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The Design is the Game:
         Writing Games, Teaching Writing
         Alice J. Robison, Massachusetts Institute of Technology
         http://alicerobison.org


Sunday, March 16, 2008                                             1
Why Design?




Sunday, March 16, 2008   2
Why Design?
           Design can be used to think about:




Sunday, March 16, 2008                          2
Why Design?
           Design can be used to think about:

                    Rhetorical moves, decisions, audiences;




Sunday, March 16, 2008                                        2
Why Design?
           Design can be used to think about:

                    Rhetorical moves, decisions, audiences;

                    Purposeful constructions of meaning;




Sunday, March 16, 2008                                        2
Why Design?
           Design can be used to think about:

                    Rhetorical moves, decisions, audiences;

                    Purposeful constructions of meaning;

                    Multi-modal compositions with specific contexts, “art with a
                    purpose”;




Sunday, March 16, 2008                                                            2
Why Design?
           Design can be used to think about:

                    Rhetorical moves, decisions, audiences;

                    Purposeful constructions of meaning;

                    Multi-modal compositions with specific contexts, “art with a
                    purpose”;

                    Literacy practices that move beyond alphabetical literacy and
                    inscribed texts; and




Sunday, March 16, 2008                                                              2
Why Design?
           Design can be used to think about:

                    Rhetorical moves, decisions, audiences;

                    Purposeful constructions of meaning;

                    Multi-modal compositions with specific contexts, “art with a
                    purpose”;

                    Literacy practices that move beyond alphabetical literacy and
                    inscribed texts; and

                    Meaning in a variety of technologies, tools, interchanges,
                    instantiations; attention to time, space, movement.



Sunday, March 16, 2008                                                              2
Why Design?
           Design can be used to think about:

                    Rhetorical moves, decisions, audiences;

                    Purposeful constructions of meaning;

                    Multi-modal compositions with specific contexts, “art with a
                    purpose”;

                    Literacy practices that move beyond alphabetical literacy and
                    inscribed texts; and

                    Meaning in a variety of technologies, tools, interchanges,
                    instantiations; attention to time, space, movement.



Sunday, March 16, 2008                                                              2
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Sunday, March 16, 2008   3
Design is Not an Add-On

               Technical stuff: we can now use cool stuff to do the
               same kinds of things we have previously known; a
               “physical-industrial” mindset-- individualized, enclosed,
               product-centered, hierarchical
               Ethos stuff: co-existence of physical space and
               cyberspace; a “cyberspatial, post-industrial” mindset--
               collective, distributed, decentered, process-focused,
               change-based
                                                 Lankshear & Knobel, 2006



Sunday, March 16, 2008                                                      4
Design is Not Just Form, Either


               The internet isn’t
               something you dump
               something on. It’s not a
               dump truck. It’s...it’s a
               series of tubes.”

                          John Hodgman’s Reply
                                   Ted Stevens Remix
                                                       Senator Ted Stevens (R-Alaska)




Sunday, March 16, 2008                                                                  5
Designs are Literacy Practices




Sunday, March 16, 2008                    6
Designs are Literacy Practices
               Literacy is therefore not just about consumption
               (reading, decoding) and production (writing, creating)
               but also about participation within a context as a result
               of available means, tools, histories, experiences,
               communities, affinities.




Sunday, March 16, 2008                                                     6
Designs are Literacy Practices
               Literacy is therefore not just about consumption
               (reading, decoding) and production (writing, creating)
               but also about participation within a context as a result
               of available means, tools, histories, experiences,
               communities, affinities.
               Literacy is not just about critique but also about design:
               doesn’t simply reflect back but also “shapes the future
               through deliberate representational resources in the
               designer’s interest” (Kress 2000)


Sunday, March 16, 2008                                                      6
The “New” Literacy Studies




Sunday, March 16, 2008                7
The “New” Literacy Studies
               A model of literacy as a social rather than autonomous, never happens in the
               same way, dependent on situations and context.

               “Multiliteracies” vary over time, space, history, experience, tools, access,
               affiliations, affinities.

               Emphasis on “literacy on the ground:” anthropological methods, social
               interactions, cultural discourses. Attention to the local.

               Literacy is “bound up” with social, cultural, and institutional conventions.

               Major researchers: “New London Group,” Gunther Kress, Colin Lankshear,
               Michele Knobel, Glynda Hull, Brian Street, Bill Cope, Mary Kalantzis, James
               Gee, Deborah Brandt, Cynthia Selfe, Gail Hawisher, Webb, Goggin, etc.




