This is an archive of a previous Meaningful Play. View current Meaningful Play.

Meaningful Play 2014 at Michigan State University

Program

Meaningful Play 2014 includes thought-provoking presentations from leaders in academia and industry, peer-reviewed paper presentations, panel sessions (including academic and industry discussions), innovative workshops, roundtable discussions, and exhibitions of games.

Below is the detailed conference schedule. You can also view the abbreviated schedule.


Wednesday, October 15, 6:00p-7:00p

Early Registration Check-In

LocationKellogg Hotel and Conference Center Room Big Ten B
DescriptionGet a jump on the conference by picking up your registration materials early at the pre-conference Quello Center Lecture, taking place at the Kellogg Hotel & Conference Center, Lincoln Room, 55 South Harrison Avenue, East Lansing, MI 48824.

NOTE: This event is within walking distance of the Marriott and MSU Union. It will likely take you less than 15 minutes to walk from the Marriott or MSU Union.

Wednesday, October 15, 6:00p-8:00p

Racism, Sexism, and Video Games: Social Justice Campaigns and the Struggle for Gamer Identity

LocationKellogg Hotel and Conference Center Room Big Ten B
FormatPre-conference Talk
Presenter(s)

Lisa NakamuraLisa Nakamura is the Gwendolyn Calvert Baker Collegiate Professor of American Cultures and Screen Arts and Cultures at the University of Michigan, Ann Arbor. She is the author of Digitizing Race: Visual Cultures of the Internet (University of Minnesota Press: winner of the Asian American Studies Association 2010 book award in cultural studies), Cybertypes: Race, Ethnicity and Identity on the Internet (Routledge, 2002) and co-editor of Race in Cyberspace (Routledge, 2000) and Race After the Internet (Routledge, 2011). She is writing a monograph on social inequality in digital media history and culture entitled 'Workers Without Bodies: Race, Gender, and Digital Labor'. She is a co-facilitator for FemTechNet, an experiment in open feminist education (femtechnet.newschool.edu) and serves as the Coordinator and Student Advisor for the Digital Studies initiative in the Department of American Cultures at the University of Michigan.

DescriptionIf you are looking for something to do Wednesday evening, the Quello Center is hosting their annual lecture, featuring Lisa Nakamura.

6:00pm: Coffee, tea and light refreshments
7:00pm: Lecture
8:00pm: Drinks and reception

The identity of the video gamer as young, straight, white, and male is changing to reflect a more diverse group of users, but this transition has been accompanied by struggle and conflict. This August, gaming journalist Leigh Alexander declared that "'Gamers' are over," but women and minorities still face significant harassment from other players in pseudonymous multiplayer environments. This talk will analyze how social media platforms such as Tumblr.com, a site that is particularly popular with women, have been successfully deployed by so-called "social justice warriors" to bring awareness to this problem by publicizing egregious examples of sexist and racist harassment suffered by female gamers and gamers of color. The popularity of sites like Fatuglyorslutty.com and StraightWhiteBoysTexting.tumblr.com force us to consider how we must balance privacy and accountability in a pseudonymous social media ecosystem.

Complete details on the lecture, including directions how to get there, are available on the Quello Center site.

NOTE: This event is within walking distance of the Marriott and MSU Union. It will likely take you less than 15 minutes to walk from the Marriott or MSU Union.

Event sponsor is the Quello Center at Michigan State University.

Wednesday, October 15, 8:00p-9:00p

Early Registration Check-In

LocationEast Lansing Marriott at University Place
DescriptionGet a jump on the conference by picking up your registration materials early in the lobby of the East Lansing Marriott at University Place.

Thursday, October 16, 8:00a-9:00a

Registration Check-In and Continental Breakfast

LocationLobby (2nd floor of the MSU Union)
DescriptionThe registration table is outside of the Ballroom on the second floor of the MSU Union building.

The continental breakfast is sponsored by Filament Games.

NOTE: The registration table will be open across the conference day.

Thursday, October 16, 9:00a-9:30a

Conference Welcome

LocationBallroom
DescriptionThe conference organizing committee will welcome you and kick-off an exciting conference.

Thursday, October 16, 9:30a-10:30a

Computer Game Studies: Moving Forward (?)

LocationBallroom
FormatKeynote
Presenter(s)

Mia ConsalvoMia Consalvo is Professor and Canada Research Chair in Game Studies and Design at Concordia University in Montreal. She is the co-editor of Sports Videogames and author of Cheating: Gaining Advantage of Videogames. She is completing The Life of a Game with Jason Begy and has almost (!) finished a book about Japan's influence on the videogame industry and game culture.

Mia runs the mLab, a space dedicated to innovating methods for studying games and game players, at Concordia. She's presented her work at professional as well as academic conferences including regular presentations at the Game Developers Conference. She is the President of the Digital Games Research Association, and has held positions at MIT, Ohio University, Chubu University in Japan and the University of Wisconsin-Milwaukee. Learn more about Mia.

DescriptionWhere have we come from and where are we going as a field? Game studies is growing and gaining momentum, just as games are becoming mainstream. But at the same time we face more challenges than ever- including marginalization of our work and an increasingly loud pushback against greater diversity. This talk discusses the challenges involved in moving forward and making play increasingly meaningful to all of us.


Thursday, October 16, 10:30a-11:00a

Break

Thursday, October 16, 11:00a-12:00p

Creativity in Leadership

LocationBallroom
FormatSpeaker
Presenter(s)Megan Gaiser - As one of the first female CEO's in the gaming industry, Megan's Gaiser spent the last 15 years experiencing the game industry as both an insider, and an outsider. This unique vantage point enabled her to not only sidestep the outdated habits of the game industry, but to create and capture the markets that had been left behind. As CEO of HerInteractive, she gained a reputation for identifying and engaging unproven markets, inspiring collaboration and a commitment to the highest artistic and aesthetic qualities. In partnership with her team, Megan was responsible for breathing life into Her Interactive by co-creating intelligent games for girls and women. Dubbed by the NYT as 'The UnBarbie' of computer games, Gaiser grew the company to $8.5M in revenues by co-creating the highly successful and award-winning game franchise based on the Nancy Drew mystery book series.

She recently formed Contagious Creativity to foster more diversity in both the content and leadership of the industry. Her reputation led to her being named among "Game Industry's 100 Most Influential Women" by Next Generation; "Top 10 Most Influential Women of the Decade" by Gaming Angels; "2011 IndieCade Trailblazer Award for Lifetime Achievement"; 15 Cine Golden Eagle awards, three New York festival awards, and the International Documentary Milano Award.

Joe Brewer - Joe has three bachelors degrees in physics, mathematics, and interdisciplinary studies and a masters in atmospheric sciences. He is a complexity researcher, innovation strategist, experience designer, and serial social entrepreneur who brings a wealth of expertise to the adoption of sustainable solutions at the cultural scale. Among his notable achievements are the creation of an undergraduate degree program in Earth Systems, Environment and Society at the University of Illinois and design of new collaboration protocols for strategic communications among European NGO's with WWF-UK and Oxfam, Great Britain. He was an active member of the Center for Complex Systems Research from 2001 to 2005, where he studied pattern formation in self-organizing systems. He was a research fellow at the Rockridge Institute in 2007-08 analyzing political discourse in the United States. He contracted with the International Centre for Earth Simulation in Geneva in 2010-11 to help build a globally-focused high performance computing facility dedicated to holistic simulations of the dynamic Earth. His experiences as a social entrepreneur and cross-disciplinary scholar weave together a combination of skills dedicated to open collaboration, interactive design, and empowered civic action for catalyzing change toward greater resilience in our turbulent world.
DescriptionMegan Gaiser was one of the first female CEO's in the gaming industry. Gaiser's position as an insider and an outsider, a CEO and a woman of a modestly sized, non-Triple A studio gave her a unique vantage point. She had the opportunity to learn how to create and capture the market - and hearts - in order to thrive. After 15 years, she left Her Interactive to focus on fostering more diversity in both the content and leadership of the industry. Her talk will focus on the most important lessons learned as CEO. She will be joined by Joe Brewer to explore the critical role of creativity as well as the need to establish more humanistic values in leadership.

Affect / Meaning

LocationMSU Room
FormatPapers
Paper 1

Crafting Meaningful Play: Care and Meaning Making in/as/of/through Games
By: Casey O'Donnell

Meaningful play has served as a useful analytic category for game design researchers. Drawing on Huizinga, who asserted that, "[a]ll play means something," (Huizinga, 1955, p. 1) Salen and Zimmerman set out to construct a productive framework for what they deemed, "meaningful play" (Salen & Zimmerman, 2004, pp. 31-36). In their mobilization of meaningful play, Salen and Zimmerman outline a framework for evaluating "successful game design [as] the creation of meaningful play" (Salen & Zimmerman, 2004, p. 33). The framework advanced includes two vectors for thinking about meaningful play. The first, the define as "discernible," meaning that a player's actions result in an identifiable shift in the underlying systems of a game. Players need to be able to recognize that their actions have identifiable effects. The second is "integration," meaning that actions ought to be larger than simple action/reaction. Put another way, actions should also "affect[s] the play experience at a later point in the game" (Salen & Zimmerman, 2004, p. 35). They also recognize that meaningful play will undoubtedly exceed even the formal systems of a game, that often meaningful play occurs in and around games.

From this foundation, the authors then elaborate on three core concepts, "design, systems and interactivity," (Salen & Zimmerman, 2004, p. 36) as the kind of Legos through which meaningful play is constructed. This perspective is particularly focused on players making sense of games and the world through their experiences of play, which is logical, considering the text is about making games. What I am arguing here, however, is that meaningful play, analytically, is a two-way street. Players do experience meaningful play. At the same time, developers actively constructing playful experiences by making meaning out of the world around them.

Paper 2

Playing with Affections, Digitally
By: Lindsay Grace

Affection games require players to flirt, hug, kiss, or make love to meet their goals. They are games whose core actions are affections. They are bereft of the complex narratives of dating simulations and differentiate themselves via short, situated play. Affection games are typically about that limited moment of affection, not the time before or after. As such, they are also short game experiences, lasting as little as thirty seconds per level.

In a society that still aligns digital play with violent play, affection games offer sharp and meaningful contrast. Affection games are the make love, not war experience of a contemporary play. These games afford players the opportunity to kiss their favorite celebrity (Kiss Justin Bieber), flirt their way into hearts (School Flirt), or practice pleasing an intimate partner (Give a Kiss Brazil). As a genre with demonstrable growth between 2010 and 2013(Grace, 2013), they offer an engaging and growing set of case studies.

Affection games also serve as cultural perspective on social norms, values and dynamics. They provide hints of the developer's own biases, demonstrating through game design a collection of philosophies about affection and human-human relationships. As the game making community asks more critical questions about gender, diversity and representation in games, affection games provide specific examples of the tensions therein.

Core challenges in analyzing and constructing affection games include cultural sensitivity and the procedural rhetoric of gender roles. From previously published work it is clear these games are marketed to young women but it is also clear that wider demographics plays them (Grace, 2013). They are particularly popular on mobile devices, where the scale and intimacy of play affords for an arguably more personal experience.

As the game community becomes increasingly self aware of gender inequality and encoded directives, the analysis of affection games provides a several key benefits. Like other game studies it can provide a unique perspective on the values of both the players and the game makers. Just as Brian Sutton's Smith's analysis of affection games (1959) provided critical perspective on adolescent life, analyzing digital affection games provides a contemporary peak into their media consumption habits and play. Second it provides an opportunity to effect the trajectory of such design by redirecting the standards. As a relatively young digital play genre, there are opportunities to effect the future of affection games through conscious design. It gives future designers the opportunity to turn misogynistic practice into something pro-social, to turn intolerant parody into tolerant play.

This paper provides an overview of the digital affection games genre, providing examples of the most popular affection games produced by independent developers. It also illustrates the few examples of affection game mechanics used in popular digital games. Following the migration of the genre from websites to mobile apps, the digital affection game genre demonstrates a new quantifiable growth.

Culling data from more than 100 published affection games for mobile devices, this paper aims to provide readers with a key set of considerations when understanding this complex digital game genre. These key observations include:

Certain Affections are more Popular than Others:

As the genre evolves it is clear that romantic affections are generally more popular than non-romantics ones. Games involving affectionate kissing and making love receive more installations than hugging and flirting games. While hugging remains the least popular of the affection games, kissing is the most widely distributed. There are 162 kissing games, toys and interactive guides on the Google Play store.

Cultural standards for expression and definition of affection:

Digital affection games are primarily developed by independent developers based in the Netherlands, Japan, China and the United States. The majority of these games share a cultural definition of affection that is perpetuated by popular western media. In these games people kiss as romantic expression or prelude to more intimate experiences. The result is a playable experience that combines artifacts from romantic comedy, harlequin novels, and a dash of children's good feeling media. Players sneak kisses at work, despite the pressure of work (Kiss Kiss Office) or they have the rare chance to enjoy a Mermaid's Kiss (ABC Casual Games).

The distribution of affection games

Any curated collection of affection games is subject to the inherent limitations of the distribution standards. In 2012, affection games were largely distributed via websites targeting female tweens and teens. Aligning with the growth of low cost mobile devices and the relative decline of Adobe's Flash, developers have ported many of these games to Android and iOS operating system. This new distribution model, comes with a new authority.

In the western world relatively restrictive distributors like Apple's App Store substantially limit the number of affection games distributed. Google Play's relatively lax content rules allow for an estimated 12x more affection games (based on parsed game descriptions in Google Play and Apple App Store). In 2013 Apple iOS users had less than 10 kissing games available to them. In the more fragmented Asian mobile markets, the affection game space is dense with cloned games on nearly opposing ends of the censorship spectrum and intellectual property rights.

Marketing Affection

Affection games seem to be marketing along a single spectrum. The self described "nice" affection games, involving kissing and hugging, are explicitly marketed to females. Their marketing language uses female pronouns, pastel palette and typically posits the player character as female. The red light affection games, involving sexual acts, often provide players with male player character and offer more gender neutral pronoun descriptions.

The Dark Side of Affection

Affection games also avail themselves for a less optimistic reading. Many of the games employ affection in Machiavellian terms. Players flirt merely to collect the hearts of young men or sneak kisses to get the greatest personal score. This is further complicated by affection games that involve alternative sexual content.

References:
ABC Casual Games (2014). Mermaid Kiss. [Android Tablet], Google Play: https://play.google.com/store/apps/details?id=com.abccasualgames.mermaidkiss

AlexKeller (2013). School Flirt. [Android Tablet], Google Play: https://play.google.com/store/apps/details?id=com.alexkeller.schoolflirt

Examobile SA (2014). Give a Kiss Brazil. [Android Tablet], Google Play: https://play.google.com/store/apps/details?id=com.examoblie.giveakiss

Girls Game 123 (2012). Kiss Kiss Office. [Android Tablet], Google Play: https://play.google.com/store/apps/details?id=com.girlsgames123.kisskissoffice

Grace, L. D. (2013). Affection Games in Digital Play: A Content Analysis of Web Playable Games. Digital Games and Research Association (DIGRA) 2013.

JianQing (2013). Kiss Justin Bieber. [Android Tablet], Google Play

Raby, F., & Dunne, A. (2001). Design noir: The secret life of electronic objects. August and Birkhauser.

Sutton-Smith, B. (1959). The kissing games of adolescents in Ohio. Midwest Folklore, 9(4), 189-211.

Vaisaga Project (2009) Charming Girls 2 [Adobe Flash, Online Game] Girls Games Go Hilversum, Netherlands: played 12 February 2013. http://www.girlsgogames.com/game/charming_girls_2.html

Paper 3

Exploring the Human Condition through Empathy Games and 'Other People Simulators'
By: Richard Wirth

The recent upwelling of indie development and the increasing prevalence of empathic narratives in video games calls for a radical shift in research towards the potential that the field has begun to exhibit for relating the human condition. Gaming is progressing beyond the sole purpose of entertainment, and the medium has vast potential for imparting social and emotional intelligence, evoking empathy, and better understanding our fellow humans. This maturation of game narratives signals the beginning of a critically important movement in video games, which research and media trends are failing to reflect.

An often divisive area of discussion being actively researched in modern sociology and video games scholarship is that of the various effects that playing video games might have on audiences. Concern over potential links to behavioral issues is becoming increasingly frequent due to the news media's perception of games as predominantly violent and dangerous. In response to this public image, a large number of prominent game developers feel that the medium sorely needs to diversify its mainstream titles if it is to be widely accepted (Corriea, 2013). The current literature on social and emotional affect in games is similarly limited, as such concerns have driven research primarily towards the study of violence and aggression. This narrow focus has restricted the common games of study to such notoriously war-like or competitive titles as Call of Duty (Hasan, Bègue, & Bushman, 2013) and Grand Theft Auto (Gabbiadini, Riva, Andrighetto, Volpato, & Bushman, 2013), resulting in a gap in the literature where empathic games are concerned.

The rising prevalence of empathic narratives has even found its way into the first person shooter, which news media generally paints as the most dangerous and morally deficient genre of games. In a major evolution since the series premiered in 1981, Wolfenstein: The New Order uses its intensely violent and graphic themes to not only entertain, but to highlight a moral ambiguity in the way video games typically represent Nazis. Moral psychology studies have taken initial steps into observing the effects of this narrative design, claiming that pairing emotionally affective storytelling with interactive media can lead to the desire for moral cleansing (Gollwitzer & Melzer, 2012), which is indicative of the ability for games to reach players on a very personal level.

This paper looks to expand the discussion by analyzing empathic games that feature complex and private themes; namely, issues of depression, family violence, disability, cancer, and suicide. Within the past few years independent developers have gained a strong presence within gaming culture, bringing about a shift in content towards such serious and profoundly affective themes - what many consider to be the new frontier of gaming (Campbell, 2013). Initial studies have shown that empathic and prosocial gaming may lead to a decreased experiencing of schadenfreude (Greitemeyer, Osswald, & Brauer, 2010), and many games with a central focus on emotionally affective narrative such as The Walking Dead - which won over 80 industry and audience-chosen awards - have received widespread acclaim. Through analysis of games featuring narrative and systemic empathy, and experimental projects known colloquially as 'Other People Simulators' such as That Dragon, Cancer and Depression Quest, the role of video games as a medium for relating the human condition is explored.

Paper 4

The win, the worth, and the work of play: Exploring phenomenal entertainment values in online gaming experiences
By: Jaime Banks and Nicholas David Bowman

Popular opinion of digital games tends to classify them as toys, diversions and distractions, however this focus on games solely as sources of hedonic pleasure is theoretically, empirically, and phenomenologically myopic – it obscures the full range of affective, emotional, and cognitive experiences that one can have when playing digital games. In this vein, this study explores the phenomenal experience of enjoyment and appreciation in online games, addressed through players' descriptions of favorite gameplay memories. Through emergent thematic analysis of these descriptions and statistical analysis of individual differences, we demonstrate that elements of online game content can be both enjoyed as ego-driven reward and achievement and appreciated relationally with respect to other players, characters, and the gameworld. However, memorable game experiences are not necessarily experienced as having entertainment value, such that games scholars should be more inclusive of what is considered as important to players – potentially the win, the worth, and the work of play.


Make the Course You Want to Take: MSU's Surviving the Coming Zombie Apocalypse - Usf qgm kmjnanw s fwo osq gx dwsjfafy*

LocationLake Huron
FormatWorkshop
Presenter(s)Keesa Johnson Muhammad, Chris Irvin, Glenn Stutzky, and Hailey Mooney
DescriptionAcross the country, many students in traditional classrooms are present physically -- yet their focus on learning is not within that setting's walls. Instead, it is mobile phones, tablet technology, and various forms of multimedia that engage today's students in learning. The educational system continues to focus on the traditional approach despite the opportunities these "disruptions" provide for exploring new ways of learning. Thus the question: What happens when you take a nontraditional approach to learning and fuse in gaming, film, and pop culture all in a fully online course while still meeting academic goals?

Come and explore, discuss, and experience MSU's AT&T 2013 Award winning "Best Fully Online Course" offered by the School of Social Work, Surviving the Coming Zombie Apocalypse: Disasters, Catastrophes, and Human Behavior. This innovative course uses current research and science on Catastrophes and Human Behavior together with the idea of a Zombie Apocalypse to learn about the nature, scope, and impact of catastrophic events on individuals, families, societies, civilizations, and the Earth itself. It's uniqueness lies in students becoming participants within a story, as the instructor becomes the facilitator of learning, storytelling narration replaces lectures, zombies become the catalyst of teaching, and the students emerge as digital storytellers as a way of assessing their own learning.

The desire to create something fun, interesting, yet allowing the students to become aware and in charge of their own learning became the motivational factors of the design team creating this course. We wanted to produce something innovative, a course like none in the world while pushing the walls of how teaching and learning exists today. With our motivations, clear goals and broadly defined rules, it allowed us to create a simulated environment for unplanned or unexpected outcomes where a student's "choices" affects the outcome of the course. The Zombie-themed technology-enriched approach attracted national and international attention in over 100 media outlets around the world in both educational and popular media such as Chronicles in Higher Education, Inside Higher Ed International Business Times - Hong Kong, Time magazine, and Late Night with Conan O'Brien resulting in increased domestic and international student enrollment.

The broad applicability of our approach to immerse students into learning will appeal to academics researchers, serious gamers, and beyond (open thought designers, programmers, nonprofits, government). Our workshop participants will take part in several survival activities and contribute to the on going design of this growing phenomenon of "breaking the barriers" of what learning actual means.

* First registered conference participant to correctly decode the rest of the title and post to Surviving the Coming Zombie Apocalypse will win a prize!

The Meaning of Casual: Serious Dialogues about Casual Games

LocationLake Superior
FormatPanel
Presenter(s)Shira Chess, Adrienne Shaw, Lauren Cruikshank, Aubrey Anable and Maria Cipollone
DescriptionWith the rising interest in game studies over the past two decades, the evolving field continues to negotiate game and player types. Casual and social games in particular have experienced peaks and valleys in popularity and market importance in recent years, shaped in no small part by their connection and integration with evolving social media networks and new mobile platforms. However, in spite of this shifting ground, game studies scholarship appears to be experiencing a significant lag in turning serious attention to casual and social games. Aside from a few interesting exceptions, these types of games, gamers, and gaming practices are not often given serious consideration.

It has thus been noted by scholars that the video game industry often creates a false dichotomy between "hardcore" and "casual" gaming styles (Consalvo 2009; Juul 2010). These gaming styles are often conflated with types of games played. Hardcore gaming generally implies console or computer games that are first person shooters, role-playing games, multiplayer online games, and sports games. Casual games generally imply simpler mechanics, and are played on mobile devices or are smaller PC downloads. The relative complexity and simplicity of design leads to assumptions about how these games are played, how much money or time players spend on them, and the cultural importance of these texts.

Casual gaming tends to be cheaper to make, leaving out many complexities inherent in the legacy of console gaming. The simplicity of casual games such as Angry Birds, Candy Crush Saga, Farmville, or Diner Dash makes them easy to be dismissive of. The relative smallness of the games often means that they are overlooked and treated as though they have little or no meaning. Our panel argues that casual games are meaningful and important. We can learn as much about cultural norms, the politics of representation, and hegemony from "small" games as we can epically expansive ones. Similarly, we argue that play styles and game types need to be separated analytically. Casual games are not always played in a manner that we would call casual. Hardcore games do not inherently require that they are played in what might be called a hardcore manner.

Papers on this panel focus on why casual games and casual play matter, both in contrast to hardcore gaming and also in their own right. Presentations include:

"The Politics of Casual: Situating Casual Play in a Hardcore Industry"
Shira Chess, Assistant Professor of Mass Media Arts, The University of Georgia

"The False Dichotomy: Talking to hardcore players about casual games"
Maria Cipollone, User Experience Researcher, Zynga, and Doctoral Candidate, Temple University

"Taking Casual Seriously: Game Studies and Nurturing/Neglecting Games"
Lauren Cruikshank, Assistant Professor, Media Arts & Cultures, University of New Brunswick

"From 'snacks' to 'binges': Player accounts of casual play"
Adrienne Shaw, Assistant Professor, Media Studies and Production, Temple University

"Casual Games are Ordinary, or What if Raymond Williams Had Played Candy Crush Saga?"
Aubrey Anable, Assistant Professor, Cinema Studies Institute, University of Toronto

Game History and Preservation: The Roles of Industry, Institutions, and Fans

LocationLake Michigan
FormatRoundtable
Presenter(s)Nathan Kelber and David Carter
DescriptionAs academic scholarship has come to recognize the cultural importance of games, the issue of game history and preservation has become a central issue. This roundtable will discuss and debate current trends and best practices for the future preservation of games. Major institutions are now focusing their energies on game preservation. Notable examples include the "Preserving Virtual Worlds" project led by the University of Illinois and "The Console Living Room" created by the Internet Archive. The vast majority of preservation efforts, however, are still funded, organized, and sustained by the efforts of game fans. The most important extant items from game history have been preserved because they are in the hands of dedicated private collectors. This is especially true of historical games from the eras of the arcade and boardwalk, which most institutions have little space, expertise, or interest in preserving.

