656 Matching Annotations
  1. Sep 2016
  2. 0-www.tandfonline.com.skyline.ucdenver.edu 0-www.tandfonline.com.skyline.ucdenver.edu
    1. how the style in which users are visually depicted can promote or hinder empathic under-standing.

      What is the role of bias in user experience design?

    2. direct contact with users is much emphasised by practitioners (McDonagh-Philp andBruseberg 2000, Mattelmäki and Battarbee 2002, Fulton Suri 2003b). Most authors recommendhaving designers conduct observation studies, e.g. to follow the user in his context

      This would require a lot of time on the front end

    3. the situation determines to a largedegree the level of empathy which can be achieved.

      What is the emotional investment of the designer?

    4. The empathichorizon of designers can change over time and be extended by training and experience.

      Each person's empathic horizon will grow with time, age, experience, etc. Could empathy be somewhat like a muscle that can be toned?

    5. McDonagh (2006) defines empathy as ‘the intuitive ability to iden-tify with other people’s thoughts and feelings – their motivations, emotional and mental models,values, priorities, preferences, and inner conflicts’.

      ...the entirety of a person's thoughts and feelings surrounding his or her past, present and future

    6. the needfor qualitative research to inform and inspire designers to create ‘more useful and enjoyable thingsfor people [they] may never meet’

      Empathizing on the front end instead of the back end

    7. empathy is described as anabilitypeople have,and differs for individuals.

      Is it an innate ability or can it be learned?

    8. Others describe empathic design as ‘an imaginative projection intoanother person’s situation’ (Koskinen and Battarbee 2003), or a ‘particular kind of imagination’(Fulton Suri 2003b). These terms ‘projection’ and ‘imagination’ imply that being empathic isa range of activities where designers should imagine what it would be like for themselves tobe (in the position of) the user.

      Imagining many different possibilities, in the hope that at least one or several hit the desired target of resonating with the user

    9. companies started to realise that only listening to customers’ responseson questionnaires was not enough to develop successful products

      Asking about customers' experience AFTER having the experience

    10. We have reviewed the interaction designand design research literature, which has a strong focus on user involvement and user experience.

      How is the user involved in the design?

    11. a number of tools and techniques have beenpresented (Fulton Suri 2003a) aiming to support designers to ‘step into the user’s shoes’ and ‘walkthe user’s walk’ in order to design products that fit the user’s life.

      What are these tools?

    12. The problem of understanding the user and his or her experience has a central place in user-centred design

      Designing for the user means understanding the user's experience, "where they're coming from"

    13. the importance of designers to gainempathy with the users for whom they are designing.

      Why is user empathy important in design?

  3. Aug 2016
    1. It was this marginality that I was naming as a central location for the production of a counter-hegemonic discourse that is not just found in words but in habits of being and the way one lives. As such, I was not speaking of a marginality one wishes to lose – to give up or surrender as part of moving into the center – but rather of a site one stays in, clings to even, because it nourishes one’s capacity to resist

      Prior to this work, in addressing what we might place under the 21st-century banner of "diversity and inclusion", hooks wrote in Feminist Theory: from Margin to Center (1984):

      Much feminist theory emerges from privileged women who live at the center, whose perspectives on reality rarely include knowledge and awareness of the lives of women and men who live on the margin. As a consequence, feminist theory lacks wholeness, lacks the broad analysis that could encompass a variety of human experiences. Although feminist theorists are aware of the need to develop ideas and analysis that encompass a larger number of experiences that serve to unify rather than to polarize, such theory is complex and slow in formation. At its most visionary, it will emerge from individuals who have knowledge of both margin and center (p. xvii)

      If you live at the center, recognize that and be generous with invitations to engage with new, radical alternatives in the company of those who are simultaneously expected to assimilate into and understand the center while being socially relegated to the margins.

    1. toprovide a procedural framework for developing instructionalmaterials and creating an environment for successful learningoutcomes

      procedures ---> environment ---> learning outcomes

  4. May 2016
    1. Although they promptly begin an assigned writing task and complete it, they are reluctant to make any type of revision. Creating a movie gives them a reason for writing and makes them more conscious of their audience, one that reaches beyond themselves and their teacher, and motivates them to write more clearly and with more detail. They employ their artistic ability by drawing pictures to illustrate their stories, scan and save the illustrations, and then import them into a video-editing program.

      digital storytelling obliges students to stop and see what works and doesn't work and to go back and fix it, which is what they are reluctant to do in conventional writing assignments

    2. Digital storytelling has the capacity to not only motivate struggling writers as they experience the enjoyment of creating stories enhanced by multimedia, but also to reposition themselves from struggling writers to competent writers.

      struggling writers have the opportunity to see themselves as capable and competent

    3. Struggling writers are seldom strategic writers; however, the components of creating digital storytelling may help them compose more strategically. Students' narrations of their stories reduce overt weaknesses in conventions such as spelling, capitalization, and handwriting. The process of storyboarding facilitates the introduction of events in a logical and orderly sequence thereby illuminating gaps or omissions overlooked in a traditionally composed draft. When these breaks in the flow of the story are realized, the writer can make necessary revisions in the draft before recording the narration.

      the storyboard is an effective mapping tool that keeps the narrative organized and on track in ways that conventional writing may not be able to

    4. rather than encourage students to write about things that are important to them or interdisciplinary writing — are, to a degree, silencing their students as writers.

      how many other aspects of schooling involve "silencing" students?

    5. In a classroom setting, a student's identity may be further defined by a myriad of factors such as athleticism, intellect, personality, and perceived writing ability (Bloome, Carter, Christian, Otto, & Shuart-Faris, 2005).

      special ed, etc

    6. Their compositions are generally brief and lack detail and elaborations (Graham et al., 1991). They are likely to produce poorly organized text at the sentence and the paragraph levels.

      learning disabilities related to language production can affect writing assignments. and at the same time these students are less likely to revise and edit. why is that?

