary.