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	<title>Educational Games Research &#187; Game Discussion</title>
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	<link>http://edugamesresearch.com/blog</link>
	<description>Research and discussion concerning instructional video games</description>
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		<title>Teaching Difficult Concepts Through Videogames</title>
		<link>http://edugamesresearch.com/blog/2011/11/05/teaching-difficult-concepts-through-videogames/</link>
		<comments>http://edugamesresearch.com/blog/2011/11/05/teaching-difficult-concepts-through-videogames/#comments</comments>
		<pubDate>Sat, 05 Nov 2011 16:19:25 +0000</pubDate>
		<dc:creator>John Rice</dc:creator>
				<category><![CDATA[Educational Conferences]]></category>
		<category><![CDATA[Game Discussion]]></category>
		<category><![CDATA[Bert Snow]]></category>
		<category><![CDATA[Bill Tally]]></category>
		<category><![CDATA[CCT]]></category>
		<category><![CDATA[difficult concepts games]]></category>
		<category><![CDATA[difficult games teach]]></category>
		<category><![CDATA[games complex subjects]]></category>
		<category><![CDATA[Mission US]]></category>
		<category><![CDATA[Muzzy Lane]]></category>
		<category><![CDATA[Tracy Fullerton]]></category>

		<guid isPermaLink="false">http://edugamesresearch.com/blog/?p=1486</guid>
		<description><![CDATA[As mentioned earlier, I’m honored to have been invited to a conference held by the Center for Children and Technology last week. The title of the conference was Making Games That Teach Difficult Concepts, and it brought together game designers and academics to discuss issues perplexing to both.
We broke into small groups to focus on [...]]]></description>
			<content:encoded><![CDATA[<p>As <a href="http://edugamesresearch.com/blog/2011/08/24/center-for-children-and-technology-reports-on-ds-games-at-aera/" target="_blank">mentioned earlier</a>, I’m honored to have been invited to a conference held by the <a href="http://cct.edc.org/" target="_blank">Center for Children and Technology</a> last week. The title of the conference was <a href="http://possibleworlds.edc.org/development/thanks-to-the-participants-at-our-conference/" target="_blank">Making Games That Teach Difficult Concepts</a>, and it brought together game designers and academics to discuss issues perplexing to both.</p>
<p>We broke into small groups to focus on games for middle school science, middle school social studies, and early childhood. I was in the social studies group, admirably led by <a href="http://cct.edc.org/person.asp?id=576" target="_blank">Bill Tally</a> at CCT, where among other things he is the PI for evaluation studies of <a href="http://www.mission-us.org/" target="_blank">Mission US</a>, a history game focusing on revolutionary America.</p>
<p>One of the challenges of history games we mulled over is the question of game mechanics. As I’ve <a href="http://edugamesresearch.com/blog/2010/01/07/how-to-design-an-educational-video-game-three-important-considerations/" target="_blank">opined elsewhere</a>, good game mechanics involve key learning elements. The classic example is traditional dominoes, which requires players to count by fives in order to succeed, making it a great game for teaching basic arithmetic to children.</p>
<p>In history games, though, the primary learning dynamic often takes place through text. Narrative action is thus often the key mechanic in which learning takes place. This led to much discussion regarding the problem of compelling game play, with fascinating insights from participants such as <a href="http://muzzylane.com/company/management" target="_blank">Bert Snow</a>, lead designer and VP at Muzzy Lane, and <a href="http://tracyfullerton.com/bio/" target="_blank">Tracy Fullerton</a> over at USC’s School of Cinematic   Arts.</p>
<p>Conferences such as this one are important in bringing together multiple perspectives. Knowledge and understanding gleaned from these discussions further preparations for research and development of future educational games. My thanks to all the good people at CCT who made this conference possible.</p>
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		<title>What Can Angry Birds Teach us About … ? At the Forefront of Angry Birds Research</title>
		<link>http://edugamesresearch.com/blog/2011/10/08/what-can-angry-birds-teach-us-about-%e2%80%a6-at-the-forefront-of-angry-birds-research/</link>
		<comments>http://edugamesresearch.com/blog/2011/10/08/what-can-angry-birds-teach-us-about-%e2%80%a6-at-the-forefront-of-angry-birds-research/#comments</comments>
		<pubDate>Sat, 08 Oct 2011 16:56:16 +0000</pubDate>
		<dc:creator>John Rice</dc:creator>
				<category><![CDATA[Game Discussion]]></category>
		<category><![CDATA[Game Studies]]></category>
		<category><![CDATA[Research]]></category>
		<category><![CDATA[Video Game Research]]></category>