Sunday, March 16, 2008                                                                        7
New Media Literacies




Sunday, March 16, 2008          8
New Media Literacies
            Play: the capacity to experiment as a form of problem-solving

            Performance: the ability to adopt alternative identities for improvisation and discovery

            Simulation: the ability to interpret and construct dynamic models of real-world processes

            Appropriation: the ability to meaningfully sample and remix media content

            Multitasking: the ability to scan one’s environment and shift focus as-needed to salient details

            Distributed Cognition: the ability to interact meaningfully with tools that expand mental capacities

            Collective Intelligence: the ability to pool knowledge with others toward a common goal

            Judgment: the ability to evaluate the reliability and credibility of different information sources

            Transmedia Navigation: the ability to follow the flow of stories and information across multiple
            modalities

            Networking: the ability to search for, synthesize, and disseminate information

            Negotiation: the ability to travel across diverse communities, discerning and inspecting multiple
            perspectives


Sunday, March 16, 2008                                                                                             8
Videogames Enact the
         New Media Literacies




Sunday, March 16, 2008          9
Videogames Enact the
         New Media Literacies
               Communities of practice (Lave & Wenger)
               Semiotic domains and affinity spaces (Gee, 2003)
               Identity play, experiential learning that leads to motivation
               Active, critical learning; meta-cognition and reflection
               Zones of proximal development (Vygotsky)
               “Constellations” of literacy practices (Steinkuehler)
               Designed experiences (Robison, Squire)


Sunday, March 16, 2008                                                         9
Researching Videogame Design




Sunday, March 16, 2008                  10
Researching Videogame Design
               Given that games, as interactive texts, not only
               represent cutting-edge theories of learning and
               cognition but also inspire sophisticated literacy
               practices, to what degree can we attribute that to their
               design?




Sunday, March 16, 2008                                                    10
Researching Videogame Design
               Given that games, as interactive texts, not only
               represent cutting-edge theories of learning and
               cognition but also inspire sophisticated literacy
               practices, to what degree can we attribute that to their
               design?
               What are the literacy practices of videogame designers
               and developers? What is the context of creation? What
               are the cultural models and Discourses of videogame
               designers and developers?


Sunday, March 16, 2008                                                    10
Methods
               Qualitative ethnography, participant observation, artifact analysis, discursive
               analysis, thematic analysis; rooted in traditions of the New Literacy Studies
               (Barton, et. al 2000; Street 1998; Gee, et. al 1996)

               Dissertation consisted of:

                    3 year study, 200+ hours of fieldwork;

                    more than two dozen independent and commercial designers interviewed
                    and observed on-site;

                    500 pages of data, artifacts, designer-written publications; and

                    transcriptions of semi-structured interviews, on-site study of Gamelab
                    (NYC) during the making of “Diner Dash.”



Sunday, March 16, 2008                                                                           11
Who makes games?
               85% male, 11.5% female

               83% white, 2% black, 2.5% hispanic or
               latino, 7.5% Asian

               92% heterosexual

               Average age = 31

               Average years in industry = 5.4

               College degrees = 80%

               More than 60% of studios claim that
               “recruiting diverse applicants is
               challenging”

                                       International Game
                                       Developers’ Assoc.,




Sunday, March 16, 2008                                       12
Chris on Creating Stories




Sunday, March 16, 2008               13
Chris on Creating Stories
               “You could just look at a
               game as a time-killing
               exercise. But that doesn’t feel
               nearly as worthwhile as
               creating a game that
               generates stories between
               players.... It’s creating those
               unique and very memorable
               experiences that are much
               better than “yeah it took me
               60 hours to get my character
               to that level”



Sunday, March 16, 2008                           13
Chris on Creating Stories
               “You could just look at a
                                                 Rhetorical awareness
               game as a time-killing
               exercise. But that doesn’t feel
               nearly as worthwhile as
               creating a game that
               generates stories between
               players.... It’s creating those
               unique and very memorable
               experiences that are much
               better than “yeah it took me
               60 hours to get my character
               to that level”



Sunday, March 16, 2008                                                  13
Chris on Creating Stories
               “You could just look at a
                                                 Rhetorical awareness
               game as a time-killing
               exercise. But that doesn’t feel   Social conversations are
               nearly as worthwhile as           persuasive goals
               creating a game that
               generates stories between
               players.... It’s creating those
               unique and very memorable
               experiences that are much
               better than “yeah it took me
               60 hours to get my character
               to that level”



Sunday, March 16, 2008                                                      13
Chris on Creating Stories
               “You could just look at a
                                                 Rhetorical awareness
               game as a time-killing
               exercise. But that doesn’t feel   Social conversations are
               nearly as worthwhile as           persuasive goals
               creating a game that
               generates stories between         Text of game is a catalyst for
               players.... It’s creating those   player-experience, social
               unique and very memorable         identity, meaningful play
               experiences that are much
               better than “yeah it took me
               60 hours to get my character
               to that level”



Sunday, March 16, 2008                                                            13
Chris on Creating Stories
               “You could just look at a
                                                 Rhetorical awareness
               game as a time-killing
               exercise. But that doesn’t feel   Social conversations are
               nearly as worthwhile as           persuasive goals
               creating a game that
               generates stories between         Text of game is a catalyst for
               players.... It’s creating those   player-experience, social
               unique and very memorable         identity, meaningful play
               experiences that are much
               better than “yeah it took me      Adoption of identity of player
               60 hours to get my character
               to that level”



