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Game Buzz

Read articles about gaming, gamers and games.

Spotlight on Digital Play Innovators #4: Hayo Reinders

Darren Elliott, who writes the great Lives of Teachers blog, recently interviewed Hayo Reinders, keynote speaker at the 4th International Wireless Ready symposium.

An Interview With Hayo Reinders from darren elliott on Vimeo.

One thing that comes out of the interview, that Hayo also mentioned in his keynote, is that existing games should be adapted, which is exactly what we are doing on Digital Play. There’s no need to try to get involved in game design – it’s too expensive and Reinders suggests adjusting existing games.

Reinders also mentions being disappointed with existing language learning games that have been produced for platforms such as the Nintendo DS. Most are not interesting or interactive and would not be motivating for students. In the abstract to his keynote, he states that “the pedagogical approach underlying such games is often not clear…the games were intended to develop fluency but in fact offer only simple spelling exercises with right-wrong answers.”

Reinders has a website, http://innovationinteaching.org/ , which has some details about the research related to gaming and language learning that Reinders is involved in:

One of my PhD students (Sorada Wattana) and I are looking into the effects of game play on students’ Willingness to Communicate (WTC) and their actual in-game interaction. We are also looking at the effects of different types of instructions (in the form of in-game quests) on the quantity and quality of target language use

Also on the website is an article that Reinders wrote for English Teaching Professional called ‘Using computer Games to Teach Writing‘, which is full of useful ideas for teachers. One of these, which is new to us is ‘Gamics’. This is a contraction of games and comics, and would involve students using images from their favourite games to create their own comic.

Finally, Reinders has also been involved in making games for the ipod – he calls them podquests (a combination of ipod and webquest) and wrote a chapter of a book about this, which is available here: Podquests: Language Games on the Go


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Spotlight on Digital Play Innovators #3 James Paul Gee

Later today (early tomorrow in some parts of the world), there’ll be an interesting opportunity to join James Paul Gee who’ll be in conversation with Steve Hargadon and Ed Hill about Video Games, Learning and Literacy.

photo by Preoccupations

Event: More Details are here
Date: Wednesday, February 3rd, 2010
Time: 5pm Pacific / 8pm Eastern / 1am GMT (next day) (check your time here)
Duration: 1 hour
Location: In the Elluminate Virtual Classroom. Log in at. The room will be open up to 30 minutes before the event for those who want to come in early. If you have never used Elluminate, go to http://www.elluminate.com/support. Recordings of the session will be posted within a day of the event at the event page (here).

James Paul Gee is perhaps at the forefront of those academics calling for others to take the use of video games in education seriously.

He states in his book Situated Language and Learning that he is a linguist ‘whose interests have changed over the years.’ This is probably the understatement of the decade – he has moved from being a theoretical linguist to being the author of What Video Games Have to Teach Us About Learning and Literacy, which “argues that good video games are designed to enhance learning through effective learning principles supported by research in the Learning Sciences“.

He is currently the Mary Lou Fulton Presidential Professor of Literacy Studies at Arizona State University, and is an engaging speaker who always has something thought-provoking to say.

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Spotlight on Digital Play Innovators #2 ‘Lil Poison’

The World’s youngest professional video gamer

lil poison

Manyparents complain that their children waste too much time playing video games and not enough time on their schoolwork.  Maybe it’s because they are worried that their children won’t study hard at school.  If they don’t get good exam results they won’t grow up and get a good job when they leave.  Well, this is not a problem for Victor De Leon III, AKA ‘Lil Poison , who first took up playing video games when he was two years old.  His parents have been so supportive of his video game playing that he is now, as his website says, the world’s youngest professional video gamer.

‘Lil Poison first started playing games such as basketball and Star Wars: Episode I on the Sega Dreamcast when he was just two years old.  Two years later, he signed up for a HALO tournament in New York.  By the time he turned nine he was competing in championships against thousands of other competitors and coming third.  In one to one challenges he was unbeatable.  He is now in the Guinness book of records and there is a film being made about him.   He even earns a living by charging $25 an hour for personal online tuition to people who want to learn how to play Halo better.  He also earns money from gaming tournaments, licensing deals and having his very own clothing company.  That’s not even where the big money is.  Prize money at one of the gaming tournaments he attends can be as much as $200,000.  Not bad for a video gamer.