		<category><![CDATA[casual games]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[Angry Birds]]></category>
		<category><![CDATA[Angry Birds research]]></category>
		<category><![CDATA[app research]]></category>
		<category><![CDATA[aytm.com]]></category>
		<category><![CDATA[Brent Hecht]]></category>
		<category><![CDATA[casual gaming research]]></category>
		<category><![CDATA[Dan MacIsaac]]></category>
		<category><![CDATA[David Kelly]]></category>
		<category><![CDATA[DFKI]]></category>
		<category><![CDATA[dfki.de]]></category>
		<category><![CDATA[German research]]></category>
		<category><![CDATA[German Research Center for Artificial Intelligence]]></category>
		<category><![CDATA[Matthias Bohmer]]></category>
		<category><![CDATA[Michael Chorost]]></category>
		<category><![CDATA[mobile hci 2011]]></category>
		<category><![CDATA[Pertti Saariluoma]]></category>
		<category><![CDATA[what can we learn from Angry Birds]]></category>

		<guid isPermaLink="false">http://edugamesresearch.com/blog/?p=1482</guid>
		<description><![CDATA[With over a billion downloads, Angry Birds is the most popular casual gaming app of all time, so it’s only natural for social scientists to investigate it. Here’s the results of some recent items I found while searching for what educators and others have been researching about the game.
David Kelly, blogging at Misadventures in Learning, [...]]]></description>
			<content:encoded><![CDATA[<p>With over a billion downloads, Angry Birds is the most popular casual gaming app of all time, so it’s only natural for social scientists to investigate it. Here’s the results of some recent items I found while searching for what educators and others have been researching about the game.</p>
<p>David Kelly, blogging at <a href="http://misadventuresinlearning.blogspot.com/2011/01/what-can-angry-birds-teach-us-about.html" target="_blank">Misadventures in Learning</a>, notes design elements in Angry Birds spark positive influences for skill acquisition. Players can jump right in with little to no learning curve, follow multiple paths to success, and are offered incentives toward productivity. Its initial platform design assists in simple productivity as well:</p>
<blockquote><p>One of the reasons Angry Birds is as successful as it is is its accessibility.  Unlike console video games, Angry Birds was designed for mobile devices. It has no tether restricting where it can be played and was in fact designed for mobile phones, a device many people have with them throughout the day.</p>
<p>In addition, the level structure of Angry Birds is packaged in small chunks.  An attempt at a level can be completed in less than 30 seconds.  It&#8217;s the perfect design for mobility.</p></blockquote>
<p>Pertti Saariluoma, Editor-in-Chief of <em><a href="http://www.humantechnology.jyu.fi/articles/volume7/2011/saariluoma_aug-2011.pdf" target="_blank">Human Technology</a></em>, noted the games’ designers professed they have no idea why the game is successful. Indeed, Saariluoma notes, good game and software design often is intuitive rather than proscribed.</p>
<p>Market research firm <a href="http://aytm.com/blog/research-junction/angry-birds-addiction/" target="_blank">AYTM.com</a> offered up a <a href="http://www.vg247.com/2011/09/13/psychological-study-evaluates-angry-birds-addiction/" target="_blank">handy infographic</a> showing demographics and other data from the game. Interesting nuggets include: a total of 53% of players use the free version with the majority occasionally feeling “addicted” while playing. The firm noted Michael Chorost’s article in <a href="http://www.psychologytoday.com/blog/world-wide-mind/201101/how-i-kicked-my-addiction-the-iphone-game-angry-birds" target="_blank">Psychology Today</a> listing the “addictive” elements of the game. These include simplicity, reward, and realistically simulated physics. Dr. Chorost speculates a dopamine burst may be released, making the gaming experience a pleasurable one for players. As far as using Angry Birds in the classroom, <a href="http://tpt.aapt.org/resource/1/phteah/v49/i6/p399_s4" target="_blank">Dan MacIsaac</a> over at SUNY-Buffalo  State notes that Google returns over a million hits for “physics teaching Angry Birds.”</p>
<p>Mobile apps in general are receiving scrutiny from researchers, and Angry Birds is often mentioned since it’s the most popular game. <a href="http://www.dfki.de/%7Emabo04/index.html" target="_blank">Matthias Böhmer</a> over at the German Research  Center for Artificial Intelligence, <a href="http://www.brenthecht.com/" target="_blank">Brent Hecht</a>, a PhD. student at Northwestern, and their colleagues released a <a href="http://www.brenthecht.com/papers/bhecht_mobilehci2011_sleepbirds.pdf" target="_blank">large scale study</a> of mobile app use at Mobile HCI 2011 in Stockholm. They found users spend about an hour a day on their phones, but only about a minute at a time with mobile apps. News apps were found to be more popular in the morning, while gaming apps are more popular in the evening:</p>