    7. In a study of elementary age children, Bright (1995) noted that struggling writers view capable writers as students who work hard, have good penmanship, and write long compositions. Moreover, they believe that good writers write single draft compositions without having to revise or edit them

      students have misconceptions about what makes someone successful or good at something

    8. Most writing in the classroom has a physical audience of two: the writer and the teacher; yet when students write for a larger audience, they are much more motivated to write and tend to do their best work (Cohen & Riel, 1989).

      digital stories extend the audience to anyone who can access the internet if the story is uploaded to a platform such as YouTube

    9. Because she was so expressive, she added another dimension to her story that was not apparent in her writing

      adding other elements like audio or visuals can supplement weaker elements like writing

    10. When reading aloud her writings, Colleen was on par with her classmates.

      vocal expression is high

    11. Ray does his best work, or at least completes a composition, when he has a small window of time for completion rather than several days

      he loses steam and doesn't finish

    12. Ray has difficulty starting writing

      generating ideas

    13. the children perceived themselves as struggling writers based on their scores from the Writers Self-Perception Scale (Bottomley, Henk, & Melnk, 1997), a public domain instrument that measures individuals' attitudes toward their writing.

      how the students perceive their own skills is very powerful, as this perception may stay with them well into their later schooling, even when improvements have been made

    14. the World Wide Web dramatically changed the availability, method, depth, quantity, and sometimes quality of accessible information; consequently, the Internet has initiated critical reading skills not typically required in traditional texts

      much of the information on the web is self-published as well

  5. Apr 2016
    1. digital technology must never change the iron-clad traditions of the institution

      ugh. i hope it does.

    2. strategic hope

      For example, opening resources, spaces, and tools, and yet remaining wary of privacy, abuse, etc.

    3. something like the video above takes the same planning — and even more coordination — and even more critical reflection once it’s done — to pull off.

      Digital means aren't always faster to produce, they just travel faster when they're done.

    4. educated into

      ...trying to fit square pegs into round holes.

    1. once the player tried the position of bomb handler, they expressed much more enjoyment of the game

      The choice of roles is really great here and seems to allow something for different comfort levels and playing styles. I like that a lot.

    2. local

    1. We describe gameful learning in terms of three elements: attitude, identity, and ignorance
    1. In this case games and the culture surrounding them provide an academic homefor play

      This is a really delightful idea to me, and yes it really does "legitimize" games and learning in the academy :)

    2. unifying influence forming partnerships across and beyond campus
    3. they wereunderstandably unclear about how to realize the vision

      Random unrelated side note: this is one of the things that scares me about getting hired after the ILT degree. Even three years from now, ed tech will still be emerging, universities will still be initiating innovations, and jobs will still be new and in the experimental (ie. unstable ) stage.

    4. this article aims to broaden the discussion and provide a startingpoint or platform for others to consider based on their context
    5. context matters
    6. higher education classrooms wherecultural norms and organizational structures, at times, act antithetically to learn throughgames

      Understanding cultural norms is really important. But how do we work with them and not against or around them?

    7. studentsas the biggest challenge to shifting pedagogicalapproaches

      I strongly disagree that students are the biggest challenge to changes in pedagogy. Students are asked to give feedback, and teaching can be altered based on that feedback, but I reject the notion that institutions won't even try to innovate due to the fear of how students might react.

    8. student expectations

      I felt a great deal of pressure 10 years ago at the secondary level to incorporate games in my classroom - I assumed it was to capture students' attention and to make foreign language learning fun. I resisted for a long time because I thought my classes were already fun haha. But the kids I taught are now approaching their 30s, so I can't speak to the attention span and expectations of today's college learners, for example.

    9. it also includes the application oflearning principles and social interactions facilitated by games and used by the community(Squire, 2011)

      I am very interested in the idea that games facilitate social interactions. My first instinct when I sit down to play a game with a group of people is to run away....I need to work on this :)

    1. students had often heard about the course itself and thereputation of the course built early enthusiasm and engagement with the materials – a sortof meta-academia benefit to the course design

      ILT5320

    2. My preference is to allow for short vaguedescriptions, give students some creative license, and praise and reward innovative andrigorous thinking

      I think this is great and I have taken this approach with project assignments in my own classes before, where I was internally aware of different directions a student could take an idea and preferred to sit back and observe who chose which path.

    3. the use of “quests” as a central design element

      The term quest suggests a noble undertaking, where the reward is the endeavor itself

    4. colonization of studentinformal gaming

      Interesting choice of terms

    5. Gaming expertise, or literacy, inone good game also can create an increased capacity to pick up and learn the next

      I have realized the benefit of gaming literacy in my affinity group, where the ability to "read" play across contexts - card, board, etc - is an an attribute of many gamers

    6. So gamers are learners

      Yes, and the motivation is intrinsic, the goals are personal as opposed to teachers mandating a required set of skills to move through grade levels

    7. hobby

      I would guess even as a builder of self and identity, not just a past time or a hobby ILT5320

  6. gamesandlearning.wordpress.com gamesandlearning.wordpress.com
    1. What recommendations do you have for platforms like Genius and Hypothesis to manage (the potential for) abuse

      What do Wikipedia and Urban Dictionary do to manage public entries?

    2. How would you respond

      To my current knowledge, there is no notification when an annotation happens? How would I know then?

  7. Mar 2016
    1. “Feminists are ruining everyone’s fun and gamers’ rights to be immature, obnoxious and harmful.”

      Honestly, I struggled here: how to facilitate a meaningful discussion around an idea like misogyny, knowing that none of my colleagues would be defending it and assuming those participating in this discussion are all in agreement that it's a bad thing...All I could think of in response was to approach it from the opposite end. Similarly, in an earlier article I made a point to emphasize that negative male stereotypes are harmful to men as well. I struggled with how to make an engaging discussion out of what is essentially preaching to the choir... ILT5320

    1. questions

      Asking questions in annotation is a useful way to check in with classmates. When an idea strikes me, I'm very curious to know if it also struck classmates similarly or at all.

    1. how do we ensure that in our examinations of marginalized practices, we do not simply reaffirm their marginality or, alternately, attempt to reconcile them with dominant, mainstream activities? Is the question “what can we do?” actually paternalism exemplified?

