analysis of play, september 12, 2014
DESCRIPTION
Gee, Steinkuheler and Dr. Phill can't spell.TRANSCRIPT
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September 12, 2014
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Today
1) Your readings 2) Discussion: Gee, I got Mangled3) Play time 4) Homework
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Gee gives us… principles of good game learning!
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1.Identity
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2. Interaction
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3. Production
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4. Risk Taking
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5. Customization
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6. Agency
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7. Well Order Problems
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8. Challenge and Consolidation
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9. “just in time” and “on demand”
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10. Situated Meaning
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11. Pleasantly Frustrated
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12. System Thinking
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13. Explore, Think Laterally, Rethink Goals
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14. Smart Tools and Distributed Knowledge
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15. Cross-Functional Teams
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16. Performance before Competence
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“Often, what I find missing from such conversations is a robust account of theways in which in-game communal norms amplify, enhance, negate, accommodate,
complement, and at times even ignore hard-coded game rules.”
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“[note on gold farming]…Typically they must collect 300,000 adena per shift in
exchange for their daily wage of $3. It may not sound like much, but compared to
China’s average yearly income of US $316, it’s rather lucrative work.”
365 days x 3 a day= 1095, or 3.4 times the average.The average US income is $28,000 a year, so gold farmers at that time made the equal of
$95.2K a year.
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“By the time this short essay is circulated, the practices I have described will have evolved and changed and the descriptions I’ve given will no
longer be accurate or complete. This fact, however, only further supports my point: The ways in which a game gets played out on the ground level are not
easily determined a priori by the game design, rules, EULAs, or whatnot.”
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Let’s play some Hearthstone!
I want you to play other people in class. Or me, I suppose.
Get set up/login.
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For Wednesday
Read: History of Video Games stuff
In-class: we talk about where video games were born