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Thesis Presentation

Playing (with) Educational Games
           First and Second Order Gaming




Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
Games and play | First order gaming | Second order gaming



            Starting points
              Guiding questions


        • Promises of game based learning:
            What are the traits of game and play?

        • Educational game design:
            How to achieve an integrated experience?
        • Game contents and games as medium:
            How to challenge criticism and change?


Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
Games and play | First order gaming | Second order gaming



            Pathways
              What this thesis is about


        • 1. Games and play
            Virtuality, expressive choice, repeatability

        • 2. First order gaming
            Integrated educational game design
        • 3. Second order gaming
            Metagaming, transmediality, unusability


Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
Games and play | First order gaming | Second order gaming



            1. Games and play
              Important game traits


         • Virtuality
         • Expressive choice
         • Repeatability



Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
Games and play | First order gaming | Second order gaming



            Virtuality
              A game breaks, makes and takes ‚reality‘.

              «Playing is a complex sequence of anarchistic
              toying, innovative game creation and rule-
              complying gaming, of turning aspects of reality
              into virtuality.» [p.8]




Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
Games and play | First order gaming | Second order gaming



            Virtuality
              A game breaks, makes and takes ‚reality‘.

              «Playing is a complex sequence of anarchistic
              toying, innovative game creation and rule-
              complying gaming, of turning aspects of reality
              into virtuality.» [p.8]




Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
Games and play | First order gaming | Second order gaming



            Virtuality
              A game breaks, makes and takes ‚reality‘.

              «Playing is a complex sequence of anarchistic
              toying, innovative game creation and rule-
              complying gaming, of turning aspects of reality
              into virtuality.» [p.8]




Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
Games and play | First order gaming | Second order gaming



            Virtuality
              A game breaks, makes and takes ‚reality‘.

              «Playing is a complex sequence of anarchistic
              toying, innovative game creation and rule-
              complying gaming, of turning aspects of reality
              into virtuality.» [p.8]




Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
Games and play | First order gaming | Second order gaming



            Expressive choice
              A game is a sequence of decisions.

              «Playing is about choices and the communication
              of these choices: What I choose to do within a
              game – and that I choose to be in a game in the
              first place.» [p.8]




Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
Games and play | First order gaming | Second order gaming



            Expressive choice
              A game is a sequence of decisions.

              «Playing is about choices and the communication
              of these choices: What I choose to do within a
              game – and that I choose to be in a game in the
              first place.» [p.8]




Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
Games and play | First order gaming | Second order gaming



            Expressive choice
              A game is a sequence of decisions.

              «Playing is about choices and the communication
              of these choices: What I choose to do within a
              game – and that I choose to be in a game in the
              first place.» [p.8]




Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
Games and play | First order gaming | Second order gaming



            Expressive choice
              A game is a sequence of decisions.

              «Playing is about choices and the communication
              of these choices: What I choose to do within a
              game – and that I choose to be in a game in the
              first place.» [p.8]




Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
Games and play | First order gaming | Second order gaming



            Repeatability
              A game is played often - but is always different.

              « (...) playing is not about finding the one true
              path, but about mapping the terrain.» [p.16]




                  „The Sims“


Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
Games and play | First order gaming | Second order gaming



            Repeatability
              A game is played often - but is always different.

              « (...) playing is not about finding the one true
              path, but about mapping the terrain.» [p.16]




                  „The Sims“


Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
Games and play | First order gaming | Second order gaming



            Repeatability
              A game is played often - but is always different.

              « (...) playing is not about finding the one true
              path, but about mapping the terrain.» [p.16]




                  „The Sims“


Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
Games and play | First order gaming | Second order gaming



            2. First order gaming
              Integrated educational game design


         • Moderat constructivist approaches
         • Narrative design
         • Rule design
         • Problem: bias of design


Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
Games and play | First order gaming | Second order gaming



            Theories
              Moderate constructivist approaches


      • Situated cognition (Brown et al.)
         Culturally embedded knowledge acquisition

      • Anchored instruction (Bransford et al.)
         Narrative delivery of problem and method

      • Cognitive flexibility (Spiro et al.)
         Different perspectives and configurations,
         on a complex domain by the same learner

Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
Games and play | First order gaming | Second order gaming



            Games as micromedium
              «While classic media deliver structured information,
              games provide a structure for the experimental
              formation of structured information.» [p.13]




Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
Games and play | First order gaming | Second order gaming



