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A Simple Multi-player Video
Game Framework for
Experimenting and Teaching
Cultural Understanding
Lindsay Grace
Lindsay D. Grace
Associate Professor – Film and Media Arts
School of Communication
Founding Director: American University Game Lab
Grace@American.edu
http://www.American.edu/GameLab
@mindtoggle
@mindtoggle
@mindtoggle
Lindsay D. Grace
Associate Professor – Film and Media Arts
School of Communication
Founding Director:
American University Game Lab & Studio
@mindtoggle
@mindtoggle
@mindtoggle
“Culture is always a collective phenomenon,
because it is at least partly shared with people
who live or lived within the same social
environment, which is where it was learned. It is
the collective programming of the mind which
distinguishes the members of one group or
category of people from another. “
@mindtoggle
Hofstede’s 1991
Cross-cultural communication:
Sociopragmatics
@mindtoggle
Cultural rules around
appropriate behavior
(e.g. social distance, eye
contact, etc)
@mindtoggle
“Project Perdido”
M. Treanor, J.McCoy, et al.
@mindtoggle
Cross-cultural communication:
Sociolinguistics
@mindtoggle
T. Jackson, L.Grace, et al.
@mindtoggle
Cross-cultural communication:
Cultural empathy
@mindtoggle
Empathy toward advantage and disadvantage
@mindtoggle
@mindtoggle
interactioninstitute.org
Design a framework to facilitate experiments
and teaching related to cultural advantages and
disadvantages.
@mindtoggle
@mindtoggle
“Provide an experiential event in which players
are embedded in a cultural phenomena of not
knowing the rules, but having to play the
game”
@mindtoggle
Scale
@mindtoggle
Distribution
@mindtoggle
Synthetic Cultures
3 hours+ to play
@mindtoggle
Paige’s 10 identified cultural differences
@mindtoggle
 ethnocentrism
 language
 cultural immersion
 cultural isolation
 prior intercultural experience
 expectations
 visibility/invisibility
 status
 power
 control
“Culture Code”
@mindtoggle
Our Goals
• Create a game as simple as the Barnga
framework
• Make this game scalable to a minimum of 50
players
• Create an online game playable online
• Build a rule set to elicit culture disadvantage for
specific players
• Release the game as open source software
@mindtoggle
@mindtoggle
• Client Side: JavaScript
• Server Side: Java
@mindtoggle
@mindtoggle
Goal: Move your avatar to collect points
@mindtoggle
Player
@mindtoggle
Player
@mindtoggle
Team Scores
Each Team is limited in:
• What they can see
• How they see it
• Who can collect certain points.
@mindtoggle
Each Team is limited in:
• What they can see
• How they see it
• Who can collect certain points.
@mindtoggle
In Diagram:
Green will see the red team
as red, blue team will appear
as green;
making it difficult to
understand who is on your
team.
@mindtoggle
Configurable:
1. How many teams there are in the game?
2. How big the world is?
3. How many points start in the world?
4. Is the end game triggered by all points collected or a
set goal?
5. How people are assigned to teams, which includes a
biased assignment?
6. Do new points appear as points are captured?
@mindtoggle
Configurable:
7. How many points your team gets per capture?
8. How teams see each other?
9. How teams see points?
10.What points teams can capture?
11.How fast are the avatars on your team?
12.Can you see the global score?
@mindtoggle
6. Do new points appear as points are captured?
Allows a biased assignment of teams,
some teams have more players and can collect
items faster.
@mindtoggle
Allow the designers to give different players
physical (sense and movement) advantages
@mindtoggle
7. How teams see points?
8. What points teams can capture?
9. What points teams can capture?
Discriminate by behavior, not appearance
Lindsay Grace | American University
Gaming Initiative
Pilot Study
@mindtoggle
2 teams of equal size:
One team represents the players who know about the
rules of the game - they can see all types of points as
unique to a team, can see all types of players as unique to
their respective teams, and can collect any type of point.
The other team represents the players who can’t
understand the rules - they see everything as looking the
same as them, but can only collect their type of points.
@mindtoggle
Team 1: players who know about the rules of
the game - they can see all types of points as
unique to a team, can see all types of players as
unique to their respective teams, and can collect
any type of point.
@mindtoggle
Team 2:
The other team represents the players who can’t
understand the rules - they see everything as
looking the same as them, but can only collect
their type of points.
@mindtoggle
Educational Psychology, and the game will be
played by 25 classroom participants
@mindtoggle
@mindtoggle
Thank You
Lindsay Grace
Lindsay D. Grace
Associate Professor
Director, Game Lab and Studio
American University
School of Communication
Film and Media Art
Grace@American.edu
http://www.ProfessorGrace.com
Twitter:
@mindtoggle
@mindtoggle

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A Simple Multi-player Video Game Framework for Experimenting and Teaching Cultural Understanding

