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Showing posts with the label game design

CHI Play 2014: Toronto

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Last month I went to the first CHI Play conference in Toronto - and it was fun :-) The full papers from the conference are openly available for a short time only so make sure to check them out here . On the Sunday I took part in the somewhat provocatively titled "Participatory Design for Serious Game Design: Truth and Lies" workshop organised by Rilla Khaled, Mina Vasalou, Vero Vanden Abeele, and Maarten Van Mechelen. Participatory design (PD) is something I've recently become more interested in and our submission " Designing Persuasive Games through Competition " was about how PD influenced the organisation of the competition I ran at UCL earlier this year and some of the tensions that arose during the whole process. The workshop was a great experience as I got to meet a load of interesting people and to hear about different types of PD game research . And I learnt that defining PD, while a good learning experience, isn't particularly easy! On the followin...

UCL Student Game Design Competition

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Calling all student game designers!!! Do you believe that games can be more than just a bit of fun? Is designing games your thing? Do you think games can contribute to the understanding of science? If this sounds like you, we’d love to see you at the Persuasive Games Competition !  The CHI+MED project ( which involves researchers from Queen Mary University, City University, Swansea University and UCL) is inviting teams of students to design a game that will be made freely available on errordiary.org . Prizes will be awarded at the final showcase, including £1000 for first place, £500 for runner up and £500 for the people’s choice. Get started by registering here for our kick-off event, which will be taking place at UCL on Feb 1st 2014. The event is only open to students (at any level of higher education, from any institution, and in any area) so student ID will be required. At least one member of each team must have attended the kick-off to take part in the competition. Please ch...

CHI 2013 (Part II) - Citizen Science, biometrics, gamification@work and student games

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So on to part two. Apart attending a workshop, I also presented a poster at CHI: Do Games Attract or Sustain Engagement in Citizen Science? A Study of Volunteer Motivations (see below). The poster is based on some work being carried out as part of the Citizen Cyberlab project that Charlene Jennett and Anna Cox are involved with. The paper reports on the findings of a set of pilot interviews that Cassandra Cornish-Trestail carried out with people who play citizen science games - in this case, Foldit and Eyewire . The answer to the question in the title is no, game mechanics didn't seem to attract volunteers but, in addition to tools such as chat facilities and forums, they do help to sustain involvement over time. Essentially, the people who play these games are already interested in science, they aren't gamers. In addition, what game mechanics allow for is greater participation in a range of social interactions while also providing ways in which to recognise volunteer ach...

"In The Game? Embodied Subjectivity in Gaming Environments"

It really has been ages since I last used this blog. Good news is I have finished the thesis! Viva passed, minor corrections and the final submission due at the start of Sept :-) I will make sure to post a link to it once the final version has been approved. The last few months have been stupidly busy - I also started a new job at UCLIC - but I have managed to get some game-playing in. There are some thoughts I'd like to get down about those soon but for now I just wanted to post a video of my friend Rob Farrow presenting a paper we wrote together at the Philosophy and Computer Games conference earlier this year. There's some points he makes about meaning and choice that I'd like to think about more - particularly in relation to Skyrim and Mass Effect 3. But for now, here's "In The Game'? Embodied Subjectivity in Gaming Environments". Thanks Rob :-) UPDATE: We also had a longer journal article published in Philosophy & Technology , which you can find...

ECGBL 2011 - Athens

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After rearranging flights to avoid the air traffic control strike, I made it to Athens last week for the 5th European Conference of Game Based Learning . Not everyone was so lucky but I was pretty impressed with the conference organisers for managing to make sure the conference went ahead and that we all were looked after so well whilst we were there. It was a bit surreal having to avoid the crowds of protesters on the way to the conference venue and trying to make sure we didn't get caught up in any of the running battles with riot police on the way back... We did avoid the worst of it (which, on the first conference day involved ducking into a restaurant for a little while until the trouble outside died down!) with only piles of burnt rubbish around the city to remind of us of what was going on (see below). Oh, and t-shirts like this :-) In terms of the conference itself, I am very glad I managed to make it as it was a great opportunity to meet up with people I had met before, li...