The state of digital intellectual property law has also created additional challenges for institutions. Copyright has protected industry interests, yet also hinders the efforts of institutions to preserve important game artifacts. One of the most effective forms of digital preservation, emulation, has only come about because fans have been willing to cross legal boundaries which many institutions are not. Video game history and preservation is a complex issue and the future of its preservation will require the voices, ideas, and help of many individuals. We invite everyone to join the conversation. Topics may include but are certainly not limited to:

  • Video Games
  • Other games (board games, arcade games, pinball, etc.)
  • Technological obsolescence
  • Emulation
  • The roles of fans, industry, and public institutions
  • Ports, remakes, demakes, hacks, homebrew
  • Intellectual property and copyright law
The panel currently includes two individuals and we are seeking additional interested parties. We are also considering the possibility of bringing historical games for play.

Education - STEM

LocationLake Ontario
FormatPapers
Paper 1

An Empirical Comparison of a Video Game, Digital Video, and a Printed Text for Recall, Comprehension and Solving a STEM Word Problem. (Top Paper Award)
By: Brock Dubbels

When compared to a digital video, or a printed text, a video game should be more considerate for promoting learning, requiring much less cognitive processing for recall comprehension, and problem solving through distributing cognition. Complexity cannot be designed out of a task, but it can be off-loaded until the user is capable of taking on the entirety of the task. By design, a video game off-loads complexity in comprehension by providing multimodal representation, which diminishes the need for visualization strategies and prior knowledge. It may also structure incremental learning through practice, feedback, and rehearsal--activities traditionally offered by a teacher in one-on-one training for the development of metacognition and the development of learning strategies. In this study, a sample of 132 students was randomly assigned to one of three media conditions, controlled for interaction and feedback: video game > video > print (?=.75). Each participant was pretested for prior knowledge, working memory, comprehension and reading ability, and media preference. Results indicate that the video game was much more effective for identification of causal relationships between narrative events, along with statistical significance in improved recall, comprehension, problem solving through analysis provided from protocol analysis (walkthrough of CNA), multiple choice questions, and a word problem.

Paper 2

Digital Game Based Learning for Undergraduate Calculus Education: Immersion, calculation, and conceptual understanding (Top Paper Award)
By: Yu-Hao Lee, Norah Dunbar, Keri Kornelson, Scott Wilson, Ryan Ralston, Milos Savic, Sepideh Stewart, Emily Lennox, William Thompson and Javier Elizondo

Digital games have the potential to help develop higher-education mathematical skills and promote deep conceptual understanding. Using a digital game for undergraduate calculus that we developed, this study has two goals: The first goal is to investigate the effectiveness of using a digital game to teach undergraduate-level calculus in terms of improving task immersion, sense of control, calculation skills, and conceptual understanding. The second goal is to examine student behavior during gameplay to investigate how digital game affordances can facilitate conceptual understanding of calculus. 132 undergraduate students were recruited to participate in a controlled lab experiment. Students were randomly assigned to either a game-playing condition, a practice quiz condition, or a no-treatment control condition. We collected two types of data, self-reported survey data and behavioral-tracking data recorded by the server during gameplay. The results showed that students who played the game reported highest task immersion but not sense of control. Students in the game condition also performed significantly better in conceptual understanding and equally well in calculation skills as students who solved a practice quiz and the control group. Gameplay behavioral-tracking data was used to examine the effects of feedback and visual manipulation on conceptual understanding. The study has implications for undergraduate mathematics education and digital game based learning design.

Paper 3

The Differences Between Problem-Based and Drill & Practice Games on Motivations to Learn (Top Paper Award)
By: Menno Deen and Ben A.M. Schouten

We witness two trends in educational game design: a Problem-Based Learning and Drill & Practice Training approach. The general assumption appears to favor Problem-Based approach above Drill & Practice, in regard to players' motivation. However, the differences between the approaches are seldom studied.

We examined the motivational impact of one game consisting of a Problem-Based-, and a Drill & Practice learning mode. The first presents players with an ill-defined problem and offers various solutions to a challenge. In the Drill & Practice mode there is only one correct answer.

Secondary school students played the game and completed a pre- and post questionnaire about their experienced regulatory style for studying mathematics. Results suggest that the Problem-Based game may decline the experience of feeling controlled by others to engage in mathematics learning. In comparison, players of the Drill & Practice game reported increased intrinsic motivations towards mathematics.


Thursday, October 16, 12:00p-1:30p

Birds of a Feather Lunch (on your own)

Location
DescriptionThursday lunch is not provided. Take this time to socialize with your fellow conference attendees while enjoying the many dining venues within downtown East Lansing.

If you are interested in lunching with like minded individuals, there will be Birds of a Feather meet-up signs in the lobby. Meet at one of the signs and go to lunch together. The groups include:

  • Learning and Education
  • Health Games
  • Research and Funding
  • Design and Development
  • Students
  • Contagious Creativity and Leadership

Thursday, October 16, 1:30p-2:30p

Admissions and Discharges: The Ward Game as a Course of Treatment for Education's Mental Health

LocationBallroom
FormatSpeaker
Presenter(s)Paul Darvasi
DescriptionThe Ward Game is an emergent, pervasive game played by high school senior English classes for 30 consecutive days in the springs of 2012 and 2013. Players were immersed into the world of Ken Kesey's asylum from his classic novel One Flew Over the Cuckoo's Nest. The game recasts the novel study as an embodied, multimodal experience and transmits the novel's critique of the behaviorist principles that underpin many post-industrial institutions; most notably, schools. The session looks at specific elements of game design and mechanics, the impact on the student-players and its wider implications to education.

Design

LocationMSU Room
FormatPapers
Paper 1

Designing Video Games for Older Adults and Caregivers
By: Kathrin Maria Gerling and Regan Mandryk

Providing care for older adults is a challenging task, particularly when close family members are involved: instead of spending quality time with the other person, caregiving relationships often focus on daily needs of the older adult, leaving little room for persons to communicate outside the caregiving context. In this paper, we examine the design of interactive technologies to support caregiving relationships through play. We present an exploratory study where ten caregiving dyads played cooperative motion-based video games, and follow up with two case studies to analyze how video game play affects older adults and family caregivers. Our results show that playing games generally represents an enjoyable activity for older adults and caregivers that can be integrated into the caregiving context. Based on our findings, we highlight design opportunities, and outline core challenges that need to be addressed to design accessible games that provide positive shared experiences for a wide range of caregiving dyads.

Paper 2

Ludic Performance: Embodied, Game-Based, Data-Driven Experiences (Paper Version)
By: Heidi Boisvert

Our current technologies, namely the Internet, mobile devices, and now wearables, are numbing our biological self through a form of what Marshall McLuhan referred to as "self-amputation." This talk is a critical examination and a creative reversal of the legacy of cybernetics. It seeks to both interrogate the underlying rhetoric fueling the post-biological technocracy to which we are unconsciously ceding control of our cognitive and affective faculties, and also explores how embodied, bio-adaptive game-based networked performance practices can serve as an antidote. Through two case studies of my own interdisciplinary collaborations, [radical] signs of life and Beware of the Dandelions, this practice-based research attempts to recuperate the biological self by 1) re-inscribing the body, affect and the senses into current techno-utopian discourse, and 2) re-stimulating the peripheral nervous system through kinesthetic play and bio-adaptive feedback.

[radical] signs of life is one of the first large-scale uses of biotechnology to integrate networked bodies and interactive dance. The work externalizes the mind's non-hierarchical distribution of thought through responsive, rule-based choreography and a database of phrases. Music is generated from the dancers' muscles and blood flow via biophysical sensors that capture sound waves from the performer's bodies. This data triggers complex neuro-biological algorithms to be projected onto multiple screens as 3D imagery. As the audience interacts with the images produced, they enter into a dialogue with the dancers. Conceptually, the piece is an embodied examination of self-organizing systems and the increasing disparity between the encroachment of bio-data and the quiet discord of bio-memory.

Beware of the Dandelions (work-in-progress) is an alternative reality game-based, immersive theatre performance that teaches social movement building through complex science. Through a sci-fi parable, the work integrates a data-driven narrative with game-based collaborative problem-solving communicated through live hip-hop and DJ performances. The audience--players--wear biophysical sensors to control a 3D game engine projection mapped onto a 24 x 12 foot sentient pod. Players spatially trigger real-time story content consisting of data visualizations, surveillance cameras, systems communication, embedded clues and puzzles, and embodied social interactions. They are tasked with interpreting the flow of non-linear information to make sense of the narrative in order to act collectively to transform the framework of the AI system--a metaphor for systems of oppression.

Both case studies attempt to define a new genre--"ludic performance"--and offer an alternative technological paradigm, one which highlights embodied differentials; the irreducible and changing differences of bodies and contexts that foreground unpredictability and emergence, and resist social control and quantification. By reifying the centrality of the body, affect and the senses--the messiness of subjectivity--these works reject the human API, and instead attempt to establish mixed reality conditions for the cultivation of a social ecology that optimizes our ability to "experience our own intensity" suspended in multiplicity and relational becoming.

Paper 3

What is ludic about ludic design?
By: Cedric Mivielle and Annie Gentes

This paper focuses on ludic design as part of the paradigm of design research that explores new ways to implement computer systems. In this paper, we want to further explore the specificity of ludic design. First, we introduce Bill Gaver's definition. Second, we compare his claim to theories of ludicity that were developed in sociology and psychology. We then analyze a portfolio of artifacts to better understand how ludicity is embedded in the designs. Finally, we come up with three additional characteristics of ludic design: unconventionality, serendipity, and reflexivity through breaching experiment. These three dimensions of ludic artifacts also help us better define ludicity as openness that is an activity that is generative of meaning and ultimately new artifacts and practices.

Paper 4

Game Design: Art and Science
By: Tobi Saulnier and Elizabeth Mclaren

This paper discusses the development processes, design choices, and outcomes of a project that experimentally tested the impact of a 2D casual, educational game (CYCLES) on training players to recognize and mitigate three cognitive biases: Confirmation Bias, Fundamental Attribution Error, and Bias Blind Spot. Different versions of the game were used to examine the impact of three game design variables on learning and engagement: avatar customization, visual style, and narrative style. The goal was to determine how these factors influenced outcome measures and, in addition, to determine whether a game had more impact on learning that an educational video on the same material. Following the discussion of the results of this testing, this paper then delves into the deeper questions related to applying the scientific process to optimize game design.


NEH Grant Workshop for Games (Part 1)

LocationLake Huron
FormatWorkshop
Presenter(s)Marc Ruppel
DescriptionLed by Senior Program Officer and digital specialist Dr. Marc Ruppel, this workshop will explore the multiple grant opportunities the National Endowment for the Humanities offers in support of the planning, development and production of humanities-oriented games (and other digital/transmedia approaches). Offering an insiders perspective on application strategies, previously-funded work and the role of gaming in encouraging humanities engagement, the workshop hopes to facilitate a discussion of the challenges and opportunities for game design rooted in subjects such as history, literature and ethics. Attendees will also be given the opportunity to sign-up for one-on-one consultations with Dr. Ruppel about their individual projects that will occur over the course of the conference.

What Can E-Sports Tell Us About Learning?

LocationLake Superior
FormatPanel
Presenter(s)Chris Georgen, Christian de Luna, Timothy Young, Genevieve Conley and Sean Duncan
DescriptionIn recent years, online digital gaming has burgeoned into a space where millions of individuals around the world play together. As of late, online gaming has come to mean more than just play with the emergence of the e-Sports scene. Alongside the rise in online digital gaming, competitive gaming leagues and tournaments with lucrative prize pools sprouted around Quake and StarCraft: Brood Wars. Over the years, professional gaming has garnered serious attention due the increasing stakes and viewership. The growth in popularity of e-sports is evident in its rise as a form of public, internet-streamed competitive performance -- professional and amateur games from across the globe are streamed live via online streaming services, such as Twitch.tv (see recent work in this area, including Taylor, 2012; Witkowski, 2012; Harper, 2013; and Ferrari, 2013). Today, vibrant communities and dedicated players exist across several genres of competitive games and are backed by some of the world's largest game development companies.

This panel seeks to bring together researchers and designers of e-Sports to discuss the emergence of competitive online gaming and what it can tell us about learning. We posit that by framing certain games, particularly multiplayer online battle arenas (MOBAs) and real-time strategy games, as e-Sports, a need arises to investigate what keeps players involved and what drives their persistence in mastering complex systems, sophisticated mechanics, and collaborative play. We question not just the play experience but also the players' experience. Studying learning and play within competitive gaming communities raises a number questions regarding the lived experiences of players, as well as the influence of a shared, competitive purpose on the learning practices within a game community (Kow, 2013).

The proposed session will include four panelists:
  • Chris Georgen (Learning Sciences Program, Indiana University) will describe perspectives on understanding systems thinking in Dota 2.
  • Christian de Luna (Teachers College, Columbia University) will examine how teamwork emerges in League of Legends.
  • Timothy Young (Connected Learning Alliance), will discuss how learning happens in the StarCraft community between building social organizations and participating in top level tournaments.
  • Genevieve Conley (Researcher, Riot Games), will describe the collaborative effort between design and research to create a fun, achievable, and rewarding onboarding experience in League of Legends.
  • Sean Duncan (Learning Sciences Program, Indiana University) will serve as panel moderator.
This panel will address learning and play in e-Sports through the lens of learning researchers, game studies, and industry professionals. Each will address how the context within which a game is presented to a player can be of consequence not just in leading them to "play the game," but also in driving their persistence toward learning and commitment to the social organizations around the game. e-Sports present opportunities for further exploration of how games can be understood beyond a reductive analysis of mechanics, and toward the broader social, cultural, and economic factors that influence meaningful play and learning.

Challenges in music education games research and development

LocationLake Michigan
FormatRoundtable
Presenter(s)Lizzy Bleumers, Pieter Duysburgh, Karen Mouws, Marije Nouwen and Karin Slegers
DescriptionAre you involved in research or development of music education games? Have you at some point been faced with problems that you feel are still not resolved to your full satisfaction? It is time to unburden your mind and lay those nagging questions out on our roundtable instead. During this informal discussion, we plan to reflect on the different issues that may emerge during different stages of research and development, challenging the assumptions each of us may have made at some point:
  • Exploring the domain: In what ways can music exploration and education be meaningfully integrated in digital games? Are there best practices or unique experiments that we can learn from?
  • Problem definition: What are specific challenges to music education that we can address or at least need to take into account in game design (e.g. the need for exercise and repetition and keeping people motivated throughout)?
  • Selecting context of use: As the debate continues whether music education belongs in compulsory daytime education, we similarly might ask: Can music education games find their place in daytime education, specialized after-school programs and at home?
  • Including learning models: How do we deal with different and possibly even conflicting theories and empirical insights on motivation and learning?
  • Concept development: What are key requirements for music education games? For example, are improvisation, social interaction and performance critical, and most importantly, why are they critical?
  • Prototype development: When is automated feedback and when is teacher feedback on musical performance more optimal? To what extent should learners themselves control the learning process?
  • Evaluation: Music education games may require and promote different forms of learning (e.g. physical and digital skills, knowledge acquisition). Which are important indicators and caveats in assessing and evaluating music education game prototypes?
  • Content: On the one hand, music or songs with large educational value may not necessarily be content children like to use. On the other hand, popular music may not be the most interesting content from an educational viewpoint. How do we choose appropriate content?
We cannot guarantee definitive answers. In fact, we do not believe in generic solutions. We do believe this discussion will bring interesting issues to light, and bring you into contact with peers that you were previously unacquainted with.

Based on the outcome of this roundtable and the interest of its participants, a joint paper could be prepared afterwards that brings the challenges in music education games research and development to light and situates them in the current state of the art in this field.

Hosts and contributors to this roundtable are a group of social scientists currently involved in an applied research project, MELoDiA (http://bit.ly/1nwcpZe), in which a music education game prototype is being developed, each with their own specialization and emphasis: Lizzy Bleumers (situated player experience), Pieter Duysburgh (education and wellbeing), Karen Mouws (game-based learning), Marije Nouwen (children's media use), and Karin Slegers (user-centered design).

Education in the Classroom

LocationLake Ontario
FormatPapers
Paper 1

What's in an (educational) game? Ub3r mechanics and 1337 motifs!
By: Spencer Greenhalgh, Liz Owens Boltz and Matthew Koehler

What makes an educational game effective, playable, and engaging over time is a multi-faceted and complex issue. Some scholars have pointed to the importance of themes in providing a game's setting and story, as they provide important first impressions of the suitability of a game for educational purposes (Mayer & Harris, 2010; Sicart, 2009). In contrast, other scholars have argued that it is the mechanics and rules of a game that do the teaching: Mechanics present a particular model of the world (Bogost, 2007; Koster, 2010; Sicart, 2009) and invite players to learn the behaviors that the model associates with success. Oftentimes, the themes and mechanics of a game offer different viewpoints on the educational purpose of a game. By way of example, Mayer and Harris describe the non-digital game Oregon (2010). Although Oregon's theme -- the settling of the American West -- appears to make it suitable for social studies classes, its mechanics -- playing cards that correspond to Cartesian coordinates -- are more likely to teach skills associated with mathematics. This disagreement is more than just a theoretical concern: It presents the possibility that educators may pick games that do not actually teach intended lessons.

To further understand the roles that mechanics and themes play in making effective educational games, we analyzed data retrieved from the social networks and game databases BoardGameGeek and VideoGameGeek. Our analyses focus on answering the following questions: First, are educational games more likely to be described in terms of theme or mechanics? Second, what mechanics and themes are most often associated with educational games? Third, is there a significant difference between the mechanics and themes associated with well-received games and those associated with poorly-received games? In answering these questions, we analyzed every digital and non-digital game listed under the "Educational" Category on BoardGameGeek or under the "Educational" Genre on VideoGameGeek. We then used the tagging systems on each site to extract descriptors about each game. In some instances these tags directly represent "mechanics" or "themes;" in other cases raters determined if a tag related to mechanic or descriptor (or neither). Many games were also rated enough to have an average user rating and an administrator-corrected "Geek Rating." These data make possible analyses of the frequency and distribution of mechanics and themes in educational games, as well as potential differences in mechanics and themes between highly rated and less-popular games.

This study has implications for both research and practice. The results of this study will provide researchers with a descriptive picture of the mechanics and themes are associated with educational games. Such a picture may provide researchers with insights as to the relative importance (and interplay) between mechanics and theme in educational games. Furthermore, a study of educational games that focuses on mechanics may better acquaint practitioners with common mechanics in digital and non-digital games, giving them a more suitable way of choosing games for learning experiences. Designers of educational games may also be able to use these results to design more engaging educational games.

Paper 2

Types of Talk around Video Games in a Classroom Setting
By: Christian Schmieder, Amanda Barany and Kurt Squire

The adventure game Citizen Science is a free, online, flash-based educational tool designed to support engagement and playful learning around science topics (Gaydos & Squire, 2012; Squire, Barnett, Grant & Higgenbotham, 2004). The game encourages players to take on the roles of both scientific researchers and environmental activists - practicing elements of scientific argumentation, collecting lake science data, conducting environmental exploration and discovery, and advocating to the virtual community on behalf of the lakes. As a game designed to reflect the real-world problems facing lakes and watersheds in Madison, Wisconsin and other temperate areas, the goal of the project is to understand how Citizen Science can serve as a "springboard" that inspires student interest in lake ecology content (Squire, 2004), and encourages players to connect in-game activity to real-world understanding and action (Gaydos, 2013).

Previous research on Citizen Science highlights the game's capacity to support learning in classroom settings, and also discusses ways in which classroom environments can shape student experiences with the game and content (Gaydos, 2013). The following research focuses on interactions between educators and learners as an aspect of the learning experience when Citizen Science is integrated into a class curriculum.

Paper 3

Opening the Bottleneck: Descriptive examples of teachers integrating video games for learning.
By: Seann Dikkers

Using digital games for learning has a ten year history of documented potential (Connolly, Boyle, MacArthur, Hainey, & Boyle, 2012). Classroom and informal trials show that learners can be more engaged in learning (Salen, 2011), think critically about semiotic systems (Gee, 2003), and participate in high levels of discussion around game spaces (Steinkuehler & Duncan, 2008). Games have great potential, but mainstream educational adoption of those games relies on a robust understanding of teacher appropriation skills toward use. Little work has been done to document or provide working descriptions of how teachers 1) find, 2) validate, 3) test, and ultimately 4) use digital gaming as a pedagogical device. This information is essential for both teacher professional development (PD) experts and for those that design games for learning with the hope that they will get used in classroom designs. What may seem to be a 'bottleneck' for widespread adoption, may just be a design problem. We ask how teachers that already have used games in the classroom came to that professional decision and how they prepared themselves for classroom adoption? This study is a multiple case analysis of teachers (n=17) that, despite common barriers to adoption, have fully integrated the video game Minecraft into a variety of learning contexts, subject areas, and ages. We find that there are indeed common patterns of 1) discovery, 2) trusted network and student reaction validation processes, 3) trial and iterative practices resembling a developmental PD pattern, and 4) multiple pedagogical approaches for the role of video games for learning. We suggest that each of these elements can be easily integrated into teacher training programs and/or can be a guiding set of principles for the design of future educational game designers. Final rounds of analysis will be ready for presentation by Fall 2014.


Thursday, October 16, 2:30p-3:00p

Break

Thursday, October 16, 3:00p-4:00p

MathLand: A Gamified Content Delivery Method for Mathematics Students Who Struggle

LocationBallroom
FormatSpeaker
Presenter(s)Kate Fanelli
DescriptionI taught high school mathematics to students with severe emotional impairments in a center-based program for 13 years. Using a gamified program I called "MathLand" for the last five years, I saw increased attendance, skill acquisition and standardized test scores. Students stayed in class, looked forward to showing new learning, and passed math class.

Although my students received special education services, they were on a diploma track and accountable for the same skills and credits as their general education peers. They achieved below grade level in mathematics (average grade level was 10.2, average achievement level was 5.5) and, although my students were generally capable, many struggled to function in school because of their emotional issues, which frequently manifested as school or work avoidance, acting-out behaviors, lack of focus, learned helplessness and/or poor relationships with school personnel. 87% of students at my school received free or reduced lunch. 90% carried a psychiatric diagnosis, and 68% took medication(s). 25% of our students had a history of court-involved placements or interventions.

I struggled with continuity (attendance is a major problem), skill mastery (the tendency was toward work production rather than learning), and motivation (students showed minimal motivation to do endless piles of work). I wanted students to be more self-directed, independent, and focused on forward movement and skill development.

Gamification refers to the use of game mechanics in a non-game environment. My gamified system, which I called "MathLand," involved a cycle of formative assessment, self-assessment, and summative assessment to help students learn, check for their own understanding, and demonstrate both long and short-term mastery. Points were awarded for passing mastery tests, and final grades were based on number of points earned. The system was reinforced by the use of student avatars, which earned status and tracked student movement on an avatar board that was displayed in the classroom.

This presentation will describe basic elements of the program (alignment to standards, lesson/practice/mastery), the grading system (cumulative point system), and assessment mechanisms (formative and summative). Learn game design elements used to maintain student engagement and program structure, pros and cons of this program, and implications for instruction and classroom management.

Community / Identity

LocationMSU Room
FormatPapers
Paper 1

Playing Animal: Coded Human/Animal Identities in Video Games
By: Juan F. Belmonte

This paper studies how computer code and social norms coordinately manage human and animal identities in video games. Just as characters' actions are largely defined by computer code, identity-defining actions are also defined in real life by sets of social norms. Both computer code and social norms concur in the articulation of identity. My claim is, however, that both computer code and identitarian social norms have a binary, arborescent nature. As such, animal and human identities in video games are based on branching either/or dichotomies whose complexity varies depending on the identity being portrayed. In most cases, human characters follow normative identity discourses with little or no exploration of alternatives modes of being in the world. It is, in fact, in animal characters placed in borderline positions (such as animals not being entirely animal nor human or possessing an indeterminate gender that makes them act in unpredictable ways) where new forms of understanding human identities can be found. In order to substantiate my claims this paper will analyze representations of animals (such as the feral wolves of Skyrim and the sapient Red XIII in Final Fantasy VII) as well as humans (from games such as Persona 3, Mass Effect 2 and Dragon Age, among others).

