Category: Business Games

GSU Train the Trainers Island Coming to SL

eSchoolNews.com reports that Georgia State University is opening up an island in Second Life for training professors to lead classes in SL. Here’s the key quote: 

“By teaching in Second Life, you’re able to give your students an experience that might be too expensive or dangerous in the real world,” said Paula Christopher, a technology project manager at Georgia State.

The university’s island is in the development stage and should be open by summer, Christopher said.

Xbox Goes to College to Help Football Players Learn Their Moves

I knew Microsoft endeavored to tap into the modding potential of the Xbox. Now comes an AP story about a company called XOS Technologies selling modified Xbox football games to Division I universities. The returning national champions Louisiana Statue University Tiger’s football team uses the game, as do the University of Tennessee Volunteers (for our friends over in Louisiana, I have to say for the championship game tonight, “Geaux Tigers.”) The game is called PlayAction Simulator, and has apparently played a role in leading the Tigers to another successful season this year.

XOS Technologies programs in all the team’s offensive plays, then all the defensive plays of their opposition. Quarterbacks and other offensive players can play the game to help learn their plays, and see how mistakes can lead to turnovers and other mishaps.

The game looks and plays just like the popular Madden NFL and NCAA football games, though all the goofy stuff such as player celebrations, cheering crowds, mascots and bands have been removed.

If LSU wins tonight, the Xbox and XOS Technologies can certainly claim part of the credit.

Update:
A victory for the Xbox: LSU beat Ohio State 38-24.

Call for Poster Sessions: IDGA Education SIG Summit at Game Developer's Conference in Feb.

[Please redistribute]


IGDA EDUCATION SIG SUMMIT

February 18 & 19, 2008

=========================

The IGDA Education SIG Summit is held in co-location with the Game

Developer’s Conference in San Francisco, California. This two-day summit

will focus on nuts and bolts practices in curriculum and teaching

methods for game development education. There will be two tracks, one

aimed at novice educators just entering the game education genre, the

second for experienced educators looking for additional tools teaching

game design and development. There will be lectures, model curricula,

case blasts, postmortems, interactive hands-on sessions as well as great

opportunities for networking and discussion throughout the workshop.

Attendees will leave with useful examples and ideas on how to best

develop and/or reinvigorate game development curricula in their institution.

 

The goal of this summit is to address educational issues by sharing

examples of best practices in teaching and curricula. It is our hope

that participants will collaborate and help create guidelines for the

growing community of educators teaching video game design and

development. Attendees will leave with useful examples and ideas on how

to best develop and/or reinvigorate video game curricula in their

institutions.

 

Call for Posters

================

Topics of interest include, but are not limited to:

•The design and execution of game design and development classes.

•The use of game design and development projects in traditional classes.

•Game design and development as capstone projects.

•Interdisciplinary collaboration in game programs (for students and

faculty).

•Teaching and curriculum development in game programs.

•Game development concentrations and majors.

•Laboratory and infrastructure requirements for game classes.

•The effect of game design and development classes on the student.

•Learning theories and pedagogy and their application to games education.

•Tools and methods for supporting games education.

•Novel and experimental games.

 

Additionally, we welcome posters detailing research results relevant to

the themes of the summit as well as posters highlighting or showcasing

student experiences in games education programs. Student experiences can

be showcased in the context of their capstone or class projects.

 

Guidelines

==========

Poster submissions must present original, unpublished research or

experiences. Late-breaking advances and work-in-progress reports from

ongoing research are also encouraged to be submitted. Posters under

review elsewhere should not be submitted.

 

To submit to the poster session, please write an abstract of the

research or experiences that you wish to present during the poster

session (800 words maximum.) Abstracts must be submitted electronically

to submit_EdSIGposter (at symbol) igda.org.

 

Important dates in the paper submission process include the following:

 

Submission deadline: January 15, 2008 (12:00 midnight, US Eastern time)

Notification:  January 24, 2008


Questions on poster sessions can be directed to the poster session chair

José Zagal at jp (at symbol) cc.gatech.edu

 

If the poster is accepted you will be expected to comply with the

following guidelines:

 

1.All posters will be presented on a tri-fold presentation board 36" by

48".