  • 1. A Simple Multi-player Video Game Framework for Experimenting and Teaching Cultural Understanding Lindsay Grace Lindsay D. Grace Associate Professor – Film and Media Arts School of Communication Founding Director: American University Game Lab Grace@American.edu http://www.American.edu/GameLab @mindtoggle
  • 4. Lindsay D. Grace Associate Professor – Film and Media Arts School of Communication Founding Director: American University Game Lab & Studio @mindtoggle @mindtoggle
  • 6. “Culture is always a collective phenomenon, because it is at least partly shared with people who live or lived within the same social environment, which is where it was learned. It is the collective programming of the mind which distinguishes the members of one group or category of people from another. “ @mindtoggle Hofstede’s 1991
  • 8. Cultural rules around appropriate behavior (e.g. social distance, eye contact, etc) @mindtoggle
  • 9. “Project Perdido” M. Treanor, J.McCoy, et al. @mindtoggle
  • 11. T. Jackson, L.Grace, et al. @mindtoggle
  • 13. Empathy toward advantage and disadvantage @mindtoggle
  • 15. Design a framework to facilitate experiments and teaching related to cultural advantages and disadvantages. @mindtoggle
  • 17. “Provide an experiential event in which players are embedded in a cultural phenomena of not knowing the rules, but having to play the game” @mindtoggle
  • 20. Synthetic Cultures 3 hours+ to play @mindtoggle
  • 21. Paige’s 10 identified cultural differences @mindtoggle  ethnocentrism  language  cultural immersion  cultural isolation  prior intercultural experience  expectations  visibility/invisibility  status  power  control
  • 23. Our Goals • Create a game as simple as the Barnga framework • Make this game scalable to a minimum of 50 players • Create an online game playable online • Build a rule set to elicit culture disadvantage for specific players • Release the game as open source software @mindtoggle
  • 25. • Client Side: JavaScript • Server Side: Java @mindtoggle
  • 27. Goal: Move your avatar to collect points @mindtoggle
  • 30. Each Team is limited in: • What they can see • How they see it • Who can collect certain points. @mindtoggle
  • 31. Each Team is limited in: • What they can see • How they see it • Who can collect certain points. @mindtoggle
  • 32. In Diagram: Green will see the red team as red, blue team will appear as green; making it difficult to understand who is on your team. @mindtoggle
  • 33. Configurable: 1. How many teams there are in the game? 2. How big the world is? 3. How many points start in the world? 4. Is the end game triggered by all points collected or a set goal? 5. How people are assigned to teams, which includes a biased assignment? 6. Do new points appear as points are captured? @mindtoggle
  • 34. Configurable: 7. How many points your team gets per capture? 8. How teams see each other? 9. How teams see points? 10.What points teams can capture? 11.How fast are the avatars on your team? 12.Can you see the global score? @mindtoggle
  • 35. 6. Do new points appear as points are captured? Allows a biased assignment of teams, some teams have more players and can collect items faster. @mindtoggle
  • 36. Allow the designers to give different players physical (sense and movement) advantages @mindtoggle 7. How teams see points? 8. What points teams can capture? 9. What points teams can capture?
  • 37. Discriminate by behavior, not appearance Lindsay Grace | American University Gaming Initiative
  • 39. 2 teams of equal size: One team represents the players who know about the rules of the game - they can see all types of points as unique to a team, can see all types of players as unique to their respective teams, and can collect any type of point. The other team represents the players who can’t understand the rules - they see everything as looking the same as them, but can only collect their type of points. @mindtoggle
  • 40. Team 1: players who know about the rules of the game - they can see all types of points as unique to a team, can see all types of players as unique to their respective teams, and can collect any type of point. @mindtoggle
  • 41. Team 2: The other team represents the players who can’t understand the rules - they see everything as looking the same as them, but can only collect their type of points. @mindtoggle
  • 42. Educational Psychology, and the game will be played by 25 classroom participants @mindtoggle
  • 44. Thank You Lindsay Grace Lindsay D. Grace Associate Professor Director, Game Lab and Studio American University School of Communication Film and Media Art Grace@American.edu http://www.ProfessorGrace.com Twitter: @mindtoggle @mindtoggle

Editor's Notes

  • #2: I’m lindsay Grace – Director of the American University Game Lab
  • #3: This is a paper created as a collaboration between American University in Washington DC and Miami University
  • #4: The five authors, include Peter Jamiueson from the department of Engineering and Darrel Davis from the Department of Educaiton and Psychology
  • #6: Our core research agenda for this work is to facilitate an understanding of cross-cultural communicaiton
  • #12: And out stiod studio produces games like Awwakrd Annie, to do educational assessment around social interactions and cross cultural understanding
  • #17: Barnga is a game first published in 1990
  • #21: We looked at exisiting solutions like Bafa Bafa, which uses synethtic cultures to and requires at least 3 hours to play
  • #25: So we went digital
  • #38: In Black/White, every character looks the same. To tell a threat from a non-threat, you have to apporch ech and wait for it act aggresivle or not.