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Writing New Games:
          Designers Enacting the New Media Literacies




                                                          Alice J. Robison
                                             Massachusetts Institute of Technology


Tuesday, October 30, 2007                                                            1
55% protect their personal information online




Tuesday, October 30, 2007                                                   2
More than half of all
       American teens--and 57% of
        teens who could use the
           internet--could be
       considered media creators.


                            55% protect their personal information online




Tuesday, October 30, 2007                                                   2
More than half of all
       American teens--and 57% of
        teens who could use the
           internet--could be
       considered media creators.
                            22% have their own homepages
                             55% protect their personal information online




Tuesday, October 30, 2007                                                    2
More than half of all
       American teens--and 57% of
        teens who could use the
           internet--could be
       considered media creators.
                            22% have their own homepages
                             55% protect their personal information online

  33% share what they create online with others




Tuesday, October 30, 2007                                                    2
More than half of all
       American teens--and 57% of
        teens who could use the
           internet--could be
       considered media creators.
                            22% have their own homepages
                             55% protect their personal information online

  33% share what they create online with others




                            19% blog and 19% remix content they find online



Tuesday, October 30, 2007                                                    2
More than half of all
       American teens--and 57% of
        teens who could use the
           internet--could be
       considered media creators.
                            22% have their own homepages
                             55% protect their personal information online

  33% share what they create online with others

         32% report they’ve
            experienced
          “cyberbullying”
                            19% blog and 19% remix content they find online



Tuesday, October 30, 2007                                                    2
More than half of all
       American teens--and 57% of
        teens who could use the
           internet--could be
       considered media creators.
                            22% have their own homepages
                             55% protect their personal information online

  33% share what they create online with others

         32% report they’ve
            experienced
          “cyberbullying”
                            19% blog and 19% remix content they find online
           55% use online social networking regularly

Tuesday, October 30, 2007                                                    2
More than half of all
       American teens--and 57% of
        teens who could use the
           internet--could be
       considered media creators.
                            22% have their own homepages
                             55% protect their personal information online

  33% share what they create online with others

         32% report they’ve                      85% use Facebook
            experienced
          “cyberbullying”
                            19% blog and 19% remix content they find online
           55% use online social networking regularly

Tuesday, October 30, 2007                                                    2
More than half of all
       American teens--and 57% of
        teens who could use the
           internet--could be
       considered media creators.
                            22% have their own homepages
                             55% protect their personal information online

  33% share what they create online with others

         32% report they’ve                      85% use Facebook
            experienced                     if available on their campus
          “cyberbullying”
                            19% blog and 19% remix content they find online
           55% use online social networking regularly

Tuesday, October 30, 2007                                                    2
What do we mean by “literacies?”
            encoded texts that can be retrieved, worked
             with, and made available independent of
              the physical presence of another person

               What do we mean by “new literacies?”
             blogging, fanfic writing, manga-producing,
               meme-ing, photoshopping, podcasting,
                   vodcasting, gaming, html-ing
                                         (Lankshear & Knobel, 2006)




Tuesday, October 30, 2007                                             3
Tuesday, October 30, 2007   4
Tuesday, October 30, 2007   4
Tuesday, October 30, 2007   4
Tuesday, October 30, 2007   4
Tuesday, October 30, 2007   4
Tuesday, October 30, 2007   4
Tuesday, October 30, 2007   4
Tuesday, October 30, 2007   4
Tuesday, October 30, 2007   4
Tuesday, October 30, 2007   4
Tuesday, October 30, 2007   4
Tuesday, October 30, 2007   4
new (media) literacies
               technical stuff: we can now use cool stuff to do the
               same kinds of things we have previously known; a
               “physical-industrial” mindset--individualized,
               enclosed, product-centered, hierarchical


               ethos stuff: co-existence of physical space and
               cyberspace; a “cyberspatial, post-industrial”
               mindset--collective, distributed, decentered, process-
               focused, change-based

                                           Lankshear & Knobel, 2006



Tuesday, October 30, 2007                                               5
it’s not a big truck

                                     “The internet isn’t just
                                     something you dump
                                     something on. It’s not
                                     a big truck. It’s...it’s a
                                     series of tubes.”
                                         --Senator Ted Stevens (R-Alaska)


                                      John Hodgman’s Reply
                                                  Ted Stevens Remix



Tuesday, October 30, 2007                                                   6
tagging,
                            folksonomies




Tuesday, October 30, 2007                  7
data visualization of
                              online identities




Tuesday, October 30, 2007                           8
online social
    networks




Tuesday, October 30, 2007   9
alternate reality games




Tuesday, October 30, 2007                             10
is it possible to make a
                game out of all those
                     new literacies?