      ILT5320

    2. "Is the question what can we do? actually paternalism exemplified?"

      ILT5320

    3. What do we as researchers with access to all the privileges of the academic sphere do after identifying these practices, spaces and challenges

      How can academics help move the culture forward in addition to theorizing and writing scholarly articles?

      ILT5320

    4. the emancipatory possibilities of queer game-making do not provide an adequate answer when the sustainability of this life for many of these game-makers is a constant source of fear.

      ILT5320

    5. Game designer is a politicized position to take just as gamer is, and henceforth too little scholarly attention has been paid to those making games outside of the dominant, professional, and industrial context.

      ILT5320

    6. we should be careful not to equate emancipatory promise with poorly paid, insecure work and life below, on, or near the poverty line, dependent on the vicissitudes of crowdfunding.

      Not being able to make a living isn't necessarily romantic, glamorous or emancipating

      ILT5320

    7. Queerness acts as a destabilizing force, challenging norms of who gets to be a producer and what should be made, but it is wrought with the dangers and precarity of this position.

      ILT5320

    8. the precarity of these practices, particularly the modes of funding, is striking. They tend to be contingent on goodwill, just enough, temporary measures, a reality that begs the question of sustainability and the livelihoods of these game designers

      Certainly not in keeping with conventional measures of success

      ILT5320

    9. what fills the gaps in between these events and slightly more formal channels for dialogue is the use of social media to construct a queer game design community. In an interview with Keogh (2013), Twine designer merritt kopas cites the centrality of social networking, including Twitter, tumblr, and personal websites, for the growth of the queer game design community, many of whose members are prolific users of these tools

      Social media spreads the news and ideas about movements in many different arenas, connecting communities that maybe never felt connected before

      ILT5320

    10. Zines, non-industry conferences, and the growing breed of “unconferences” (such as Lost Levels14) are a counter-hegemonic response to the often hyper-professionalized nature of mainstream digital games events.

      More examples of DIY

      ILT5320

    11. Twine game designers operate within an alternative economy of their own making, one characterized by non-normative means of financial support, distribution, and dissemination. Requesting money to play Twine games is rare, and in the case where compensation is sought, it tends to take the form of donations and pay-what-you-can, often with a portion of funds going to relevant charities (see for example Depression Quest11)

      ILT5320

    12. many Twine designers see the industry as the problem motivating their work rather than a place to aspire to. Instead Twine games are created for a multiplicity of “unprofitable” reasons and purposes abstracted from either accumulation of capital or reproduction. They resist commodification.

      The goal is not to be just like the big name designers and games, quite the opposite.

      ILT5320

    13. they are “a straight, white-guy world” characterized by a fear of intimacy.

      "They" being digital games. I think this broad, stereotypical definition is unfair, however, and perhaps not very productive. But I wasn't present in the interview, so I might be missing the context :)

      ILT5320

    14. in order to take apart “the logics of success and failure with which we currently live” (Halberstam, 2011, p.2)

      deconstructing success and failure

      ILT5320

    15. Twine games, on the other hand, stand outside these traditional ways of understanding success and undermine its logic, becoming a part of the “assemblage of resistant technologies” that constitute queerness (Halberstam, 2011, p.29).

      The definition of success is expanded and altered to encompass different ideas and possibilities

      ILT5320

    16. Santiago’s rhetorical maneuver works to soften what are deeply political contributions -- the participation of marginalized people in digital games production. Addressing these game-makers with industry buzzwords (and political panacea) such as diversity and innovation rather than as women, queer, trans*, of color or feminist, results in the depoliticization of the still-radical nature of their participation.

      Use the names that they use for themselves, as an act of recognition, solidarity, understanding, etc. not just acceptance and tolerance.

      ILT5320

    17. this was a powerful statement about the legitimacy of Twine games

      The winner of game of the year ceded his win to a queer independent designer's Twine game

      ILT5320

    18. The difference stemmed from the fact that gender, sexuality and race were discussed outside of special interest sessions dedicated to identity politics, and that one of the most enduring tropes of digital games design-- ultraviolent content-- was challenged.

      ILT5320

    19. negative responses to the claim that everyone can make games (see for example Adamkiewicz, 2012) tend to be met with a valorization of digital games that are “hard to make”, leading to the devaluation of accessibility and ease of use (Houlden, 2012).

      Conventional wisdom goes that if a game isn't hard to make and hard to win, it's not as good as games which are those things. When games are that hard, I wonder if the number of people with access is much lower? IF the number of people designing and playing is smaller, this leads to very narrow perspectives that only represent those people. The author cited here argues that accessibility and ease of use are devalued the more that difficulty and inaccessibility are valued.

      ILT5320

    20. The use of the word “game” to describe the products of Twine development is contentious. Bernardi (2013) notes that even before Anthropy’s evangelization of Twine many “serious” indie developers regarded it with “disdain”

      Twine games are not games

      ILT5320

    21. response to this Twine revolution and its queering of digital games has been mixed, and provides insights into the power of the contributions of these games and game-makers

      ILT5320

    22. Twine queers game design through its inclusion of those typically excluded from the traditional training and education of game-makers; as Anthropy says “twine has become fertile territory for marginalized voices to grow” (2012c).

      ILT5320

    23. Twine games offer queer alternatives

      Queer being used to refer to subversive, radical, unconventional definitions of success, popularity, etc.

      ILT5320

    24. Twine games challenge mainstream standards by subverting the celebration of difficulty, in both production and play, as they are often quick to both make and play. This is significant as the valuation of difficulty has been demonstrated to be highly gendered (Shaw, 2013) and often exclusionary when tied to the valuation of ‘hardcore’ play (Fron, Fullerton, Morie & Pearce, 2007; Harvey, 2011)

      Difficult play, complex strategy, etc. are gendered elements of gaming

      ILT5320

    25. Through this personal perspective, Twine games often challenge many of the dominant norms and values of mainstream game design, from process to mechanics to content.