Paper 2

The Bone Wars: Design and Development, Social Media and Community
By: Paul Gestwicki and Charlie Ecenbarger

The Bone Wars is an original educational video game about the historic 19th-century feud between rival paleontologists, Othniel C. Marsh and Edward D. Cope. This two-player game explores their race to claim dig sites and discover new species, but its only by publishing their results that the players earn the fame that delivers victory. Just as their historic characters did, a successful player will end the game with little money, few friends, many publications, and crates of unanalyzed fossils. The game was designed and developed in a student-centered, faculty-mentored studio experience by a team of ten undergraduates and one graduate student. The team followed established practices of game design and agile software development, making effective use of a dedicated lab environment. The incremental and iterative development process was publicly shared on the team's blog and on Twitter, and we describe the impact that this had on the team and on the community of potential players.

Paper 3

Co-creating games with children - A case study (Top Paper Award)
By: Karen Mouws and Lizzy Bleumers

While involving non-designers in design processes has become common practice, the competencies required for participating in this process, and the effective mechanisms for collaboratively acquiring, refining and applying these competencies deserve more scientific attention. In this paper, we investigate the role of creative production competencies and practices (e.g. problem-solving and self-evaluation) and cooperative learning mechanisms (e.g. building trust and group processing) in a specific case of game co-design. In this case, 21 school children in Flanders (Belgium) were asked to create game concepts together with a game designer, their teacher, and co-design facilitators. Over the course of a project week at school, participants moved from idea generation to presenting their game concepts, by means of collaboratively created prototypes. Our case study, combining observation and survey methods, reveals that self-evaluation and openness to sharing ideas emerged spontaneously, but the critical analysis of digital games and crediting existing work requires explicit support. The spontaneous referencing to and remixing of popular games and other cultural products can be a starting point for co-design facilitators to bring up these topics. In addition, our observations suggest that technical, critical and creative practices may be influenced by leadership, trust and communication. Indeed, when creative choices become part of concerted efforts and group deliberation, progress in the creative production process critically depends on group functioning. We conclude that by grounding co-design in theory on cooperative learning and media literacy, co-design activities may be understood better and new avenues for supporting co-creators can be identified.

Paper 4

Avatar Projecting Actual, Ideal, or Ought Self: Which One Do We Feel Close To?
By: Young June Sah, Hsin-Yi Sandy Tsai, Rabindra Ratan, Wei Peng and Issidoros Sarinopoulos

Psychological connection to an avatar in a video game increases hedonic (e.g., enjoyment, Klimmt, Hefner, & Vorderer, 2009) and utilitarian values of the video game (e.g., behavior change, Fox, Bailenson, & Binney, 2009). Previous studies showed that when customizing an avatar, rather than using a ready-made one, people feel psychologically connected to their avatar (Bailey, Wise, & Bolls, 2009; Lim & Reeves, 2009). While we know the superiority of a customized avatar over a generic one in making a video game enjoyable, there has been little research regarding how to guide players in customizing their avatar. That is, in what ways should we guide people to model their avatar? Should we, for example, advise them to customize the avatar to be as similar to their actual appearance as possible, or should we suggest that they should create an avatar as an idealized version of self, projecting wishful, even unreal qualities?

The question of how to customize an avatar is important because it influences the level of avatar-player connection and immersion in the video game. Jin (2010) found that people were likely to develop a psychological attachment to an avatar when an avatar reflected an ideal self, rather than when the avatar mirrored an actual self. Further, another study showed that an idealized avatar made people feel more immersed in the video game than did a generic one (Jin, 2009). Following this line of research, the current study examined the effect of different self-images--reflected in an avatar--on players' game experience. Specifically, we investigated how an avatar reflecting three self domains--i.e., actual, ideal, and ought self (suggested by Higgins, 1987)--influence players' perceptions of the avatar (i.e., avatar identification, similarity, attractiveness, and unnaturalness) and subjective experience of being in the game environment (i.e., sense of presence, Lombard & Ditton, 1997).


NEH Grant Workshop for Games (Part 2)

LocationLake Huron
FormatWorkshop
Presenter(s)Marc Ruppel
DescriptionLed by Senior Program Officer and digital specialist Dr. Marc Ruppel, this workshop will explore the multiple grant opportunities the National Endowment for the Humanities offers in support of the planning, development and production of humanities-oriented games (and other digital/transmedia approaches). Offering an insiders perspective on application strategies, previously-funded work and the role of gaming in encouraging humanities engagement, the workshop hopes to facilitate a discussion of the challenges and opportunities for game design rooted in subjects such as history, literature and ethics. Attendees will also be given the opportunity to sign-up for one-on-one consultations with Dr. Ruppel about their individual projects that will occur over the course of the conference.

Meaningful / Meaningless Play: The Brave New World of Play and Games in Educational Contexts

LocationLake Superior
FormatPanel
Presenter(s)Casey O'Donnell, Mark Chen, Krista-Lee Malone and Sean Duncan
DescriptionGames designed and developed to be both "good fun" and educational are no longer novel. Increasingly, games are being developed to meet the needs of both teachers and students. However, the various organizations developing these games find themselves enmeshed in a complex ecology of interests and stakeholders placing a variety of demands on those making these games.

Perhaps most importantly, questions surrounding the nature of games and how it may become perverted when appropriated for a formal education system loom large in the minds of both academics and developers. In the last decade or so, there's been a healthy amount of literature attempting to define games (cf. Juul, 2003; Salen & Zimmerman, 2004), and most of these definitions state that games are formal systems that to some degree stand apart as elective activities with negotiable consequences to the outside world. In other words, as Scot Osterweil claims (2014), games are meaningless (with regard to their relationship to extraneous activity). Do games that are required - as they often are when used in classrooms - remain games?

Additionally, to what extent do games in the classroom have a chance to change the total classroom ecology towards affording the learning conditions we associate with well-designed games - interest-driven learning, exploratory probing, an orientation towards mastery not performance - I.E. the things we associate with meaningful play? To what extent do they instead become de facto coopted and absorbed by the surrounding institutionalizations as yet another form of analytics and algorithmic surveillance of students, teachers, and learning outcomes? How do the surrounding social and political-economic contexts constrain and shift the terrain of what was hoped to become a more playful classroom? The needs of teachers, who are asked to undertake more and more with less and less becomes challenging for schools, districts and developers hoping to bring new educational opportunities to those environments. Questions regarding availability and access combined with the demands of Common Core standards give many involved more than adequate reason to pause and reconsider what games are in this new space.

This panel brings together a variety of researchers and practitioners involved in the design and development of serious learning games together to ponder these issues and others. The goal of the panel is not to solve them, but bring to light the increasingly complex terrain of serious learning game development, particularly in cases where these games enter public classrooms. Each presenter will be given a short amount of time to characterize the kind of research they have done in these contexts and discuss key findings of those research projects.

Gender, Inclusive Game Design, & Gaming Culture: An Industry & Academic Discussion

LocationLake Michigan
FormatRoundtable
Presenter(s)Julia Raz and Jim Toepel
DescriptionThere has been a push in recent years to design video games for a broad spectrum of game players. One area that exemplifies this trend is casual games, such as Candy Crush Saga, Wii Fit U, and Dance Central, which are produced for consoles, mobile, and online contexts. Although we know that there no longer exists a gender gap in gaming, the archaic stereotype of the teenage, male gamer persists, many discourses surrounding inclusive game design and game play has actually resulted in to furthering the dichotomy between perceived games and game play styles among men and women.

How do game designers and game scholars make sense of this recent trend? How has this impacted game design, research, and gaming culture at large?

This roundtable's purpose is to explore, discuss, and debate what game scholars can learn from how game designers conceptualize and implement strategies to target particular audience segments, players, and play styles. Likewise, we will discuss what game designers can learn about game studies scholarship in this area. Our central goal is to promote constructive conversations, spark debate, and encourage collaborations about gender, inclusive game design and gaming culture.

Education in the Univeristy

LocationLake Ontario
FormatPapers
Paper 1

"The Gradequest Tale of Scrotie McBoogerballs" - Evaluating the Second Iteration of a Gameful Undergraduate Course
By: Bob De Schutter

The use of game design techniques in a non-gaming context - or 'gamification' (Sebastian Deterding, Dixon, Khaled, & Nacke, 2011) - offers the promise to make education more motivating, engaging and enjoyable to students. This study reports on both the design and evaluation the second iteration of a gameful class (N= 19) that incorporates a variety of game design techniques through an online application named 'Gradequest'. The course was evaluated using multiple methods. First, a quantitative survey was used to collect data to measure levels of intrinsic motivation and engagement for the course. Second, a teaching log was recorded to capture the instructor's perspective. Third, a focus group session was held, and finally, a Small Group Instructional Diagnosis (Clark & Redmond, 1982) was held at the midpoint of the semester. The project concludes that the applied gameful instruction did not necessary lead to higher levels of intrinsic motivation or engagement in comparison to traditional teaching methods, and that further improvements to the design and documentation of the course are necessary. However, further qualitative inspection indicates that the students appreciate the gameful approach, and that the approach does have potential. The findings of the study are used to formulate recommendations towards the design of gameful instruction, in particular through its assessment of the various game elements that were incorporated in the gameful course design.

Paper 2

Applying Gamification to College Student Retention and Graduation: Play Test and Pilot Study
By: Stephanie Coopman, Ge Gao, James Morgan and Ted Coopman

This paper reports on a project to apply gamification to undergraduate advising to improve current students' retention and graduation rates. One stumbling block to students staying in and completing their bachelor's degree is adapting to university culture and practices. An online quest designed to orient transfer students to the university was play tested with 44 students currently attending the university. Positive responses centered on the quest charting the path to graduation, creating awareness of campus programs, encouraging students to get more involved in campus events, providing a check list for opportunities at the university, giving a guide for what students can expect from school, and keeping students on track. Suggestions for improvement included incorporating more opportunities to interact online with other students, providing greater context for each activity, explaining students' options in more detail, and incorporating videos and images. The paper outlines the rationale that drove this project, the project design and its initial testing, modifications made based on the initial play testing, and describes the next step in implementing the pilot project with Fall 2014 transfer students.

Paper 3

Expanding the Game Design Space - Development of computer games in higher education
By: Lasse Juel Larsen and Gunver Majgaard

This abstract regards game design research in educational settings. It focuses on computer game design in higher education especially education of engineers. The notion of game design space encapsulates the entire development process from beginning to end with emphasis on game design thinking in the development of computer games. Through the last fire years we have been teaching game design courses at the university. Our goal have been twofold: 1) we wanted to create an easily understandable game design model to communicate something as complex as game design and 2) make sure our students learned to act, think, and feel like game designers. In order to meet such an ambition we have over the years discovered a need for clear framing. The first year our framing of the game design process, the outcome, and game design thinking was deficient. Over the years our framing of the design space were expanded, it became better defined and multifaceted. The results in the classroom quickly materialised both in relation to development of greater games and to divergent and creative thinking in the design space.

The expanded game design space consists of four separate yet interconnected layers in the process of game development. The first layer addresses the importance of framing with a clear game design assignment, formulation of intended player experience and description of game mechanics. The second layer creates game design thinking from six different parameters of game design elected in regard to framing of the game design assignment. The third layer sees a clear correspondence between formal elements of computer games and the structure of problem-based creativity. It addresses how game design challenges can be stated and how creative solutions can be measured. The fourth and final layer demonstrates how clear framing can act as guideline for evaluating game design thinking and for measuring solutions made in development process. To strengthen our notion of expanded design space we will present examples from our game design courses.

Paper 4

An Experiment on How Adult Students Can Learn by Designing Engaging Learning Games
By: Charlotte Lærke Weitze

This article presents and discusses the first iteration of a design-based research experiment focusing on how to create a motivating gamified learning design, one that facilitates a deep learning process for adult students making their own learning games.

Using games for learning has attracted attention from many teachers as well as researchers because of their promise to motivate students and provide them with deep learning experiences. Part of the young adult target group in our current case has motivational issues in the formal learning environment, and the use of learning games is therefore worth investigating as a motivational learning strategy. As meaning can be constructed through the manipulation of materials, which facilitates reflection and new ways of thinking, the use of learning games in education is taken one step further into the building of learning games in collaborative settings. It is proposed that this may be an approach that enables deep and motivational learning processes.

The paper discusses which elements, practices, and processes are essential when creating innovative and motivating learning designs for teachers and adult students. This gamified learning design enables the students to be the designers of their own learning, by allowing them to create their own digital learning games, while implementing learning goals from cross-disciplinary subject matters (Figure 1). Another focus has been to create a learning design that scaffolds the students' own learning-game-design process, and enables teachers to evaluate whether the students have been successful in learning their subject matter.

The findings suggest that the current learning design comes partway toward facilitating learning and making the experience engaging. But to enable a deeper learning process, there is room for improvement. Future topics of research are: how students are facilitated in establishing learning goals, how teachers and students engage in the learning experience, and introductory suggestions for students on how to design the learning-experience inside their learning game.


Thursday, October 16, 4:00p-4:30p

Break

Thursday, October 16, 4:30p-5:30p

Keynote - Meaningful Leverage: Breaking the System of Ignorance

LocationBallroom
FormatKeynote
Presenter(s)

Erin HoffmanErin Hoffman is an author and video game designer. Erin Hoffman was born in San Diego and now lives in northern California, where she works as Game Design Lead at GlassLab, a Bill and Melinda Gates and Macarthur Foundation supported three-year initiative to establish integrated formative assessment educational games. She is the author of the Chaos Knight series from Pyr books, beginning with Sword of Fire and Sea, followed by Lance of Earth and Sky in April 2012 and concluding with Shield of Sea and Space in 2013.

Her video game credits include DragonRealms, Shadowbane: The Lost Kingdom, GoPets: Vacation Island, Kung Fu Panda World, and FrontierVille. She writes for the award-winning online magazine The Escapist, and has had fiction and poetry in Asimov's Science Fiction, Electric Velocipede, Beneath Ceaseless Skies, and more. In 2004 her blog on game industry working conditions, "ea_spouse", was covered by the New York Times, Wall Street Journal, and LA Times, and is now referenced in numerous game history and corporate history studies.

Erin's games have won multiple awards and have been played by millions of kids and adults worldwide. She is multiethnic, with family names including Lee, Asakawa (yonsei), and Drake in addition to Hoffman.

DescriptionGame-literate communities are deeply familiar with mechanical loops and the way that actions in a game combine into systems. MMO gamers frequently discuss combat, crafting, and loot systems at incredible levels of detail, and yet, as a community, gaming has not succeeded in transferring that systems understanding to a meaningful critique and intervention in the systems of the world around us. Erin will discuss the unique leverage that video games have to break a system that is currently swallowing the US: a growing and self-reinforcing system of ignorance.

Thursday, October 16, 5:30p-7:00p

Dinner Break (on your own)

Location
DescriptionDinner is not provided. Take this time to socialize with your fellow conference attendees while enjoying the many dining venues within the East Lansing and Lansing area.

Thursday, October 16, 7:00p-10:00p

Conference Reception, Game Exhibition, and Poster Session

LocationBallroom
FormatReception
DescriptionCelebrate the end of the first successful day at Meaningful Play during the conference reception, featuring:
  • the latest research findings presented in the conference poster session
  • an exhibition of industry and academia created games
  • a great time to mix and mingle with your fellow conference attendees
Drinks and appetizers will be provided. This event takes place on the 2nd floor of the MSU Union.

The conference reception is sponsored by AT&T and The Michigan Film Office.

Poster Presentations

Poster 1

A Case Study Exploring Preservice Teachers' Tension with Online Distance Mentoring in Simulations
By: Jennifer Killham

The purpose of this qualitative action research study was to explore pre-service teachers' mentoring roles in an online educational simulation involving character roleplay. The aim of the online simulation was to enrich young people's ability to think historically through the use of distance mentoring. Preservice teacher/mentors adopted a historical figure to portray and mentored using this persona. The rational for focusing on the experience of the preservice teacher/mentor, as opposed to the experience of the middle school mentee, was that existing research pertaining to mentoring programs focuses almost exclusively on the benefits of mentoring for the mentee. Bullen et. al (2010) and Edwards et al. (2011) stress that little is known about the metamorphic nature of mentoring for the mentor. This poster presents an in-depth analysis of one of the preservice teacher/mentors in this study. Findings include tensions related to mentors' desire to stay in character while shaping student learning, and mentors' focus on attending to student learning while also attending to themselves as learners.

Poster 2

A New Definition for Games: Meaningful Play
By: Mark Chen

This paper is a personal exploration of game definitions and meaning in games, going from more formal definitions that include inherent elements of games to subjective meaning-making in specific game enactments. The paper also details how these definitions affect game design for learning and why many current learning games miss out on the true potential for gaming.

Poster 3

An Investigation of Gender Motivations in Competitive Gaming
By: Joseph Fordham, John Samalik, Peter Burroughs and Rabindra Ratan

While a number of academic studies conclude that women gravitate towards more casual and social gaming experiences, there are a number of female gamers driven by the competitive nature of more male-dominated genres and consistently challenging this notion. This study presents initial conclusions drawn from interviews with female video game players attending a local gaming convention and participating in competitive tournaments. These interviews focused on their own history of playing games and how they became involved with competitive play. While interviewees expressed a strong competitive drive, especially when playing against male opponents, their original reasons for becoming involved with more competitive gaming experiences could be viewed as largely social, expressive, or even casual. Overall, this study suggests that while many female gamers may not be initially driven towards competitive gaming experiences, other factors may motivate female players towards them.

Poster 4

Designing Solving the Incognitum: Toward Automatic Co-regulation based on Play Style in Educational Games
By: Jichen Zhu, Aroutis Foster and Glen Muschio

As computer games become more sophisticated, players of educational games are given an increasing amount of agency, or learner autonomy, in how they interact with the content. However, studies have shown that unchecked learner autonomy and hence pure discovery-based learning is not the best strategy for learning. Most learners, especially in the initial learning stages, do not have the necessary declarative, procedural, and conditional knowledge to be metacognitively aware of what needs to be done (Hadwin & Oshige, 2011; Kirschner, Sweller, & Clark, 2006). By contrast, guided-discovery based learning has many advantages in scaffolding active learning and nurturing complex understanding of content (Alfieri, Brooks, Aldrich, & Tenenbaum, 2011) through co-regulation between the learner and the "advanced other" such as a teacher.

In this poster, we focus on the design of "Solving the Incognitum," a point-and-click-based interactive learning environment for teaching the relationships between geological time and fossil records. In an environment based on the historical Charles Willson Peale's Museum of Art and Science, the player can locate and assemble the bones of a mastodon by answering questions about the museum exhibits.

Poster 5

Factors Affecting Active Video Gaming in Adolescence
By: Ji Hye Choi and Hua Wang

Despite the growing popularity of digital games as a new means of promoting physical activity, none of studies have identified important predictors of active video gaming while a number of factors have emerged as significant correlates of physical activity. Based on the ecological model of health behavior, personal, environmental, and social factors were used as three main constructs in this study, and we proposed and examined a structural model discussing the effects of personal, environmental, social factors on active video gaming and physical activity. In addition, the causal relationships between active video gaming and sedentary behavior, physical activity and sedentary behavior, as well as sedentary behavior and BMI were also examined in this study. Results indicated that only social factor was a significant predictor of active video gaming, even though personal, environmental, social factors were significantly associated with physical activity. Although both active video gaming and physical activity had significant influences on sedentary behavior, active video gaming was positively associated with sedentary behavior while physical activity was negatively associated with sedentary behavior. Finally, a positive association between sedentary behavior and BMI was found in this study.

Poster 6

Improve Learning Through Game Development
By: Daniel Bell

Franklin University's Interactive Media Design Degree utilizes a project based approach to teaching. Projects include games for instruction, entertainment, and marketing. The Poster Session details the following items:

  • Description of the IMD Program
  • Discussion of how Project Based Learning through the design and development of games is a highly effective and engaging.
  • Assessment results and student satisfaction display
  • Story Board of the Program Capstone
  • Presentation of completed student projects
Poster 7

Is the Play the Thing? Video Versus Board and the Space Between
By: Nicolas Lalone

At the 6th Joint International Conference of the Alliance of Digital Humanities Organizations, philosopher and sociologist Bruno Latour stated that, "We have to understand the computer itself as an institution." The computer is an institution much like the societies and cultures that birthed it - disjointed, hegemonic, asymmetric in their understanding of what the computer is for, and trapped in the ontology of the language computation was designed through - English. This mishmash of development we call a computer has followed a singular path since the personal computer was released in the early 1980s and has grown to a near ubiquitous state (Dourish, 2004).

This research in progress examines the changes in gameplay, strategy, and communication as a game moves from one end of the dialectic to the other. To be more specific, this study analyzes the changes in behavior between how players engage each other in a table top game - Settlers of Catan - and how those same players change their strategies once they play those same players in a virtual version of that same table top game - the Xbox version of Settlers of Catan. These players will be fully recorded during their initial play sessions in a focus group style manner. After 12 sessions, we will move those players to 12 virtual games. The virtual games will be recorded via game capture devices and the players themselves will be interviewed after their sessions to discuss the differences in their gameplay.

Poster 8

KNOWing how to MMORPG: Gamer Knowledges and Knowledge Acquisition
By: Phill Alexander

This poster examines the different types of knowledge that MMORPG players develop as they learn and play the game. Data is drawn from two extensive case-study based research sessions (one with individual players of the game City of Heroes and one of a ten member raiding group in World of Warcraft), Drawing from the work of Aristotle, various literacy scholars including James Paul Gee, activity theory, actor network theory, and the concept of "practices," what is presented here is a matrix of complex gamer knowledge types. The matrix is accompanied by rationale and examples of how the knowledges function in game experiences.

Poster 9

Losing Ourselves in the Game: Moving Towards an Understanding of Loss and the Development of Tools for Analyzing the Loss Experience
By: Justin Tokarski

Loss is one of the most recognizable and essential elements of games, yet there exists a distinct lack of qualitative work on Loss as the sole subject of inquiry. Beginning from the perspective of Object Oriented Ontology, an ontography of Loss was conducted to incorporate as many facets of being as possible to create a full understanding of this abstract concept. As a result of this investigation, four dimensions of Loss were singled out as the most informative and useful in understanding the concept of Loss; The Digital, The Design, The Value, and The Experience. The Digital dimension, initially inspired by McKenzie Wark's analysis of the intersection between analog and digital in Gamer Theory (2007), contains the base conditionals which determine the state of the player within the game with respect to their status as a winner, a loser, or a continuing player. The Design dimension draws most heavily on traditional elements of game design, particularly the Design, Play, Experience framework developed by Brian Winn, and is concerned with the translation of loss conditionals into gameplay moments which are understandable to the player.

The four dimensions of Loss and the ontography of Loss within Mega Man will be presented. The capability of co-opting these techniques for future qualitative analyses of games, and the usefulness of such analyses, will be explored. We will also examine the applications of Loss analysis on design with particular focus being given to comparative analysis in the design of games for entertainment and the utility of Loss analysis in choosing, or designing, games for research.

Poster 10

Making a game of medical entry: Generating authentic responses in selection for medicine using a gamified approach
By: Lauren S Ferro, Philip J MacKinnon and Philip Poronnik

Understanding the dynamics of candidates agendas in medical selection processes is important in ensuring that current selection processes are able identify the most suitable candidates for the profession. While many students come into the selection process to be chosen for professions they genuinely want to engage in, there are some candidates that try "working the system", appearing to be what they are not. As a result, some candidates are able to get through by designing appropriate responses to the methods within the selection process. In medical selection such candidates have been referred to as 'cunning adversaries'. As such, there is interest in identifying ways to promote more authentic responses from candidates thereby reducing the chances of a cunning adversary being successful. Gamification is an approach that we are exploring to achieve this goal. From this theoretical exploration, a potential gamified approach is proposed and discussed in terms of its ability to help promote more authentic responses from candidates.

Poster 11

Mobile Learning: Technology as Mediator of Personal and School Experiences
By: Matthew Duvall, Anthony Matranga, Aroutis Foster and Jason Silverman

As part of a mobile game-based learning process, 8 children ages 6 to 13 were examined for conceptual change in art. Interpretive methods were used to examine children's conceptions of line, shape, and color through gameplay. Mobile learning was effectively mediating participant's school and personal experiences to support conceptual change.

Poster 12

My Life – Elamanipeli: Game for Supporting Life Management Skills of Young Persons
By: Teija Ravelin and Tanja Korhonen

This poster will describe developing My Life - Elamanipeli game at KAMK Kajaani University of Applied Sciences, Finland. My Life is a game to support the life management skills of 16 - 19 year old persons. Game is developed by talented team of KAMK game development and health care students and professionals.