Sunday, March 16, 2008                                                            13
Chris on Creating Stories
               “You could just look at a
                                                 Rhetorical awareness
               game as a time-killing
               exercise. But that doesn’t feel   Social conversations are
               nearly as worthwhile as           persuasive goals
               creating a game that
               generates stories between         Text of game is a catalyst for
               players.... It’s creating those   player-experience, social
               unique and very memorable         identity, meaningful play
               experiences that are much
               better than “yeah it took me      Adoption of identity of player
               60 hours to get my character
               to that level”



Sunday, March 16, 2008                                                            13
Chris on the Writing Process




Sunday, March 16, 2008                  14
Chris on the Writing Process
               “I start with what I want one person
               to say to another when they chat
               about my game. I’m looking for the
               “you have to play this game
               because ‘X’... Then I work
               backwards and build the features
               which support those statements.
               Typically I bookend my design work
               with one global statement about the
               game (its overall user goal) and
               various statements about
               experiences I want players to have
               and enjoy.”




Sunday, March 16, 2008                                14
Chris on the Writing Process
               “I start with what I want one person   Rhetorical awareness
               to say to another when they chat
               about my game. I’m looking for the
               “you have to play this game
               because ‘X’... Then I work
               backwards and build the features
               which support those statements.
               Typically I bookend my design work
               with one global statement about the
               game (its overall user goal) and
               various statements about
               experiences I want players to have
               and enjoy.”




Sunday, March 16, 2008                                                       14
Chris on the Writing Process
               “I start with what I want one person   Rhetorical awareness
               to say to another when they chat
               about my game. I’m looking for the     Social conversations are
               “you have to play this game            writing goals
               because ‘X’... Then I work
               backwards and build the features
               which support those statements.
               Typically I bookend my design work
               with one global statement about the
               game (its overall user goal) and
               various statements about
               experiences I want players to have
               and enjoy.”




Sunday, March 16, 2008                                                           14
Chris on the Writing Process
               “I start with what I want one person   Rhetorical awareness
               to say to another when they chat
               about my game. I’m looking for the     Social conversations are
               “you have to play this game            writing goals
               because ‘X’... Then I work
               backwards and build the features
                                                      Adoption of identity of player
               which support those statements.
               Typically I bookend my design work
               with one global statement about the
               game (its overall user goal) and
               various statements about
               experiences I want players to have
               and enjoy.”




Sunday, March 16, 2008                                                                 14
Chris on the Writing Process
               “I start with what I want one person   Rhetorical awareness
               to say to another when they chat
               about my game. I’m looking for the     Social conversations are
               “you have to play this game            writing goals
               because ‘X’... Then I work
               backwards and build the features
                                                      Adoption of identity of player
               which support those statements.
               Typically I bookend my design work
               with one global statement about the
                                                      Principles of design used to
               game (its overall user goal) and       reverse-engineer experience
               various statements about
               experiences I want players to have
               and enjoy.”




Sunday, March 16, 2008                                                                 14
Chris on the Writing Process
               “I start with what I want one person   Rhetorical awareness
               to say to another when they chat
               about my game. I’m looking for the     Social conversations are
               “you have to play this game            writing goals
               because ‘X’... Then I work
               backwards and build the features
                                                      Adoption of identity of player
               which support those statements.
               Typically I bookend my design work
               with one global statement about the
                                                      Principles of design used to
               game (its overall user goal) and       reverse-engineer experience
               various statements about
               experiences I want players to have     Literacy practices of players
               and enjoy.”                            used to frame design work



Sunday, March 16, 2008                                                                 14
Merci on PMOG
               “I feel like you actually feel like the   Digital literacy ethos-- web is
               web is a place, not like it’s a series    decentered but also a present
               of separate places. But that you are      space
               in this one sphere of activity with all
               of these people at the same time.         Meaningful co-presence
               And this is just surfing of course, not
               like being on an AIM or whatever--        This is a new way of being, a new
               then you’re just obviously with           model of conversation that’s not just
               people online. But this is allowing       about text
               other players to influence what your       Literacies, meanings, practices are
               experience is like, and influencing        all reciprocal and reflexive
               the surfing experiences of other
               players as well.”                         All players are designers of
                                                         meaningful experiences




Sunday, March 16, 2008                                                                           15
My research shows that
         game designers...




Sunday, March 16, 2008            16
My research shows that
         game designers...
                Are writers for a context. Writing is design here because it involves art for a
                purpose.




Sunday, March 16, 2008                                                                            16
My research shows that
         game designers...
                Are writers for a context. Writing is design here because it involves art for a
                purpose.

                Communicate semiotically: signs, symbols, genres, puzzles, problems,
                practices, identities, win-states, code languages.




Sunday, March 16, 2008                                                                            16
My research shows that
         game designers...
                Are writers for a context. Writing is design here because it involves art for a
                purpose.

                Communicate semiotically: signs, symbols, genres, puzzles, problems,
                practices, identities, win-states, code languages.