      ILT5320

    26. The character of these games is so novel that many of have taken to using the phrase “personal games” to describe them (Alexander, 2013a; Bernardi, 2013), a label that many game designers seem to have cautiously embraced7

      This reminds me of something I read about why games designed by women aren't popular. See also: Depression Quest by Zoe Quinn, the discussion of which was a catalyst for anti-feminist backlash of the likes of gamergate.

      ILT5320

    27. hese designers provide a subversive lens through which to engage with game design and the identity of “digital game designer”

      ILT5320

    28. the character of the community of those making and sharing Twine games. The message that accompanies these and other repositories of games, techniques, and sources of help and advice is that everyone can make games. Finances, programming skills, or any other material conditions need not act as a barrier.

      All are welcome

      ILT5320

    29. its WYSIWYG (what you see is what you get) interface offers a fairly intuitive entry point into creating linked passages. A bevy of resources made available by prolific Twine designers including Anthropy3 and Porpentine4 provide details on more technically complex ways to engage with the affordances of the tool, including CSS and HTML modifications

      ILT5320

    30. Twine is a program that has been adopted by rather than targeted at digital game-makers, its affordances identified rather than prescribed as useful for the creation of games that often do not resemble those made in suites of programs expressly intended for digital game design

      ILT5320

    31. In the three video tutorials created by Klimas to help get users started2, he consistently refers to the outputs of Twine as “stories” akin to non-linear Choose Your Own Adventure (CYOA) texts, and to those who engage with them as “readers”. In many circles Twine is referred to as a system for authoring, a tool for the creation of interactive stories, and a “choose your own adventure-maker”

      A story-maker

      ILT5320

    32. The output of Twine is a file so small that it can be emailed or copied to small capacity storage devices, including a CD-ROM or even a floppy disc

      Work is shared very easily

      ILT5320

    33. does this queering offer the promise of providing resistant alternatives to mainstream games and game production

      ILT5320

    34. an assemblage of resistant technologies

      ILT5320

    35. Queerness as a concept here is informed by Halberstam’s (2011) work on the counter-hegemonic constructions of success and failure in animation and other “low theory” texts,

      In The Queer Art of Failure Halberstam discusses low theory to include ways of being that are alternatives to how society typically defines success.

      ILT5320

    36. the Twine community, the response to its recent radicalization, and the issues related to democratization and politicization that it provokes make an important challenge to the normative framing of indie and mainstream as totalizing categories

      Challenging the hegemony of the gaming world

      ILT5320

    37. “hegemony of play”, a set of conventions that value particular configurations of the production context, technological developments, and play practices at the exclusion of others, resulting in a narrowly constituted power elite of by-and-large white male game-makers and game-players

      ILT5320

    38. the basic premises of mainstream games culture,

      What are they? Universal appeal, profitability...?

      ILT5320

    39. Interestingly, this emphasis on inclusivity is often linked directly or implicitly to independent games production as a bastion for alternative or experimental modes of operation in games culture

      This is not surprising when you consider that the DIY movement thrives on alternative-to-mainstream design and production.

      In an article written for Offworld - a site dedicated to diverse game discussions - Zoe Quinn talks about independent game design.

      ILT5320

    40. the move of discussions of oppression, difference, and marginalization from the silo of “women in games” to a broader audience, with many voices tackling “toxic game culture” (Consalvo, 2012)

      "Toxic" because exclusion poisons creativity, dialogue and growth

      ILT5320

    41. 2012, a year that will go down in game history as the one where harassment, sexism, and misogyny came under the greatest scrutiny across the spectrum of academic, games, and mainstream media venues

      ILT5320

    42. they face a number of significant challenges, including the delegitimization and depoliticization of their work, the co-optation of their labour, and the risks entailed living within alternative

      ILT5320

    43. Twine game-makers provide queer alternatives to traditional digital game culture

      ILT5320

    44. consequences and challenges of the democratization of game design for those often marginalized from the mainstream digital games industry

      ILT5320

    45. the Tw i n e application

      Twine is a software tool to create games in the form of fiction stories

      ILT5320

    1. Democratization, depoliticization, and the queering of game design

      ILT5320

    Annotators

    1. it's best described as a long-simmering pot of male privilege, misogyny, and slut-shaming in the gamer community boiling over

      Long-simmering, but it took a woman to notice it? I'd like to know if there were any men to point out sexism in video games before this scandal erupted.

      ILT5320

    2. Its proponents and supporters claim #GamerGate is all about journalistic integrity, but a nuanced reading of the situation suggests otherwise.

      The "journalistic integrity" line is recurring with regard to GG, but has been identified by critics as a red herring.

      ILT5320

    3. what's taken place lately toward a number of prominent women working in game development and criticism is extremely important, and it demands your attention.

      ILT5320

    1. Video games, like all art and entertainment, are inherently political; they are created worlds that can’t help but express the values of their creators.

      Like science fiction writing, video games are a refuge and an alternate reality created for comfort and acceptance, within imaginary worlds where anything is possible and identities are fluid. Role-play, escapism, and exploring existential choices are inherent in video gaming. Ironically, however, these same gaming worlds may not offer as many options and alternatives to women's identities. As long as some gamers are still not accepted, or blatantly excluded, it will remain a flawed artform and a flawed environment.

      ILT5320

    2. the removal of a relatively obscure piece of interactive fiction about depression

      Zoe Quinn's Depression Quest game was met with criticism due to its subject matter and mode of play:

      The harassment increased when, earlier this summer, the game launched on Steam, a global digital store for PC games. Many Steam users argued that a game with such a gloomy subject had no place being distributed on the marketplace. Incredulous and angry user reviews filled up Depression Quest’s listing page. “I can’t really call it a game since I don’t think the point is to entertain you,” says one. “I’m not even sure what to say about this thing. It’s just boring and is entirely all reading,” says another.

      ILT5320

    3. At their best, video games promote empathy and understanding by allowing us to experience virtual life from another’s perspective.

      This is pretty idealistic. I'm not sure learning empathy is why people play video games....thoughts?