Poster 13

Soldats Inconnus: Challenging metanarratives and fostering historical empathy through multiple-perspective play in Valiant Hearts
By: Liz Owens Boltz

Historical empathy is a fundamental construct that facilitates awareness of multiple perspectives and enables learners to appreciate the complex situational and social factors that have influenced historical events. Research has shown that students exposed to traditional, lecture-based instruction tend to put forward naïve explanations for historical actions (Lee & Ashby, 2001) while students engaged in activities that involve looking through the eyes of people in the past tend to demonstrate deeper, more intellectually complex understandings of history (Levstik & Barton, 2011). Recently, scholars have argued for an updated conceptualization of historical empathy as a dual-dimensional, cognitive-affective construct involving three interrelated elements: historical contextualization, perspective taking, and affective connection (Endacott & Brooks, 2013). Emerging research suggests that videogames may offer special affordances to teach toward this updated theoretical model (Diamond, 2012). In an effort to determine what particular qualities of games may contribute to the development of historical empathy, this poster explores the affordances and constraints of Ubisoft's Valiant Hearts: The Great War (2014). A close examination of the affordances and constraints of Valiant Hearts will provide a starting point for educators and researchers interested in its suitability for the classroom. It will also be useful to developers interested in this game from an educational technology perspective.

Poster 14

The effects of social identity and trash talk on hostility and enjoyment: Paradoxical Findings from League of Legends
By: Kuo-Ting Huang, Wei Peng, Joseph Fordham, Tom Day, Janine Slaker and Rabindra Ratan

Previous research suggests that competitive video game play will increase a player's post game hostility. Hostile messages, usually in the form of trash talk between players, are a normal phenomenon in online multiplayer team competition. For this study, participants played the computer game, League of Legends (LoL), a Multi-user Online Battle Arena (MOBA).

This research revealed several interesting findings and suggestions for future studies. First, the results showing that people in a hostile message condition had less post- game hostility than people in the no hostile message condition. Additionally, the effects of hostile message might vary by frequency and intensity. Also, how many hostile messages sent from participants might be considered as a factor since the hostile condition might be regarded as an interactive condition. For the other manipulation of this study, group identification, the results showed that people might have greater hostility when they compete with in-group members than out-group members.

Poster 15

The Road to Well-Being with Video Gaming
By: Pascaline Lorentz

For Aristotle, theoretical wisdom, leisure and happiness constituted the three goals of human life. Today, video games are part of leisure activities and their study has sparkly grown in the past decade. Simultaneously research on well-being constantly increased and is now mingled with game studies. In fact, at ancient times leisure was envisioned as a condition for the two other goals - theoretical wisdom and happiness - to be achieved.

This paper supports the argument that video gaming is a tool for well-being. Indeed, this work argues that playing The Sims® (Maxis 2000-2014) enhances self-development as a road to well-being.

Poster 16

Toward a Framework for Gamifying Agent-Based Simulations
By: Lori Scarlatos

Agent-based simulations can provide important insights to complex systems where autonomous entities operate in a common environment. The agent-based models used in these simulations are particularly well suited for representing socio-scientific systems - such as human impacts on the environment, or the field of medicine - where scientific, technical, and sociological factors all come into play. Yet a good simulation does not necessarily make a good game, as past experience has demonstrated. Scientists and researchers who develop these models would greatly benefit from some systematic way of turning their realistic simulations into engaging games for learners.

This poster presents a framework that we are developing for this very purpose: gamifying agent-based simulations. For our initial test case, we have been working with an agent-based simulation called Energy Choices, which had previously been turned into a multi-player game by giving players control over individual entities and awarding points for achieving goals . Although using this early version of the game in undergraduate classes helped with learning, students who played it did not find it to be engaging.

Poster 17

Transitioning a report driven academic simulation to an interactive game
By: Mark Fitzgerald, Eileen Quintero, Sean Meyer and Michael Bleed

Although gaming theory is gaining popularity among academic environments, challenges for implementing games in academia include: engaging the user, measuring outcomes, creating the game in the most appropriate media.

In almost any setting, greater performance outcomes can be elicited from self-determined engagement as compared to forced engagement (Deci & Ryan, 2008). Games are an effective method for fostering environments for self-determined engagement. Learning itself is fun, and game incentives and inventiveness can be used to inform an existing, effective higher education curriculum rather than building isolated games with embedded academics (Begg, Dewhurst, & Macleod, 2005). Business and military trainings use games for successful acquisition of social and technical talents (Fortmuller 2009), but fewer games have been deployed in the medical fields where they may be equally useful (Seagull, 2012). Simulations are different than games and require separate planning and implementation to work in a dental setting (Klabbers, 1980). Udin and Kuster found that a board game did not increase empathy or confidence among dental students for treatment of special needs patients (1985), however more recent gaming strategies employed in dental hygiene and prosthodontics specialties found increased test performance and speed among gaming groups as compared to traditional lecture groups (Peterson, Mauriello, & Caplan 2000) (Loney, Murphy, & Miller, 2000).

Poster 18

Vertiginous Play: Debating "Fun" with the Diplomacy Wives Club
By: Aaron Trammell

This poster draws on archival evidence to explore debates around the term "fun." Specifically it uses fanzines from the Ray Browne Popular Culture Library to explore the politics of the term in the 1960s Diplomacy fan community. This research suggests that instances of off-color language can be read as a form of vertiginous play, which works both to refine and construct the boundaries of the play space. Furthermore, this paper explores avenues of resistance, such as the Diplomacy Wives Club, that raised fundamental questions about who was allowed to participate in the "fun" of Diplomacy. Ultimately this paper argues that fun has never been a neutral concept, and that it must be understood for its embeddedness within larger structures of power.

Poster 19

We've Got Issues: A Light Approach
By: Michael Budram, William Jeffery and Greg Kozma

We've Got Issues (WGI) is a game intended to open dialogues about the experience of coping with psychological disorders. WGI has been in development since Fall 2013, and is still a work in progress. We wanted to dispel two ideas: the first is that mental health is not to be taken as seriously as any other ailments. The second is that a person cannot function or live a normal life while having a psychological disorder. Psychological disorders are very real, and they fundamentally change how people live, but they can be managed.


Exhibited Digital Games

Game 1

1000 Days of Syria
By: Mitch Swenson

1000 DAYS OF SYRIA is a text-based historical fiction game that timelines the first 1000 days of the Syrian uprising through interactive narratives. From the start of the opposition protests on March 15th, 2011 to the dismantling of Assad's chemical stockpile on December 9th, 2013, 1000 Days of Syria seeks to illuminate the smaller stories of a civil conflict. In many ways, the following is an exercise in transmedia storytelling. Part electric literature; part newscast; and part choose-your-own-adventure, 1000 Days of Syria is as much about exploration of players within an architecture as it is about exploration of characters throughout a narrative.

'...by placing the player in the role of these characters, with a certain degree of agency, empathy and connection is built in a different way to linear media such as film and literature.' ' Simon Parkin, The Guardian

Game 2

After the Storm
By: Classroom, Inc.

Classroom, Inc.'s After the Storm is a unique learning program combining online gameplay, assessment and offline activities. Building on Classroom, Inc.'s twenty-plus years of experience making educational software, we are using game-based learning to create great reading and writing experiences for students of different abilities by harnessing the innovations of the Common Core State Standards (CCSS). The game empowers struggling students to take control of their learning and find meaning through work.

Developed for struggling readers, the game focuses on the aftermath of a major hurricane in Port Douglas. Players take on the role of Editor-in-Chief of the local online magazine. As students navigate through a day in the life of a working professional, they experience challenges related to how the storm has affected both their workplace and the community. Players must decide how best to respond to these challenges based on the information gathered during the game through informational texts such as press releases, official reports, emails, text messages, conversations with colleagues and much, much more.

Game 3

An Occurrence at Owl Creek Bridge (student-created game)
By: James Earl Cox III

An Occurrence at Owl Creek Bridge is an interactive narrative adaptation of the Civil War story written by Ambrose Bierce. Besides the title and opening credits, it tells a story without the use of any in-game dialogue, be it text or audio. As such, the story is conveyed through the use of pixel styled graphics, diegetic sounds, and minimal controls. These allow the player to more freely explore the story, encouraging the use of imagination to interpret the art and build the narrative as they progress, regardless of what language the player speaks.

Through these means, An Occurrence at Owl Creek Bridge is able to achieve its purpose: to create a gateway to American literature for people of any age or culture. With its lack of in-game dialogue and text, this game encourages the player to discover the plot on their own, possibly to be used for class discussions or cross media comparisons. An Occurrence at Owl Creek Bridge is able to move the audience through a deep, historical story within the span of 5 minutes without the use of words as well as provide a portal from gaming to literature.

Game 4

Balance Coin
By: Tony Morelli, John Foley

Balance Coin seeks to improve the balance ability of the players. It's visuals and haptic feedback create an environment where the game can be played and enjoyed by those who have perfect vision and by those who do not. It has been tested by 15 children who are blind throughout a week long study.

Game 5

BeTwine
By: Lei Gao, Momo Liu, Tianyu Hu, Weiyi Li, Terry, Jie Lai

Because we are just too busy to regularly keep in touch with those we love and care about, we created a wearable product that keeps you in constant contact with the people who matter the most to you. Our product is based on simulation game that mimics certain activity and health conditions of people in your real life. The data from our wearable device connects you to a virtual universe where you can play games, send virtual pokes, share activity results, and more. We call this wearable simulation game BETWINE -- it's between you and the people you care about the most.

BETWINE brings the positive energy of simulation game play to the real world. In the virtual world of BETWINE, you can download avatars of your boyfriend/girlfriend, your parents, or anyone else to your mobile phone where you can be close to them at all times and without any limitation of time and space.

Game 6

Brain Powered Games - Africa
By: Brian Winn, Bryan Novak, Michael Boivin, Bruno Giordani

Of the 500 million clinical episodes of malaria occurring globally each year, over 70% occur in Africa. Ten percent of these infections will become complicated by severe malaria anemia (SMA) or cerebral malaria (CM), killing an estimated 1 million children ages 5 years or younger annually in sub-Saharan Africa. Those who survive often experience substantial rates of neurologic morbidity. This can eventually lead to many more serious conditions including cognitive impairment, epilepsy, and comas. Cerebral malaria can have a very profound effect on the mental capacity of its victims. Children ages 4-12 can have their mental capacity reduced to that of a 3-month-old child as a result of the disease.

As a result of the scale-up of highly active antiretroviral therapy (HAART), more perinatally HIV infected African children are now surviving into adolescence and receiving secondary and high school education. While HAART has clearly reduced incidence of severe forms of HIV encephalopathy, deficits persist in expressive language, attention, working memory, and executive functions. Currently there is poor understanding of the frequency and cofactors of such neurocognitive impairment and a complete lack of interventions to address them within resource-limited settings.

Computerized cognitive rehabilitation therapy (CCRT), may provide a valuable tool to address both Malaria and HIV-associated neurocognitive deficits in this population.

Brain Powered Games is a growing collection of digital games developed in the Games for Entertainment and Learning (GEL) Lab at Michigan State University. Each game focuses on exercising one or more cognitive abilities, including attention, memory, language, visual/spatial functions, and executive functions.

Working with MSU neurologists and psychiatrists, a version of Brain Powered Games has been customized for the African context. The games have been piloted as a CCRT in Malawi with children with cerebral malaria and in Uganda with HIV inflected children with successful results.

Game 7

Cyclotron Game (student-created game)
By: Andrew Dennis, Nicholas Thurston, Chris Benoit, William Jeffery, Sahil Tandon, Tyler Summers, Joshua Shadik, Joseph Dukstra, Andrew Bagdady, and Brian Winn

An exploratory game about the process of discovering rare isotopes, the Cyclotron Game has player take the role of a scientist. Players accelerate particles and assemble new isotopes in the effort to complete the table of nuclides.

Game 8

Fat Chicken
By: Joshua J Mills

Fat Chicken is a fresh new take on the tower-defense genre, where you play a factory farm manager trying to fatten up the incoming "mobs" -- which consist of cows, chickens and pigs on their inevitable way to grocery store freezer cases. In this meaty tower defense game, you build factory farming towers in various locales across America to fast-feed incoming waves of livestock, while ensuring they are kept "healthy" with doses of antibiotics. Is what you are doing humane or necessary to meet demand? A game about the issues surrounding factory farming.

Game 9

GetZapp! (student-created game)
By: Sandra Chan, Katherine Chan, Muhammad Azharuddin, Lim Wei Siong, Belcoth Tan, Matthew Ong

GetZapp! is a puzzle platformer set in the alien world of Zubb. You play as a little alien called GooGoo, who followed the Zubb's hero, GarGar, into the dangerous mechanical Sun on an adventure to restore the light. In your quest to repair the Sun, you'll encounter rooms with interesting circuit puzzles where you challenge your knowledge of electrical circuits to progress. Rotate, maneuver and interact with given components in order to piece your way towards the end. Can you save Zubb from eternal darkness?

Game 10

Guess What!
By: Tiltfactor

Guess What! is the guessing game that takes two! One player sees 12 images, and the other player sees only one image. The second player must give her ally hints to try to help him find her image from the 12. The fewer guess it takes the more points each player receives. You have 30 seconds to give a hint, and if you give great hints, you'll both score big!

IMPACT:
Libraries and museums across the world have millions digital media artifacts, such as audio, video, and images that have no tags. Without tags (also known as metadata) describing their content, these artifacts are unsearchable and virtually unusable. Unfortunately, metadata is time consuming and expensive to generate, and many institutions can't afford to tag their collections.

Guess What! is part of the Metadata Games project, a free and open source suite of crowdsourcing games built to collect metadata with the public's help. Playing Guess What! sends tags back to the institutions from which the images are drawn, allowing them to be more accessible to everyone: to the institutions, to researchers, and to the public.

CREDITS:
Executive Producer: Mary Flanagan
Design: Mary Flanagan, Zara Downs, Sukdith Punjasthitkul, Max Seidman
Programming: Vincent Van Ufflen, Robinson Tryon, Cecile Williams, Sukdith Punjasthitkul, Junjie Guan
Graphic Design: Zara Downs
Audio: Sukdith Punjasthitkul

Game 11

Guided Meditation
By: Cubicle Ninjas

Need 10-minutes of zen? Enjoy the tranquility of a virtual reality vacation, customized to best meet your personal relaxation needs. Soothe your soul at the desert canyons, tropical beaches, and moonlit forests, all without ever leaving the comfort of home.

Game 12

It Takes Two (student-created game)
By: Albert Shih, Kiran George, Yimang Lin, Xiao Li, Yuxi Zhang, Yue Zhu

It Takes Two is a co-op puzzle platformer for 2 players. It is a journey about two characters tied together with a rope. Whether they want to compete or cooperate, they have to complete the journey together.

Game 13

It's for the Best (student-created game)
By: Joseph Dean, Doris C. Rusch

"It's for the Best" is one of four games that are part of the interactive documentary "For the Records" that deals with young adults and mental illness. "For the Records" aims to increase understanding of what it is like to struggle with mental disorders, particularly eating disorder ("Perfection"), OCD ("Into Darkness"), ADD ("It's for the Best") and bipolar disorder ("FLUCTuation"). I am submitting all four games separately.

"It's for the Best" explores the psychological addiction to ADD medication. It is modeled after one of the development team member's experiences. When he was diagnosed with ADD at the age of eight, his parents told him he needed medication to keep up with school. This created the feeling of not being 'good enough' without medication, which persisted all the way through college. He finally decided to stop taking pills and graduated successfully, regaining a sense of self-worth. The game does not propose that medication per se is bad, but aims to raise awareness for how the need for medication can make you feel. As far as mental health issues go, ADD is usually considered 'not a big deal' (at least compared to depression, psychosis or anorexia). This under-acknowledges the feelings of self-doubt ADD brings with it. By allowing the player to experience these feelings, the game aims to create empathy and hopes to promote a mindful way of communicating the need for medication to ADD patients. In It's for the best players try to keep up with assignments represented by papers that flutter onto the screen with increasing speed. Clicking on papers makes them disappear. A pill is featured prominently in the middle of the screen. Clicking the pill clears the screen of papers and slows down their onslaught. Using the pill as a power up, however, is far less satisfying than trying to keep up with the papers through clicking them directly (which is impossible and manifests in growing piles of unfinished assignments that clutter up the screen and create paper mountains of growing self-doubt). The game is accompanied by unnerving whispers of 'you're not good enough'.

Game 14

Keys to the Collection (student-created game)
By: Aroutis Foster, Jen Katz-Buonincontro, Bobby Speck, Kevin Gross, Jon Hopkins, Caroline Guevara

Unlock the mysteries of the Barnes collection by turning your visit into a game. Become an art inspector and go on adventures to find the elusive gold key to win the game and reveal a special room where you can create your own art gallery. Customize your character, use exciting art tools, and show your creativity with ensemble design. Expand your experience with augmented reality when you visit.

Game 15

Lesley The Lover: A Procedural Rhetoric Game for Safer Sex
By: Lindsay Grace

Lesley loves the company of others, but Lesley needs protection. Score as often as you can, but don't get caught without protection or it's game over.

Contains 20 embedded messages and statistics about STD/STI/HIV prevention and uses procedural rhetoric to drive one important message home - use a condom. Game is designed to be a gender agnostic affection game. Affection games are a growing genre of games in which players must flirt, hug, kiss or make love to meet their goals. A playful experience about scoring - safely.

Game provides procedural rhetoric (claims made through game mechanics ) as follows:

  • Always Come equipped- When the player has no more protection, non-player characters are to be avoided lest you have "accidental" intercourse
  • Always be ready for action-The player can collect all the condoms they want and then run back to the beginning to collect points
  • Abstinence is a reasonable strategy - Players can abstain and still win the game.
  • Always and only at the right time -Players must repeatedly apply protection (it expires after one use or if unused over time)
  • Results are not always immediately apparent- Since STI's and STD's don't show themselves immediately, player is made aware after a short period (but they are notified of non-protected sex immediately). To avoid players who might think it interesting to infect others, the game makes all non-player characters disinterested once the player has had unprotected interaction once.
  • If you don't have one, don't even start- If the player has no more protection (condom), the game is designed to encourage players to avoid "scoring" interactions with non-player characters.
the game was initiated in partnership with Impact LGBT Health and Development Program at Northwestern University

Game 16

Nexus Edge (student-created game)
By: Goh Horng Bor, Chen Zhiling, Thi Chanh Hien, Ivy Liu, Virginia Chiu, Terence Then, Kelvin Koh

Set in a magical realm, Nexus Edge follows the quest of the Cat as he looks for his lost pet mouse. However, things are not as simple as they seem ' as the corruption of the land spreads, its inhabitants change. You control the Cat and travel from island to island to battle and vanquish monsters roaming about, using his crystal barrier magic. What fate will befall the Cat? Will you help him find his mouse? Now, it all depends on you to explore and discover...

Game 17

Nurbits
By: Stephen Borden, Jef Freydl, Brian Ruggieri

Nurbits is a puzzle game in which players apply neuroscience principles to solve puzzles and make music. In Nurbits the player takes the role of a sound engineer responsible for producing music with a robot band. Each of the robots plays an instrument, but the player must fix the "wiring" in each robot's brain before it can play the piece of music.

To fix the robot's brain the player must hook up computer chips that send and receive signals just as neurons do. Each chip has a threshold. If it receives enough positive stimulation from other chips to reach threshold it will fire and play a musical note. Each puzzle is a phrase in the song the player is assembling. To solve the puzzle the player must hook up the right notes and inhibit the wrong notes. The innovation at the heart of Nurbits is the use of key neuroscience principles (threshold, stimulation, inhibition, excitotoxicity, plasticity and pruning) as the game mechanics.

Game 18

One Up
By: Tiltfactor

One Up is a head-to-head picture-tagging competition! Challenge a friend and see if you're smarter than they are: the best descriptions of the picture score the most points, but be careful not to be One Upped in this competitive game for Apple devices. One Up is best played by friends in the same room.

How to play:
Challenge your opponent to a game. During each of the three rounds, the players see the same picture. Each player must describe the image using three single-word tags each round. Words can have three values:

1. Regular words give you +1 point each.
2. Awesome words (descriptions that other players have used in the past) give you +3/+5/+7 points each (increasing each round).
3. One Upped words happen when you type a word that your opponent has already submitted for this image. When this happens your word is worth -1 point and your opponent gets +1 point.

The player with the most points at the end of the game wins!

IMPACT:
Libraries and museums across the world have millions digital media artifacts, such as audio, video, and images that have no tags. Without tags (also known as metadata) describing their content, these artifacts are unsearchable and virtually unusable. Unfortunately, metadata is time consuming and expensive to generate, and many institutions can't afford to tag their collections.

One Up is part of the Metadata Games project, a free and open source suite of crowdsourcing games built to collect metadata with the public's help. Playing One Up sends tags back to the institutions from which the images are drawn, allowing them to be more accessible to everyone: to the institutions, to researchers, and to the public.

Play One Up, save digital media artifacts from oblivion.

CREDITS:
Executive Producer: Mary Flanagan
Design: Viviana Ramos, Max Seidman, Sukdith Punjasthitkul, Zara Downs, and Mary Flanagan
Programming: Panaton Inc., Junjie Guan, Anup Dhamala, Sukdith Punjasthitkul
Graphic Design: Zara Downs
Audio: Sukdith Punjasthitkul

Game 19

Perfection (student-created game)
By: Doris C. Rusch

"Perfection" is one of four games that are part of the interactive documentary "For the Records" that deals with young adults and mental illness. "For the Records" aims to increase understanding of what it is like to struggle with mental disorders, particularly eating disorder ("Perfection"), OCD ("Into Darkness"), ADD ("It's for the Best") and bipolar disorder ("FLUCTuation"). I am submitting all four games separately.

"Perfection" is a game about the eating disorder anorexia nervosa. It plays with perceptions of beauty and perfection to enable an experiential understanding of why someone would starve themselves. The game's core metaphor is the body as garden. To align the player's perceptions with those of someone struggling with anorexia, the game suggests that the perfect garden is devoid of weeds and ugly creepers (= 'imperfect' body parts and unwanted feelings). The game challenges the player to 'reach Perfection'. The garden is enclosed by four walls and surrounded by a scary looking periphery that represents the fear of being judged, criticized or hurt by others. In the middle of the garden is a heart-shaped plant, representing life. The conflict of the game revolves around garden saturation. Watering the garden (=eating) increases its saturation. The weeds (=unwanted body parts) flourish and the numbers of creepers (= unwanted feelings) rise. Eliminating creepers by moving the mouse over them in a scrubbing motion (=exercising) decreases saturation, as does parching the garden (=starving yourself). In a de-saturated garden, weeds start to die but the heart-shaped plant suffers, too, and slowly loses its leaves. The plant is more robust than the weeds, though, encouraging a de-saturation behavior in the interest of reaching Perfection. The Perfection ending, though, is not the win ending after all, because Perfection cannot be obtained without also sacrificing the heart-plant. To win the game, the player has to keep her garden within an ideal saturation range (not too much and not too little) over a certain period of time (this represents adhering to an eating schedule), and to learn to accept that weeds and creepers are necessary components of a healthy life. The true win ending is 'Imperfection' ' a garden without protective walls, filled with all sorts of plants and insects.

Game 20

Sature
By: Ian Sundstrom, Elie Abraham

Sature is a digital board game designed for two players. Although development of the game is not complete, this demo contains the game's core mechanics in their entirety. Sature features a minimalist graphical interface and unique color-based mechanic. Players take turns placing colored cards on the board which 'mix' with adjacent colors creating unique palettes for each game. Play involves strategic choices of cards based on their color value and their position on the color wheel. Sature encourages players to improve their understanding of complimentary pairs and other color relationships. These basic color theory skills are applicable for work in the fields of art and design. Sature's innovative mechanic calls on players to demonstrate skill both in spatial strategy and visual acumen.

Game 21

Saving Magic
By: Brian Winn, Justin Girard, Liang Cui, David Ward, Vitor Matayoshi, Evan Cox, Loralee Pearman, and Katie Pastor

The challenge of learning how to properly handle ones finances is that mistakes in real-life during the learning process can have serious and long-term consequences. Therefore, financial literacy is an important life skill for individuals to learn early in life. Unfortunately, it is not a topic that generates excitement in our youth. Saving Magic is an action-adventure game developed by the Games for Entertainment and Learning (GEL) Lab at Michigan State University to help address this issue.

In Saving Magic, dragons are stealing magic from the world. The player's ultimate goal is to defeat the dragons and free magic back into the world, thereby saving magic. To achieve this goal, the player must climb a series of towers, using the accelerometer of the mobile device to steer. As the player plays, he or she earns coins. These coins can be used in the in-game store to purchase additional spells, potions, as well as to customize the character.