            Narrative design
              Providing context and meaning

              «(...) narratives help understand and play (...)
              games, and render moves and strategies
              expectable, understandable, and meaningful,
              while at the same time stabilising the culture
              the game is played in.» [p.20]




Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
Games and play | First order gaming | Second order gaming



            Narrative design
              Providing context and meaning

     What...                       Destroy
               TradeHunting
           War Teams
        Progress
                     Competition
                                Growth
                                                                 1. Visual and behaviour association
             Gathering
                                                                 2. Micronarrative
                          Protect
                                                                 3. The Vantage Point
                                                                 4. The Path
                                                                 5. The Tree
                                                  How...         6. The Garden
                                                                 7. The Field
                                                                 8. The Market
                                                                 9. The World

Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
Games and play | First order gaming | Second order gaming



            Rule design
              ‚Objective‘ boundaries and consequences
              «If the closed, simplified game environment has to
              resonate the actual field of application, then the
              required mechanics to perceive, judge and act
              should do, too.» [p.22]




Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
Games and play | First order gaming | Second order gaming



            Rule design
              ‚Objective‘ boundaries and consequences

                         Mode of cooperation
  What is the role of co-players, opponents, allies, or friends?
                             cooperation | comptition

                                   Mode of jurisdiction
              What moves are allowed, and what are the consequences?
                                     algorithmic | interpretative

                                              Role of information
                          Is possession of knowledge or its generation important?
Examples...                                    depletion | replenishment


Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
Games and play | First order gaming | Second order gaming



            Rule design
              ‚Objective‘ boundaries and consequences

                         Mode of cooperation
  What is the role of co-players, opponents, allies, or friends?
                             cooperation | comptition

                                   Mode of jurisdiction
              What moves are allowed, and what are the consequences?
                                     algorithmic | interpretative

                                              Role of information
                          Is possession of knowledge or its generation important?
Examples...                                    depletion | replenishment


Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
Games and play | First order gaming | Second order gaming



            Rule design
              ‚Objective‘ boundaries and consequences

                         Mode of cooperation
  What is the role of co-players, opponents, allies, or friends?
                             cooperation | comptition

                                   Mode of jurisdiction
              What moves are allowed, and what are the consequences?
                                     algorithmic | interpretative

                                              Role of information
                          Is possession of knowledge or its generation important?
Examples...                                    depletion | replenishment


Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
Games and play | First order gaming | Second order gaming



            Problem: bias of design
              Moderate constructivist approaches

              «(...) there is the problem of a cultural bias ingrained
              in the choice of fitting rules and narratives (...) that
              tend to produce questions already answered. What is
              seen as an asset for effective first order game design
              is a liability for criticism and reflection in face of a
              given, invisible framing.» [p.32]




Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
Games and play | First order gaming | Second order gaming



            3. Second order gaming

         • Radical constructivist approaches
         • Metagaming
         • Transmediality
         • Unusability



Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
Games and play | First order gaming | Second order gaming



            Theories
              Radical constructivist approaches


      • (Un)decidable questions (von Foerster)
         Creating and/or discovering knowledge

      • Medium as formative space (Luhmann)
         The (usually) invisible, pre-selected and given
         environment of thought, creation and communication

      • Contexts, choice & conflicts (Bateson)
         Questioning expectations and breaking habits


Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
Games and play | First order gaming | Second order gaming



            Games as accessible medium
              «(...) how to challenge and support a reflective and
              creative ‘stepping out’ from within (...) to raise
              awareness for the medium “game”, as well as for its
              specific limitations, manipulative dangers and
              stereotypes (?)» [p.32]




Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
Games and play | First order gaming | Second order gaming



            Metagaming
              Pop up the hood.


      • Cheats and walkthroughs
      • Exploits and emergent gameplay
      • Skinning
      • Extensions and conversions
      • Integrated (re)creations
Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
Games and play | First order gaming | Second order gaming



            Metagaming
              Pop up the hood.

              «With metagaming a game’s frame of reference is
              temporarily or indefinitely transcended, modified
              and embraced anew.» [p.45]




                      Exploit                                     Skinning

Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
Games and play | First order gaming | Second order gaming



            Metagaming
              Pop up the hood.

              «With metagaming a game’s frame of reference is
              temporarily or indefinitely transcended, modified
              and embraced anew.» [p.45]




                      Exploit                                     Skinning

Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
Games and play | First order gaming | Second order gaming



            Metagaming
              Pop up the hood.