DiGRA 2011: Hilversum (Part 2)

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The next day started just as well as the first with a keynote from Suzanne de Castell and Jen Jenson titled "Playing with fire: Libertarian ludolgies" (see below). They have done a lot of work over the years investigating technology and gender issues in terms of access, equity and design, with their latest research indicating that many of the "facts" we take for granted about gender e.g. girls dislike competitive play, are actually artefacts of novice play. In fact they were able to alter play styles by setting up conditions for girls to become experts and replicate these across different sites. Suzanne and Jen went on to highlight issues such as neoliberal tolerance for misogyny and violence (e.g. where expert female player try to hide their gender instead of having to deal with a barrage of abuse from other players - see Fat, Ugly or Slutty for examples and an attempt to deal with this sort of thing), the need for researchers to go beyond describing how things ...

Jane McGonigal's sermon on Productivity

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On Sunday I went to a talk organised by the School of Life . They called it a sermon, it also took place in a what I think what used to be a church hall, and there were hymns. One of the hymns was Video killed the Radio Star, but we did actually have to stand up and sing along. It was all a bit random really in quite an enjoyable way and the reason I went was so I could hear Jane McGonigal talk about Productivity and games.  She started off by talking about how a lot of our ideas about what it means to be a productive member of society are based on a combination of protestant work ethic (God wants us to be busy) and the rise of capitalism. Which seems to ultilmately lead to a lot of guilt when we end up doing things that don't seem to produce anything. So in this light, playing games for hours on end is really just a colossal waste of time, right? Well, maybe not. After getting to write down a to-do list and then make it into a paper plane to throw into the audience, she went on ...

Machinarium (PC)

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Go and play Machinarium . It not only looks good - it's set in a sort of rusty cute looking robot world - but manages to engage without a single word of dialogue being spoken (at least not as far I've played it). It's an independent point-and-click puzzle solving adventure without the tedious dialogue. Don't get me wrong, I love the narrative and humour of the Monkey Island games and I've even been playing the new episodic ones but it's the pretty much the same formula,though it is done well. But you can also get that wrong - like with A Vampyre Story . Czech designers Amanita Design have done something different here and have managed to communicate a storyline through the use of thought bubbles and (pretty cool) drawings alone. Not only that but they've included a really clever little mechanism for getting help within the game. I think I've mentioned this before, but I do use walkthroughs when I get stuck. There are just points where I don't h...

Women and games

I've been a bit quiet lately because it's the summer and I've not really been in one place for long but I do promise to post something about my recent gaming experiences soon. In the meantime, please watch this very cool animated short from Daniel Floyd and Leigh Alexander : Diversity it seems, is key. Though marketing may have their own ideas...

Low budget games

This is going to be a quick post, so I can bring your attention to t he Professional Gamer's (or Costas from LostInGames ) post on some smaller budget games he has been playing. I can thoroughly recommend " Today I die " which is free and essentially some form of interactive poetry, while Braid has been on my list of games to play for quite a while now and I'm almost embarrassed by how long it's taking me to get round to play it. I do want to add a game to the list though - The Path from Tale of Tales . It's a horror game inspired by Little Red Riding Hood but instead of following the path to Grandma's house as instructed, you're encouraged to wander off into the woods - where all the interesting stuff is... It only costs $9.99 and can be downloaded from here . It's already been reviewed e.g. Leigh Alexander's review on Kotaku and for a much better description of it than I could give check out Fullbirght's take on it here . I think the ...

Lego Star Wars: The Complete Saga (Wii)

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I borrowed Lego Star Wars from Lovefilm a little while ago and have been really getting into it. I did have a slightly rocky start as it took me a little while to realise that the cantina I started in wasn't a proper level even though you could explore it and start fights with people. I eventually found the set of doors where you get to pick which part of the saga (i.e. episodes 1-6) you want to play. While not having a manual probably contributed to my initial confusion, it wasn't a problem in terms of the controls as I found it was very easy to pick up them up. One of my favourite discoveries was being able to use the z button to build stuff out of seemingly random bits of Lego, and finding out I could "use the force" on objects and characters with a blue glow around them. Plus, if your character has a sword you can swing the Wiimote to use it. The initial appeal of the game I think for me was how it manages to combine two very familiar things in an entertaining wa...