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Examining Reflective Awareness in Gaming ExperienceThomas Fennewald, David Phelps, Gabriel Recchia, Ellen Jameson, Brenden Sewell, Thomas Parmer, & Edward Castronova
Awareness games – Indiana University Research, Development, & Education
Passion for Introspection…
A love for Games…
Addiction to research…?
Melded in Game design Experience…
A tool for Reflection??
Examining Reflective Awareness in Gaming Experience
Games supporting…Awareness of conceptsReflection on assumptionsTesting of hypotheses
Awareness +Reflection +testing Reflective Awareness in Gaming experience
Mission:supportReflective experience gatherFeedback from Players
Mission:support Reflective experience gather Feedback from Players
Mission:support Reflective experience And stay Fun!gatherFeedback from players
Mission:
Mission:Moon
Mission:Moon9 years…
Mission:Moon9 years…Live ON TV!
Examining Reflective Awareness in Gaming Experience
Strategy:NASA
Strategy:Design reflection to be a fun experienceNASA
Strategy:Design reflection to be a fun experienceuse the game as a researchinstrumentNASA
Strategy:Design reflection to be a fun experienceuse the game as a research instrumentUse feedback for systematic refinementNASA
Examining Reflective Awareness in Gaming Experience
Examining Reflective Awareness in Gaming Experience
Examining Reflective Awareness in Gaming Experience
Examining Reflective Awareness in Gaming Experience
happinessmindfulnesspersonality
Examining Reflective Awareness in Gaming Experience
engagementimpact
engagement
engagement
engagement
impact
impact
Embedded writing in educational games
Embedded WritingWhyvillewhyville.netNumedeon, Inc
Embedded Writing
Embedded WritingPAPER JOURNALS
Embedded Writing
Embedded Writing
Embedded Writing  Bulletin boards
Chat
MailEmbedded Writing?quasi-meta-gaming-ishChatClass wikiIn-game forumsClass blogPersonal blogIn-game blogCommunity questsExternal forums
Embedded WritingSocialPrivatemotivation, reputation, introspection
Embedded Writing

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Examining Reflective Awareness in Gaming Experience

Editor's Notes

  • #36: In games that are designed specifically to help players to learn some type of content or skill
  • #37: WhyvilleWhyville is a forerunner amongeducational MMOs, founded in 1999 by researchers at CalTech who formed Numedon, Inc. In partnership with the Chicago Field Museum and funded by the MacArthur Foundatino, they created WhyReefJournaling opportunities include
  • #38: Quest AtlantisA major goal set up in Quest Atlantis is completing quests. Quests are writing prompts, consisting
  • #40: Quest AtlantisTeacher quest reviewTeachers are not only facilitating gameplay but they are part of it too (they can give out in-game rewards and provide reviews of student work which allow them to progress in the game storyline). In this context, writing at home and in the classroom that takes place around the game, outside of its immediate context, is still a part of gameplay; the game’s incentive structure is still involved. Even this could be considered to be embedded in the larger game context.
  • #41: Quest Atlantiscommunity quest reviewPeers can think critically about someone else’s writing, learn to find constructive solutions, and apply that process to their own writing as wellIncentives to do this
  • #42: Quest Atlantiscommunity collaborative problem-solvingLeast prompted/structured
  • #43: Many of these things are found in classrooms centered around activities other than games, too
  • #44: Difference in motivation and immediate goals... Getting something straight in your own mind vsOne is not necessarily more honest or dishonest than the other – a social context influencing desired perception always exists, but an audience can still influence what someone chooses to say, or how
  • #45: Future interest and development in this direction