                Teach players how to play the game and succeed with finishing, winning,
                understanding, learning.




Sunday, March 16, 2008                                                                            16
My research shows that
         game designers...
                Are writers for a context. Writing is design here because it involves art for a
                purpose.

                Communicate semiotically: signs, symbols, genres, puzzles, problems,
                practices, identities, win-states, code languages.

                Teach players how to play the game and succeed with finishing, winning,
                understanding, learning.

                Expect players to engage in meta-critical analysis of how the game is designed.




Sunday, March 16, 2008                                                                            16
My research shows that
         game designers...
                Are writers for a context. Writing is design here because it involves art for a
                purpose.

                Communicate semiotically: signs, symbols, genres, puzzles, problems,
                practices, identities, win-states, code languages.

                Teach players how to play the game and succeed with finishing, winning,
                understanding, learning.

                Expect players to engage in meta-critical analysis of how the game is designed.

                Write collaboratively, share authorship, incorporate both professional and
                personal discourses.




Sunday, March 16, 2008                                                                            16
My research shows that
         game designers...
                Are writers for a context. Writing is design here because it involves art for a
                purpose.

                Communicate semiotically: signs, symbols, genres, puzzles, problems,
                practices, identities, win-states, code languages.

                Teach players how to play the game and succeed with finishing, winning,
                understanding, learning.

                Expect players to engage in meta-critical analysis of how the game is designed.

                Write collaboratively, share authorship, incorporate both professional and
                personal discourses.

                Purposely create games that are meant to be interpreted and learned socially.




Sunday, March 16, 2008                                                                            16
Questions for Teachers
         Working with New Media
               How can you think about the problem or project of designing and developing
               curriculum as a set of design constraints?

               Instead of thinking of writing as skill, can we think of it in terms of experience or
               sets of practices within particular contexts?

               How therefore do we craft opportunities for meaning making practices with new
               media? What does that afford a student that other forms of composing,
               reading, and interpreting texts do not?

               If we think about writing as literacy--that is, tied closely to reading--what does
               that mean for working with new media?




Sunday, March 16, 2008                                                                                 17
Principles for Designing
         Writing Courses




Sunday, March 16, 2008              18
Principles for Designing
         Writing Courses
               Conceive of writing as a set of meaning-making practices and experiences that
               happen both in and outside the classroom, in formal and informal ways, as culturally
               and socially situated in learners’ contexts.




Sunday, March 16, 2008                                                                                18
Principles for Designing
         Writing Courses
               Conceive of writing as a set of meaning-making practices and experiences that
               happen both in and outside the classroom, in formal and informal ways, as culturally
               and socially situated in learners’ contexts.

               Allow for social collaboration and meta-reflection on that collaborative experience.
               Employ opportunities for collective intelligence, distributed cognition.




Sunday, March 16, 2008                                                                                18
Principles for Designing
         Writing Courses
               Conceive of writing as a set of meaning-making practices and experiences that
               happen both in and outside the classroom, in formal and informal ways, as culturally
               and socially situated in learners’ contexts.

               Allow for social collaboration and meta-reflection on that collaborative experience.
               Employ opportunities for collective intelligence, distributed cognition.

               Understand users of new media as not just consumers and producers but also as
               participants within particular contexts, media-uses, and media cultures.




Sunday, March 16, 2008                                                                                18
Principles for Designing
         Writing Courses
               Conceive of writing as a set of meaning-making practices and experiences that
               happen both in and outside the classroom, in formal and informal ways, as culturally
               and socially situated in learners’ contexts.

               Allow for social collaboration and meta-reflection on that collaborative experience.
               Employ opportunities for collective intelligence, distributed cognition.

               Understand users of new media as not just consumers and producers but also as
               participants within particular contexts, media-uses, and media cultures.

               Constructivist models of learning: emphasis on the socio-cultural; problem-based and
               project-based learning; making power differentials known; community-driven expertise.




Sunday, March 16, 2008                                                                                 18
Literacies are Social Practices

               To view literacy as a neutral cognitive event not only fails to
               understand how what being learned is a particular way of
               doing something--a way that indexes particular values,
               ideological projects, historical events, and beliefs--but, too,
               how learning is mediated by social variables, in which case,
               due to this particularity, one’s primary Discourse might inform
               a ‘way of being’ in the world that is fundamentally at odds with
               the literacy form one is expected to learn.”

                                                            Clinton, 2003



Sunday, March 16, 2008                                                            19
Final Comment




Sunday, March 16, 2008   20
Final Comment
               Understanding how media are composed, designed, produced, and
               consumed by communities of users is the first step in determining models for
               designing and assessing writing-and-new-media curricula. We have to
               understand the underlying principles of those practices. We can only know
               that by working from the inside-out.




Sunday, March 16, 2008                                                                       20
Final Comment
               Understanding how media are composed, designed, produced, and
               consumed by communities of users is the first step in determining models for
               designing and assessing writing-and-new-media curricula. We have to
               understand the underlying principles of those practices. We can only know
               that by working from the inside-out.