      ILT5320

    4. Strong criticism is neither an act of betrayal toward a work nor the first step toward censorship; it leads to illumination and improvement.

      Suppressing criticism is not indicative of a stable or confident system....

      ILT5320

    5. That argument (which has also been aimed at theatre and film) has largely passed.

      If we can move beyond video games being a waste of time and a cause for degenerate behavior among children, can we also move beyond the same tired video game narratives and open the door to new subject matter?

      ILT5320

    6. When I wrote about Zoe Quinn’s game Depression Quest for this site last month

      Many now argue that there is room for more game experiences than just war, conquest, etc:

      "Depression Quest eschews the usual characteristics of most video games: there is no victorious ending and, as the developers warn in the preamble text, the game “is not meant to be a fun or light-hearted experience.” It is, instead, one of a growing number of video games that hopes to broaden the medium’s subject matter with depictions of life’s darker aspects. That Dragon, Cancer, which will be released later this year, is an autobiographical game about living with a terminally ill child..."

      ILT5320

    7. “The gaming industry has been male-dominated ever since its inception, but over the last several years there has been an increase in women’s voices challenging the sexist status quo. We are witnessing a very slow and painful cultural shift. Some male gamers with a deep sense of entitlement are terrified of change.”

      How long will this take?

      ILT5320

    8. Sarkeesian cancelled her talk after the campus police, citing Utah’s gun laws, refused to prohibit attendees from carrying concealed weapons to the event.

      Checking for weapons is not the same as prohibiting them. I'm not sure I understand why campus safety took a backseat to the concealed carry laws here.

      ILT5320

    9. Sarkeesian, a Canadian-American feminist and media critic, won the award for creating a series of videos titled Tropes vs. Women in Video Games, which discuss and challenge sexism and misogyny in gaming. “My … project was born out of a desire to … take gaming seriously,” she said in her acceptance speech, adding that game developers can “portray women as capable, complex, and inspirational.”

      Has anyone watched any of the 12 videos in this series?

      ILT5320

    1. a reactionary community of hardcore gamers who've gathered under the "#GamerGate" hashtag. Under the guise of pushing for journalistic reform and anti-censorship in gaming

      The concerns are twofold:

      1) journalistic integrity, whereby game designers do not receive preferential treatment by journalists 2) freedom of speech in game design

      One problem with these arguments is that they were directed against women and that they targeted women, in a community where women are the minority.

      ILT5320

    2. this little boy came up to me and said, "Hi, I'm a feminist gamer." How do you stop doing this work after that?

      ILT5320

    3. these conspiracy theories contribute to a larger culture of harassing and undermining women's work.

      Claiming conspiracy theories is a way to deflect and derail attention away from the fact that real people are voicing real concerns.

      ILT5320

    4. We have video games every year that are the same brooding antiheroes over and over again. Creating new stories with new perspectives is going to make games more interesting. It's going to make storytelling more expansive and exciting and engaging

      Is part of some games' appeal that the stories are relatable, predictable and universal? If new perspectives or voices are considered, maybe it will just be confusing and uncomfortable...However, there is certainly room to try. All industries strive to be better and do better.

      ILT5320

    5. That's what the GamerGate temper tantrum is reacting to. It's trying to hold on to this status quo, this illusion that gaming is for men, that it can never change, that it can never be more inclusive than that

      I can't help but think this represents a tiny fraction of the larger community. Similar to extremist politics and pleas to "Take America Back", etc. Am I wrong?

      ILT5320

    6. the industry is changing. This consciousness-raising is happening. People are starting to acknowledge that the industry has a problem with women, that sexism and misogyny are quite prevalent both in the larger culture and within the games

      This consciousness-raising has been happening for generations in other sectors of society: higher education, the workplace, sports, etc. Gaming is now so mainstream that it constitutes a large part of that society. It's only natural that the gaming industry follows suit.

      ILT5320

    7. reactionary backlash against women who have anything to say, especially those who have critiques or who are feminists. There's this huge drive to silence us, and if they can't silence us, they try to discredit us in an effort to push us out.

      Claiming female hysteria when women speak out about their experience, opinions, concerns in a community where they are a minority

      ILT5320

    8. Providing the language for these overarching patterns — identifying the trope, giving them a name and description, and explaining them — really helped improve people's literacy, their ability to unpack and to be more critical of the media they're watching

      Improving media literacy through critical cultural studies

      ILT5320

    9. They're going after and targeting women who are trying to make changes in the industry. They're attacking anyone who supports women.

      The people - women and men - who want games to change in order to reflect more diverse and inclusive perspectives are trying to expand games, not restrict or censor them.

      Why is this goal misunderstood by the aggressors, harassers and supporters of GamerGate?

      ILT5320

    10. GamerGate is really a sexist temper tantrum

      Feminists are ruining everyone's fun and gamers' right to be immature, obnoxious and hateful.

      ILT5320

    1. The Big Bang Theory

      Like all commercial television, The Big Bang Theory was created to fill an emerging market (the market being potential new consumer/viewers who can be advertised to). The new demographic was so-called "nerds" who experienced a boost in pop culture credibility when TV figured out a way to include them in their programming. Once you become a market group, once there are products, TV shows, music, and movies that address your identity, you become "cool". Unfortunately, as with most "situation comedy", the easiest way to appeal to the most people is to craft jokes at the lowest common denominator, because it's what the largest number of people will understand. And if enough people don't understand your comedy, your show will not last very long. Too bad this usually means sexist jokes and mocking the marginalized. Image Description

      ILT5320

    2. He needed to grow up.

      Does growing up mean realizing that some people will like you and some people won't?

      ILT5320

    3. grok
    4. It’s because other people’s bodies and other people’s love are not something that can be taken nor even something that can be earned—they can be given freely, by choice, or not.

      ILT5320

    5. we live in an entitlement culture where guys think they need to be having sex with girls in order to be happy and fulfilled.

      How did we get to sex equals happiness, or happiness equals sex?

      ILT5320

    6. When this story broke, the initial mainstream coverage only talked about “mental illness,” not misogyny

      Is mysogyny itself a mental illness?