Tuesday, October 30, 2007                 11
http://bud.com




Tuesday, October 30, 2007                    12
http://bud.com
                            PMOG “adds an element
                            of score-keeping, gentle
                            competition, cooperation
                            and self-reflection
                            through scorekeeping
                            and game dynamics
                            added to web-
                            browsing” (Justin Hall, 2007)




Tuesday, October 30, 2007                                   12
http://bud.com
                            PMOG “adds an element
                            of score-keeping, gentle
                            competition, cooperation
                            and self-reflection
                            through scorekeeping
                            and game dynamics
                            added to web-
                            browsing” (Justin Hall, 2007)

                            It opens our eyes to what
                            the web really holds, to
                            expand our grasp of
                            meaning-making
                            experiences with the web



Tuesday, October 30, 2007                                   12
PMOG
                  literacies
                            identity play
                             affiliations
                            affinity spaces
           collaborative problem-solving
           circulating information & data
                     surfing with others



Tuesday, October 30, 2007                     13
if you were actually playing the game and you
                 had the sidebar open, I feel like you actually feel
                 like the web is a place, not like it’s a series of
                 separate places. But that you are in this one
                 sphere of activity with all of these people at the
                 same time. And this is just surfing of course, not
                 like being on an AIM or whatever-- then you’re
                 just obviously with people online. But the
                 experience of surfing itself can be a pretty lonely
                 one, because you’re like going willy-nilly. But this
                 is allowing other players to influence what your
                 experience is like, and influencing the surfing
                 experiences of other players as well.
                                               --Merci Hammon, PMOG



Tuesday, October 30, 2007                                               14
I feel like having a persistent presence in a web
                browser is very much like being a role-playing
                character online. Because you’re in this environment
                that is necessarily different from...linked-to, but
                different. Next door to but not on top of your actual
                life. And you get to re-present yourself as a person
                online. And so you already are kind of a role-playing
                character when you go from Facebook to MySpace.
                And there are a lot of people who actually make fake
                profiles, so they’re like Jesus Christ or Buddha online.
                And so I think that one of the best things about being
                persistently present online is the ability to play with it
                and to be a character in this other universe.
                                                 --Merci Hammon, PMOG




Tuesday, October 30, 2007                                                    15
2.0 ethos-> PMOG
                •    Kodak Picture Gallery -->   •   stickiness--> syndication
                      Flickr                     •   demographics--> identity
                •    Britannica Online -->           play
                     Wikipedia                   •   developer-written-->
                •    personal websites -->           players co-writing
                     blogging                    •   individual competencies
                •    evite -->upcoming.org           --> collaborative questing
                •    publishing-->               •   value dependent on
                     participation                   scarcity of products-->
                •    content management              value dependent on
                     systems --> wikis               behavior choices
                •    directories (taxonomy)-->   •   surfing alone--> surfing
                     tagging (quot;folksonomyquot;)          with others



Tuesday, October 30, 2007                                                         16
what can your game do?
                     What do you think PMOG has the potential to do? Either
                     conceptually or long-term?




                     “I think that potentially it could
                     be an enormous amount of fun.
                     That’s the primary goal. It’s a
                     game, and it should be fun.”


Tuesday, October 30, 2007                                                     17

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Alice Robison Purdue Serious Games Research Forum 10-07