               We have to see these composing activities as opportunities for making
               meaning in-context, according to the values of its participants.




Sunday, March 16, 2008                                                                       20
Final Comment
               Understanding how media are composed, designed, produced, and
               consumed by communities of users is the first step in determining models for
               designing and assessing writing-and-new-media curricula. We have to
               understand the underlying principles of those practices. We can only know
               that by working from the inside-out.

               We have to see these composing activities as opportunities for making
               meaning in-context, according to the values of its participants.

               As with all planned writing activities, if goals are well-articulated and well-
               researched, if they are considered carefully and critically, and if tasks are
               linked closely to their purpose, it becomes less complex to gauge the degree
               to which the products are valuable at the end of the composing process.




Sunday, March 16, 2008                                                                           20
Assessment Principles




Sunday, March 16, 2008           21
Assessment Principles

               If new media and writing are treated as literacy experiences based
               on participation and not simply production, models for assessment
               become more accessible.

               What counts as “good” in these spaces is determined by its
               communities. Users of new media organize by their expertise and
               affinities, not necessarily by production skills.

               New media, as socially-connected and collaborative spaces, lend
               themselves well to more organic assessment models.




Sunday, March 16, 2008                                                              21

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Arizona State English Department Research Presentation

  • 1. The Design is the Game: Writing Games, Teaching Writing Alice J. Robison, Massachusetts Institute of Technology http://alicerobison.org Sunday, March 16, 2008 1
  • 3. Why Design? Design can be used to think about: Sunday, March 16, 2008 2
  • 4. Why Design? Design can be used to think about: Rhetorical moves, decisions, audiences; Sunday, March 16, 2008 2
  • 5. Why Design? Design can be used to think about: Rhetorical moves, decisions, audiences; Purposeful constructions of meaning; Sunday, March 16, 2008 2
  • 6. Why Design? Design can be used to think about: Rhetorical moves, decisions, audiences; Purposeful constructions of meaning; Multi-modal compositions with specific contexts, “art with a purpose”; Sunday, March 16, 2008 2
  • 7. Why Design? Design can be used to think about: Rhetorical moves, decisions, audiences; Purposeful constructions of meaning; Multi-modal compositions with specific contexts, “art with a purpose”; Literacy practices that move beyond alphabetical literacy and inscribed texts; and Sunday, March 16, 2008 2
  • 8. Why Design? Design can be used to think about: Rhetorical moves, decisions, audiences; Purposeful constructions of meaning; Multi-modal compositions with specific contexts, “art with a purpose”; Literacy practices that move beyond alphabetical literacy and inscribed texts; and Meaning in a variety of technologies, tools, interchanges, instantiations; attention to time, space, movement. Sunday, March 16, 2008 2
  • 9. Why Design? Design can be used to think about: Rhetorical moves, decisions, audiences; Purposeful constructions of meaning; Multi-modal compositions with specific contexts, “art with a purpose”; Literacy practices that move beyond alphabetical literacy and inscribed texts; and Meaning in a variety of technologies, tools, interchanges, instantiations; attention to time, space, movement. Sunday, March 16, 2008 2
  • 22. Design is Not an Add-On Technical stuff: we can now use cool stuff to do the same kinds of things we have previously known; a “physical-industrial” mindset-- individualized, enclosed, product-centered, hierarchical Ethos stuff: co-existence of physical space and cyberspace; a “cyberspatial, post-industrial” mindset-- collective, distributed, decentered, process-focused, change-based Lankshear & Knobel, 2006 Sunday, March 16, 2008 4
  • 23. Design is Not Just Form, Either The internet isn’t something you dump something on. It’s not a dump truck. It’s...it’s a series of tubes.” John Hodgman’s Reply Ted Stevens Remix Senator Ted Stevens (R-Alaska) Sunday, March 16, 2008 5
  • 24. Designs are Literacy Practices Sunday, March 16, 2008 6
  • 25. Designs are Literacy Practices Literacy is therefore not just about consumption (reading, decoding) and production (writing, creating) but also about participation within a context as a result of available means, tools, histories, experiences, communities, affinities. Sunday, March 16, 2008 6
  • 26. Designs are Literacy Practices Literacy is therefore not just about consumption (reading, decoding) and production (writing, creating) but also about participation within a context as a result of available means, tools, histories, experiences, communities, affinities. Literacy is not just about critique but also about design: doesn’t simply reflect back but also “shapes the future through deliberate representational resources in the designer’s interest” (Kress 2000) Sunday, March 16, 2008 6
  • 27. The “New” Literacy Studies Sunday, March 16, 2008 7
  • 28. The “New” Literacy Studies A model of literacy as a social rather than autonomous, never happens in the same way, dependent on situations and context. “Multiliteracies” vary over time, space, history, experience, tools, access, affiliations, affinities. Emphasis on “literacy on the ground:” anthropological methods, social interactions, cultural discourses. Attention to the local. Literacy is “bound up” with social, cultural, and institutional conventions. Major researchers: “New London Group,” Gunther Kress, Colin Lankshear, Michele Knobel, Glynda Hull, Brian Street, Bill Cope, Mary Kalantzis, James Gee, Deborah Brandt, Cynthia Selfe, Gail Hawisher, Webb, Goggin, etc. Sunday, March 16, 2008 7