<blockquote><p>Weather checking is, not surprisingly, largely a morning activity, as is the checking of one’s calendar. On the other hand, users’ desire to fling Angry Birds at pigs is absent in the morning, and only picks up in the early afternoon and into the evening. Kindle usage behavior is even more focused in the late evening.</p></blockquote>
<p>Angry Birds and other popular mobile games will probably continue receiving attention from researchers, with efforts likely to include discerning design details that can be adapted to more educational endeavors, as well as a continued commitment to incorporating the game itself into academics. Research always lags pop culture. By the time several thorough studies of Angry Birds are published, if any ever are, the game will likely have faded in popularity and been replaced by the next new thing.</p>
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		<title>RPG Accomplishments are the New Boyscout Badges</title>
		<link>http://edugamesresearch.com/blog/2011/09/27/rpg-accomplishments-are-the-new-boyscout-badges/</link>
		<comments>http://edugamesresearch.com/blog/2011/09/27/rpg-accomplishments-are-the-new-boyscout-badges/#comments</comments>
		<pubDate>Wed, 28 Sep 2011 01:16:59 +0000</pubDate>
		<dc:creator>John Rice</dc:creator>
				<category><![CDATA[Game Discussion]]></category>
		<category><![CDATA[Serious Games]]></category>
		<category><![CDATA[Virtual Worlds]]></category>
		<category><![CDATA[World of Warcraft]]></category>
		<category><![CDATA[Dora the Explorer]]></category>
		<category><![CDATA[video game accomplishments]]></category>
		<category><![CDATA[videogame accomplishments]]></category>
		<category><![CDATA[Wizard 101]]></category>
		<category><![CDATA[Wizard 101 accomplishments]]></category>
		<category><![CDATA[Wizard 101 junior archeologist]]></category>
		<category><![CDATA[World of Warcraft the Explorer]]></category>
		<category><![CDATA[Wow accomplishments]]></category>
		<category><![CDATA[Wow Dora the Explorer]]></category>
		<category><![CDATA[Wow the explorer]]></category>

		<guid isPermaLink="false">http://edugamesresearch.com/blog/?p=1472</guid>
		<description><![CDATA[My 6 year old proudly showed me a new accomplishment on Wizard 101: &#8220;Junior Archeologist.&#8221; It reminded me of when World of Warcraft added &#8220;The Explorer&#8221; accomplishment for characters who had &#8220;explored&#8221; the game&#8217;s content. Several players created new characters called Dora so they could earn the sobriquet &#8220;Dora the Explorer&#8221; on their realms.
Another thought: [...]]]></description>
			<content:encoded><![CDATA[<p>My 6 year old proudly showed me a new accomplishment on <a href="https://www.wizard101.com/start" target="_blank">Wizard 101</a>: &#8220;Junior Archeologist.&#8221; It reminded me of when <a href="http://us.battle.net/wow/en/" target="_blank">World of Warcraft</a> added &#8220;The Explorer&#8221; accomplishment for characters who had &#8220;explored&#8221; the game&#8217;s content. Several players created new characters called Dora so they could earn the sobriquet &#8220;Dora the Explorer&#8221; on their realms.</p>
<p>Another thought: it reminded me of Cub Scout and Boy Scout days, diligently working toward merit badges. Nowadays, it seems videogame accomplishments are the new merit badges.</p>
<p style="text-align: left;">It some ways, that&#8217;s probably a good thing.</p>
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		<title>What School Leaders Need to Know About Digital Technologies now on Kindle</title>
		<link>http://edugamesresearch.com/blog/2011/09/25/what-school-leaders-need-to-know-about-digital-technologies-now-on-kindle/</link>
		<comments>http://edugamesresearch.com/blog/2011/09/25/what-school-leaders-need-to-know-about-digital-technologies-now-on-kindle/#comments</comments>
		<pubDate>Sun, 25 Sep 2011 19:21:17 +0000</pubDate>
		<dc:creator>John Rice</dc:creator>
				<category><![CDATA[Game Discussion]]></category>
		<category><![CDATA[books]]></category>
		<category><![CDATA[digital technologies in school]]></category>
		<category><![CDATA[technology book for school administrators]]></category>
		<category><![CDATA[technology books for administrators]]></category>
		<category><![CDATA[technology books for school]]></category>
		<category><![CDATA[technology books for teachers]]></category>

		<guid isPermaLink="false">http://edugamesresearch.com/blog/?p=1464</guid>
		<description><![CDATA[Earlier this year I mentioned the book What School Leaders Need to Know About Digital Technologies and Social Media, edited by Scott McLeod and Chris Lehmann, is coming out in October. I am honored to have written the chapter on educational gaming.