What do his parents think of all this?  His father is very proud of his son’s achievements and he calls him “Superkid . . . He just needs a cape.”  It was ‘lil Poison’s dad, also called Victor De Leon, AKA Vic, who first noticed his son’s gaming talent.  One day Vic was playing a game when his two year old son joined in. By playing together they completed the whole game and it was at that moment that he realised how talented his son was.  His mother hopes that ‘lil Poison will make enough money to pay for his university education, which in America can be more than $30,000 (about 20,000 Euros).

His parents do have some worries though.  Some of the more violent games, such as Grand Theft Auto, are games that they want to keep away from ‘lil Poison.  The strong language content, both in these types of game and that used by gamers at conferences, is something they frown at.  They are even careful about how much time he spends playing on his games.  His father says “He comes home from school, does homework first, takes a little break – eats, of course – and then plays two games, just two.  Then he goes in the pool, plays basketball . . . Then 8 o’clock comes and he plays with the team from 8 to 10 pm.”

‘Lil Poison himself says that he has got a lot of interests outside of playing video games.  He likes to swim and play basketball.  He likes to draw, play with his toys and watch TV.  He also has 3 pets he like to play with and look after.  Their names are Rocky, Scruffy and little Cortana.  Those are the names of his two dogs and hamster.  As for school work, he always does his homework because his mum and dad won’t let him play if he doesn’t.  His school work always comes first.

Both his father and uncle are avid gamers and give him advice on the ‘dos and don’ts’ at tournaments and how best to deal with all the female groupies that ‘lil Poison has been known to be pursued by.   He is still a little too young for that kind of attention though and prefers to play with his hamster than spend time with girls.  He’s a long way off being eighteen.  But what does the future hold for Victor De Leon III?  ‘Lil poison himself is uncertain whether he’ll still be playing games, at least professionally, but reckons if there are still cool games out there then he’ll be playing them.

Download a copy of “‘lil Poison plays video games – parents are ‘oh so happy!‘with a reading activity.

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Spotlight on Digital Play Innovators #1 Jane McGonigal

To launch a new series entitled ‘Spotlight on Digital Play Innovators’, here’s a brief profile of Jane McGonigal, Director of Game Research and Development at the Institute for the Future, whose ground-breaking work on alternate reality games (ARGs) has led to a lot of excitement about how the power of games can impact the real-world.

Her ARG The Lost Ring, which ran at the same time as the last Olympics, was a great example of how these sorts of games can engage huge audiences and be be both collaborative and creative without losing elements of competition. The idea revolved around devising the rules of play to a lost sport. Now the game is over, but you can get an idea of the kind of creative content that was produced by people while the ARG was running by browsing the archives.

EFL CLASSROOM IDEA – SUPERSTRUCT

Another game that Jane was involved in is Superstruct, which can be used with students in the English language classroom. The premise is for players to imagine what their lives will be like in the year 2019. Although the description on the site tells us the game is now finished (it ran for 6 weeks from October 2008), students can still register and interact with the content. You could also use the game in the classroom for discussion and as an impulse for writing.

If you want to get students to use the site, they can register in a matter of seconds (if they have an email address) and the next step if to create a profile by answering the following questions about their life and world in 2019 (which could also be done in the classroom instead):

  • Where do you live?
  • Who do you live with?
  • What do you do? Where do you work?
  • What matters to you most?

After comparing answers, the next step is to watch one or two of the Superstruct videos with students and ask them to react to them to come up with possible solutions to the problems.

OR/AND

Students could prepare video diaries such as the one Laura (one of the participants in the ARG) prepared:

If the students react well to this, there are other missions for them to follow on the site.

