NOV 19 - SERIOUS GAMES


Gee, Paul James. 2008. “Video Games and Embodiment”, in Games and Culture, vol 3, number 2-3, pp. 253-263. 

http://www.bendevane.com/VTA2012/wp-content/uploads/2012/01/Gee-Videogames-and-Embodiment.pdf


Key Words

Embodiment: (258)
- Virtual characters, virtual bodies
- Players inhibit this virtual body in a virtual world

Simulation:
  • "Both writing and computers allow us to externalize some of the functions of the mind." (254)
  • Simulation from the mind using our experiences (255)
  • Example: "Tony Hawk’s Pro Skater. The player must place ramps, trees, grass, poles, and other things in space in such a way that he or she or other players can manipulate their virtual characters to skateboard the park in a fun and challenging way. So imagine the mind works in a similar way." (255)
  • "What we do, rather, is build different simulations on the spot for different specific contexts we are in and purposes we have" (256)

Projective Stance: 258
  • Pretty much embodiment


Key Concepts
“way in which modern video games can illuminate the nature of human thinking and problem solving as situated and embodied” (Gee Abstract)
a) why, over the last several years, many people have become interested in video games as a site  to study human thinking, problem solving, and learning
b) “projective stance,” a type of embodied thinking characteristic of many (but not all) video games, as well as a form of thinking that is also, but more subtly, pervasive in everyday life and social interaction as well

Key Ideas

on why simulation is valuable:
“we can, of course, run simulations that reflect perspectives and values we ourselves do not believe in or even value by running a simulation from the perspective of someone else.  This is how to understand people and text we do not like.” (Gee 257)

“the world offers us raw materials for our simulations, and our simulations cause us to act in the real world in ways that change it to better resemble or model simulations.” (Gee, bottom of 257)

how projective stance influences the player:
“So, in playing a game, we players are both imposed on by the character we play (ie, we must take on the character’s roles) and impose ourselves on that character (ie, we make the character take on our goals).” (Gee 260)
Projective Stance relating to a video game: example of projective stance of “Thief Deadly Shadows” (Gee 258)
Definition of the projective stance in application to the real world: (Gee, bottom of page 261)

2) Moodle PowerPoint from Nov 19th: Serious Games

Slide 3: Definitions
Game"a physical or mental contest, played according to specific rules, with the goal of amusing or rewarding the participant."
Video Game"a mental contest, played with a computer according to certain rules for amusement, recreation, or winning a stake."
Serious Game: "a mental contest, played with a computer in accordance with specific rules that uses entertainment to further government or corporate training, education, health, public policy, and strategic communication objectives."
Mike Zyda  "From Visual Simulation to Virtual Reality to Games". 2005

Slide 4: uses of serious games
e-Learning
Training
Simulation
Teambuilding
Collaboration
Social Networking
Advertising
Investigating
Business Modeling

Slide 5: who uses serious games
Military Defense
Education
Business
Scientific Exploration
Healthcare
Emergency Management
City Planning
Engineering
Religion
Politics
Tourism and Cultural Heritage
Virtual Conferencing


Class Activity References
a) Second Life
b) In-class educational games



Extra Sources
Youtube clip of James Paul Gee on Situated and Embodied Learning: https://www.youtube.com/watch?v=LNfPdaKYOPI#t=26