      ILT5320

  8. Feb 2016
    1. No, I’m not saying most frustrated nerdy guys are rapists or potential rapists.

      It's very important to emphasize this. One person's actions should not be a blanket condemnation of an entire group. However, if the conditions exist for a certain frustration to develop, there will always be someone who takes that frustration to dangerous and unacceptable conclusions. A systemic change is needed in how both men and women are portrayed in popular culture. ILT5320

    2. But the overall problem is one of a culture where instead of seeing women as, you know, people, protagonists of their own stories just like we are of ours, men are taught that women are things to “earn,” to “win.”

      Is this even more pervasive in nerd culture where men are presumed to be desperate and/or grateful for any attention at all? Portrayal of men as incompetent and women as prizes to be won is a dangerous identity for both.

      How are these identities internalized by each gender? ILT5320

    3. Fixating on a woman from afar and then refusing to give up when she acts like she’s not interested is, generally, something that ends badly for everyone involved. But it’s a narrative that nerds and nerd media kept repeating.

      The repetition of this narrative has been shown to affect women's attitudes around stalker behavior.

      Julia Lippman released a study examining the "effects of media portrayals of persistent pursuit on beliefs about stalking" entitled "I Did it Because I Never Stopped Loving You" [http://crx.sagepub.com/content/early/2015/02/13/0093650215570653.abstract]

      ILT5320

    4. because life is not, in fact, a sitcom, it’s not the kind of thing that elicits a bemused eye roll followed by raucous laughter from the studio audience. It’s the kind of thing that induces pain, and fear.

      TV and movies suggest that this behavior is acceptable and that, in the end, it all works out. In reality, however, playing out TV-sanctioned behavior in real life actually puts people in danger. ILT5320

    5. We (male) nerds grow up force-fed this script.

      The myth of the male nerd is damaging to men. It doesn't provide men with a variety of ways to self-identify and to achieve self-actualization. ILT5320

    1. work ethic is shaped by more than just the presence of dopamine.

      Guidance? Coaching? Mentoring? ILT5320

    2. Repairing your relationship with your best friend is trickier, so you frame it as a quest. Every day for the next week, you will find a different photo of you and your friend, write a little essay on the moment it depicts, and send these to her through the mail.

      This is a pretty cute idea. ILT5320

    1. By involving the user in the creation or customization of the gamification system, the user can select or create meaningful game elements and goals that fall in line with their own interests.

      The running app on my phone measures several things for free and other things for a subscription fee. If those features are valuable to you, you might consider paying to "unlock" them. ILT5320

  9. gamesandlearning.files.wordpress.com gamesandlearning.files.wordpress.com
    1. The purpose of this is to take advantage of the potential that games have in terms of encouraging players to “try on” virtual identi

      This reminds me of the foreign language classroom, where students often choose a name in the language being learned in order to facilitate natural conversation. Over time, students may even adopt an identity that connects them to their foreign language learning and makes it more meaningful/intentional ILT5320

    1. Those interested in gaming literacies view game design asa way to engage youth in reflective and critical reading of the gaming culture

      When students are designers, learning is personalized, co-created, participatory, reflective, critical... ILT5320

    1. In  this  section  we  will  look  at  ways  that  a  video  game  (Swords  of  Islam)  can  help  us  better  understand  period  history,  mapping  and  the  importance  of  factional  interests  in  the  creation  ofcross-­‐culturalhistorical  narratives.  

      ILT5320

    2. This  sectionof  classes  will  examine  the  role  of  video  games  in  furthering  Orientalist  stereotypes  of  Muslims  and  other  Middle  Eastern

      ILT5320

    3. nt.  They  will  play  the  games  to  gain  a  sense  as  to  how  the  games  represent  history  and  toconsider  how  games  re-­‐shape  the  waywe  think  about  history.

      ILT5320

    4. The  first  section  will  examine  the  ways  in  which  digitization  is  changing  how  we  present,  think  about,and  analyze  history.

      ILT5320

    5. In  lieu  of  these  issues,  certain  types  of  inquiry  can  seek  to  evaluate  video  games  as  sources  of  historical  representation  and  historical  disco

      Seeing historical games for what they are: representations, not historic fact ILT5320

    6. ccessible.  Yet  important  challenges  exist  in  overcoming  some  of  the  game’s  pedagogical  limitations.  Games  tend  to  be  Euro-­‐centered,  focus  principally  on  elites,  serve  to  reinforce  hard  fast  stereotypes,  and  in  certain  cases  promote  reductionist  thinkin

      ILT5320

    7. While  academic  texts  have  been  considered  the  gold  standard  for  historical  analysis,  less  attention  has  been  focused  on  the  ways  in  which  popular  sources,  such  as  thelanding  on  the  beach  scene  in  Saving  Private  Ryan(Steven  Spielberg,  1998),leave  indelible  impressions  of  past  

      Popular culture and media can initiate an interest to study a historical subject more closely, perhaps in ways that traditional academic texts can't ILT5320

    8. Any  introductionof  games  thoughmust  includecompatible  readings  and  assignm

      Mandatory ILT5320

    9. games  give  the  player  the  opportunity  to  explore  historical  possibilities  and  to  consider  the  issue  of  historical  contingency

      ILT5320

    10. n  conclusion,  while  the  digitization  of  the  humanities  continues  to  grow,  video  gameuse  in  the  historyclassroompresents  a  challengeto  a  discipline  that  depends  onevidence-­‐basedrepresentation.  Video  games  challenge  this  narrative  by  allowing  aplayer,within  certain  parameters,to  construct  her  or  his  ownversion  of  events  and  of  different  historical

      Encourages creativity, maybe even critical thinking, but in the end is not representative of the past ILT5320

    11. Readingsfrom  soldiers  were  brought  in  to  help  the  students  compare  primary  source  material  with  game  playing.  Did  the  soldiers’memoirs  correspond  to  the  experiences  of  the  shooters?  Howdid  the  games  fail  to  address  the  trauma  of  war