I recently learned the electronic version is available now. So, if you have a [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://edugamesresearch.com/blog/2011/01/25/new-technology-book-for-school-administrators/" target="_blank">Earlier this year</a> I mentioned the book <em>What School Leaders Need to Know About Digital Technologies and Social Media</em>, edited by Scott McLeod and Chris Lehmann, is coming out in October. I am honored to have written the chapter on educational gaming.</p>
<p>I recently learned the electronic version is available now. So, if you have a Kindle, or a Kindle app installed on your phone or computer, you can download the book right now from Amazon.</p>
<p style="text-align: center;"><iframe src="http://rcm.amazon.com/e/cm?t=httpedugamesr-20&#038;o=1&#038;p=8&#038;l=as1&#038;asins=B005N8EZVE&#038;ref=tf_til&#038;fc1=000000&#038;IS2=1&#038;lt1=_blank&#038;m=amazon&#038;lc1=0000FF&#038;bc1=000000&#038;bg1=FFFFFF&#038;f=ifr" style="width:120px;height:240px;" scrolling="no" marginwidth="0" marginheight="0" frameborder="0"></iframe></p>
<p style="text-align: center;">
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		<title>Ambermush Roleplaying Game Helped Launch Careers of Bestselling Authors</title>
		<link>http://edugamesresearch.com/blog/2011/09/25/ambermush-roleplaying-game-helped-launch-careers-of-bestselling-authors/</link>
		<comments>http://edugamesresearch.com/blog/2011/09/25/ambermush-roleplaying-game-helped-launch-careers-of-bestselling-authors/#comments</comments>
		<pubDate>Sun, 25 Sep 2011 16:38:29 +0000</pubDate>
		<dc:creator>John Rice</dc:creator>
				<category><![CDATA[Game Discussion]]></category>
		<category><![CDATA[Game Writing]]></category>
		<category><![CDATA[New York Times]]></category>
		<category><![CDATA[Virtual Worlds]]></category>
		<category><![CDATA[Amber]]></category>
		<category><![CDATA[Ambermush]]></category>
		<category><![CDATA[Ambermush writers]]></category>
		<category><![CDATA[Ambermush writers started]]></category>
		<category><![CDATA[Dresden Files]]></category>
		<category><![CDATA[Jim Butcher]]></category>
		<category><![CDATA[Literacy Games]]></category>
		<category><![CDATA[online writing games]]></category>
		<category><![CDATA[Princes of Amber]]></category>
		<category><![CDATA[Roger Zelazny]]></category>
		<category><![CDATA[writing games]]></category>
		<category><![CDATA[writing sandbox]]></category>
		<category><![CDATA[Zelazny Amber]]></category>

		<guid isPermaLink="false">http://edugamesresearch.com/blog/?p=1460</guid>
		<description><![CDATA[A rising tide raises all ships, or so the saying goes. It also encapsulates a teaching philosophy found in many educational games, in which repeated exposure to common elements is said to increase participants&#8217; related skills. Thus, a literacy game will require players to read. The more they read, the better their reading skills develop. [...]]]></description>
			<content:encoded><![CDATA[<p>A rising tide raises all ships, or so the saying goes. It also encapsulates a teaching philosophy found in many educational games, in which repeated exposure to common elements is said to increase participants&#8217; related skills. Thus, a literacy game will require players to read. The more they read, the better their reading skills develop. While seemingly sound and plausible, the theory is hard to quantify.</p>
<p>In a <a href="http://www.nytimes.com/2011/09/24/books/jim-butcher-one-of-the-authors-from-ambermush.html" target="_blank">recent article</a> in <em>The New York Times</em>, an old online game called Ambermush is credited with launching the careers of at least a dozen writers. Amber is the name of a classic fantasy series by Roger Zelazny. In the books, reality originates at Amber, and all permutations and variations on reality in the multiverse spread out from there. In Ambermush, an online game discontinued in 2009, players wrote scenarios and engaged in group writing fantasy exercises loosely based on the series.</p>
<p>Jim Butcher is the best selling author of the Dresden Files series of fantasy novels. He credits Amber with improving his writing.</p>
<blockquote><p>With no graphics, Amber was a world made of words. For aspiring writers,  as Mr. Butcher was back then, that was very enticing.</p>