Find out more about how to play the game by watching Jane’s introductory video:

HOW GAMES CAN CHANGE EDUCATION

Jane is particularly interested in looking at how games can change the way that we learn and work in the future, something which she explains in more depth in the short video interview below.

She also explains the potential that collaborative gaming such as that promoted through XBox Live can contribute to the development of collective intelligence and other skills.

Jane talks about the future challenge for education and the world of work to take advantage of the potential of such gaming systems. Surely there are possibilities for language learning and teaching here. What do you think?

More about Jane McGonigal (follow her on Twitter here) and her work here:

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Why playing videogames better than reading books

Are books on the way out in education? Will their role be taken by educational games?

The Digital Educational Revolution

The explosion of technology that is taking place in schools has led to a number of ideas being put forward related to the death of the book in education. More and more, laptops are being introduced in schools all over the world. In some cases, buying a laptop for a child is actually cheaper than a typical year’s spending on text-books. The OLPC (One Laptop Per Child) project is the driving force behind this in developing countries, such as Rwanda. Elsewhere, such as in Spain, current trials are underway in schools to evaluate how the use of laptops could replace much of the content now delivered through coursebooks. It also seems to make sense in order to appeal to the new generation of digital natives.

Death of the Book

That books are a dying species is a popular subject for debate on the Web and in the press. It seems clear that we are reading less, and this has been happening for some time now . Of course, books won’t totally die out, but they will probably become what they were to earlier generations – for a minority audience only. But should we really be lamenting this?

School didn’t teach me to read – I learned from my games

- a student (Prensky, 2005)

Replacing the Book with Games

Games offer so many benefits when you compare them to books:

Finally, the last words go to a researcher of the Institute of Educational Research, University of Oslo:

“A reader has no say in what happens to the protagonist of a book…while we may feel empathy, emotions run higher for videogames. By controlling the protagonist in a videogame, we become an active participant in the story. We are no longer passively being taken for a ride, but have to process information actively, make decisions and respond to stimuli from the game. Thus videogames are the stronger medium playing to a broader register of the human mind.”

Hans Christian Arnseth, quoted in The Book of Games (Volume 2)

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People bored by board games? Board games better than computer games?

Loony Hiker (Pat), over at Successful Teaching, recently posted her regret that people don’t play board games any more.

I’m not so sure this is true. I think there’s been a resurgence in board games, especially since the Settlers of Catan was released in 1995. The problem with so many of the classic board games that Loony Hiker mentions is the game-play becomes very predictable after you’ve played a few times (Cluedo, Snakes & Ladders, Sorry, Parcheesi, Mousetrap), or playing one of these games (Risk, Monopoly) takes up too much time (4-6 hours or more). Settlers of Catan is a multiplayer game that has been called “the killer app of board games” and which has sold over 15 million copies worldwide since its release.

It has also spawned a number of similar games. Such has been its influence that Hasbro, the makers of both Risk and Monopoly have had to relaunch these games with revised rules so the game time is not as long. I suppose people just don’t have the time to play the classic versions of these games.

It may be different where Pat lives (the US?), but board games do seem to be alive and kicking in Europe at least. Apart from the classic board games mentioned above, there is a thriving face-to-face role-playing game and trading card game culture in many countries. In Barcelona, where I live and work, for example, this is the case with many of the students I teach, and there are many shops that specialise in these types of games.

Loony Hiker is also disappointed that today’s students seem to prefer computer games and says that “many of the technology based games seem to isolate the students and keep them from interacting with others.”

I completely disagree with this statement. So many of today’s computer games have an online element to them allowing people to play with other people. I also know that most computer gamers play with other people (their friends, family members), and the idea of the isolated teenage gamer playing in his bedroom does not accurately reflect the typical gamer of today.

Loony Hiker continues: “Even if they play online games, they are missing out on seeing facial expressions and body language which are very important in learning communication skills.”

Again, I disagree. Apart from the social aspect of playing games mentioned above, there is a very healthy culture “outside the game”, with a whole host of websites, forums, blogs, etc. where gamers share information and cheats, walkthroughs, etc. Talking about games is also a very popular activity for young people to do with friends, and the idea that the gamers are a non-communicative bunch is highly inaccurate.