Saving Magic includes a feature-rich financial system. To 'save magic', the player must earn, save, and spend money wisely across the 16 levels of the game. The coins that are saved earn interest, even while not playing. The money earned can be put to good use to upgrade the character with new spells and abilities, as well as customize the character with new attire.

The stealth goal of the game is to teach lessons that transcend the game, most notably the concept of savings accounts, spending and saving wisely, and managing resources.

Game 22

Scarlet
By: Jordan Ajlouni, Andrew Dennis, Marie Lazar, Jon Moore

Phone rings and it looks like your sweetheart is coming home early from a business trip!

Now what to do with the evidence of your affair all over the apartment?!
Hide the evidence of the affair anywhere you can.

Anyway you can.

Your secret must remain a secret.

Scarlet is an experimental game about the nature of secrets. The aim is to create a fear of being caught rather than a fear of death. It was our submission for the 2013 Indie Speed Run, with our given topic being secrecy. It was a top finalist for best game of the competition as well as Peter Molyneux's personal selection for best game.

Game 23

Scrap Squad
By: Joshua J Mills

Scrap Squad challenges players to manage seemingly endless waves of falling trash by matching the right item to the appropriate recycling robot. The more you match, the faster junk tumbles down the conveyor, keeping the gameplay frantic and fun. Scrap Squad's humorous art will keep you grinning from ear to ear while you collect the day away. Spend your hard-earned in-game cash on upgrades for your hilarious collection of 'bots, and who knows, you may even pick up a few tips about what's recyclable in the real-world!

Game 24

SpacEcon (student-created game)
By: Jim Lee, Janice Dermawan, Sen Swagato, Linda Yeo, Cherise Cho

SpacEcon is an economics game created around the Singapore-Cambridge 'A' level syllabus that aims to teach students about Productivity.

In the distant future, the civilization of Man has fallen due to pollution and civil war. The few remaining colonies are relegated to wandering in space, looking for a new place to call home.

You are a Space Wanderer who discovers a planet to build your new home! Scavenge for minerals near your planet to construct infrastructure to attract more space wanderers to your planet to help build your economy and manage your resources!

SpacEcon is a fun way to learn the economic principles of growth and efficiency in and outside of the classroom.

Game 25

Sparks of Eternity
By: Brian Winn, Greg Kozma, Michael Budram, Reuven Margrett, Casey O'Donnell

Sparks of Eternity is a custom, collaboratively designed game between the Games for Entertainment and Learning (GEL) Lab at Michigan State University and the Frankel Jewish Academy. The goal of the collaboration was to create a game that motivates students to be more engaged in the Academy's rabbinic curriculum and further make use of the Academy's one-to-one education technology initiative.

Sparks of Eternity emphasizes the need to preserve the (Jewish) Oral Torah, the Talmud, within the context of an accurate historical depiction of the events of the time. In the game, Jerusalem teeters on the verge of destruction at the hands of the Roman Empire during the time of the Second Temple. At stake is the spiritual and physical future of the Jewish people. Yet, hope prevails in the form of student and teacher. In the game, the player assumes the role of a Talmid (student of the Torah) on a quest to save the oral tradition. The game draws on an "Adventure" style gameplay, where the player traverses Jerusalem gathering items, stories and information leading up to physical transportation of the Talmud outside the walls of Jerusalem.

Game 26

The Bone Wars (student-created game)
By: Andrew Bauman, Charlie Ecenbarger, Jordan Hale, Paisley Hansen, Joshua Kattner, Austin Pensinger, Scott Schapker, Andy Thompson, Adam Wallace, You Wu, Ethan Burnsides Yazel, Paul Gestwicki

The Bone Wars is a two-player, turn-based strategy game about the 19th-century feud between rival paleontologists O.C. Marsh and E.D. Cope. Players compete to earn the most fame in eight rounds of play.

Game 27

The World the Children Made (student-created game)
By: James Earl Cox III

The World the Children Made is a game adaptation of Ray Bradbury's The Veldt. It immerses the player in the role of Lynda, the mother of a family that just moved into the home of the future. The purpose of The World the Children Made is to pique interest in classic science fiction and short stories within youth. This game serves more as a gateway into literature than a full educational game, allowing players to actively experience a modern rendition of a classic Bradbury tale before sitting down to read.

Game 28

Train Like An Astronaut
By: Brian Winn, William Jeffery, Xavier Durand-Hollis, Greg Kozma, David Ward, Jim Pivarnik, Norb Kerr, Alison Ede, Steve Samendinger, Lori Ploutz-Snyder, and Deborah Feltz

Astronauts may have difficulty adhering to exercise regimens at vigorous intensity levels during long space missions. Keeping up with exercise prescriptions is important for aerobic and musculoskeletal health during space missions and afterwards. A key impediment to maintaining intense levels of exercise is motivation. However, finding ways to motivate astronauts to be physically active at the levels necessary to lessen the effects of bone and muscle loss and aerobic capacity has not been explored. Typically individuals become bored with training regimens over time or find them less enjoyable if they do not have strategies to maintain their motivation. Although traditional group exercise leads to higher exercise adherence than individual exercise programs, structured group exercise programs are not possible for astronauts during space missions. Moreover, prior models of group exercise have rarely if ever introduced any real interdependence between exercisers, which have been shown to be powerful motivators for continued effort. Exercise video games have been marketed as a way to increase people's motivation and enjoyment to exercise by being entertaining, engaging and providing a means by which to interact with other players. Although many exercise games involve competition among players, few take advantage of group dynamics to motivate play and, there has been little attempt to analyze what game features and interpersonal interactions would best motivate users to continue exercising with these games.

Train Like An Astronaut is a game, developed by the Games for Entertainment and Learning Lab at Michigan State University, through a grant from NASA, that is designed to determine whether recently documented motivation gains in task groups (dyads in particular) can be harnessed to improve motivation in interactive exercise games using virtual, software-generated (SG) partners. Exercising with an SG partner offers a number of advantages (e.g., availability, flexibility, autonomy) over a live human partner. The game allows players to bike (via a stationary bicycle that acts as a game controller) on various tracks, accompanied by a software-generated partner. The goal of the game is to test whether exercising over an extended time period with an SG partner, compared to exercising alone, results in better aerobic capacity and muscle strength, adherence to the exercise regimen, and enhanced enjoyment in the activity, maintenance efficacy beliefs, and sense of social connectedness.

Game 29

verilogTown
By: Peter Jamieson, Naoki Mizuno, Boyu Zhang, Josh Collins, Alex Williams, Lindsay Grace, John-Rhys Garcia (artist)

This is a STEM educational game to learn the Verilog Hardware Description Language. The idea is to control the stop lights (with Verilog) to get the cars through the city as fast as possible.

Game 30

Wise Wizards: Meditation meets Meaningful Play
By: Carrie Heeter, Marcel Allbritton

In Wise Wizards, the "player goal" is to develop inner wisdom by connecting with the presence and qualities of your favorite wizard. The meditation is played in the player's body and mind, with eyes closed. It is a game of skill, based on ability to focus on aligning breath and movement. Repeat play over time enhances effectiveness. Win state side effects include a relaxed body and quieted mind.

Game 31

Zombie Yoga - Recovering the Inner Child (student-created game)
By: Lab 707, Doris C. Rusch

"Zombie Yoga" is a third-person, single player Kinect game for emotional empowerment. Equipped with a lightball (an external manifestation of one's inner light), the player enters a metaphorical gamespace ' the mind of burnt-out dancer Aya ' and embarks on a journey into the soul, to heal and liberate Aya's inner child.
Directing the lightball with Yoga poses (e.g. Warrior I sends it up, Warrior II forward, variations of Goddess pose send it to either side and Tree pose calls it back) one fights an inner darkness by illuminating the gamespace and diffusing Zombies (representations of inner fears) into black smoke.
The journey takes the form of a downward leading spiral path that leads from the present to the main character's childhood. On the way, the player faces three challenges from Aya's past: her struggle to accept her grandpa's death; individuation from an overbearing mother and recovery her authentic, playful sense. These challenges are presented as stations on the spiral path and contain (e)motion puzzles.
At the bottom of the spiral, the inner child is trapped in a black bone cage. Completing each station opens up the bone cage until the inner child is liberated. The game banks on the emotional and mental potential of the Yoga poses themselves to empower the players, as well as on visualizing one's 'inner light' as the light ball and giving the player agency over it.


Exhibited Non-Digital Games

Game 1

Cops and Rubbers
By: Lien Tran

Sex workers across the world must often make a dangerous choice between protecting their health and avoiding police harassment or arrest. In many countries, police treat condoms as contraband, confiscating or destroying condoms they find on sex workers during both legal and illegal searches. Prosecutors may use confiscated condoms as criminal evidence of prostitution.

Cops & Rubbers (opensocietyfoundations.org/publications/cops-rubbers) is a board game designed for Open Society Foundations for use by health and human rights advocates, health practitioners, academics, and policymakers that demonstrates the real consequences of these policing tactics for sex workers ' including increased vulnerability to HIV infection.

For more information about the dangers of treating condoms as evidence, please visit the Open Society Foundations website: opensocietyfoundations.org/reports/criminalizing-condoms

Game video: http://vimeo.com/lienbtran/cops-and-rubbers-promo

Game 2

Ending the Cycle - The Board Game (student-created game)
By: Peter Wonica

Ending the Silence is a board game designed for four people to simulate the experiences of individuals in
abusive relationships, with a specific focus on queer issues. It's a way to begin a serious conversation about abusive relationships and get people to analyze systems of abuse and discrimination.

Game 3

Gut Check
By: Tiltfactor

Gut Check is the game of truth or care about the quality and cost of health care and the need for transparency for patients to make the best decisions.

Each player alternately takes the role of a patient about to undergo important medical procedures, and the role of a hospital. As a patient, each player increases his or her odds of getting the best care possible by persuading opponents to show their hands and reveal the true quality of their services. As a hospital, each player tries to make the most money possible by convincing other patients to come to his or her institution. The game is over when each player takes 4 patient turns. Each player's score is the sum of the care he or she receives, and the money he or she makes.

IMPACT:
Gut Check highlights the need for transparency in the quality and cost of medical care for patients, and encourages players to use all of the information available to them when seeking health care. The game aims to illustrate how publicly accessible health pricing and quality data leads to higher quality outcomes at reduced prices.

Gut Check supports Aligning Forces for Quality, the Robert Wood Johnson Foundation's signature effort to lift the overall quality and value of health care in targeted communities, reduce racial and ethnic disparities, and provide models for national reform.

CREDITS:
Executive Producer: Mary Flanagan
Game Design: Mary Flanagan, Max Seidman, Ben Sawyer, Lucas Sanford-Long, Royce Park, Nick O'Leary
Graphic Design: Sarah Ettinger,
Production: Max Seidman, Lucas Sanford-Long, Royce Park, J. Patrick Lewis

Game 4

Humans vs. Mosquitoes
By: Clay Ewing, Lien Tran

Humans vs. Mosquitoes is a card game that allows children and humanitarian workers to understand and engage on an emotional level with the complex and abstract concepts of climate change and disease transmission. Based on the original physical game of Humans vs. Mosquitoes, this card games translates the original physical mechanics to a portable strategy card game.

Game 5

Microbes
By: Tiltfactor

Collect the most gems without getting your hands dirty in this frenetic card game of balancing and dexterity!

Microbes challenges 4 to 8 players, ages 9 to adult, to claim as many jewels as they can by slapping the cards. If you're the fastest you'll get the jewels ' but watch out! You'll also get the germs. You must balance collected germ tokens on the back of your hand, because if enough of those germs fall off, then all of your gems will be worthless! Can your hand hold any more germs? If not, better find a handwash card quick!


IMPACT:
Designed at the request of the Minister of Health of Rwanda, Dr. Agnes Binagwaho, Microbes was developed to emphasize the importance of hand washing to children in rural Rwanda. However, lack of washing hands is not a uniquely Rwandan problem ' Microbes was created to be played by children and adults both at home and abroad. Players have enjoyed the game in locations and settings as diverse as Rwanda, Haiti, classrooms in New Hampshire, and gaming conventions.

CREDITS:
Design Studio: Tiltfactor
Executive Producer: Mary Flanagan
Designers: Zara Downs, Max Seidman, and Mary Flanagan
Art: Zara Downs, and Alannah Linkhorn
International Project Coordinator: Madeleine Parker
Special Thanks To: Our on the ground collaborators in Haiti and Rwanda

Game 6

Monarch
By: Tiltfactor

Your mother, The Queen, has lived out her years and will soon be with you no more. The time has come for you and your sisters to demonstrate your intelligence, compassion, bravery and strength as leaders to defend the kingdom from threats of invasion. Only the most worthy will be selected to become heir to the throne. Who will become the Queen?

Monarch is a strategy game in which players aim to collect court cards depicting wise advisors, exotic animals, and symbolic regalia. These court cards provide crowns, and at the end of the game the sister with the most crowns becomes Queen.

IMPACT:
Monarch was designed and created to combat common 'princess culture' stereotypes as depicted in mainstream media; the sisters in Monarch are the future rulers of their kingdom and have to prove themselves as such.

In addition Monarch was built to be a gateway game: an accessible strategy board game to introduce infrequent board gamers to the wonderful world of modern nondigital games. Monarch is enjoyed by 'hardcore' board gamers, families, and nongamers alike.

CREDITS:
Design Studio: Tiltfactor
Executive Producer: Mary Flanagan
Game Designers: Zara Downs, Mary Flanagan, Max Seidman
Graphic Design: Zara Downs

Game 7

Skyline
By: Tiltfactor

Skyline is a cooperative puzzle game in which players work together to construct buildings so that the skyline of their shared city matches the skyline arrangement shown on each of their cards.

During each carefully designed level, players work together to match the city's skyline from each of the 4 directions to the skyline shown on the cards, using as few blocks as possible. Once the city's skyline matches all of the cards, the group wins, and their score is equal to the number of blocks left over. New players can simply aim to beat each level, or can attempt to maximize their scores. Skyline's levels increase in difficulty, each one teaching new strategies for succeeding to be applied to future levels.

IMPACT:
Research shows that spatial reasoning and visualization skills are vital to students' retention in engineering fields. The barrier of underdeveloped spatial reasoning skills has been shown to disproportionately affect women, likely due to less frequent interaction with spatial building toys as children. Fortunately, spatial reasoning skills have been shown to be easily learned! Skyline's goal is to challenge and improve players' spatial reasoning abilities while also (of course) being a blast to play! The Tiltfactor team is conducting ongoing studies to assess Skyline's efficacy at improving players' spatial reasoning abilities.

CREDITS:
Design Studio: Tiltfactor
Executive Producer: Mary Flanagan
Game Designers: Max Seidman, Lucas Sanford-Long, Royce Park, Mary Flangan, J. Patrick Lewis
Level Designers: Max Seidman, Lucas Sanford-Long, Royce Park
Graphic Design: Zara Downs
Special Thanks To: Naomi Clark

Game 8

Vanity
By: Clay Ewing, Lien Tran, Sophia Colantonio

Vanity is a tabletop game designed to promote tanning bed avoidance and to prevent melanoma in adolescents and young adults. The game centers on a 'Fitness, Tan, Style' theme inspired by the TV show Jersey Shore that popularized indoor tanning among youth.
Players are aspiring actors ready for fame and fortune as TV and movie stars. Refine your style, improve your fitness and maximize your all-important sun tan to land the best roles in Tinseltown. But of course too much time in the Californian sun could pose a risk to your health and jeopardize your quest for screen success.

Game 9

We've Got Issues (student-created game)
By: Michael Budram, William Jeffery, Greg Kozma

We've Got Issues is a Serious Dice / Card game designed and created by 3 Graduate Students in the Serious Games specialization at Michigan State University.

By taking a 'Not-So-Serious' approach, We've Got Issues promotes a light atmosphere filled with laughs, excitement, frustration and conversation about dealing with Psychological Disorders.

Why did we make the game?

We wanted to dispel two ideas: the first is that mental health is not to be taken as seriously as any other ailment. The second is that a person cannot function or live a normal life while having a psychological disorder. Psychological disorders are very real, and they fundamentally change how people live.

There are any number of valid approaches to the problem we have taken on. As game developers, we chose to create an experience to try and make our point. The simple metaphors of randomness and arbitrarily imposed rules is at the core of the We've Got Issues experience.

We wanted to drive home the fact that anyone can manifest a psychological disorder at any time, and that they are coped with, not cured. We want to be the reason for google searches and players cheering one another on as they each stare down the odds. People with issues are in dire need of more support from friends and family, and we want them to know that it's not all seriousness all the time. We sincerely hope our game reflects these values in its design.


Friday, October 17, 8:00a-9:00a

Registration Check-In and Continental Breakfast

LocationLobby (2nd floor of the MSU Union)
DescriptionThe registration table is outside of the ballroom on the second floor of the MSU Union building.

The continental breakfast is sponsored by Media Sandbox @ MSU.

NOTE: The registration table will be open across the conference day.

Friday, October 17, 9:00a-10:00a

Keynote - Lessons Learned in Ruining Videogames

LocationBallroom
FormatKeynote
Presenter(s)

Deirdra KiaiDeirdra "Squinky" Kiai is a game designer, writer, programmer, musician, and visual artist. Deidra was nominated for four awards at this year's Independent Games Association awards. Their game, Dominique Pamplemousse in "It's All Over Once The Fat Lady Sings!" is a stop motion musical detective adventure game. Their #1ReasonToBe a game designer talk, "Making games is easy. Belonging is hard." received a standing ovation at the 2014 Game Developers' Conference. Learn more about Deirdra.

DescriptionYears ago, as a young game designer breaking into the industry, I learned some very particular rules for what makes a game "good" and/or "fun". Later, I learned how to break these rules; here's why I did and why my work has been more meaningful for it.

Friday, October 17, 10:00a-10:30a

Break

Friday, October 17, 10:30a-11:30a

Truth in Game Design Applied: Behind the Development of Hero Generations

LocationBallroom
FormatSpeaker
Presenter(s)Scott Brodie
DescriptionIndependent Game Designer and Heart Shaped Games Founder Scott Brodie recounts his four year long journey designing and developing Hero Generations, a rogue-like/4x strategy/art-game. Hero Generations attempts to put theory about exploring universal human truths through gameplay into practice, allowing players to experience new perspectives on themes such as love, death, family, nature vs nurture, and legacy. Scott will discuss the evolution of his design process and the challenges of taking Hero Generations from unknown cult favorite to recent Kickstarter funding success.

This talk hopes to illustrate a concrete design approach to building games that both entertain and educate by giving players meaningful, transformative experiences they can relate to their own lives.

Topics include:
-The play experience as metaphor.
-Abstraction of personal life experience to create broad appeal and understanding.
-Education in games through concept exploration vs message delivery.
-Concrete design approach for building games that in practice reveal truths about the human condition.
-Challenges faced when this approach is applied in a commercial development context.

Development

LocationMSU Room
FormatPapers
Paper 1

The Quest for Fairness
By: Stephen Sniderman

One crucial element that all competitive play shares is the ideal of fairness, but when we look closely at how we compensate for unfair advantages, we find no consistency. For example, the World Cup pits tiny, poverty-stricken nations against massive, wealthy behemoths, and nobody expects special consideration for the weaker side, yet in sanctioned competition from junior high to the pros, we often "protect" the presumably weaker players. For example, we almost never let adults in their prime play against children or senior citizens, and we rarely allow men and women to compete against each other at any level. Despite these and other inconsistencies, however, our best resource for understanding fairness in our culture is games and sports. When play does not involve winning and losing, fairness is irrelevant. And more serious types of competition, like politics, business, and war, do not allow us the luxury of worrying about fair play. Ideally, a careful analysis of games and sports would enable us to see why some competitive activities gives weaker players or teams a "head start" and others do not. Unfortunately, no current theory explains all the variations we find, but we can still gain valuable insights into the nature of social and political justice by paying close attention to systems of competitive play.

Paper 2

How Are Ideas Connected? Drawing the Design Process of Idea Networks in Global Game Jam
By: Xavier Ho, Martin Tomitsch and Tomasz Bednarz

The moment of inspiration is described by a rich vocabulary and a wealth of knowledge: the Eureka! moment (Gruber, 1981), the flash of illumination (Metcalfe & Wiebe, 1987), epiphany (Dyess, 1964), and an unexpected stroke of insight (Taylor, 2006; Smith & Blankenship, 1989), to name a few. Many scholars agree that the primary sources of ideas and inspiration are external (Eckert & Stacey, 2000; Fredrickson & Anderson, 1999; Hagen, 2012; Lehrer, 2012; Thrash & Elliot, 2003; Zook & Riedl, 2013).

As ideas are understood and externalised through language, they are being communicated, and on a higher level, synthesised and reused. The notion of an idea network is implicitly and automatically constructed, and we argue this self-construction may be substantially comparable to Milgram's (1967) 'six degrees of separation' phenomenon.

In this paper, we propose idea networks as a tool for design-oriented qualitative research. We will outline the design process to develop idea networks, our rationale of using it on qualitative research, and suggest ways to extract insight from idea networks. The construction of an idea network was first proposed by Metcalfe (2007) for problem conceptualisation and framing.

Paper 3

The Financial and User Experience Effects of Online Game Fraud
By: Ben Medler

Game companies have a stronger digital presence today than they had even half a decade ago, seeking to create larger, connected systems where players can play games, interact with other players and purchase content. With the raise of digital distribution services, micro-transactions, early access and downloadable content, game companies have direct lines to their players when it comes to delivering digital products. In turn, these direct lines means game companies become liable for and susceptible to nefarious actions that often plague other commercial entities, namely fraud.

Paper 4

Comparing the Impact of 'Emphasis Frames' on Player Motivation and Performance in a Crowdsourcing Game
By: Geoff Kaufman, Mary Flanagan and Sukdith Punjasthitkul

As crowdsourcing approaches have been increasingly employed as a powerful research tool in virtually every field (Yuen et al., 2011), mounting evidence has demonstrated that masses of voluntary users can be efficiently and effectively mobilized via online platforms to generate vast amounts of new knowledge, particularly for domains in which investment in the same enterprise would not be considered feasible or cost-effective (e.g., Mavandadi, 2012; Rankin et al., 2008; Thorne, Black, & Sykes, 2009; von Ahn, 2006). Moreover, some of the most effective crowdsourcing projects, such as Foldit (Khatib, Kamps, & Milic-Frayling, 2011), Citizen Sort (Prestopnik & Crowston, 2012) and Zooniverse (Borne & Team, 2011; Lintott et al., 2008), have reported great success with utilizing online games that target specific problems (see also Anderson & Rainie, 2012; Cooper et al., 2010). Given their growing ubiquity in everyday life, digital games offer a logical, effective means to foster a widespread and sustained interest in crowdsourcing endeavors (Newton, 2012; Squire & Dikkers, 2012). Indeed, as noted by Ridge (2011):

A well-designed crowdsourcing game can be more fun and more productive than other crowdsourcing interfaces. Not only does good game design entice more people to make their first contribution, but games are also designed to motivate on-going participation. Just as games have been called 'happiness engines', crowdsourcing games could be called 'participation engines.'
To date, however, relatively little empirical work has systematically verified such claims or, moreover, identified the key contextual or psychological factors that might augment the inherent motivational draw of crowdsourcing games to encourage greater rates of participation and higher quality input from users. The present research investigated the impact of one such factor - the cognitive "frame" used to describe a game to potential players - as an initial step toward a clearer understanding of how emphasizing particular participatory motivations might impact player engagement and performance.

Specifically, two randomized experimental studies tested the impact of several key motivation-related 'emphasis frames' on players of NexTag, a single-player, open-ended media tagging game that is part of Metadata Games, a free and open-source suite of crowdsourcing games that aim to augment digital records by collecting descriptive metadata on image, audio, and film/video artifacts through gameplay (Flanagan & Carini, 2012; Flanagan et al., 2012). The game presents users with a series of four images from the digitized collections of participating libraries, museums, and archives, and invites them to input as many single-word or short-phrase descriptions of the images' content as they wish to provide.