              «With metagaming a game’s frame of reference is
              temporarily or indefinitely transcended, modified
              and embraced anew.» [p.45]




                      Exploit                                     Skinning

Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
Games and play | First order gaming | Second order gaming



            Transmediality
              When it‘s worth to be retold.

              «(...) a game created as potential educational toy
              should facilitate transmedial play as well as digital
              networked game genres would do: Both are accepted
              as in principle polymorph, constantly changing in
              their forms and inspiring respectively spawning new
              ones.» [p.45]




                  Machinima                          „Turning real“
Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
Games and play | First order gaming | Second order gaming



            Transmediality
              When it‘s worth to be retold.

              «(...) a game created as potential educational toy
              should facilitate transmedial play as well as digital
              networked game genres would do: Both are accepted
              as in principle polymorph, constantly changing in
              their forms and inspiring respectively spawning new
              ones.» [p.45]




                  Machinima                          „Turning real“
Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
Games and play | First order gaming | Second order gaming



            Transmediality
              When it‘s worth to be retold.

              «(...) a game created as potential educational toy
              should facilitate transmedial play as well as digital
              networked game genres would do: Both are accepted
              as in principle polymorph, constantly changing in
              their forms and inspiring respectively spawning new
              ones.» [p.45]




                  Machinima                          „Turning real“
Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
Games and play | First order gaming | Second order gaming



            Unusability
              You don‘t want to play it again.

              «(...) game design decisions which deliberately
              and unbeknownst by the user turn a game
              unworkable, aporic, disbalanced and disturbing,
              where it should be intuitive to use, guiding, fair
              and entertaining.» [p.45]




           „September 12th“                      „Starpower“

Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
Games and play | First order gaming | Second order gaming



            Unusability
              You don‘t want to play it again.

              «(...) game design decisions which deliberately
              and unbeknownst by the user turn a game
              unworkable, aporic, disbalanced and disturbing,
              where it should be intuitive to use, guiding, fair
              and entertaining.» [p.45]




           „September 12th“                      „Starpower“

Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
Games and play | First order gaming | Second order gaming



            Unusability
              You don‘t want to play it again.

              «(...) game design decisions which deliberately
              and unbeknownst by the user turn a game
              unworkable, aporic, disbalanced and disturbing,
              where it should be intuitive to use, guiding, fair
              and entertaining.» [p.45]




           „September 12th“                      „Starpower“

Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
Games and play | First order gaming | Second order gaming



            Conclusion
              Media specific design | second order gaming support

       • Playing is both a compliant and anarchic
           form of perception and action
       • First order gaming:
           Integrated game design for a consistent
           experience of content and game
       • Second order gaming:
           Challenging games and content to be seen
           and treated as created, modifiable toys
Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
Games and play | First order gaming | Second order gaming



                  Leaving the frame of presentation.




Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009

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Wey-Han Tan Thesis Presentation