I also take issue with the idea that playing games does not help with the learning of interpersonal skills. Loony Hiker mentions this “is an important job skill needed in the adult world” and she implies that because they are not learned by people playing computer games, “many people are looking for jobs without these skills.”

I get the feeling here that Loony Hiker’s experience of what people do when they play computer games is just as outdated as her experience of the current board game world. Presumably, she hasn’t heard of World of Warcraft (with an estimated 20 million players playing monthly subscriptions) or the countless other MMORPGS (Massively Multiplayer Online Role-Playing Games), where players have to work together in large groups (usually referred to as guilds).

The players forming part of these guilds organise themselves and have to regularly meet at the same time and place to undertake a coordinated raid or perform a complex in-game quest. The image below shows a 120-strong guild meeting in preparation for a raid (screenshot thanks to Patrick Lozano ).

World of Warcraft Raid

World of Warcraft Raid

Behind each one of these characters is a person sitting at a computer. And they could be anywhere in the world. Loony Hiker also implies in her post that playing board games is better than playing computer games as far as critical thinking skills are concerned. There is now plenty of evidence (here and here and here and here and here and here, etc.) that the skills learnt by playing games such as WoW are exactly the type of  skills required by 21st Century business.

If I had kids, I’d put away that family board game and sign them up for World of Warcraft accounts if they showed a flicker of interest.

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Playing video games = Healthy body, healthy mind

In 1961 a psychologist by the name of Albert Bandura ran a series of experiments where groups of children witnessed adults attacking an inflatable bobo doll. The bobo doll experiment was conducted to see whether children learnt violent behaviour by observing and imitating others. This ground setting experiment has led to many studies into the effects violence, first on the TV and now in video games, has had on molding behaviour. The fact that repeated exposure to violent video games has been seen to have negative effects simply serves to tar the whole video game industry. With the amount of anti-gaming sentiment out there you could be forgiven for believing there are good video games, educational, and bad video games, the rest. The fact is that there is a lot of anecdotal evidence and research out there that would suggest otherwise.

You’ve probably sat on a bus or train and see someone playing ‘braintraining‘ and finding out how old their brain is. You may even have played it yourself. This popular hand held puzzle video game was designed by a prominent neuroscientist who claims that playing the games’ puzzles reduces the chances of dementia in old age. Such a health benefit from a video game may sound incredible but the evidence is mounting that one way to be healthy is to play video games. Similar neurological benefits have also been credited to the game Tetris. Who would have thought fitting different shaped coloured bricks could make your brain better? Neuropsychologist Dr Rex Jung, who works at the Mind Research Network in Albuquerque, is on record as saying practising this puzzle game increases grey matter in the motor areas of the brain. Food for thought. Meanwhile, at the Department of Psychiatry and Human Behavior at University of California Irvine’s, Richard Haier was finding that first time Tetris players’ brains experienced a boost in glucose levels. Could this mean that glucose deficient diseases such as diabetes may one day have a pharmatronic solution? Playing video games, in this case, could be just what the doctor orders.

Nor are video games just for patients it seems. The study “landmarks the arrival of Generation X into medicine”conducted in 2002 found that doctors who played video games for three hours a week were less likely to make mistakes in surgery. A doctor was quoted as saying that both game playing and surgery required the same hand eye co-ordination so, in effect, the gaming improved that skill. Surprisingly, it is the violent games such as Counter-Strike, Call of Duty, HALO or Left 4 Dead that seemed to offer the best opportunity for practising hand eye co-ordination skills. Back to the patient and Daphne Bavelier of the University of Rochester in New York suggests that action video-game training may even be a useful complement to eye-correction techniques because such games train the eye in what eye doctors call contrast sensitivity. Contrast sensitivity allows a person to distinguish objects from other objects and the background. A persons ability to do this is said to diminish dramatically with old age. Know of any games your parents may be interested in?