Study 1 (N = 97) compared the total number of individual tags contributed by players who were shown, prior to game play, one of three game "frames" emphasizing distinct motivators identified by prior research as among the most commonly cited by crowdsourcing participants (e.g., Brabham, 2008; Kaufmann, Schulze, & Velt, 2011; Tedjamulia et al., 2005; ): (1) personal enjoyment ("Have fun! Play an image-tagging game!"), (2) altruism ("Help the library! Play an image-tagging game!"), and (3) adherence to a perceived social norm of participation ("Join a growing community! Play an image-tagging game!"). In this study, the browser homepage of public computer kiosks in the main library of a private New England college was set to load one of the three versions of the game at random with each new launch. The game framing text appeared at the top of an introductory screen that explained that the game was part of a research study being conducted at the college and that patrons' participation was completely voluntary. In addition, while the game instructions directed players to type in single-word descriptions of the four images presented, participants were not given a set or minimum number of tags to enter (and, thus, were free to type in as many - or as few - tags as they wished). Following a six-week data collection period, analyses of the compiled game data revealed that while the total number of participants who chose to play the game did not significantly differ between the three frame conditions, the average number of tags entered by participants did: on average, players offered significantly fewer tags in the social norm frame condition than in the personal enjoyment frame and altruism frame conditions (which did not significantly differ from one another). In other words, emphasizing the participation of an increasing number of fellow players decreased players' own individual level of input. One explanation for this finding, based on prior work in social psychology, is that the presentation of the social norm regarding crowdsourcing participation may have triggered social loafing, the tendency to exert less effort when activities or work is pooled compared to when one is acting alone (Karau & Williams, 1993; Latane, Williams, & Harkins, 1979). That is, because players were likely to assume that many other players may have already tagged the same images they were presented, they might have been less inclined to exude effort due to the perception that their contributions may be redundant with other players'.

Study 2 (N = 148) directly tested this hypothesis by comparing the social norm frame used in Study 1 with two new frames that combined the language of the original frame ("Join a growing community! Play an image-tagging game!") with a second sentence stating either (1) that many other players have tagged the same game images ("Be one among hundreds of players to tag this image!") or (2) that only a few other players have tagged the game images ("Be one of the few players among hundreds to tag this image!). Prior work has shown that the former frame increases the likelihood of social loafing, whereas the latter effectively decreases social loafing (Harkins & Petty, 1982). In addition, to provide a baseline for comparison, a no-frame control condition ("Play an image-tagging game!") was added. In this study, a link inviting users to participate in a voluntary game research study was added to the main library homepage at a large Northeastern university: this link randomly redirected to one of the four versions of the game represented by the four frame conditions (i.e., the original social norm frame, social loafing amplification frame, social loafing reduction frame, and no frame conditions). As in Study 1, the framing language appeared on the introductory game screen, and the same four images used in Study 1 were implemented in the game in Study 2. As an additional indicator of player engagement and motivation, participants in this study were also given the option of replaying NexTag upon completion of the first game. Following a four-week data collection period, analyses of the collected data revealed that compared to participants in the no-frame condition, participants in both the original social norm frame condition and the social loafing amplification frame condition offered significantly fewer tags through gameplay, whereas participants in the social loafing reduction frame condition offered significantly more. In addition, participants in the social loafing reduction frame condition were significantly more likely to elect to replay the game compared to participants in the other three frame conditions: specifically, whereas a slight majority of players in the former condition opted to replay the game, the overwhelming majority (over 75%) of players in the three other conditions opted to decline the opportunity to replay.

Taken together, the findings from these studies strongly demonstrate the strong impact of emphasizing distinct motivational factors in presenting a game to players and, moreover, illustrate the potentially detrimental impact of highlighting descriptive norms for participation in crowdsourcing games, particularly in instances when user contributions may be redundant with those of fellow players and, thus, facilitate the occurrence of social loafing. At the same time, the present research suggests that one effective means of counteracting social loafing in crowdsourcing contexts is to make salient the value of users' contributions, which can be achieved by reducing the potential redundancy of those contributions, as shown in the present study, or by stressing the value of users' unique perspectives for contributing valuable input, as other work has demonstrated (e.g., Brickner et al., 1986; Harkins & Petty, 1982). Because the most viable promise of crowdsourcing lies with the sustained participation of contributors who freely volunteer their time and knowledge, it is imperative to understand how games could effectively trigger or direct specific user motivations to encourage higher engagement and better performance.


Migrating Learning Objectives Into Gameplay: A Workshop

LocationLake Huron
FormatWorkshop
Presenter(s)Dan Norton, Carrie Cole, Abby Friesen and Matt Haselton
DescriptionIn this workshop, the design team from Filament Games will describe their strategies for porting learning objectives into gameplay, and then will lead a workshop activity where the audience will break into small teams and attempt the process themselves. We'll then present each team's game pitches and award prizes to the winning teams!

Efficacy: Measuring the Impact of Game-Based Learning

LocationLake Superior
FormatPanel
Presenter(s)Peter Stidwill, Scot Osterweil, Marina Bers and Richard Lerner
DescriptionAlthough the field of game-based learning continues to grow and gain support from policy-makers, educators and industry, there is still a dearth of compelling evidence about the efficacy of much of what is produced. Measuring the impact of our work is not only essential for gaining users and customers - for instance, by providing the evidence that will enable a teacher to justify the use of a particular game in class - but it also adds to the growing knowledge base of what works and what doesn't. This is invaluable for everyone in the field, whether commissioning, developing or implementing games.

In this panel, we will discuss methods for testing the efficacy of game-based learning, and the results and implications of recent studies. We'll begin by focusing on two games designed and/or researched by the panel members: Xenos and Quandary. And then we'll broaden the discussion to include lessons learnt and implications for the field.

Xenos (www.xenos-isle.com) is a multiplayer English language learning experience for adult Spanish speakers, funded by the Bill and Melinda Gates Foundation and evaluated by international research company, RTi. Xenos was found to be as effective, and in some cases more effective, in raising participant's language skill levels over a 10-12 week implementation period than traditional methods achieve in a year. The study saw positive increases in levels of self-confidence among participants both in workplaces and libraries where the implementation pilots took place, as well as promising gains within traditionally hard-to-reach audiences such as younger males. We'll present and discuss the findings and their implications for language learning methods as a whole.

Quandary (www.quandarygame.org), designed to develop ethical thinking skills and developed by the Learning Games Network and FableVision Studios, is a previous winner of a Meaningful Play award. It was the subject of a recent field study by child development experts at Tufts University that sought to measure how the game impacted children's moral development when used in various classroom settings compared to a control group. The researchers and designers will discuss the design of their experiments, the results, and implications for the field of child development, in a preview of academic papers currently in review.

Game Design as an Intro to Computer Science

LocationLake Michigan
FormatSpeaker
Presenter(s)Mark Suter and Steve Isaacs
DescriptionUsing video game design to introduce computer science concepts to middle school students has lead to an increase in students pursuing more advanced CS classes, and less students forming a stigma about the CS field. By using relatable phrases like "IF my character has no health, THEN what other things should happen?", students become accustomed to thinking systematically, seeing relationships between objects, how to manipulate variables, and accounting for the inevitable user errors.

These early positive experiences form a critical confidence that allows beginner programmers to persevere when they know precisely what they want their character to do, but haven't discovered how to achieve it...yet. We will demo a 10 minute mini-lesson as if teaching our 6th-8th grade students followed by a best practices discussion for teachers to help students transfer this knowledge to more complex programming environments.

Our goal is to provide students with an honest look into the joys and frustrations a computer scientist faces to arm them with the knowledge necessary to make class and career decisions later. "Recruiting CS students" does not completely describe our mission and its relevancy. The genuine experience of middle school students in our game design courses allows us as educators to be transparent and honest with students about how and why we are learning the topics.

The student knowledge acquired by using GameMaker has made the transition to other programming languages smoother as students are familiar with the structure and function of variables, procedural steps, and controlling the flow of a program. This is an advantage over students attempting to learn both the syntax of a programming language as well as the concepts simultaneously.

We will also review current research from peer reviewed journals to help legitimize this approach in the minds of school administrators wary of students just "playing games".

Persuasive Play from 10,000 Feet

LocationLake Ontario
FormatSpeaker
Presenter(s)Lindsay Grace
DescriptionAttendees will be provided with a topographical view of varied digital games designed to educate players, change their opinions or inspire extrinsic action. The presentation is dense with statistics and game examples from an international collection of games.

This presentation reports on the comprehensive analysis of 150 games designed to motivate players to extrinsic consumer and social action. The report outlines formal attributes about the game implementation, designs, aesthetics, audio, and developer profiles. It represents the most comprehensive analysis of games designed to call people to action. The presentation reveals for example, that only 81% of the games analyzed display brand or sponsor logos during gameplay and that despite campaigns to employ social networking 90% of the games were designed for only 1-player. Surprises include that only 4% of the games required registration to play and that 31% of the games contain content likely to be deemed offensive.

This report offers a thorough topography of aesthetic choices (e.g. color mood and visualization style), audio decisions (e.g. timbre and rhythm), game mechanics (e.g. collect or destroy), implementation details (e.g. game engine used) and a variety of other common considerations. It is useful to developers and marketers seeking a formal understanding of the state of international social impact games and advergames. The games reviewed by our research staff reflect an international collection of games.

We have been studying these games for over two years. What we have found is that despite very committed efforts to sell through gameplay, few games are effectively packaging their experience to support their goals. Whether it is selling environmental consciousness, politics, or the notion that your body spray attracts women - there are distinct traits that discern successful game designs from a sea of forgettable experiences. From our research we reveal that some advertising and marketing standards persist, while others fail pitifully. We reveal that only 56% of the games studied attempt humor and that 74% actively seek to promote player action after the game experience. More than criticizing cheaply branded game clones, our report provides lessons learned to distinguish a developer's advergame.

The presentation offers concrete examples ranging from Burger King's Sneak King to Molle Industria's McDonalds game, from Land Rover's video adventure, Being Henry to MIT's Akrasia. The presenters will provide a fast paced, statistics informed, tour de force of the advergaming sector. The presentation style blends the classic GDC Rant with Pecha Kucha pacing, providing an intensely engaging view into this academic research. We describe success and failure with vivid examples and reliable data.

Friday, October 17, 11:30a-1:00p

Birds of a Feather Lunch (on your own) and Industry/Student Meet'n'Greet

Location
Description

Lunch

Friday lunch is not provided. Take this time to socialize with your fellow conference attendees while enjoying the many dining venues within downtown East Lansing.

If you are interested in lunching with like minded individuals, there will be Birds of a Feather meet-up signs in the lobby. Meet at one of the signs and go to lunch together. The groups include:
  • Educational Games
  • Health Games
  • Research and Funding
  • Design and Development
  • Students
  • Contagious Creativity and Leadership


Industry/Student Meet'n'Greet

From 11:30-12:15 is an Industry/Student Meet'n'Greet in the Ballroom. If you are a student interested in talking with some of the companies attending Meaningful Play, please come and bring your resumes. If you are a company interested in meeting some talent, please come ready to discuss opportunities at your company.

Friday, October 17, 1:00p-2:00p

My Favorite Games and Why They Work!

LocationBallroom
FormatSpeaker
Presenter(s)Andy Simon is a partner in Simon Associates Management Consultants (SAMC). He is an Innovation Games® facilitator and trainer. Over the past three years, SAMC has run more than 50 gaming sessions to stimulate creativity, innovation and prioritization. Andy has used Innovation Games to establish brand strategy across multiple industries, from healthcare to consumer products. He also uses games to help clients develop new products and offerings and set priorities.

Andy is a serial entrepreneur. He built his last company in the K-12 educational assessment space into America's 6th largest summative assessment company. In 2011, this company, Questar Assessment Inc., was named one of the top 50 education companies by Education Next Magazine. Prior to that, he was an intrapreneur building the consumer division of L'Oreal and helping launch electronic banking for Citicorp.
DescriptionIn Andy's presentation, he will cover the following:
  • Why we use games in business decision making. This section of the presentation will discuss fuzzy goals, lack of predictability and the need to have ready-to-go alternatives as change happens at faster and faster rates.
  • What's up with the brain and how to trick it. The brain is hard wired. It sees what it wants to see based upon past experiences. The key to successful innovation and creativity is to get the brain to see things in new ways.
  • The four-part process for innovation. This includes divergence, emergence, convergence and the setting of goals.
  • My favorite games. While Andy is an Innovation Games facilitator, a unique part of his expertise is the way he uses three games from Innovation Games and one that is not in the IG game deck.
  • Some client examples. Andy will provide some examples from his experience of running games over the past two years. (Note: The names of the organizations will have been changed to protect client confidentiality.)
  • A practical exercise. If time allows, Andy will provide a practical exercise for active learning.
Attendees will learn three things:
  1. How the use of games in the Innovation Process is critically important for the front and back end of effective change
  2. Why the engagement in games works even among total strangers
  3. The process offers as much insight as the output for the creation of new innovations

Race / Ethnicity / Disaspora

LocationMSU Room
FormatPapers
Paper 1

A Saga about flapping: Real games, developer pedigrees, race, class and capital
By: Mia Consalvo and Christopher Paul

Discourse shapes the way we see the world. In game design and game studies, discourse shapes the games we make, the games we play, and how we think about and study games in general. In prior work we investigated a key discursive construction in contemporary game culture that functions to portray some games as 'real' or 'authentic,' rendering others as fake or lesser, taking social games as a point of departure (Consalvo & Paul, 2013). In that project we analyzed the discourse of real games by focusing on four key discursive constructions that prop up notions of real games: developer pedigree, game mechanics, the celebration of depth and complexity, and the payment structure for games. Using the framework of constitutive rhetoric as developed by Charland (1987) we argued that these appeals also construct a category of real gamers that has a substantial impact on what games are available and how we think about them. We also pointed out how games studies as a field has worked to privilege certain types of games as 'real' through structuralist frameworks that position some artifacts as fitting definitions of 'games' while others are 'not games' and not legitimate for study. We believe such discourses limit what game studies scholars conceptualize as valid objects of analysis, producing overly restrictive boundaries for investigating games and game culture.

For this project we extend the work to more recent discussions in the game industry with a particular focus on the concept of 'developer pedigree' -- game developers and how they position themselves as well as how they are situated by others relative to their credibility in the industry and their history of making 'real' games. More specifically we will concentrate on and juxtapose the actions and discourses related to two sets of developers: the social network gaming giant King.com and developer Runsome Apps, creator of CandySwipe; as well as Flappy Bird's Vietnamese indie developer Dong Nguyen and Super Hexagon creator Terry Cavanagh.

Paper 2

Playing Subaltern: A Postcolonial Response to Videogames
By: Souvik Mukherjee

The postcolonial has still remained on the margins of Game Studies, which has now incorporated at length, contemporary debates of race, gender and other areas that challenge the canon. It is difficult to believe, however, that it has not defined the way in which videogames are perceived; the effect, it can be argued, is subtle. For the millions of Indians playing games such as GTA 4 or Max Payne 3, it is a moot question whether their gameplay is influenced in any way by their colonial history. However, when they play games such as Empire: Total War or East India Company, their encounter with colonial history is direct and unavoidable, especially given the pervasiveness of postcolonial reactions in everything from academia to day-to-day conversation around them. Likewise, the middle-eastern Arabic youth playing America's Army (or conversely, mods such as Under Ash ) as well as the gamer from Central Africa playing Far Cry 2 certainly engage with a distinct political consciousness where discourses of power and colonization are involved. The ways in which games construct conceptions of spatiality, political systems, ethics and society are often deeply imbued with a notion of the colonial and therefore, also with the questioning of colonialism. This paper aims to examine the complexities that the postcolonial undertones in videogames bring to the ways in which we read them.

Paper 3

I'm Dancing with the Man in the Mirror: An Experimental Study of a Dance Video Game on Racial Attitudes
By: Janine Slaker, Rabindra Ratan, Benedict Hilado and Annette Kim

This study investigates how racial attitudes are effected by dancing with various characters in a dance video game. A 2(race of character)x 2(music genre) experimental design was used to test the effect of game use on implicit racial attitudes and stereotype endorsement of musical genres. Results indicate that dancing with video game characters influences racial attitudes.


Classroom PAL: Points, Avatars and Levels (part 1)

LocationLake Huron
FormatWorkshop
Presenter(s)Kate Fanelli
DescriptionNot all students achieve success in the traditional school system. When students fail to achieve in those settings, educators need to try something new. Gamification can rekindle interest in school, learning new skills, and earning credit toward graduation.

Gamification is NOT games. Gamification is the use of game elements in a non-game setting, such as the use of points, avatars and levels, to improve engagement or motivation in education. However, as with games, there seems to be no limit to the ways gamification can happen.

This session will demonstrate what gamification is, what we can learn from games about motivation and engagement, the benefits of gamification, and how to begin gamifying in a classroom setting - all through gamification itself.

Educators, school administrators, game designers, and anyone interested in effective educational alternatives for underachieving and underserved students are welcome to attend this gamified gamification workshop.

Any ideas and gamified structures created during the session, as well as two specific gamification structures used successfully by the presenter to teach Algebra to students in high school with special needs, will be made available to the entire group to get participants started on their own gamification projects.

Participants will define gamification, identify game elements in well-known games, apply those elements to the teaching of an academic unit of study, and be prepared to justify their gamification choices to skeptics.

Meaningful Cardboard: Towards a "Tabletop Games and Learning"

LocationLake Superior
FormatPanel
Presenter(s)Sean Duncan, Mark Chen, Matthew Berland, Adam Mechtley and Colleen Macklin
DescriptionWhile the field of "games and learning" is ostensibly diverse, much of the work in this field to date has drawn from education discourses that have privileged digital technologies (e.g., Educational Technology, the Learning Sciences) or from design-oriented scholarship that has historically emphasized computational, digital play. And even though the Meaningful Play community readily acknowledges that games are significant social, cultural, and economic artifacts, we often focus inordinately on digital games and digitally-mediated forms of play to the exclusion of other modalities. In this panel, we aim to shift the discussion toward non-digital forms of play (board, card, role-playing, and other tabletop games), and begin to coalesce a subfield of "tabletop games and learning" scholarship and design.

We live in an era in which the tabletop game is undergoing a creative renaissance, with a growing market that is increasingly connecting to digital game developer communities (e.g., the "Doing It on the Table" event at the 2014 Game Developers Conference). At the same time, there is growing academic interest in the unique affordances, styles of play, and community activities that typify these forms of games. Costikyan & Davidson (2011) collected academic and designer discussions toward regarding better understanding tabletop gaming experiences. Additionally, recent studies have focused on understanding learning practices embedded within tabletop play, such collaboration in Reiner Knizia's Lord of the Rings (Zagal, Rick, & Hsi, 2006) and computational thinking in Matt Leacock's Pandemic (Berland & Lee, 2010; Duncan & Berland, under review). Other work has focused on communities of learners around these games -- both advocating for the study of the dynamics of online communities around tabletop games as well as on developing interventions based around tabletop gaming in community spaces such as libraries (Nicholson, 2007).

In this panel, we will present ongoing work on the forms of interaction present within these games that distinguish them from their digital counterparts, while engaging with questions to push this subfield forward. These include: What are the different affordances of tabletop games vs. digital games, and how do these affect learning interventions using them? Do tabletop games draw different kinds of players, and, if so, how might this change or extend the reach of games and learning to new player bases and design spaces? How do we understand the impact of the differences in community practices and cultural cachet between digital and tabletop games? Are ?there differences in the roles that fan spaces around these games serve in understanding learning ?and meaning-making within them?

We have collected a set of panelists who have all done recent work at the intersection of tabletop ?games and learning, presenting work on a wide range of approaches, domains, and types of play ?with tabletop games. The panel will include:
  • Sean C. Duncan (Learning Sciences Program, Indiana University) will describe recent work on "story games" and the unique affordances of tabletop play for fostering collaborative narratives. In particular, Sean will discuss the design of several commercial "story games" (narrative-heavy, mechanic-light) tabletop role-playing games, including Fiasco, Dog Eat Dog, and Monsterhearts, to first categorize and distinguish these games from their digital counterparts. Focusing on the specific affordances of tabletop role-playing experiences, he will discuss the ongoing results of a new study of story games focused on the learning of collaborative practices, narrative construction, and the evolution of identity play.
  • Mark Chen (Gameful Design Lab, Pepperdine University) will describe learning practices of members of two Meetup.com groups that schedule weekly informal game nights in a tech-biased urban area. Mark will detail interview and participant-observation data that explores how certain games spread in popularity in part due to spontaneous mentoring and sponsorships, how newcomers to the groups enculturate into the groups (some almost immediately and others more tentatively), and how members of the groups are variously connected to larger issues with gaming culture through their individual participation with online and local communities.
  • Matthew Berland & Adam Mechtley (Games+Learning+Society Center, University of Wisconsin-Madison) on the ways that language serves as a marker of enculturation to the popular board game community site boardgamegeek.com. In particular, they have used statistical text mining techniques with data drawn from boardgamegeek in order to assess the ways that users' language changes over the course of their participation within the community, finding that newcomers' vocabulary is both more diffuse and more diverse than the vocabulary of the more experienced participants in the space. This work illustrates that communities of board, card, and tabletop gamers represent complex sites of learning within which experience is tied to the use of specialized language.
  • Colleen Macklin (PETLab, Parsons the New School for Design) on the design of non-digital games for both learning and play. Focusing on the design of the cultural argumentation card game The Metagame, which was designed by herself, John Sharp, and Eric Zimmerman (as Local No. 12), she will describe striking a balance between designing games for fun and designing games to be adaptable for instructional purposes. She will describe the ways The ?Metagame can and has been used for learning, while attending to the unique affordances that a ?card-based game provides over digital alternatives.
References
Berland, M. & Duncan, S. (under review). Computational thinking in the wild: Uncovering ?complex collaborative thinking through gameplay. Submitted to International Journal of ?Learning and Media.
Berland, M., & Lee, V. R. (2011). Collaborative strategic board games as a site for distributed ?computational thinking. International Journal of Game-Based Learning, 1(2), 65. Costikyan, G. & Davidson, D. (Eds., 2011). Tabletop: Analog Game Design. ETC Press.
Nicholson, S. (2007). The role of gaming in libraries: Taking the ?pulse. White paper available online at http://boardgameswithscott.com/pulse2007.pdf
Zagal, J. P., Rick, J., & Hsi, I. (2006). Collaborative games: Lessons learned from board games.

Digital Games in Later Life: Challenges and Opportunities

LocationLake Michigan
FormatPanel
Presenter(s)Bob De Schutter, Kathrin Gerling, Sara Mosberg Iversen, Carrie Heeter and Henk-Herman Nap
DescriptionAcademic research into how digital games relate to later life has always been a niche. While the first paper on the topic titled "Computer Games for the Frail Elderly" dates back to the early days of the modern Internet (Weisman, 1983), the 30-some years in between have not produced a huge body of literature. As Van Leeuwen & Westwood (2008) pointed out, research into play typically focused on children's play, while research on play in older life mainly took place in therapeutic contexts. Nonetheless, the field seems to be building up towards a critical mass, as the amount of researchers that have published on games and older adults has greatly increased over the past decade.

After all, older adults - typically defined as either 50+ or 65+ years of age - are becoming one of the largest demographic groups in society. Predictions from the United Nations World Population Prospects (United Nations Population Division, 2012) estimate that the world population over the age of 60 will double between 2015 and 2050 (i.e., from 12.2% to 21.2%). With one fifth of the world over 60, older adults are becoming an attractive "grey" market for businesses, designers, medical providers, politicians, and researchers.

Furthermore, the rising percentage of older adults in society will bring along many challenges (Christensen, Doblhammer, Rau, & Vaupel, 2013; Smith, 2010). Our society will need to find a way to overcome a contracting retirement system (as a result of a smaller workforce), to provide older adults with the healthcare and technological interventions needed to support a vibrant and independent "fourth age." While some solutions have been offered for this problem (e.g., a redistribution of work that increases the retirement age), there has been no perfect answer due to the scale of the problem. However, as digital games have been demonstrated to offer health benefits for both a general (Granic, Lobel, & Engels, 2013) as well as an older audience (Marston, 2009; Nap & Diaz-Orueta, 2012), they have become part of this discussion.

Nonetheless, "older adults" is not a synonym for "patients." Nor does old age automatically entail frailty, incapacity or disability, or that one is oblivious to changes in technology and culture. Studies indicate that a large percentage of older adults already play digital games: 45% of UK adults older than 50 plays games on a regular basis, while in the US this amounts to 72% (Hagoort & Hautvast, 2009). The same study reports similar figures for other Western countries: 40% in France, 41% in Germany, 45% in Belgium and 52% in the Netherlands. Older adults spend between 2.5 hours (Germany) and 5.7 hours (US) per week playing digital games, and in most countries older women play slightly more often than older men. Research also demonstrates that older adults are not exclusively playing brain training games, or are motivated to play only as a result of health concerns. Even if they have specific content preferences (Brown, 2012; De Schutter & Malliet, 2014), older adults have been found to play many genres of games with a wide range of playing motives (De Schutter, 2011; Nap, de Kort, & IJsselsteijn, 2009; Pearce, 2008), including desires for achievement and nurturing others (Tyree & McLaughlin, 2012). It is time for a re-framing of old adulthood as a phase of opportunity, energy, and playfulness. After all, a 60 year old in 2014 was 23 when the first Star Wars movie debuted - and their interests are as varied as their motivations and abilities.