      This appears to be a genuine and intentional effort to connect the game to historical accuracy ILT5320

    12. But  as  opposed  to  other  media,  players  are  asked  to  participate  in  the  conflict,

      ILT5320

    13. A  reading  from  Philip  Reichmuthand  Stefan  Werningraisedthe  ideathat  video  games  are  a  “neglected  media”in  considering  Orientalist  stereotyp

      ILT5320

    14. What  does  it  mean  to  act  in  a  military  role  without  having  an  understanding  of  the  long-­‐term  politics  in  the  place  that  they  patrol  the  streets?How  is  the  enemy  depicted?  And  is  this  depiction  inherently  Orien

      IMPORTANT ILT5320

    15. Students  wereasked  to  read  Edward  Said’s  book  on  how  Muslims  are  depicted  in  the  media,  the  Höglund  article  and  another  short  piece  by  Vit  Sisler  on  the  ways  Arabs  are  represented  by  video  gam

      I think this is a very important and responsible requirement on the instructor's part, to accompany a game where people from Muslim countries are portrayed as the enemy of the game player, even as the player's country is currently at war with those same people in real life ILT5320

    16. he  idea  of  a  virtual  space  thatseeks  to  recreate  the  physical  world  while  including  a  narrative  on  military  interventioncreates  the  illusion  of  a  tangible,  actionable  realty  that  fails  to  consider  historical  and  long-­‐term  political  factors.

      This bothers me so much. It feels like turning real life - a reality in which there is a constant and present threat - into entertainment. ILT5320

    17. Other  students  thought  the  game  was  engaging  but  lacked  historical  credibility.  They  feltthat  the  false  chronology  created  situations  in  whichgroups  had  access  to  technologyand  weapons  that  did  notexist  during  the  historical  periodsin  which  they

      For some students, the historical inaccuracy was troublesome, especially anachronistic scenarios during play ILT5320

    18. assessing  the  value  of  the  game  as  a  historical  source,  students  were  asked  to  write  a  paper  on  how  the  game  could  be  used  to  understand  expansion  and  to  comprehend  the  creation  of  an  empire.

      Students were expected to use the game as a historical source and demonstrate their learning from it ILT5320

    19. This  historical  patternstands  in  opposition  to  the  Khaldun’s  idea  that  nomadic  and  settled  societiesbothcompete  and  engagein  constant  exchange

      In a game, the object is to win the game by any means necessary. In reality, is there more exchange, compromise, bargaining, negotiating, political will, etc? ILT5320

    20. Civilization  Vrefers  to  nomadic  peoples  as  “barbarians.”  Clearly,this  term  demonizes  people  who  live  outside  of  settled  society.It  also  endorsesa  particular  system  of  social  organization  over  anotherwithout  any  inquiry.

      Was does word choice to describe various populations, civilizations, and societies signify? ex: lost tribes, forgotten tribes, savages, barbarians, nomads, etc. ILT5320

    21. Khaldun’swriting  wasa  valuable  companion  to  the  game  CivilizationVbecause  itquestioned  the  notion  of  unrestrained  growth  and  expansi

      Was the students' game play influenced by historical evidence regarding the lifespan of empires ILT5320

    22. The  readings  helped  student  consider  whether  the  games  accurately  reflected  the  complex  relationship  between  acquiringresources,developing  trading  relationships,  creating  an  ideology,and  using  force  in  building  an  emp

      Readings were a valuable source of historical accuracy to consider how empires were formed throughout time, compared to the options they might have in their video game play ILT5320

    23.  Students  learned  that  certain  decisions  had  consequences  that  could  affect  their  civilizations  economically,  politically  and  socially.

      Everything about society is interconnected and interrelated. Can students see parallels between the "ancient world" and contemporary societies? ILT5320

    24. nts.  Students  commented  that  the  game  helped  them  understand  how  these  different  components  of  empire  building  were  connected  to  one  another.

      When students were responsible for building an empire they began to understand how resource control translated into political control ILT5320

    25. games  reflect  certain  cultural  attitudes  andreveal  patterns  of  historical  thinking

      ....they also reflect the "patterns of historical thinking" of the game designer and of the way his or her culture thinks. For example, if the game designer's culture ascribes primitivism to the historical culture of the game he or she has created centered around that idea, how else is the player supposed to think? ILT5320

    26.  by  allowing  the  participant  to  influence  events  and  take  an  active  rolein  the  shaping  of  history,  historical  video  games  fall  outside  the  parameters  of  accepted  historical  repr

      Does merely playing a game that unfolds in a certain time period constitute learning about history? ILT5320

    27. digital  games  are  creating  new  narratives  that  transform  conceptual  and  visual  representations

      What are these new narratives and how are they transforming representations of the past? Prior to video games, visual imagery of the past and of history were presented in books. Now, not only can we visualize historical characters but we can move them through their past worlds. ILT5320

    28.  video  games  are  not  history  andthusshouldbe  dismissed  as  sources  of  historical  information.

      The spaces that the gamer occupies and the characters that he or she encounters are not historically accurate because they are not written or created by historians or scholars, but by game designers. Players should not literally think that the behaviors and artifacts encountered in the game world are representative of daily life 500 years ago. ILT5320

    29.  consumption  of  history.

      The consumption of history. Think about that for a minute.....

      Consuming history?!?! ILT5320

    30. Readings  were  introduced  that  helped  students  think  about  the  significance  of  moving  from  a  textual  to  visualhistory.

      While reading texts about history, we probably have a visual in our heads, but it's up to us and our imaginations to create it as we read. If a visual is created for us, what imagination work are we performing, if any? If we don't have to attend to our own visualization, what are we attending to instead? ILT5320

  10. literaturaefilme.files.wordpress.com literaturaefilme.files.wordpress.com
    1. we think ‘new literacies’ are best understood in terms of an historical period of social, cultural, institutional, economic, and intellectual change that is likely to span many decades – some of which are already behind us.

      "New" is relative

    1. Many institutions have already adopted game-based learning strategies.However, a single game or several games applied to a course does not address broader learning needs or opportunities for scaled adoption.