  • 1. Thesis Presentation Playing (with) Educational Games First and Second Order Gaming Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
  • 2. Games and play | First order gaming | Second order gaming Starting points Guiding questions • Promises of game based learning: What are the traits of game and play? • Educational game design: How to achieve an integrated experience? • Game contents and games as medium: How to challenge criticism and change? Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
  • 3. Games and play | First order gaming | Second order gaming Pathways What this thesis is about • 1. Games and play Virtuality, expressive choice, repeatability • 2. First order gaming Integrated educational game design • 3. Second order gaming Metagaming, transmediality, unusability Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
  • 4. Games and play | First order gaming | Second order gaming 1. Games and play Important game traits • Virtuality • Expressive choice • Repeatability Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
  • 5. Games and play | First order gaming | Second order gaming Virtuality A game breaks, makes and takes ‚reality‘. «Playing is a complex sequence of anarchistic toying, innovative game creation and rule- complying gaming, of turning aspects of reality into virtuality.» [p.8] Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
  • 6. Games and play | First order gaming | Second order gaming Virtuality A game breaks, makes and takes ‚reality‘. «Playing is a complex sequence of anarchistic toying, innovative game creation and rule- complying gaming, of turning aspects of reality into virtuality.» [p.8] Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
  • 7. Games and play | First order gaming | Second order gaming Virtuality A game breaks, makes and takes ‚reality‘. «Playing is a complex sequence of anarchistic toying, innovative game creation and rule- complying gaming, of turning aspects of reality into virtuality.» [p.8] Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
  • 8. Games and play | First order gaming | Second order gaming Virtuality A game breaks, makes and takes ‚reality‘. «Playing is a complex sequence of anarchistic toying, innovative game creation and rule- complying gaming, of turning aspects of reality into virtuality.» [p.8] Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
  • 9. Games and play | First order gaming | Second order gaming Expressive choice A game is a sequence of decisions. «Playing is about choices and the communication of these choices: What I choose to do within a game – and that I choose to be in a game in the first place.» [p.8] Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
  • 10. Games and play | First order gaming | Second order gaming Expressive choice A game is a sequence of decisions. «Playing is about choices and the communication of these choices: What I choose to do within a game – and that I choose to be in a game in the first place.» [p.8] Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
  • 11. Games and play | First order gaming | Second order gaming Expressive choice A game is a sequence of decisions. «Playing is about choices and the communication of these choices: What I choose to do within a game – and that I choose to be in a game in the first place.» [p.8] Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
  • 12. Games and play | First order gaming | Second order gaming Expressive choice A game is a sequence of decisions. «Playing is about choices and the communication of these choices: What I choose to do within a game – and that I choose to be in a game in the first place.» [p.8] Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
  • 13. Games and play | First order gaming | Second order gaming Repeatability A game is played often - but is always different. « (...) playing is not about finding the one true path, but about mapping the terrain.» [p.16] „The Sims“ Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
  • 14. Games and play | First order gaming | Second order gaming Repeatability A game is played often - but is always different. « (...) playing is not about finding the one true path, but about mapping the terrain.» [p.16] „The Sims“ Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
  • 15. Games and play | First order gaming | Second order gaming Repeatability A game is played often - but is always different. « (...) playing is not about finding the one true path, but about mapping the terrain.» [p.16] „The Sims“ Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
  • 16. Games and play | First order gaming | Second order gaming 2. First order gaming Integrated educational game design • Moderat constructivist approaches • Narrative design • Rule design • Problem: bias of design Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
  • 17. Games and play | First order gaming | Second order gaming Theories Moderate constructivist approaches • Situated cognition (Brown et al.) Culturally embedded knowledge acquisition • Anchored instruction (Bransford et al.) Narrative delivery of problem and method • Cognitive flexibility (Spiro et al.) Different perspectives and configurations, on a complex domain by the same learner Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
  • 18. Games and play | First order gaming | Second order gaming Games as micromedium «While classic media deliver structured information, games provide a structure for the experimental formation of structured information.» [p.13] Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
  • 19. Games and play | First order gaming | Second order gaming Narrative design Providing context and meaning «(...) narratives help understand and play (...) games, and render moves and strategies expectable, understandable, and meaningful, while at the same time stabilising the culture the game is played in.» [p.20] Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
  • 20. Games and play | First order gaming | Second order gaming Narrative design Providing context and meaning What... Destroy TradeHunting War Teams Progress Competition Growth 1. Visual and behaviour association Gathering 2. Micronarrative Protect 3. The Vantage Point 4. The Path 5. The Tree How... 6. The Garden 7. The Field 8. The Market 9. The World Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
  • 21. Games and play | First order gaming | Second order gaming Rule design ‚Objective‘ boundaries and consequences «If the closed, simplified game environment has to resonate the actual field of application, then the required mechanics to perceive, judge and act should do, too.» [p.22] Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
  • 22. Games and play | First order gaming | Second order gaming Rule design ‚Objective‘ boundaries and consequences Mode of cooperation What is the role of co-players, opponents, allies, or friends? cooperation | comptition Mode of jurisdiction What moves are allowed, and what are the consequences? algorithmic | interpretative Role of information Is possession of knowledge or its generation important? Examples... depletion | replenishment Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