Considering the growing interest into the topic, the societal challenges of 2050, and gaps that could exist between the needs of actively playing older adults, non-playing but interested older adults, academic research, and the commercial interests of companies such Silverfit, Lumosity, Akili Interactive, etc., we propose a panel session for the Meaningful Play conference on game design/research and aging. In our panel we will address the issues outlined above as well as other topics including the discourse that underlies the existing academic research (Iversen, 2014; van Leeuwen & Westwood, 2008), possibilities to bridge the gap between the game industry and the academic field and its spin-offs (similar to the games for change or games and learning communities), a strategy to unite the highly multidisciplinary academic research on the topic, the development of a common design vocabulary, etc.

Health

LocationLake Ontario
FormatPapers
Paper 1

Measuring the Social Impact of Games for Health and Policy Reform
By: Lien Tran, Katharina Lang, Nick Carcioppolo, Clay Ewing and David Beyea

As games continue to grow as a medium for social change and as we design more games with a desired social impact, it is important that we conduct sound research that tests our hypotheses and can turn assumptions into factual understanding. This talk will present preliminary findings from two game assessment studies conducted at the University of Miami. One study evaluates how the presentation mode of a role-taking game (Cops and Rubbers) versus a written report influences an individual's reaction and willingness to advocate against the condoms-as-evidence policy. The second study assesses the effectiveness of a tabletop game (Vanity) to influence attitudes, knowledge, and intentions regarding tanning behavior and skin cancer prevention.

Much game studies research focuses on player engagement, narrative, and violence in commercial video games or learning outcomes of education games. Little formal research addresses the impact games have on people's perceptions of or prosocial behavior towards real-world issues. As a result, humanitarian organizations and their partners may be hesitant to use games as advocacy tools. This is in spite of the fact that games provide unique experiential learning opportunities whereby players take on someone else's perspective via role-taking (when an individual temporarily pretends that he or she is another person in order to gain insight into that person's thoughts, attitudes, intentions, and behaviors in a given situation) as well as internalize in-game cause and effect to draw independent conclusions leading to a call to action in real life (Gee, 2008; Peng, Lee, & Heeter, 2010).

Paper 2

Games going gray: A longitudinal study on the adoption and use of technology by older adults in assisted and independent living communities
By: Ruth Shillair, Hsin-Yi Sandy Tsai and Shelia Cotten

A frequently overlooked population that can benefit from computer-mediated games is older adults. They form an increasing percentage of the world's population. By 2030, it is projected that adults over the age of 65 will comprise over 19% of the population of the United States (Administration on Aging, 2013). Yet, this age group is rarely included in the discussion about the potential advantages and uses of games. Games can not only provide an engaging pastime for older adults, but they can also demonstrate to this community a reason to personally use technology. A key to adopting technology, especially for the older adult, is seeing the personal advantages that can be gained from using it (Eggermont, Vandebosch, & Steyaert, 2006). Games can be personally entertaining and help participants to feel comfortable using computing devices. They can also be a method for connecting individuals to others (Jung et al, 2009). Using social games could help older adults who feel isolated from family regain a sense of connectedness. The use of social games allows for continued interaction with remote family and friends (Jung et al, 2009).

The purpose of this study is to examine the occurrence and frequency of game playing among a sample of older adults in assisted and independent living communities. We also examine whether game playing is associated with quality of life outcomes. Participants were part of a larger randomized controlled trial that brought technological access and training to older adults in 19 different assisted and independent living communities. The overall purpose of the larger study was to determine whether using information and communication technologies could enhance social capital and quality of life among older adults in these communities. For this study, we utilize the subsample of participants who received technology training and who remained in the study until the end of the study (n=65). Participants were surveyed at five time points: pretest, posttest, and at 3, 6, and 12 month intervals. Quality of life outcomes examined included geriatric depression, life satisfaction, loneliness, mattering, and other quality of life measures.

Paper 3

The Design of a Software-Generated Workout Partner to Boost Motivation in Exergaming
By: Brian Winn, Emery Max, Greg Kozma, William Jeffery, Xavier Durand-Hollis, Samuel Forlenza, Stephen Samendinger, Norbert Kerr, Karen Pfeiffer and Deborah Feltz

Background: Recent research has shown that exercising with a more capable partner where one's performance is indispensable to the group (referred to as the Köhler motivation gain effect) leads to greater effort in partnered exergame play.

Objective: Based on positive results with young adults, current research is examining whether a Köhler effect can be observed in an exergame by middle-aged adults exercising with a moderately superior software-generated partner-- one that is anthropomorphic but clearly artificial and synthetic.

Methods: The current research includes middle-aged adults interacting in a custom designed exergame that involves holding a series of five plank exercises for as long as possible. Ss complete the exercise individually, and after a rest, completed the same exercises with either a software-generated partner (SGP), or no partner at all (IC). The partner is presented as being slightly more capable at the plank activity than the Ss based on the Ss initial exercise scores. The experiment includes measures of exercise persistence, perceived exertion, self-efficacy beliefs, enjoyment, and intentions to exercise.

Design: The designs of the characters were based on focus groups with the target audience. The SGP is represented as a three-dimensional animated male or female character generated out of Mixamo Fuse and then customized in Maya. The SGP speaks through the voice of a prerecorded voice actors and moves with human-like motion based on a combination of human motion capture date, keyframe animation, and software generated movements. The Ss initially meet the SGP during either an interactive dialog based on a preconstructed dialog tree or a prescripted, non-interactive dialog to attempt to establish a human-like relationship with the partner. The exergame was inspired by the Playstation 2 Eyetoy: Kinetic, though the Kinetic does not employ a SGP. The exergame was custom built in C# on top of the Unity3D engine. The graphical user interface was built on top of the NGUI architecture.

Results: While data is still being collected, thus far the difference scores suggest a significant Köhler motivation gain effect will be observed for both partner conditions over the control. NOTE: Data collection and analysis will be complete by the time of Meaningful Play.

This research was supported by research grant 1R21HL111916-01A1 from the National Heart, Lung, and Blood Institute.


Friday, October 17, 2:00p-2:30p

Break

Friday, October 17, 2:30p-3:30p

Ludic Performance: Embodied, Game-Based, Data-Driven Experiences

LocationBallroom
FormatSpeaker
Presenter(s)Heidi Boisvert
DescriptionOur current technologies, namely the Internet, mobile devices, and now wearables, are numbing our biological self through a form of what Marshall McLuhan referred to as "self-amputation." This paper is a critical examination and a creative reversal of the legacy of cybernetics. It seeks to both interrogate the underlying rhetoric fueling the post-biological technocracy to which we are unconsciously ceding control of our cognitive and affective faculties, and also explores how embodied, bio-adaptive game-based networked performance practices can serve as an antidote. Through two case studies of my own interdisciplinary collaborations, [radical] signs of life and Beware of the Dandelions, this practice-based research attempts to recuperate the biological self by 1) re-inscribing the body, affect and the senses into current techno-utopian discourse, and 2) re-stimulating the peripheral nervous system through kinesthetic play and bio-adaptive feedback.

[radical] signs of life is one of the first large-scale uses of biotechnology to integrate networked bodies and interactive dance. The work externalizes the mind's non-hierarchical distribution of thought through responsive, rule-based choreography and a database of phrases. Music is generated from the dancers' muscles and blood flow via biophysical sensors that capture sound waves from the performer's bodies. This data triggers complex neuro-biological algorithms to be projected onto multiple screens as 3D imagery. As the audience interacts with the images produced, they enter into a dialogue with the dancers. Conceptually, the piece is an embodied examination of self-organizing systems and the increasing disparity between the encroachment of bio-data and the quiet discord of bio-memory.

Beware of the Dandelions (work-in-progress) is an alternative reality game-based, immersive theatre performance that teaches social movement building through complex science. Through a sci-fi parable, the work integrates a data-driven narrative with game-based collaborative problem-solving communicated through live hip-hop and DJ performances. The audience--players--wear biophysical sensors to control a 3D game engine projection mapped onto a 24 x 12 foot sentient pod. Players spatially trigger real-time story content consisting of data visualizations, surveillance cameras, systems communication, embedded clues and puzzles, and embodied social interactions. They are tasked with interpreting the flow of non-linear information to make sense of the narrative in order to act collectively to transform the framework of the AI system--a metaphor for systems of oppression.

Both the case studies and theoretical paper attempt to define a new genre--"ludic performance"--and offer an alternative technological paradigm, one which highlights embodied differentials; the irreducible and changing differences of bodies and contexts that foreground unpredictability and emergence, and resist social control and quantification. By reifying the centrality of the body, affect and the senses--the messiness of subjectivity--these works reject the human API, and instead attempt to establish mixed reality conditions for the cultivation of a social ecology that optimizes our ability to "experience our own intensity" suspended in multiplicity and relational becoming.

Sex / Sexuality / Gender

LocationMSU Room
FormatPapers
Paper 1

Gender and Social Network Dynamics in a Large Massively Multiplayer Online Game
By: Cuihua Shen, Bettina Riedl, Dora Cai, Rabindra Ratan and Arnold Picot

Online games allow users to assume identities that are unburdened by offline biases, thus potentially serving as "social levelers" that facilitate equal exchanges across genders (Steinkuehler & Williams, 2006). However, research suggests that they are not fulfilling their potential, and instead "gender gaps" that occur offline are also manifested in virtual worlds (Collier & Bear, 2012). Studies in various MMOs have produced descriptive statistics about how men and women differ in their sociodemographic profiles and play styles (Williams et al, 2009, Lehdonvirta et al 2014), yet systematic examinations of how men and women engage in social interactions in these worlds remain scant. How do men and women build social relationships in these worlds? Does gender influence community participation and network dynamics online, in ways offline gender norms would predict? These questions not only would help us better understand the extent to which gender disparities exist in these worlds, but also may illuminate how gender disparities come into existence as player networks develop and mature over time.

This on-going project aims to answer these questions by examining how women and men's networks form and change over time, and what attributes predict the these changes. In addition, this project will examine social behavior across multiple cultures, in the US, Japan and Brazil, offering an international comparison unprecedented in previous research. It will draw from a unique large-scale longitudinal dataset from Travian, including both behavioral logs and survey data from users in 23 countries, representing each cultural group in the GLOBE study (House et al., 2004). The data used in this study are part of a larger research program on collaboration (Gallenkamp, Picot, Welpe, Wigand, & Riedl, 2011; Riedl, Gallenkamp, Picot, & Welpe, 2012; Tumasjan & Strobel, 2012; Wigand et al., 2012). Travian is one of the most popular multi-national browser-based strategy games in the world. Players set out as chieftains in their own villages, and collaborate as well as compete with each other to be the only winner (per server) at the end of the game. Every game has a duration of approximately one year, and our data of 12-month covered games on multiple servers in their entirety. It runs on numerous countries in six continents. Each country has its own dedicated server, where up to 25,000 players of the specific country can interact in their own native language. Based on the findings from FeatureSelector, a computational tool for massive game log analysis (Cai et al, 2014), we selected the US, Japan and Brazil to be included in the current analysis.

Paper 2

BREAKAWAY: Combating Violence Against Women and Girls through Soccer Video Game and Youth Camps
By: Hua Wang, Ann Demarle, Jihye Choi and Yishin Wu

Violence against women and girls (VAWG) is a major global economic, health, and human rights issue and causes severe damages to individual victims and societies at large. Early interventions among youth are crucial for combating VAWG. BREAKAWAY is an online, narrative-based, role-playing soccer game purposefully designed to educate youth worldwide about the issue of VAWG and to change their attitudes and behaviors. In 2013, the BREAKAWAY team hosted two 5-day youth camps in El Salvador.

Event-based time diary, participatory sketching, gamification strategies, and supplementary post-hoc Facebook Insights analysis was used for assessment. Overall, the game and camp experience had a profound impact on participants in terms of awareness, knowledge, attitude, skill building, and initiation of behavioral change regarding gender inequality and VAWG. Through game play around the main characters and their dialogues in various challenging situations, participants formed their understanding of the good qualities of sportsmanship, debated about the rationale of different decision-making processes, wrote individual letters to the abusive character, and co-constructed RESPECT acrostic poems/rap songs. They showed empathy and sympathy to the characters that were mistreated in the game and admiration and approval for the positive role models. They were also able to sketch out real-life bullying scenarios and demonstrate some of the VAWG strategies they learned from the game and camp activities. Participants chose significantly more female player stickers as rewards than male player stickers. The BREAKAWAY Facebook page attracted more traffic and engaged more user activities.

Paper 3

Girls getting played: Video game stereotype effects on gendered career perceptions
By: Joseph Fordham, Kuo-Ting Huang, Corrie Strayer and Rabindra Ratan

The continued desire for more graduates in science, technology, engineering, and mathematical (STEM) fields has resulted in a number of educators proclaiming video games as the next step in motivating students towards these careers. While the popularity of games with children lead many to believe that games may be the key to driving girls toward STEM careers, the negativity surrounding the "girl gamer" stereotype may actually continue to drive females away. The present study investigates the effect of stereotype threat on female video game players and how this effect impacts the perception of gender and overall appeal towards both gaming and STEM fields of study. A 2 (gender of opponent: male or female) x 2 (article type: stereotype threat or non-threatening) experiment found that game-related stereotype threat caused participants to rate STEM careers as more suitable for males but actually did show an increase in the appeal of certain STEM careers such as Computer Science. These results suggest a connection between perceptions of gender in video games and STEM which must be understood and addressed in regards to motivating more females toward STEM careers.

Paper 4

Playing Online with Boys: Women's Strategies for Coping With Harassment While Gaming
By: Amanda Cote

Despite the rise of casual games and the changing image of video gaming as "for everyone", there is strong evidence that players who do not fit the stereotypical image of a straight, white, male gamer often face harassment within the gaming community. However, this behavior, while likely off-putting to many potential gamers, does not stop all members of these groups from enjoying games; many still play, and have developed specific coping strategies they employ to avoid or to respond to harassment they encounter. Presenting a gender-based case study, this paper draws on a series of interviews conducted with female gamers to explore their coping strategies and how they are used in varying situations. With that knowledge, it will provide recommendations for developers who desire a game that can be inclusive to many players. With this knowledge, developers can potentially reach a wider market, while individuals who worry about the negative influence of gaming culture in society may be able to encourage reassuring change.


Classroom PAL: Points, Avatars and Levels (part 2)

LocationLake Huron
FormatWorkshop
Presenter(s)Kate Fanelli
DescriptionNot all students achieve success in the traditional school system. When students fail to achieve in those settings, educators need to try something new. Gamification can rekindle interest in school, learning new skills, and earning credit toward graduation.

Gamification is NOT games. Gamification is the use of game elements in a non-game setting, such as the use of points, avatars and levels, to improve engagement or motivation in education. However, as with games, there seems to be no limit to the ways gamification can happen.

This session will demonstrate what gamification is, what we can learn from games about motivation and engagement, the benefits of gamification, and how to begin gamifying in a classroom setting - all through gamification itself.

Educators, school administrators, game designers, and anyone interested in effective educational alternatives for underachieving and underserved students are welcome to attend this gamified gamification workshop.

Any ideas and gamified structures created during the session, as well as two specific gamification structures used successfully by the presenter to teach Algebra to students in high school with special needs, will be made available to the entire group to get participants started on their own gamification projects.

Participants will define gamification, identify game elements in well-known games, apply those elements to the teaching of an academic unit of study, and be prepared to justify their gamification choices to skeptics.

Growing the Game Industry in Michigan: 2014 Update

LocationLake Superior
FormatPanel
Presenter(s)Brian Winn (Moderator)
DescriptionIn the last few years there have been efforts to reinvigorate the Michigan economy by diversifying and growing new high-tech, health, and entertainment industries. The game industry is one such industry that Michigan hopes to foster within the state.

At Meaningful Play 2008, 2010, and 2012, this panel discussed the challenges and barriers that Michigan faced in terms of attracting and growing a local game industry.

But what has happened since then? This dynamic panel of Michigan game industry veterans, state leaders, and academics will explore the successes and failures of the last two years, discuss the challenges that remain, and potential solutions to growing a strong game industry in the state.

Panelists (tentative list):
  • Brian Winn, Michigan State University (moderator)
  • Margaret O'Riley, Michigan Film Office
  • Shawn Tooley, S2 Games
  • Sean Hurwitz, Pixo Group
  • Josh Freeney, Yeti CGI
  • Cory Heald, Underbite Games
  • Matt Toschlog, Reactor Zero
  • Scott Brodie, Heart Shaped Games
  • Gregg Seelhoff, Digital Gamecraft

In the Game

LocationLake Ontario
FormatPapers
Paper 1

An analysis of open world PvP in LOTRO's PvMP
By: Toh Weimin

This article proposes a methodological framework for the analysis of PvP (Player versus Player) in online games, based on the case study of PvMP (Player versus Monster Player) in Turbine's The Lord of the Rings Online. The argument is that although there is a core system of PvP which LOTRO shares with other online games, each type of online game has a specific kind of PvP system which attracts players to engage in the gameplay. For instance, the open world sandbox type of PvP attracts certain players to play in LOTRO's PvMP. One of the main aims of this study is thus to investigate some of the core systems of PvP gameplay in open world sandbox PvPs.

Paper 2

Conceptualizing Player-side Emergence in Interactive Games: Between Hardcoded Software and the Human Mind in Papers, Please and Gone Home (Top Paper Award)
By: Christopher Yap, Youki Kadobayashi and Suguru Yamaguchi

The concept of emergence--that a certain thing may emerge from several distinct (and not necessarily related) parts, which is different, larger in scope, and mostly originally unintended or expected--exists in many fields such as Philosophy, Information Science, and biology. With respect to the modern video game, emergence can potentially manifest as emergent narrative and/or emergent gameplay. Furthermore, emergence in games can potentially manifest through true technological, procedurally-generated gameplay and/or a game design which encourages emergence from the game elements within the mind of the player.

In this paper, we engage in a critical discussion about what it means for an interactive video game to have emergence. Firstly, we will be briefly discussing what emergence means to other scientific disciplines, and in doing so delineate specifically how we will be using the term "Emergent" in reference to interactive video games. We then frame the discussion of Emergence in games by considering a range of recent video game examples, and a close critical look at the indie games Papers, Please and Gone Home. From these analyses, we propose a concept of "Player-side emergence in games," in which emergence in the form of narrative is expressible and observable in games as the result of the current technological capabilities of games, which relies not on the game software itself, but rather upon the complex system of the human mind for reconstruction of the game experience and a subsequent expression of emergence. In this proposed concept, the constituent narrative pieces offered by a game can be expressed emergently as a unified, overall game narrative experience by the player mind. Based on this concept, we propose that emergence in a game need not wait or rely upon the advent of a truly, technology-based procedurally-generated platform, but rather can be an expression of player-side experiential reconstruction. We conclude that emergent narrative between video game and player can manifest so long as a human player can be encouraged via the game's mechanics towards an overall narrative reconstruction whose blueprint does not wholly originate from the source game, and we also contend that such an emergent design consideration can be potentially useful for designers who are trying to deal with the trade-off of Ludo-Narrative Dissonance in their games.

Paper 3

Platformer as Platform: LittleBigPlanet and the Limits of Protocol
By: Brian Keilen and Brian Keilen

Allowing users to generate their own content is a growing trend in the video game industry. From building games such as Minecraft to games containing level editors such as LittleBigPlanet, developers are giving gamers the ability to create a wide variety of their own games and levels spanning a variety of genres. While these games are steeped in the rhetoric of "freedom" and "creativity," their underlying mechanics reveal a rigid structure of control. This paper explores the history of game modifications, from early PC mods of Doom to the modern conception of user generated content. Using Galloway's (2006) notion of protocol and Montfort and Bogost's platform studies (2009) as a starting point, I argue that these games mask platformer as platform in order to co opt the labor of their users in order to perpetuate their own systems.

Paper 4

Meditation as Entertainment: The inverse of serious games
By: Carrie Heeter

I spent about a decade designing, studying, and teaching about serious games. I was intrigued by possibilities for leveraging the power of play for meaningful outcomes. Over the last 2 years I have engaged in a personal journey and exploration into the idea of creating technology-enhanced meditation experiences (cybermeditation). I have meditated more than 1500 times, experienced more than 100 guided meditations on different meditation objects. I took a Mindfulness-Based Stress Reduction workshop to be knowledgeable about that modality. I participated in yoga therapy as a yoga therapy client with a goal of learning more about the mind-body connection, and ended up healing through this relationship. I have been studying in the ancient one-on-one tradition with Marcel Allbritton, my teacher-mentor/yoga therapist/meditation expert for more than 2 years.

Marcel agreed to collaborate with me as I started a company to design and distribute cybermeditation experiences. I have learned 7 programming languages and systems, developed and tested and revised myriad prototypes. I've read hundreds of PubMed research articles about the psychological, physiological and neurocognitive benefits of yoga and meditation. We're developing two flavors of cybermeditation experiences: outcome-based meditations to help achieve a particular outcome, and the one I'll talk about today: meditation as meaningful play.

For me, meditation is fascinating and fun. I'm intrigued by the expertise that goes into structuring and guiding an experience and by the role the player (or meditator) must take in order to have the experience. The meditation objects in our meaningful play cybermeditation are things like wizards and purring cats. An attitude of playful exploration is very helpful. Player motivation and gamification concepts apply. And cybermeditation as meaningful play has all of the same body-mind benefits as more traditional meditation objects.

With serious games, we took something fun and added a serious twist. It's not surprising that when I got interested in meditation (something serious), I wondered about adding fun. In this short talk, I will elaborate on the journey and share example experiences.


Friday, October 17, 3:30p-4:00p

Break

Friday, October 17, 4:00p-5:00p

Keynote - Story Places

LocationBallroom
FormatKeynote
Presenter(s)

Jan SircusJan Sircus is Past-President of the Themed Attraction Association, Canada, and Principal of Studio Sircus, a creative consultancy for innovative media projects and story place making. Prior to Studio Sircus, Jan was co-founder and Managing Director Creative of Maple Leaf Studios (MLS), Vancouver. At MLS, Jan led master planning and design for the successful Sochi 2014 Winter Olympics Bid Resort and Village in Sochi, Russia. He was also creative lead for final round competition concept bids for BC Canada Place at the Beijing 2008 Olympics, and for the 'City Being' main theme pavilion and the GM-SAIC pavilion for the 2010 Shanghai World Expo. Shortly thereafter, Jan was Creative Director for Aldrich Pears Associates for the site wide interpretive exhibits design of the Al Ain Wildlife Park and Resort in Abu Dhabi. Recently, Jan provided creative concept and design consulting for Soaring Attractions and their 'Flyover Canada', an OmniMax-scale 'immersive film simulator ride' at Canada Place, Vancouver. He is currently providing similar consultation to a major museum in the US whilst pursuing 'Arts Vista', a city-based arts event preview site that he founded and launched earlier this year - artsvista.com

Before MLS, Jan led Lunny International's planning, design, and content development for numerous high-profile projects, including master planning for the Calgary Exhibition & Stampede in Alberta, Canada, the 'Ancient Worlds' resort and theme park in Dubailand, Dubai, and the China Western Movie Resort and Theme Park in Xian, China. Jan was creative director for the BC Canada Place in Torino, Italy, for the 2006 Winter Olympics, and co-creative director for the Canada Pavilion at Expo 2005 in Aichi, Japan.

During 25 years in Los Angeles, Jan was a Senior VP, Creative Development for Walt Disney Imagineering, leading major international Theme Park projects and heading up Location-Based Entertainment (LBE) design. Jan had Executive Producer and/or Creative Director roles on such major themed attractions as Disney Studios Paris, and Disneyland Hong Kong. His LBE concepts included DisneyQuest, Club Disney, and Flagship Stores for Las Vegas and New York's 5th Avenue.

Jan was on the Piano + Rogers architectural design team of the Centre Pompidou. As an early adopter of interactive media, Jan created pioneering and award-winning media projects for the J. Paul Getty Museum and NASA. He also worked with the Warner Brothers Record Group, developing pilot programs for the CD-I platform. Originally from the UK, Jan holds a Master's degree in Architecture and has taught design at UCLA and the Southern California Institute of Architecture.