  • 29. New Media Literacies Sunday, March 16, 2008 8
  • 30. New Media Literacies Play: the capacity to experiment as a form of problem-solving Performance: the ability to adopt alternative identities for improvisation and discovery Simulation: the ability to interpret and construct dynamic models of real-world processes Appropriation: the ability to meaningfully sample and remix media content Multitasking: the ability to scan one’s environment and shift focus as-needed to salient details Distributed Cognition: the ability to interact meaningfully with tools that expand mental capacities Collective Intelligence: the ability to pool knowledge with others toward a common goal Judgment: the ability to evaluate the reliability and credibility of different information sources Transmedia Navigation: the ability to follow the flow of stories and information across multiple modalities Networking: the ability to search for, synthesize, and disseminate information Negotiation: the ability to travel across diverse communities, discerning and inspecting multiple perspectives Sunday, March 16, 2008 8
  • 31. Videogames Enact the New Media Literacies Sunday, March 16, 2008 9
  • 32. Videogames Enact the New Media Literacies Communities of practice (Lave & Wenger) Semiotic domains and affinity spaces (Gee, 2003) Identity play, experiential learning that leads to motivation Active, critical learning; meta-cognition and reflection Zones of proximal development (Vygotsky) “Constellations” of literacy practices (Steinkuehler) Designed experiences (Robison, Squire) Sunday, March 16, 2008 9
  • 34. Researching Videogame Design Given that games, as interactive texts, not only represent cutting-edge theories of learning and cognition but also inspire sophisticated literacy practices, to what degree can we attribute that to their design? Sunday, March 16, 2008 10
  • 35. Researching Videogame Design Given that games, as interactive texts, not only represent cutting-edge theories of learning and cognition but also inspire sophisticated literacy practices, to what degree can we attribute that to their design? What are the literacy practices of videogame designers and developers? What is the context of creation? What are the cultural models and Discourses of videogame designers and developers? Sunday, March 16, 2008 10
  • 36. Methods Qualitative ethnography, participant observation, artifact analysis, discursive analysis, thematic analysis; rooted in traditions of the New Literacy Studies (Barton, et. al 2000; Street 1998; Gee, et. al 1996) Dissertation consisted of: 3 year study, 200+ hours of fieldwork; more than two dozen independent and commercial designers interviewed and observed on-site; 500 pages of data, artifacts, designer-written publications; and transcriptions of semi-structured interviews, on-site study of Gamelab (NYC) during the making of “Diner Dash.” Sunday, March 16, 2008 11
  • 37. Who makes games? 85% male, 11.5% female 83% white, 2% black, 2.5% hispanic or latino, 7.5% Asian 92% heterosexual Average age = 31 Average years in industry = 5.4 College degrees = 80% More than 60% of studios claim that “recruiting diverse applicants is challenging” International Game Developers’ Assoc., Sunday, March 16, 2008 12
  • 38. Chris on Creating Stories Sunday, March 16, 2008 13
  • 39. Chris on Creating Stories “You could just look at a game as a time-killing exercise. But that doesn’t feel nearly as worthwhile as creating a game that generates stories between players.... It’s creating those unique and very memorable experiences that are much better than “yeah it took me 60 hours to get my character to that level” Sunday, March 16, 2008 13
  • 40. Chris on Creating Stories “You could just look at a Rhetorical awareness game as a time-killing exercise. But that doesn’t feel nearly as worthwhile as creating a game that generates stories between players.... It’s creating those unique and very memorable experiences that are much better than “yeah it took me 60 hours to get my character to that level” Sunday, March 16, 2008 13
  • 41. Chris on Creating Stories “You could just look at a Rhetorical awareness game as a time-killing exercise. But that doesn’t feel Social conversations are nearly as worthwhile as persuasive goals creating a game that generates stories between players.... It’s creating those unique and very memorable experiences that are much better than “yeah it took me 60 hours to get my character to that level” Sunday, March 16, 2008 13
  • 42. Chris on Creating Stories “You could just look at a Rhetorical awareness game as a time-killing exercise. But that doesn’t feel Social conversations are nearly as worthwhile as persuasive goals creating a game that generates stories between Text of game is a catalyst for players.... It’s creating those player-experience, social unique and very memorable identity, meaningful play experiences that are much better than “yeah it took me 60 hours to get my character to that level” Sunday, March 16, 2008 13
  • 43. Chris on Creating Stories “You could just look at a Rhetorical awareness game as a time-killing exercise. But that doesn’t feel Social conversations are nearly as worthwhile as persuasive goals creating a game that generates stories between Text of game is a catalyst for players.... It’s creating those player-experience, social unique and very memorable identity, meaningful play experiences that are much better than “yeah it took me Adoption of identity of player 60 hours to get my character to that level” Sunday, March 16, 2008 13
  • 44. Chris on Creating Stories “You could just look at a Rhetorical awareness game as a time-killing exercise. But that doesn’t feel Social conversations are nearly as worthwhile as persuasive goals creating a game that generates stories between Text of game is a catalyst for players.... It’s creating those player-experience, social unique and very memorable identity, meaningful play experiences that are much better than “yeah it took me Adoption of identity of player 60 hours to get my character to that level” Sunday, March 16, 2008 13