2.Provide 100 copies of the Abstract of the poster.

•Include title, Author(s)

•Single spaced

•Limit to one page in length

3.Authors of accepted posters are required to be present at their

posters for discussion at the specified time during the summit.

4.Authors are responsible for the transportation of their presentations.

5.Use large enough fonts for subtitles and text so that the poster can

be read from approximately 2-3 feet away. Avoid the use of script fonts

that are difficult to read.

 

Further Information

===================

 

IGDA Information: http://www.igda.org/

Education Summit Information: http://gdconf.com/conference/edusig.htm

Game Developer's Conference 2008: http://www.gdconf.com/

--

José Pablo Zagal

Georgia Institute of Technology

jp (at symbol) cc.gatech.edu  - http://www.cc.gatech.edu/~jp

Using the Wiimote as a Cheap Smart Board

Uber-blogger Will Richards notes that Johnny Chung Lee has devised a nifty hack to take an ordinary Wiimote and turn it into a Smart Board replication device, all for about a hundred bucks.

Although the links to Lee’s pages over at Carnegie Mellon were not working last I looked, the YouTube video where he shows how to do the trick is still up and working on Richards’ site. Some of Richards’ commenters discuss other ways to leverage inexpensive laser technology this way.

In the video, Lee connects the Wiimote to the computer that is being projected, then uses a laser pen to create an instant interactive white board. Besides walls, he demonstrates on a table and a common LCD screen.

Richards attests that educators watching the video get very excited about the possibilities for creating cheap interactive whiteboards on the fly. We’ve seen this appropriation of common videogame hardware for ulterior purposes before, mainly with the military using Xbox controllers to guide robots. These days, gaming hardware is off the shelf compatible with regular computers and software, using standards like USB, and can be repurposed for other things. It will be nice to see more educational uses in the future.

Dangerous Russian Flirting Software Passes Turing Test; May Have Gaming Applications

Ina Fried over at CNET’s News.com noted that “flirting” software devised by Russian programmers can fool online chatters, and potentially be used to pilfer passwords and other personal data. Could it be the Turing Test has been met for nefarious purposes? This was famously postulated by British mathematician Alan Turing who wrote in 1950 that a machine would have attained apparent sentience if a person did not know he or she were corresponding with a machine (via teletype at the time).

Other efforts have been made in this arena, mainly thanks to the Loebner prize, which is awarded in a contest each year to companies or individuals. The 2007 winner is Robert Medeksza of Zabaware. Zabaware’s Ultra Hal Assistant 6.1 looks particularly interesting for carrying on fake conversations. Here’s a portion of the product description:

Ultra Hal Assistant is an artificial intelligence conversation simulator. It is capable of being your digital secretary and companion. Talk to Hal in natural English language and Hal will speak back to you. Hal has a huge conversational database and will discuss anything. Hal speaks out loud to you in one of many high quality voices and has several 3D animated characters to choose from. Hal will learn from every sentence that you tell it and over time it will learn [to] like the same things you do, and to talk about topics you like to talk about. In addition to being able to chat with you for entertainment purposes, Ultra Hal can also act as a personal information manager (PIM). Hal can remember and remind you of appointments, it can keep an address book, it can keep a phone book, and it can dial phone numbers for you. Hal will also run programs and recent documents on command, and can help you browse the Internet. You can also run your Hal bot on the AOL Instant Messenger network.

Back to the Russian software, which is available only in Russian so far: Those intrepid Russian hackers have perfected the software to such a degree that folks in chat rooms think they’re flirting with a real person, and thus tend to reveal personal info they otherwise wouldn’t. I wonder if human libidos help machines to pass the Turing Test?