Being fitter and having regular exercise is what doctors would say is the greatest preventative medicine. Getting fit and healthy is not the sort of thing that playing video games brings to mind though. However, keeping fit with video games does have its proponents and gained early popularity in the late 90s with the release of ‘Dance Dance Revolution‘. This arcade game involved players scoring points for dance moves, which were played out on a dance platform that flashed in time to each of the gamers dance moves. Many players of DDR, as it is called, claimed to have lost weight through the games aerobic work out of dance. This may be the reason why Norway recognises DDR as an official sport and why the game was also adopted by many state schools in the USA as part of their physical education programme.

Perhaps the most well known and popular keep fit video game in recent years has been the wii fit. Its fitness programme is divided into four categories – yoga, strength training, aerobics and balance games – and its popularity placed it as the third best-selling video game in history. However, its popularity wasn’t restricted to the living room at home, health clubs and gyms also invested in this technology. What is surprising is the Finnish army Defence forces decision to buy hundreds of the console to encourage more free time exercising. It proved a very popular choice with the troops. No doubt they enjoyed the need to be fighting fit.

The ancient Greeks believed that healthy in mind was healthy in body. To look at how healthy a nations mind is you should look at the education it receives through its schools and universities. Earlier this year, a study commissioned by a Member of the European Parliament came to the conclusion that playing video games “have a positive contribution to make to the education of minors”. This was an opinion that had already been put into practice in Scotland. It was in Scotland that an education project using the Nintendo DS was introduced into state primary schools. The project took advantage of the fact that short bursts of playing on the Nintendo DS before a class activity actually improved results in classes such as maths. I wish they’d known this when I was at school!

Across the borders to England and in Kent a graphic adventure video game is being used to stimulate creative writing in state schools for juniors. The video in question is called ‘Myst’ and the writing project is the brainchild of Tim Rylands.  Rylands states that the game provides a “shared experience” in the classroom as well as providing a context with which to explore and enhance children’s writing. The project is ongoing but has received positive feedback from both teachers and pupils alike.

The potential for video games in education is now being realised in English language teaching. The International Association of Teachers of English as a Foreign Language (IATEFL) holds its International Annual Conference & Exhibition every spring. It’s attended by around 1500 ELT professionals from 70+ countries and was held in 2009 in Cardiff, Wales. One of the plenary speakers at the event was Marc Prensky who is the author of such books as “Digital Game-Based Learning” and “Don’t Bother Me Mom – I’m Learning“. In these books he advocates the use of video games as a means in which to help children develop the kind of meta skills that will help them to become successful adults in the 21st century. Although Prensky doesn’t refer specifically to language learning games it is interesting to note that he excludes the more violent action games from his agenda.

Language learning computer games‘ have been around for decades but have never really gained a high rung on the social ladder of video games. Perhaps it is their overt language agenda and a lack of an engaging storyline or an engaging aspect that they lack but best-selling video games have. What is for sure is that the big money companies have been reluctant to invest time and money in developing ‘edutainment‘ games. To this end commercially successful gaming platforms and video games are now being adopted and adapted by education.

If you are a language teacher and want to know where video games meet the classroom then look no further than the internet for information. A very popular blog run by Larry Ferlazzo  provides access to numerous video games for use in the language learning classroom. Youtube has videos on the use of such games as ‘The sims‘ (the best-selling PC game in history) as a language teaching tool. ‘Wii Englishis a site which looks at the use of wii games, such as animal crossing, and uncovers and reveals their potential as a language learning tool. There are even sites that take online point and click games free on the internet and into the classroom. If video games are being used as engaging and fun group collaborative activities that practice language learning skills (listening, reading, writing and speaking) then the view that video games are an individual and isolated activity for geeks and nerds will soon become outdated. In fact, ask the younger generation and you may discover that this view is already a little old fashioned. Remember though it’s never too late to start playing!