  • 1. Writing New Games: Designers Enacting the New Media Literacies Alice J. Robison Massachusetts Institute of Technology Tuesday, October 30, 2007 1
  • 2. 55% protect their personal information online Tuesday, October 30, 2007 2
  • 3. More than half of all American teens--and 57% of teens who could use the internet--could be considered media creators. 55% protect their personal information online Tuesday, October 30, 2007 2
  • 4. More than half of all American teens--and 57% of teens who could use the internet--could be considered media creators. 22% have their own homepages 55% protect their personal information online Tuesday, October 30, 2007 2
  • 5. More than half of all American teens--and 57% of teens who could use the internet--could be considered media creators. 22% have their own homepages 55% protect their personal information online 33% share what they create online with others Tuesday, October 30, 2007 2
  • 6. More than half of all American teens--and 57% of teens who could use the internet--could be considered media creators. 22% have their own homepages 55% protect their personal information online 33% share what they create online with others 19% blog and 19% remix content they find online Tuesday, October 30, 2007 2
  • 7. More than half of all American teens--and 57% of teens who could use the internet--could be considered media creators. 22% have their own homepages 55% protect their personal information online 33% share what they create online with others 32% report they’ve experienced “cyberbullying” 19% blog and 19% remix content they find online Tuesday, October 30, 2007 2
  • 8. More than half of all American teens--and 57% of teens who could use the internet--could be considered media creators. 22% have their own homepages 55% protect their personal information online 33% share what they create online with others 32% report they’ve experienced “cyberbullying” 19% blog and 19% remix content they find online 55% use online social networking regularly Tuesday, October 30, 2007 2
  • 9. More than half of all American teens--and 57% of teens who could use the internet--could be considered media creators. 22% have their own homepages 55% protect their personal information online 33% share what they create online with others 32% report they’ve 85% use Facebook experienced “cyberbullying” 19% blog and 19% remix content they find online 55% use online social networking regularly Tuesday, October 30, 2007 2
  • 10. More than half of all American teens--and 57% of teens who could use the internet--could be considered media creators. 22% have their own homepages 55% protect their personal information online 33% share what they create online with others 32% report they’ve 85% use Facebook experienced if available on their campus “cyberbullying” 19% blog and 19% remix content they find online 55% use online social networking regularly Tuesday, October 30, 2007 2
  • 11. What do we mean by “literacies?” encoded texts that can be retrieved, worked with, and made available independent of the physical presence of another person What do we mean by “new literacies?” blogging, fanfic writing, manga-producing, meme-ing, photoshopping, podcasting, vodcasting, gaming, html-ing (Lankshear & Knobel, 2006) Tuesday, October 30, 2007 3
  • 24. new (media) literacies technical stuff: we can now use cool stuff to do the same kinds of things we have previously known; a “physical-industrial” mindset--individualized, enclosed, product-centered, hierarchical ethos stuff: co-existence of physical space and cyberspace; a “cyberspatial, post-industrial” mindset--collective, distributed, decentered, process- focused, change-based Lankshear & Knobel, 2006 Tuesday, October 30, 2007 5
  • 25. it’s not a big truck “The internet isn’t just something you dump something on. It’s not a big truck. It’s...it’s a series of tubes.” --Senator Ted Stevens (R-Alaska) John Hodgman’s Reply Ted Stevens Remix Tuesday, October 30, 2007 6
  • 26. tagging, folksonomies Tuesday, October 30, 2007 7
  • 27. data visualization of online identities Tuesday, October 30, 2007 8
  • 28. online social networks Tuesday, October 30, 2007 9
  • 29. alternate reality games Tuesday, October 30, 2007 10
  • 30. is it possible to make a game out of all those new literacies? Tuesday, October 30, 2007 11
  • 32. http://bud.com PMOG “adds an element of score-keeping, gentle competition, cooperation and self-reflection through scorekeeping and game dynamics added to web- browsing” (Justin Hall, 2007) Tuesday, October 30, 2007 12
  • 33. http://bud.com PMOG “adds an element of score-keeping, gentle competition, cooperation and self-reflection through scorekeeping and game dynamics added to web- browsing” (Justin Hall, 2007) It opens our eyes to what the web really holds, to expand our grasp of meaning-making experiences with the web Tuesday, October 30, 2007 12
  • 34. PMOG literacies identity play affiliations affinity spaces collaborative problem-solving circulating information & data surfing with others Tuesday, October 30, 2007 13
  • 35. if you were actually playing the game and you had the sidebar open, I feel like you actually feel like the web is a place, not like it’s a series of separate places. But that you are in this one sphere of activity with all of these people at the same time. And this is just surfing of course, not like being on an AIM or whatever-- then you’re just obviously with people online. But the experience of surfing itself can be a pretty lonely one, because you’re like going willy-nilly. But this is allowing other players to influence what your experience is like, and influencing the surfing experiences of other players as well. --Merci Hammon, PMOG Tuesday, October 30, 2007 14
  • 36. I feel like having a persistent presence in a web browser is very much like being a role-playing character online. Because you’re in this environment that is necessarily different from...linked-to, but different. Next door to but not on top of your actual life. And you get to re-present yourself as a person online. And so you already are kind of a role-playing character when you go from Facebook to MySpace. And there are a lot of people who actually make fake profiles, so they’re like Jesus Christ or Buddha online. And so I think that one of the best things about being persistently present online is the ability to play with it and to be a character in this other universe. --Merci Hammon, PMOG Tuesday, October 30, 2007 15
  • 37. 2.0 ethos-> PMOG • Kodak Picture Gallery --> • stickiness--> syndication Flickr • demographics--> identity • Britannica Online --> play Wikipedia • developer-written--> • personal websites --> players co-writing blogging • individual competencies • evite -->upcoming.org --> collaborative questing • publishing--> • value dependent on participation scarcity of products--> • content management value dependent on systems --> wikis behavior choices • directories (taxonomy)--> • surfing alone--> surfing tagging (quot;folksonomyquot;) with others Tuesday, October 30, 2007 16
  • 38. what can your game do? What do you think PMOG has the potential to do? Either conceptually or long-term? “I think that potentially it could be an enormous amount of fun. That’s the primary goal. It’s a game, and it should be fun.” Tuesday, October 30, 2007 17