Regardless, as “chatterbox software” keeps improving, perhaps we’ll see the day when the technology is adopted in educational games. Imagine a virtual personal assistant (to wit: an NPC in the game) coaching children, guiding them through tight spots with which they have difficulty, and providing a level of companionship and bonhomie.

Make Your Own Online Educational World with VastPark

Educators love to appropriate existing technologies for pedagogical purposes. And so we have educational radio programs, TV programs, videogames … and instructional applications in virtual worlds (VWs) such as Second Life and Active Worlds. However, there is an unfortunate lack of control in VW environments, as griefers manifest themselves with online terrorism, and students may potentially wander into explicit adult areas.

What educators really need are VWs they control completely, regulating who has access as well as the pedagogy that is covered. Dr. Greg Jones over at UNT is a pioneer of this idea. Now, the potential for teachers to easily create their own online education worlds is proffered with a new service from VastPark, which bills itself as a “distributed virtual worlds platform.” Essentially, you design your VW using VastPark’s tools, invite users to stroll your virtual realm with their avatars, and achieve your online objectives whether that be making money or teaching students at a distance.

VastPark is in closed beta, but is available by invitation. For those who’ve seen the tools in beta, such as Jason Stoddard over at Centric, the worlds are amazingly detailed, and remarkably easy to work with. I’ve taken a look at CEO Bruce Joy’s video of VastPark’s Creator Tool, and can attest that it looks fantastic. Its feature list is also impressive.

If VastPark can help teachers easily make their own VWs, we may see a surfeit of online worlds dedicated to educational purposes.

Bring Your Avatar Into RL with a 3-D Printer

Read an interesting article in today’s Wall Street Journal about a company using three-dimensional printers to create personal figurines of World of Warcraft avatars. 3D printers have been around a while, but were prohibitively expensive. Article author Robert Guth notes that some models are going for as little as $5,000, though good ones will run 10 times that. They work by spraying a polymer in patterns that harden. Thus, users can “print” three dimensional models rather than the usual 2D arrangements on paper.

FigurePrints, LLC is opening shop this week, with an exclusive arrangement tied to Blizzard’s World of Warcraft franchise. It is expected that players can place orders to have their toons printed as figurines in the $100 range. WoW avatars are highly customizable, with thousands of options in clothing and accessories. Many players obsess over the look of their characters, and it is expected the novelty of creating a figurine based on a player’s personal character may well prove lucrative. The possibilities for other uses seem unlimited as well. FigurePrints was started by former Microsoft exec Ed Fries, and the company uses printers made by Z Corp.

References:
Guth, R. A. (2007, December 12). How 3-d printing figures to turn web worlds real. The Wall Street Journal, p.B1.

Making Games with GameBrix

For aspiring online game makers a new community is now in public beta providing tools for creating games and animations; forums for sharing ideas, game components, and troubleshooting tips; and a host site for games that others can play. Frank Ferguson, president of Curriculum Associates, tells me that GameBrix.net will change to .com once it gets out of beta.

The cool thing about the site is the Web 2.0 aspects involving communities of like-minded players, where budding programmers can seek out the advice and expertise of veteran code-meisters and solutions from all. Folks can work solo, or in teams to produce quality games that can be loaded from the site and played anywhere. Ferguson indicates that different levels of programming can be used, from the very simple to quickly create easy games, to the very complex for professional coders looking to create advanced games.

The pedagogical possibilities are readily evident. Professors and teachers can appropriate the site for educational purposes, designing instructional games or having students design things themselves. GameBrix certainly is worth a visit, and worth watching as it works its way out of beta.

Games and Other Tactics for Teaching Millennials in MBA Programs

There’s a lot of money in business schools. Maybe it’s all the rich alumni who generously bestow gifts to universities that helped get them started in the world of big money and important connections. Or maybe it’s money flowing from big corporations in general, that have a vested interest in seeing well-taught MBAs graduate from universities and help corporations solve vexing business dilemmas. Regardless of where the money comes from, there’s a lot of it flowing in and around business schools. So, we tend to pay attention when b-schools start changing things around. The business press picks up its ears, too, and duly reports on noteworthy developments.