  • 23. Games and play | First order gaming | Second order gaming Rule design ‚Objective‘ boundaries and consequences Mode of cooperation What is the role of co-players, opponents, allies, or friends? cooperation | comptition Mode of jurisdiction What moves are allowed, and what are the consequences? algorithmic | interpretative Role of information Is possession of knowledge or its generation important? Examples... depletion | replenishment Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
  • 24. Games and play | First order gaming | Second order gaming Rule design ‚Objective‘ boundaries and consequences Mode of cooperation What is the role of co-players, opponents, allies, or friends? cooperation | comptition Mode of jurisdiction What moves are allowed, and what are the consequences? algorithmic | interpretative Role of information Is possession of knowledge or its generation important? Examples... depletion | replenishment Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
  • 25. Games and play | First order gaming | Second order gaming Problem: bias of design Moderate constructivist approaches «(...) there is the problem of a cultural bias ingrained in the choice of fitting rules and narratives (...) that tend to produce questions already answered. What is seen as an asset for effective first order game design is a liability for criticism and reflection in face of a given, invisible framing.» [p.32] Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
  • 26. Games and play | First order gaming | Second order gaming 3. Second order gaming • Radical constructivist approaches • Metagaming • Transmediality • Unusability Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
  • 27. Games and play | First order gaming | Second order gaming Theories Radical constructivist approaches • (Un)decidable questions (von Foerster) Creating and/or discovering knowledge • Medium as formative space (Luhmann) The (usually) invisible, pre-selected and given environment of thought, creation and communication • Contexts, choice & conflicts (Bateson) Questioning expectations and breaking habits Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
  • 28. Games and play | First order gaming | Second order gaming Games as accessible medium «(...) how to challenge and support a reflective and creative ‘stepping out’ from within (...) to raise awareness for the medium “game”, as well as for its specific limitations, manipulative dangers and stereotypes (?)» [p.32] Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
  • 29. Games and play | First order gaming | Second order gaming Metagaming Pop up the hood. • Cheats and walkthroughs • Exploits and emergent gameplay • Skinning • Extensions and conversions • Integrated (re)creations Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
  • 30. Games and play | First order gaming | Second order gaming Metagaming Pop up the hood. «With metagaming a game’s frame of reference is temporarily or indefinitely transcended, modified and embraced anew.» [p.45] Exploit Skinning Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
  • 31. Games and play | First order gaming | Second order gaming Metagaming Pop up the hood. «With metagaming a game’s frame of reference is temporarily or indefinitely transcended, modified and embraced anew.» [p.45] Exploit Skinning Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
  • 32. Games and play | First order gaming | Second order gaming Metagaming Pop up the hood. «With metagaming a game’s frame of reference is temporarily or indefinitely transcended, modified and embraced anew.» [p.45] Exploit Skinning Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
  • 33. Games and play | First order gaming | Second order gaming Transmediality When it‘s worth to be retold. «(...) a game created as potential educational toy should facilitate transmedial play as well as digital networked game genres would do: Both are accepted as in principle polymorph, constantly changing in their forms and inspiring respectively spawning new ones.» [p.45] Machinima „Turning real“ Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
  • 34. Games and play | First order gaming | Second order gaming Transmediality When it‘s worth to be retold. «(...) a game created as potential educational toy should facilitate transmedial play as well as digital networked game genres would do: Both are accepted as in principle polymorph, constantly changing in their forms and inspiring respectively spawning new ones.» [p.45] Machinima „Turning real“ Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
  • 35. Games and play | First order gaming | Second order gaming Transmediality When it‘s worth to be retold. «(...) a game created as potential educational toy should facilitate transmedial play as well as digital networked game genres would do: Both are accepted as in principle polymorph, constantly changing in their forms and inspiring respectively spawning new ones.» [p.45] Machinima „Turning real“ Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
  • 36. Games and play | First order gaming | Second order gaming Unusability You don‘t want to play it again. «(...) game design decisions which deliberately and unbeknownst by the user turn a game unworkable, aporic, disbalanced and disturbing, where it should be intuitive to use, guiding, fair and entertaining.» [p.45] „September 12th“ „Starpower“ Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
  • 37. Games and play | First order gaming | Second order gaming Unusability You don‘t want to play it again. «(...) game design decisions which deliberately and unbeknownst by the user turn a game unworkable, aporic, disbalanced and disturbing, where it should be intuitive to use, guiding, fair and entertaining.» [p.45] „September 12th“ „Starpower“ Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
  • 38. Games and play | First order gaming | Second order gaming Unusability You don‘t want to play it again. «(...) game design decisions which deliberately and unbeknownst by the user turn a game unworkable, aporic, disbalanced and disturbing, where it should be intuitive to use, guiding, fair and entertaining.» [p.45] „September 12th“ „Starpower“ Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
  • 39. Games and play | First order gaming | Second order gaming Conclusion Media specific design | second order gaming support • Playing is both a compliant and anarchic form of perception and action • First order gaming: Integrated game design for a consistent experience of content and game • Second order gaming: Challenging games and content to be seen and treated as created, modifiable toys Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009
  • 40. Games and play | First order gaming | Second order gaming Leaving the frame of presentation. Wey-Han Tan • MA Thesis Presentation | ePedagogy Design | Visual Knowledge Building • UIAH | UHH • Nov 11th 2009