      Why is this important?

    2. Contemporary students are sophisticated consumers of digital content.

      Maybe we should be getting ideas for game-based learning from students themselves. It sounds like we have to win them over.

    3. Multiuse game-based learning platforms can be scaled and used by multiple disciplines and faculty and can be more easily supported and maintained

      Again, that these efforts need to be campus-wide in order to be effective

    4. it is more useful to compare a learner’s ability to solve a problem independently against their ability to solve problems with assistance from an individual (or group of individuals) who have mastered the concepts being learned.

      Game-based learning is particularly well-suited to meet students in the ZPD and to scaffold the learning experience because GBL is programmable

    5. It is easy to lose sight of the learner amidthe various technical complexities of digital game-based learning.

      How is it ever easy to lose sight of the learner when designing a learning experience?

    6. These outcomes would then be used to help determine the next set of relevant experiences. These performance data could also inform the metagame universe as predictors of real-world success. If in turn we were to consider the real world as a series of outcome-generating experiences we could translate across the game-based and real world in a dynamic and synergistic manner that would blur the distinctions between game and reality.

      This sounds crazy.

    7. Faculty understand the pedagogy of their disciplines but need to know how to incorporate game-based learning resources into their syllabi and into their teaching. This is not unlike where we were a decade ago with supporting faculty to begin putting some of their teaching materials online.

      Support for putting teaching materials online is not the same as designing game-based experiences - what does support for the latter look like?

    8. The inclusion of badges as a means of student assessment in game-based learning faces questions of quality and legitimacy and will be a fertile topic for campus discussion.

      This seems to be the usual concern with badges.

    9. Without a driving pedagogical rationale, the value of games will be trivialized in the eyes of faculty.

      Taking up their valuable time?

    10. The strategy has moved to a more holistic approach that encourages faculty to articulate their pedagogical challenges (not necessarily in a game context), which are then synthesized to create a game engine that can work more broadly—such as a game engine for an economics class that is designed for other uses like energy policy, health policy,political science, or biology.

      What is a "game engine"? How would one work for classes in several different disciplines?

    11. For our online program we are starting with simple “low threshold”tools in order toallow greater participation.

      Does this sort of program- and faculty-agnostic game/simulation dilute the play and/or learning by being too general?

    12. the goal is to make game-based learning truly accessible and usable by the largest number of faculty possible and in as many disciplines as possible. The universityhascreated a solution that is program-and faculty-agnostic.

      How is this possible?

    13. There is no established publishing and distribution channel for educational games. For instructors who aren’t interested in or able to do their own game design/development, the time needed to findgames appropriate to their courses and figureout how to incorporate them into their syllabi and learning experiences can be prohibitive.

      This is a huge impediment to game adoption.

    14. More important, postsecondary students value technology—particularly mobile technology—in education

      Postsecondary students might be expected to engage in online components of their coursework, and access to internet-based material is expected. This is a more grown-up approach, as older students are trusted to use their mobile devices wisely and appropriately in class.

    15. Badges are “used toset goals, motivate behaviors, represent achievements, and communicate success in many contexts.”8While badges for learning are not, in and of themselves, games, the activities (usually called challenges, missions,or quests) that support the acquisitionof badges can have a game-like quality.

      Badges themselves don't represent learning, but they mark movement through sequential activities. I've managed to move through stages of code school and code academy, that represent an amount of activity, but I don't know if they represent my learning of HTML.

    16. This explains the continued popularity of games such as Go, Chess, Bridge, Monopoly, and other board games.

      Could it just be tradition that keeps these games popular? Is that what "quality of insight" means?

    17. simulations by themselves lack an intrinsic competitive element that is the hallmark of a game.

      Do games have to be competitive to be effective for learning?

    18. Those who have spent time playing games report that they have provided many and various learning opportunities, even when those games are for entertainment purposes.

      How do they know they have learned from games?

    19. The majority of today’s postsecondary students are digital nativesand have grown up with computer games.

      How will college students voice this expectation?

    20. But true adoption and institutional implementation of games in U.S. postsecondary education is still at an early, experimental stage. Indeed, althoughthe market research firm Ambient Insight includes game-based learning among the “eight types of pedagogically-defined learning products,” in an August 2011 interview with IndustryGamers, Sam Adkins noted that “[game-based learning is]not in wide use in higher education.”

      This is what I suspected.

    21. A search of the Chronicle of Higher Educationarchives showed over 100 articles that mentioned “game-based learning” or “games in the classroom” during the past year.

      That's a couple a week in 2012. I wonder how much more or less is being written currently.

    22. computer games for entertainment are influencing our culture and our lives.

      Mobile gaming brings games everywhere we go, we don't have to just enjoy them at home.

    1. through services about which they have questionable expertise

      Are the games designed with sound learning principles? If so, who is applying learning theory in their design? ILT5320

    2. It gives Vice Presidents and Brand Managers comfort: they're doing everything right, and they can do even better by adding "a games strategy" to their existing products

      Why is gamification a comforting strategy? Maybe the idea is that if this game doesn't win you over, then that's your fault - they tried to make it fun, but apparently you hate fun. I get that a lot.... ILT5320

    3. consultants

      Is "consultant" an evil word? ILT5320

    1. students rarely have the opportunity to be an audience for other students, or to provide meaningful feedback to each other.

      Why is peer feedback important and/or meaningful? ILT5320

    2. nor do students expect to teach their ―teachers‖ or anyone else, for that matter.

      I believe this can vary among cultures. For example, in France students would potentially be quite disappointed in a teacher that appeared to need help or did not display absolute expertise. ILT5320

    3. A site we considered to be less nurturing, and that fostered a sense of elitism among participants, did not seem to have any section with links to other spaces or resources, perhaps because of the attitude that all ―important‖ knowledge could be found in the space itself.

      If participants don't need to or aren't encouraged to look anywhere else for knowledge or information, that seems to engender the notion of individual "expertise". In this case the individual being that individual site as a whole. ILT5320