So it is in a story from The Wall Street Journal this morning. Ron Alsop discusses changes b-schools are making to better serve youngsters now starting to attend.

The millennial generation’s leading edge — 24- to 26-year-olds — has finally arrived in many M.B.A. programs, especially those that have started admitting younger applicants. Track columnist Ron Alsop recently interviewed Daphne Atkinson, vice president for industry relations at the Graduate Management Admission Council, about the millennial generation’s career interests, its likely impact in the workplace, and how business schools and the council are adjusting to the millennials — and their parents.

Ah, yes … millennials. Those youngsters using Web 2.0 in every facet of their social lives; those cell phone texting, IM’ing, Facebook-using young people. Issues Alsop and Atkinson discuss include “helicopter parents,” social sites, the pro-technology attitudes young people bring to work environments, job expectations of youngsters, and how to deal with teaching millennials in college environments. This last point provided the most interesting paragraph:

Some schools are looking at new approaches in the classroom, such as the use of a talk-show format that allows for different points of view and more interaction than a straight lecture. There also are classroom role-playing simulations that are more personal and interactive than a printed case study. And some schools are even introducing games to engage millennials …

Atkinson concludes the paragraph by noting issues profs have with students multitasking and using laptops in the classroom. If a student doodles on paper, professors don’t have a problem. But, if a student plays solitaire on their laptop (or checks e-mail, or surfs the web) while listening to the lecture, profs have a hard time dealing with the multitasking.

It’s good to see b-schools embrace games and simulations. Of course they always have, even in the distant past (say, the 1950s). The difference now is the games are digital.

References:
Alsop, R. (2007, December 4). Welcoming the new millennials. The Wall Street Journal. p.B9. [Online.] Available: http://online.wsj.com/article/SB119672143267712295.html

Online Gambling: A Press Release from Gibraltar

I had to laugh today while browsing news releases. I came across this one from Belle Rock Entertainment’s Online Casinos, which operates out of Gibraltar. Recall that the US bans online gambling, even if the site is offshore, and this peeves European casinos. So much so, they and some Caribbean nations have filed suit with the World Trade Organization against the US and the offending legislation. I’m not a fan of gambling, and I don’t condone it. But, I’m interested in research on the human element surrounding the risk of personal money with online gaming.

Reading the press release from Belle Rock, I’m struck with the similarities to mainstream MMORPGs. Here is a sample quote:

Gladiator is an online video slot of truly epic proportions set in Ancient Rome and features a massive 50 pay-lines. Its hero is a robust but romantic gladiator and when the sparks fly between him and his Roman Maiden, players score all the way with a Mixed Pay reward.

A gladiator’s battles resulting in rewards? Sounds a lot like World of Warcraft only with real money at stake. Take a look at this paragraph:

For those who prefer the snowy winterscapes of colder climates, Snow Honeys, is a feature rich, 5 reel 20 pay-line, entertainment-packed video slot. It has uber-cool mountain ski resort graphics, complete with bronzed ski instructors, Mounties, hibernating bears and snow Bunnies. The easy-on-the-eye ski-girls who show the way to a generous mix of Free Spins, Scatters, multipliers and a major Bonus feature, will delight any slot player. Adjacent Ice Castles could deliver up to 100 x multipliers and also enable the player to open up the second screen Hide and Seek bonus selection of 5 out of 12 winning windows in the castle. When the Ski Resort Scatter symbols combine, the player can score up to 30 Free Spins with a 5x multiplier and five of these adjacent will result in a massive 100x multiplier booster. Snow Honeys offer high energy slot action and has brilliant audio effects. Wagers from as little as 0.01 up to 0.5 coins can be made, making wins of up to 20 000 coins in the base game, 100 000 coins on the Free Spins and 10 000 coins on the bonus game possible.

It’s a neat press release, and it makes me hope that researchers concerned with online gambling will investigate the ramifications of combining elements of online gaming and social networks with the free spending nature of offshore wagering sites.