  • 45. Chris on the Writing Process Sunday, March 16, 2008 14
  • 46. Chris on the Writing Process “I start with what I want one person to say to another when they chat about my game. I’m looking for the “you have to play this game because ‘X’... Then I work backwards and build the features which support those statements. Typically I bookend my design work with one global statement about the game (its overall user goal) and various statements about experiences I want players to have and enjoy.” Sunday, March 16, 2008 14
  • 47. Chris on the Writing Process “I start with what I want one person Rhetorical awareness to say to another when they chat about my game. I’m looking for the “you have to play this game because ‘X’... Then I work backwards and build the features which support those statements. Typically I bookend my design work with one global statement about the game (its overall user goal) and various statements about experiences I want players to have and enjoy.” Sunday, March 16, 2008 14
  • 48. Chris on the Writing Process “I start with what I want one person Rhetorical awareness to say to another when they chat about my game. I’m looking for the Social conversations are “you have to play this game writing goals because ‘X’... Then I work backwards and build the features which support those statements. Typically I bookend my design work with one global statement about the game (its overall user goal) and various statements about experiences I want players to have and enjoy.” Sunday, March 16, 2008 14
  • 49. Chris on the Writing Process “I start with what I want one person Rhetorical awareness to say to another when they chat about my game. I’m looking for the Social conversations are “you have to play this game writing goals because ‘X’... Then I work backwards and build the features Adoption of identity of player which support those statements. Typically I bookend my design work with one global statement about the game (its overall user goal) and various statements about experiences I want players to have and enjoy.” Sunday, March 16, 2008 14
  • 50. Chris on the Writing Process “I start with what I want one person Rhetorical awareness to say to another when they chat about my game. I’m looking for the Social conversations are “you have to play this game writing goals because ‘X’... Then I work backwards and build the features Adoption of identity of player which support those statements. Typically I bookend my design work with one global statement about the Principles of design used to game (its overall user goal) and reverse-engineer experience various statements about experiences I want players to have and enjoy.” Sunday, March 16, 2008 14
  • 51. Chris on the Writing Process “I start with what I want one person Rhetorical awareness to say to another when they chat about my game. I’m looking for the Social conversations are “you have to play this game writing goals because ‘X’... Then I work backwards and build the features Adoption of identity of player which support those statements. Typically I bookend my design work with one global statement about the Principles of design used to game (its overall user goal) and reverse-engineer experience various statements about experiences I want players to have Literacy practices of players and enjoy.” used to frame design work Sunday, March 16, 2008 14
  • 52. Merci on PMOG “I feel like you actually feel like the Digital literacy ethos-- web is web is a place, not like it’s a series decentered but also a present of separate places. But that you are space in this one sphere of activity with all of these people at the same time. Meaningful co-presence And this is just surfing of course, not like being on an AIM or whatever-- This is a new way of being, a new then you’re just obviously with model of conversation that’s not just people online. But this is allowing about text other players to influence what your Literacies, meanings, practices are experience is like, and influencing all reciprocal and reflexive the surfing experiences of other players as well.” All players are designers of meaningful experiences Sunday, March 16, 2008 15
  • 53. My research shows that game designers... Sunday, March 16, 2008 16
  • 54. My research shows that game designers... Are writers for a context. Writing is design here because it involves art for a purpose. Sunday, March 16, 2008 16
  • 55. My research shows that game designers... Are writers for a context. Writing is design here because it involves art for a purpose. Communicate semiotically: signs, symbols, genres, puzzles, problems, practices, identities, win-states, code languages. Sunday, March 16, 2008 16
  • 56. My research shows that game designers... Are writers for a context. Writing is design here because it involves art for a purpose. Communicate semiotically: signs, symbols, genres, puzzles, problems, practices, identities, win-states, code languages. Teach players how to play the game and succeed with finishing, winning, understanding, learning. Sunday, March 16, 2008 16
  • 57. My research shows that game designers... Are writers for a context. Writing is design here because it involves art for a purpose. Communicate semiotically: signs, symbols, genres, puzzles, problems, practices, identities, win-states, code languages. Teach players how to play the game and succeed with finishing, winning, understanding, learning. Expect players to engage in meta-critical analysis of how the game is designed. Sunday, March 16, 2008 16
  • 58. My research shows that game designers... Are writers for a context. Writing is design here because it involves art for a purpose. Communicate semiotically: signs, symbols, genres, puzzles, problems, practices, identities, win-states, code languages. Teach players how to play the game and succeed with finishing, winning, understanding, learning. Expect players to engage in meta-critical analysis of how the game is designed. Write collaboratively, share authorship, incorporate both professional and personal discourses. Sunday, March 16, 2008 16