Description"Story helps us make sense of our world. It is an organizing tool and a form of interpretation. It is equally important in imaginary worlds as in the real world."
- Jan Sircus

Story creates order out of chaos. Story provides a means to share experiences, relate to one another, and create memories. It is a way to heighten awareness, create drama, and stimulate learning. Story has structure, theme, style, and purpose, which organizes and informs, imparting meaning through a sequential unfolding of context and content. Story is also an essential factor in creating an emotional engagement with our surroundings. Story Places result from storytelling and applying storytelling principles in the creation of the physical environment.

Successful Story Places engage us viscerally and intellectually, impacting all our senses and drawing on our past experiences and knowledge. Story Places communicate legibly and consistently, and consciously support or challenge expectations. Regardless of scale, whether it's the smallest gallery or the largest mixed-use development, the fundamental principles of storytelling are effectively applied in Story Places.

Paris, Rome, New York, Disneyland, and Las Vegas are places people love because in one way or another they are all Story Places. They have their own consistent stories that unfold through their planning, architecture, streetscapes, decorations, activities, sounds, and smells that meet our expectations. These places are all their own brands. Changing the story, or stories, changes the place and may change the brand. Successful Story Places need not be all things to all people. Like brands, they need to respond to specific audiences or markets that have specific expectations. Understanding the audience or market is critical to creating a successful story and a successful Story Place.

"Meaningful sequential experience and drama in places (real or virtual) is no different than in a book or movie. The problem is today's places often lack both. They don't engage us emotionally." - JS

"Abstraction and metaphor is fine if your communicating on a cerebral level, or where there is common understanding. If not, you'd better be prepared to interpret the meaning or accept different interpretations." - JS

"Changing events and physical sensations are markers for memory. Without markers memory fails. Engaging story experiences provide markers and, hence, memory. " - JS

Media SandboxThis keynote is sponsored by the Media Sandbox.

Friday, October 17, 5:00p-7:00p

Dinner Break (on your own)

Location
DescriptionDinner is not provided. Take this time to socialize with your fellow conference attendees while enjoying the many dining venues within the East Lansing and Lansing area.

Friday, October 17, 7:00p-9:30p

Pure Michigan Game Exhibition and Celebration

LocationTechnology Innovation Center (3rd floor of 325 E. Grand River Ave., East Lansing, MI)
DescriptionDuring this energetic game exhibition and celebration, you can play games; meet and mingle with several Michigan-based game developers, including S2 Games, Pixo Group, Underbite Games, Yeti CGI, Reactor Zero, Digital Gamecraft, Heart Shaped Games, 3lb Games, Eyde Studios, PS Technologies, and student developers; explore exciting opportunities in Michigan; and enjoy yourself with drinks and appetizers.

This event takes place at the Technology Innovation Center, on the 3rd floor of 325 E. Grand River Ave., East Lansing, MI. You can access the Technology Innovation Center from Grand River Avenue (above Douglas J and Jackson Zone) or from the 2nd floor of the parking ramp connected to the Marriott.

Event Sponsors: Michigan Film Office, Michigan Technology Network (MITN), Foster Swift, Lansing Economic Area Partnership (LEAP), and Michigan State University Games for Entertainment and Learning Lab.

Saturday, October 18, 8:00a-9:00a

Registration Check-In and Continental Breakfast

LocationLobby (2nd floor of the MSU Union)
DescriptionThe registration table is outside of the ballroom on the second floor of the MSU Union building.

The continental breakfast is sponsored by Techsmith.

NOTE: The registration table will be open across the conference day.

Saturday, October 18, 9:00a-10:00a

Keynote - Game Design as a Radical Practice

LocationBallroom
FormatKeynote
Presenter(s)

Colleen MacklinColleen Macklin is the Director of PETLab (Prototyping Education and Technology Lab) and Associate Professor at Parsons The New School for Design. Colleen develops games for experimental learning and social engagement. PETLab projects include a curriculum in game design for the Boys and Girls Club, a set of statistical games for the Red Cross Climate Centre, and big games such as Re:Activism and the "fiscal" sport Budgetball. She is a member of the game design collectives Local No. 12, known for their card game the Metagame and The Leisure Collective. Her work has been shown at Come Out and Play, SoundLab, The Whitney Museum for American Art and Creative Time. BFA, Media Arts Pratt Institute, graduate studies in Computer Science, CUNY and International Affairs, The New School. Learn more about Colleen.

Description

As a profession, most discourse around game design focuses on how to make better, more effective games - whether they're for entertainment, learning, or social change. This talk proposes to do something different: to look at the act of making games as a radical practice in and of itself. We'll look at case studies in teaching game design to transgress (à la bell hooks), the practices and potentials of the game design community, and the use of participatory design and co-design for community-based games.


Saturday, October 18, 10:00a-10:15a

Break

Saturday, October 18, 10:15a-11:15a

Representing Culture in Interactive Immersive Transmedia

LocationBallroom
FormatSpeaker
Presenter(s)Stacey Fox and Melissa Carrillo
DescriptionFrom a cultural heritage perspective the impact of "the digital" in both personal and cultural realms expands our notion of reality and possibility, thus broadening our understanding of who we are, where we came from, and where we are going. Using the latest technologies including the Oculus Rift and Unity game engine to create augmented reality apps and 3D Interactive virtual simulation games, the Smithsonian Latino Virtual Museum (LVM) is redefining traditional museum practice into fully immersive transmedia experiences. Melissa Carrillo, Director of New Media and Technology for the Smithsonian Latino Center and Stacey Fox, Lead Artist for Smithsonian Latino Virtual Museum and Transdisciplinary Artist-in-Residence for the MSU School of Journalism, will walk the audience through the process of creating engaging immersive interactive environments based on Smithsonian collections and scholarship. They will share approaches to their creative workflow from concept to virtual representation. This process includes the intricacies in interpretation whether the end product be a game, 3D Visualization, app or other. In the realm of representation and interpretation from a cultural heritage perspective, recognizing the transformational learning opportunities inherit in digital practice through transformational game play. Carrillo and Fox will also highlight: 1) the highly collaborative work with content experts and educators as a means to ensure educational products produced align with the National Common Core Standards and, 2) the importance of identity construction beyond the traditional representation of the the museum object and moving toward the 3D digital landscape of the digital self mirrored in avatars and NPCs. The team will also demonstrate innovative strategies for transmedia distribution to reach a multi- generational global audience through multiple interactive platforms and media.

VR and Post-VR

LocationMSU Room
FormatPapers
Paper 1

Dissimulation, Disability Rhetoric, and the Application of Virtual Reality-Based Therapy
By: Kristopher Purzycki

Advocates of disability right have been vocal about the terminology used to describe disabling conditions and the rhetoric used to address or speak to those living with them. In light of the upcoming wave of commercial virtual reality technology, this paper reflects on the language used to describe VR experiences and recommends a slight shift in the way we refer to digital environments. Specifically, advocates prefer language that implies a possession of a functional condition rather than a lack of function or loss of a limb. Considering this, we might use Baudrillard's term dissimulation rather than simulation, to describe the VR experience for disabled persons.

Paper 2

World and Object Designs for Virtual Environments
By: Lisa Rebenitsch, Charles Owen and Sarah Coburn

Three dimensional displays such 3D television, Oculus Rift, and Sony Project Morpheus, provide a virtual reality gaming capabilities in the home. However, broad interface guidelines for developing applications for these systems are limited. In particular, object size and three dimensional world structures in virtual reality are in earlier stages of interface design. Serious games will be unable to leverage the immersive qualities of these systems if interfaces are confusing and lead to disorientation or cybersickness. We reviewed two dimensional guidelines, past applications using virtual reality systems, and observation in our own virtual reality system to offer guidance on what performs well in these systems. We offer suggestions as to minimum object size and world design that consider the limitations of accurate navigation in immersive virtual reality.


Creating Effective Rules (part 1)

LocationLake Huron
FormatWorkshop
Presenter(s)Wendi Kavanaugh
DescriptionRules are simply the mechanic that makes a game function as a game, without rules there is not game. Writing rules is not simple. A game with too many rules can result in the player skimming and ignoring key steps. Too few rules can cause player to become frustrated and unable to finish the game or house rules are invented to allow players to finish. The key to writing rules is understand the mechanics of rules and how they relate to other game mechanics.

This workshop is intended for game designers and researcher who wish to take a deep look into rules and rule writing through discussion and game play. Attendees will learn how to best structure their game rules. The workshop will begin with a discussion of rules, followed by an in-depth look at rules for both board and video games. Attendees will then break into small groups to play a game before coming back at the end to discuss the rules of the games they played in groups. Am annotated bibliography will be provided to all attendees.

Note: Game designers can submit games for play. The game must be playable in 30 minutes or less. Designers can observe their games being played, but are asked not to stop the normal flow of game play to add missing information or rules. The number of games selected to play is based on workshop attendance.

Too Many Masters? Balancing Entertainment and Education in Serious Games

LocationLake Superior
FormatPanel
Presenter(s)Denice Blair, Angus Carroll, Casey O'Donnell, Tom Robertson, Rabindra Ratan and Meghan Omeara
DescriptionBalancing the needs of entertainment and educational goals is challenging enough. What happens when you add research goals into the mix? Hear perspectives from various influencers on the development of various educational games.

Angus Carroll, CEO of educational games publisher Digital Glass, Rabinda Ratan, Assistant Professor at Michigan State University, and educational psychologist, Casey O'Donnell, Assistant Professor and Game Designer at Michigan State University, Tom Robertson, CEO of Cogent Education and museum educator Denice Blair, will discuss how to navigate the competing interests of game design and research, and how balancing the goals of serious games and research make the development process more challenging--and more fun. Some of the questions they will consider include:
  • Balancing fun and fantasy with the realism required for research.
  • Incorporating data gathering--invisibly.
  • The demands of the play environment and the demands of research.
  • The game design process with plenty of input.
  • Urgency in the commercial market vs. the academic research pace.

Games for Legal Services

LocationLake Michigan
FormatPanel
Presenter(s)Lien Tran and Dan Jackson
DescriptionThere is a continuing crisis in the American legal system. Many people turn to the Internet searching for free legal services or advice because they cannot afford to hire a lawyer. The number of unrepresented individuals continues to increase and legal aid organizations are only allowed to work with limited legal issues for individuals who fall in the poverty line or below a certain threshold for family income. This leaves a large portion of the public without affordable legal assistance. While organizations like iCivics create games related to the justice system and legislative process, these games are focused more on civics education for school-aged children, rather than reaching out to the public at large. This panel looks at how we can use games and gamification to educate and empower the public to learn the law, learn their legal rights, and to find and connect with resources to increase access to justice.

Lien Tran is a game designer and Assistant Professor at the University of Miami. She has started an initiative, Amiguia Americana, to provide interactive, game-based resources for unaccompanied immigrant minors (UIMs), youth who may have been taken into custody by the government because of their undocumented status. Her first immigration project, Toma El Paso (Make a Move in English), is a board game currently being used by ICAN (a team of community volunteers who deliver a tailored curriculum to UIMs) with UIMs in a juvenile shelter in Miami, Florida, to teach them about the shelter release process. Dan Jackson, the Director of Northeastern University's Nulawlab, is developing a game related to legal services (one that is a nominee for an international access to justice award).

Issues that will be raised by the panelists include (1) designing games around (often complex) legal issues, (2) funding for legal games, (3) making the law "fun", (4) marketing and publishing legal games, (5) addressing push-back from lawyers and others in the legal profession, (6) collaborating with lawyers and other legal professionals and legal services providers, and (7) working around the framework of lawyer's ethical rules and rules of professional conduct, including avoiding UPL (unauthorized practice of law) in game design.

Tales From the Aloran Insurance Salesman: Bridging the Gap Between Learning Games and Indie Hits

LocationLake Ontario
FormatSpeaker
Presenter(s)Jordan Pailthorpe
DescriptionIf you had three months, four team members, and a limited budget to create a game that teaches how risk management is essential for healthy development, what would you make?

This is the question we had to answer when developing Risk Horizon, an online game hosted by the World Bank Institute for their massive open online course (MOOC) on Risk and Opportunity.

In this talk/workshop, we will open up the design process of Risk Horizon to show how our attempt to break the conception of what a learning game is and has been helped us pursue a more radical approach within genre, scope, and gameplay.

We will use our experience designing Risk Horizon as a touchstone to explore how learning game developers and small studios on can create games that are not only fun, but also demonstrate specific learning goals necessitated by outside partners, how developers can take the sometimes touchy, political, or ham-handed real-world subject matter that humanitarian and non-profit partners live in and distill it into game contexts that avoid ethical problems and stifling design choices, how measurement and assessment tie directly into the experience, and how to design for a worldwide audience with little to no experience playing digital games.

Finally, this talk will explore the reactions, results, and reflections, negative and positive, of participants encountering a game in an online course with such serious subject matter.

Saturday, October 18, 11:15a-11:30a

Break

Saturday, October 18, 11:30a-12:30p

Creative Chaos

LocationBallroom
FormatSpeaker
Presenter(s)

Drew DavidsonDrew Davidson is the Director of the Entertainment Technology Center at Carnegie Mellon University. He is a professor, producer and player of interactive media. His background spans academic, industry and professional worlds and he is interested in stories across texts, comics, games and other media. He completed his Ph.D. in Communication Studies at the University of Texas at Austin. Prior to that, he received a B.A. and M.A. in Communications Studies at the University of North Carolina at Chapel Hill. He chaired Game Art & Design and Interactive Media Design at the Art Institute of Pittsburgh and the Art Institute Online. Drew has taught and researched at several universities. Drew also consults for a variety of companies, institutions and organizations.

DescriptionAt the ETC, interdisciplinary graduate student teams collaborate on semester-long projects to make transformational games. In 2008, we partnered with a Dr. Laurie Weingart (a professor at CMU's Tepper, School of Business) to explore how expertise diversity translates into innovation. This talk will explore the results of the study, while sharing insights into how to best foster creativity and collaboration in order to make the most impactful transformational games.

Instructional Design

LocationMSU Room
FormatPapers
Paper 1

How Games Work: Exploring the Instructional Design of Diablo III
By: Carly Finseth

This paper describes a portion of a three-part case study designed to research the instructional patterns that occur within role-playing games (RPGs). It presents a set of nine heuristics for learning in RPGs and analyzes how and where those heuristics occur within the game Diablo III. The findings from the study include an overview of a cyclical learning pattern that occurs with RPGs, as well as theoretical and practical implication for both industry and academic contexts.

Paper 2

We're in this together! What children can learn about collaboration and equity from educational media
By: Sandra Crespo and Shalom Fisch

This paper presentation examines the potential of educational media to teach children about collaborative learning that can inform both designers and educators that work with children in formal and informal educational contexts. We focus on Cyberchase (http://pbskids.org/cyberchase/videos/), a public television NSF-funded and Emmy-Award winning animated series for children ages 9-12, because it is specifically designed to provide young viewers with a positive representation of diverse youngsters (Inez, Jackie, and Matt) creatively and collaboratively doing and succeeding with mathematics. In this paper we first discuss the lessons about collaborative mathematics learning that the show makes available for children to learn. We connect this analysis to observations we made about the ways in which students who participated in our larger project were noticing and taking up from the Cyberchase kids' approaches to collaboratively working together in mathematics. We then close with lessons and implications for educators and media designers.

Paper 3

Creating and Assessing a Playful Online Course Design: A Case Study
By: Seann Dikkers, Chris Hawks and Amira Alkhawajah

This paper provides a mixed-method accounting of a midwestern university graduate level course iterating toward a differentiated, "quest-based", self-paced learning experience. Previous research has applied 'game-like' assessment and vocabulary to online course design, but often used traditional pedagogical approaches. Our case was a re-designed online graduate course that employed game-like vocabulary, and continued to product test a "dashboard" user interface and multiple forms of feedback (leaderboards, quest acceptance, and experience points), as other past work has done successfully. We continue this line of investigation by sharing our design process, and replicable models, for using a full unlocking 'quest tree' (174 quests total), hidden 'eggs', help forums/hotline, learner driven, repeatable, content, and context to present expert 'play' to other 'players via video conferencing. In our preliminary data and analysis, we present generalizable themes suggesting that continuing to add game-like elements to online course design continues to improve previous findings of increased student motivation, engagement, and striking investments of time, (i.e. 14 assignments in the previous iteration, to an average of 66.2 completed 'quests' in the playful design), that increasingly resemble hobby or game like behaviors and generate fan like communities of practice. This study included three course iterations, all three are complete, and we are still analyzing data for the second and third classes that so far reaffirm positive outcomes. We will have a full paper ready for Fall 2014 that includes data from all three iterations.

Paper 4

What Does Make Players Want to Play More? A Moderating Role of Construal Level of Game
By: Young June Sah, Rabindra Ratan, James Chirackal, Lisa Doan, Ciara Johnson, Grant Kunzelman and Shaurya Srivastava

Video game players enjoy themselves from various features of a video game, ranging from low-level sensory and motor stimulations (e.g., controlling the character in realistic visual and aural presentation) to high-level goals and meanings given by a game context (e.g., taking a role and completing missions). Accordingly, people may construe the in-game experience at different levels. To some players, for example, playing a sport video game can be experienced at a low level as operating an input device to mimic a required bodily motion in a sport, whereas to others it can be construed at a high level as competing with other athletes and trying to win the competition. The level of experience, or construal level, has drawn attention from researchers in social psychology because of its potentials to generate psychological and behavioral consequences (e.g., Burgoon, Henderson, & Markman, 2013; Ledgerwood, Trope, & Liberman, 2010; Liberman & Förster, 2009). Particularly, a high-level construal of an object or event has shown to result in consistency between attitude and behavior toward the object (Ledgerwood et al., 2010; Ledgerwood & Trope, 2010). Drawing on this notion, we developed a hypothesis on the moderating role of construal level on the relationship between evaluation of game experience and behavior to decide to play the game more or not. That is, we expect that people who have high-level experience of video game will behave in a consistent way with their evaluation of the game experience, in such ways that they choose to play a video game more when they enjoyed playing the game but they choose not to play when didn't enjoy playing it.


Creating Effective Rules (part 2)

LocationLake Huron
FormatWorkshop
Presenter(s)Wendi Kavanaugh
DescriptionRules are simply the mechanic that makes a game function as a game, without rules there is not game. Writing rules is not simple. A game with too many rules can result in the player skimming and ignoring key steps. Too few rules can cause player to become frustrated and unable to finish the game or house rules are invented to allow players to finish. The key to writing rules is understand the mechanics of rules and how they relate to other game mechanics.

This workshop is intended for game designers and researcher who wish to take a deep look into rules and rule writing through discussion and game play. Attendees will learn how to best structure their game rules. The workshop will begin with a discussion of rules, followed by an in-depth look at rules for both board and video games. Attendees will then break into small groups to play a game before coming back at the end to discuss the rules of the games they played in groups. Am annotated bibliography will be provided to all attendees.

Note: Game designers can submit games for play. The game must be playable in 30 minutes or less. Designers can observe their games being played, but are asked not to stop the normal flow of game play to add missing information or rules. The number of games selected to play is based on workshop attendance.

Composing Play: Epic Learning in Literacy Spaces

LocationLake Superior
FormatPanel
Presenter(s)Kim Jaxon, Peter Kittle and Joshua Daniel-Wariya
DescriptionIn this panel, three presenters share their classroom research and experiences with building games and game design into their college classrooms and work with current and future teachers. We adopt Jane McGonigal's framework of "epic scale" to talk about elements of epic learning in and through the teaching of writing (Reality is Broken, 2011). It may be that no writing course can ever match the intensity of a campus wide tournament of Humans vs. Zombies or the sheer scale of World of Warcraft, but the language helps us think through ways that we use game design, paired with writing and writing pedagogy, both to make large class spaces feel intimate and to encourage small classes to feel empowered over their learning.

Kim Jaxon (California State University, Chico) will share the design and success of two large "epic," game-based college experiences: the design of a "jumbo" writing class that infuses game design and play within the activities and structures, and an augmented reality, quest-driven, adventure game created for incoming freshmen called Early Start: EPIC. Data drawn from these game-based course designs show that the spaces provide contexts for action as a form of service to larger, shared goals, encourage wholehearted participation, and provide mechanisms for the exchange of expertise.

Peter Kittle (California State University, Chico) will share the infusion of meaningful play into his work with current and future teachers of writing (K-college, across disciplinary bounds) through the Northern California Writing Project. From loosely structured exploratory time with robotics kits, Makey-Makeys, and paper circuitry, to using online gaming/composing tools like Twine, Scratch, and Storium to craft assignments and syllabi for students, Kittle will describe the ways that play enhances engagement and increases deeper understandings of how systems function--with particular attention to literacy systems.

Joshua Daniel-Wariya (Oklahoma State University) will share the challenges and possibilities from two game-based assignments: a whole class collaboration in which students reverse engineer the free, online videogame The Enchanted Cave into a playable board game, and a design project in which students use Twine to code a create-your-own-adventure story. These projects create opportunities for students to voluntarily engage with difficult and pleasurable composing problems.

Using (mostly) freely available and open resources, the presenters are able to demonstrate that using games and game design principles creates robust spaces for learning that value distributed expertise among faculty and students. The games draw attention to the issues of participation and community that often fail to take root in college classrooms. Our talk will be infused with quest-based writing prompts to engage the audience with our practices and to spur conversation among the panel and participants.

Meaningful Play: Gamers as Teachers

LocationLake Ontario
FormatSpeaker
Presenter(s)Johnathon Beals, Brenda Imber and Valerie Waldron
DescriptionThe use and repurposing of commercially available games for educational and other contexts has been a topic of interest to the educational field for some time (Gee 2003, Squire 2011). Often, the major questions have been how games can be the instrument through which learning can occur, or how games can be directly applied to course content. However, our project, "Gamers as Teachers" asked a different question i.e.: Can the social experience of learning and playing a game be integrated into an ESL oral skills curriculum? If so, then how might the syllabus be structured?

This session presents a case study of an experimental program conducted during the Summer semester of 2014, based on the hypothesis that gaming might be an effective integrated approach to improve oral skills for international graduate students preparing to become International Teaching Assistants. The study was conducted by a collaborative of three units at the University of Michigan: the English Language Institute , the Language Resource Center, and the Computer & Video Game Archive.

We will explore the logistics, concerns and challenges that emerged, as well as the human and departmental resources required during this pilot phase. Three major components will be presented: the structure, the content, and the implementation of the course.

Presenters from each unit will describe the rationale for how games were selected, how content was structured, and how materials were selected or developed for inclusion. In addition, procedures for capturing classroom practice and giving feedback will be demonstrated.

Attendees will see vignettes from the pilot's implementation, review feedback from the students, as well as participate in an illustrative activity and discuss the issues that arise through play.

Saturday, October 18, 12:30p-1:00p

Lunch

LocationLobby (2nd floor of the MSU Union)
DescriptionLunch is available right outside the Ballroom. Grab your lunch and get seating in the ballroom for the closing keynote.

The lunch is sponsored by Games @ MSU.

Saturday, October 18, 1:00p-2:00p

Keynote - Attack From All Directions: Building Educational Games With Multiple Paths of Transformation

LocationBallroom
FormatKeynote
Presenter(s)

Jesse SchellJesse Schell is the CEO of Schell Games, a leader in creating transformational games. Since starting his company in 2002, he has grown it into the largest and most successful game development company in Pennsylvania. Under his leadership, Schell Games has produced an amazing array of innovative, transformational and award-winning entertainment experiences for some of the world's most respected brands, such as Disney, SeaWorld Parks and Entertainment, Amplify, Yale University, Lionel LLC and The Fred Rogers Company.

Jesse currently serves as Distinguished Professor of Entertainment Technology at Carnegie Mellon University's Entertainment Technology Center (ETC), where he teaches game design. He authored the critically acclaimed book, The Art of Game Design: A Book of Lenses, which captured Game Developer magazine's coveted "Front Line Award" for 2008.

Prior to starting Schell Games, Jesse was the Creative Director of the Disney Imagineering Virtual Reality Studio, where he worked and played for seven years as designer, programmer, and manager on numerous projects for Disney theme parks and DisneyQuest. Learn more about Jesse.

Description

Creating games that meaningfully change a player is tricky business. In this talk, Jesse Schell presents case studies of games that Schell Games has created that each attempt to enact change several ways simultaneously. Showing examples from Playforward: Elm City Stories (with Yale Medical) and Lexica (with Amplify Learning), Jesse makes the case that by having multiple systems of transformation, you help more players, take less risk, and broaden the appeal and effectiveness of your game.


Saturday, October 18, 2:00p-2:30p

Conference Closing and Game Awards

LocationBallroom
DescriptionThe conference organizing committee will close out the conference and present the "Meaningful Play Ninjas", aka the winners of the game competition and top papers.

MeaningfulPlay.MSU.edu