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Video games go to the Movies

 

Video Game characters at the movies

Video Game characters at the movies

I’m game for the movies

 

Many films go on to become video games but do you know which films started out as video games? The pictures above show just four of those films, can you name them? You may be surprised to find out that there have been quite a few more. Which do you think was the first video game to make it to the big screen? I asked this question to a friend recently and he came up with Tron. My friend didn’t know that Tron didn’t start off as a video game. First, it was a 1982 science fiction film by Disney and although it was about a video game it was actually the film that spawned the game. The prize for first live action film based on a video game was in fact ‘Super Mario Bros in 1993 starring Bob Hoskins as the moustachioed title hero and Dennis Hopper as the bad guy. Though Bob Hoskins received praise for his portrayal of the popular game character, the film itself received very negative reviews and did poorly at the box office.

During the mid nineties there then followed a spate of kung fu and kick boxing video game / film crossovers, the most famous of which were the run of ‘mortal combat films and Street Fighter. Such stars as Christopher Lambert, Jean Claude Damme and even Kylie Minogue brought theses video game titles kicking, if not screaming, to the big screens. Initially both titles proved to be commercial hits but unfortunately, the negative reception of each subsequent film meant that the prospect of further releases is minimal.

It was not until Tomb Raider and Lara Croft (played by Angelina Jolie) hit the screens in 2001 that a video game could really lay claim to having successfully made the leap to the movies. In takings it broke the record for a film that featured a female lead and took over $300 million at the box office worldwide. It not only remains the most successful video game adaption to date but also launched Angelina Jolie’s career as a Hollywood actress.

Ironically enough the next video game to successfully make the transition from computer screen to cinema screen also starred a female protagonist. In Resident Evil Mila Jovovich also plays a gun-totting amnesiac heroine and a secret underground genetic research facility called the ‘Umbrella Company’. The trouble starts when the company is responsible for accidentally releasing a virus which causes dead bodies to reanimate as blood thirsty zombies. To date three live action movies under the name of Resident Evil have been released. The fact that the movies took an average of $20 million on their opening weekends and grossed $150 million worldwide means that Alice’s fight against the Umbrella Corporation is sure to continue.

The talk of the computer game town at the moment is the prospect of Peter Jackson’s (director of The Lord of the Rings trilogy) involvement in HALO. HALO is a very successful first person shooter video game. It will be interesting to see how a video game that took $300 million in its first week of sales will make it as a movie adaptation. There are many sceptics who simply believe that a successful video game loses its principal appeal once it becomes a movie. You watch a film passively for a couple of hours at the most. A video game requires active participation and it is the choices that you make that decide the story. Also a video game, from start to finish, can provide anywhere in the region of 100 hours or more of play.

So what is the future for computer games at the movies? Rather than seeing movies and video games switching back and forth we may see the two blending together to form a single new media. The technology perfected by James Cameron to film his new movie Avatar may hold the key to this future. As James Cameron himself says, he used “a big, powerful game engine” to capture actors’ motions to let them interact with computer generated characters on a real, live-action set while shooting live action. Perhaps the video gamer of the future will interact with a game environment in a similar way putting the player inside the game in real time. This will bring a whole new meaning to “I’m into video and computer games”.

Download this article (PDF) for your learners (with comprehension questions)

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Gamer – the unsettling action film about our possible future

Gamer is a new science-fiction action film that features people playing an online game in which participants can control human beings as players.  I’ve not seen it yet, and reviews have been mixed (see Wikipedia article) , but it is interesting to see a film released that predicts a dystopian future based on the current trend of playing massively multiplayer online role-playing games (MMORPGs).

As one reviewer puts it, the film takes  “a look at the dangers of a media-infested world, of nonstop advertisement and of the future of youth in a world with ever expanding interactive technology” – there are many who worry about the influence of gaming on today’s youth, and this film won’t do anything to quell the fear that the influence of violent games is leading our society down  a dangerous path.

There has been controversy over video games ever since they first appeared, and the popular press and TV loves to play up the idea that the influence of such games leads to greater violence in society.  others, however, believe that evidence is misleading and many of these ideas are myths.

We will be looking at this in more detail on this blog in the future, but would love to hear from you first – what do you think? Are violent games a negative influence on the youth of today?

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