  • 59. My research shows that game designers... Are writers for a context. Writing is design here because it involves art for a purpose. Communicate semiotically: signs, symbols, genres, puzzles, problems, practices, identities, win-states, code languages. Teach players how to play the game and succeed with finishing, winning, understanding, learning. Expect players to engage in meta-critical analysis of how the game is designed. Write collaboratively, share authorship, incorporate both professional and personal discourses. Purposely create games that are meant to be interpreted and learned socially. Sunday, March 16, 2008 16
  • 60. Questions for Teachers Working with New Media How can you think about the problem or project of designing and developing curriculum as a set of design constraints? Instead of thinking of writing as skill, can we think of it in terms of experience or sets of practices within particular contexts? How therefore do we craft opportunities for meaning making practices with new media? What does that afford a student that other forms of composing, reading, and interpreting texts do not? If we think about writing as literacy--that is, tied closely to reading--what does that mean for working with new media? Sunday, March 16, 2008 17
  • 61. Principles for Designing Writing Courses Sunday, March 16, 2008 18
  • 62. Principles for Designing Writing Courses Conceive of writing as a set of meaning-making practices and experiences that happen both in and outside the classroom, in formal and informal ways, as culturally and socially situated in learners’ contexts. Sunday, March 16, 2008 18
  • 63. Principles for Designing Writing Courses Conceive of writing as a set of meaning-making practices and experiences that happen both in and outside the classroom, in formal and informal ways, as culturally and socially situated in learners’ contexts. Allow for social collaboration and meta-reflection on that collaborative experience. Employ opportunities for collective intelligence, distributed cognition. Sunday, March 16, 2008 18
  • 64. Principles for Designing Writing Courses Conceive of writing as a set of meaning-making practices and experiences that happen both in and outside the classroom, in formal and informal ways, as culturally and socially situated in learners’ contexts. Allow for social collaboration and meta-reflection on that collaborative experience. Employ opportunities for collective intelligence, distributed cognition. Understand users of new media as not just consumers and producers but also as participants within particular contexts, media-uses, and media cultures. Sunday, March 16, 2008 18
  • 65. Principles for Designing Writing Courses Conceive of writing as a set of meaning-making practices and experiences that happen both in and outside the classroom, in formal and informal ways, as culturally and socially situated in learners’ contexts. Allow for social collaboration and meta-reflection on that collaborative experience. Employ opportunities for collective intelligence, distributed cognition. Understand users of new media as not just consumers and producers but also as participants within particular contexts, media-uses, and media cultures. Constructivist models of learning: emphasis on the socio-cultural; problem-based and project-based learning; making power differentials known; community-driven expertise. Sunday, March 16, 2008 18
  • 66. Literacies are Social Practices To view literacy as a neutral cognitive event not only fails to understand how what being learned is a particular way of doing something--a way that indexes particular values, ideological projects, historical events, and beliefs--but, too, how learning is mediated by social variables, in which case, due to this particularity, one’s primary Discourse might inform a ‘way of being’ in the world that is fundamentally at odds with the literacy form one is expected to learn.” Clinton, 2003 Sunday, March 16, 2008 19
  • 68. Final Comment Understanding how media are composed, designed, produced, and consumed by communities of users is the first step in determining models for designing and assessing writing-and-new-media curricula. We have to understand the underlying principles of those practices. We can only know that by working from the inside-out. Sunday, March 16, 2008 20
  • 69. Final Comment Understanding how media are composed, designed, produced, and consumed by communities of users is the first step in determining models for designing and assessing writing-and-new-media curricula. We have to understand the underlying principles of those practices. We can only know that by working from the inside-out. We have to see these composing activities as opportunities for making meaning in-context, according to the values of its participants. Sunday, March 16, 2008 20
  • 70. Final Comment Understanding how media are composed, designed, produced, and consumed by communities of users is the first step in determining models for designing and assessing writing-and-new-media curricula. We have to understand the underlying principles of those practices. We can only know that by working from the inside-out. We have to see these composing activities as opportunities for making meaning in-context, according to the values of its participants. As with all planned writing activities, if goals are well-articulated and well- researched, if they are considered carefully and critically, and if tasks are linked closely to their purpose, it becomes less complex to gauge the degree to which the products are valuable at the end of the composing process. Sunday, March 16, 2008 20
  • 72. Assessment Principles If new media and writing are treated as literacy experiences based on participation and not simply production, models for assessment become more accessible. What counts as “good” in these spaces is determined by its communities. Users of new media organize by their expertise and affinities, not necessarily by production skills. New media, as socially-connected and collaborative spaces, lend themselves well to more organic assessment models. Sunday, March 16, 2008 21