<p>He recalled the old writers’ adage that “you’ve got to write your  million words” of bad prose “before you’re writing good stuff, and I  once estimated that I was writing 5,000 words a day, mushing,” he said.  “We were all practicing storytelling every day.”</p>
<p>&#8230; Mr. Butcher is not the only author to come out of the Amber community:  by some estimates, a dozen or more of the hundreds of former players  have gone on to become published authors. Playing Amber then was like  attending a writers’ colony, but without the brie and posturing.</p></blockquote>
<p>The game served as a learning community, a practice area for aspiring writers, a sandbox where they could flex their creative muscles, and a place for honest (sometimes brutal) criticism. Beyond that, friendships formed in-game led to lasting social networks outside the game, as like-minded people scaled the publishing mountain in the real world.</p>
<p>It may be hard to quantify, but there&#8217;s little doubt Ambermush was a successful educational game for future bestselling authors.</p>
<p><strong>References</strong>:<br />
Schwartz, J. (2011, September 24). A game that honed the skills of writers. <em>The New York Times</em>, C1.</p>
<p style="text-align: center;">-<br />
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		<title>Corporate Research: iPads are Used Mostly for Recreational Purposes</title>
		<link>http://edugamesresearch.com/blog/2011/09/22/corporate-research-ipads-are-used-mostly-for-recreational-purposes/</link>
		<comments>http://edugamesresearch.com/blog/2011/09/22/corporate-research-ipads-are-used-mostly-for-recreational-purposes/#comments</comments>
		<pubDate>Thu, 22 Sep 2011 23:04:14 +0000</pubDate>
		<dc:creator>John Rice</dc:creator>
				<category><![CDATA[Game Discussion]]></category>
		<category><![CDATA[iPad]]></category>
		<category><![CDATA[attitudes toward iPads]]></category>
		<category><![CDATA[Citigroup Survey iPads]]></category>
		<category><![CDATA[iPad for Netflix]]></category>
		<category><![CDATA[iPad games]]></category>
		<category><![CDATA[iPad gaming]]></category>
		<category><![CDATA[iPad primary computer]]></category>
		<category><![CDATA[iPad primary computing device]]></category>
		<category><![CDATA[iPad recreational device]]></category>
		<category><![CDATA[iPad toy]]></category>

		<guid isPermaLink="false">http://edugamesresearch.com/blog/?p=1458</guid>
		<description><![CDATA[A Citigroup online survey of 1800 people in the US, UK, and China found iPad users engaged with the device primarily for entertainment purposes. Web surfing, e-mail, and watching Netflix top the list. Users in the US were more likely to buy the device as a secondary unit for fun, or as a toy, while [...]]]></description>
			<content:encoded><![CDATA[<p>A Citigroup online survey of 1800 people in the US, UK, and China found iPad users engaged with the device primarily for entertainment purposes. Web surfing, e-mail, and watching Netflix top the list. Users in the US were more likely to buy the device as a secondary unit for fun, or as a toy, while users in China were more likely to consider the iPad a primary computing device for serious work. More, including charts, <a href="http://allthingsd.com/20110921/what-are-you-doing-with-your-ipad-playing-around-buying-apps-watching-netflix/" target="_blank">here</a> and <a href="http://blogs.barrons.com/techtraderdaily/2011/09/21/tablets-citi-sees-apple-dominance-increase-china-beckons/" target="_blank">here</a>.</p>
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		<title>Using Video Games to Solve Complex Problems</title>
		<link>http://edugamesresearch.com/blog/2011/09/19/using-video-games-to-solve-complex-problems/</link>
		<comments>http://edugamesresearch.com/blog/2011/09/19/using-video-games-to-solve-complex-problems/#comments</comments>
		<pubDate>Tue, 20 Sep 2011 03:28:17 +0000</pubDate>
		<dc:creator>John Rice</dc:creator>
				<category><![CDATA[Game Discussion]]></category>
		<category><![CDATA[MMORPGs]]></category>
		<category><![CDATA[Medical Games]]></category>
		<category><![CDATA[Research]]></category>
		<category><![CDATA[Serious Games]]></category>
		<category><![CDATA[Video Game Research]]></category>
		<category><![CDATA[Firas Khatib]]></category>
		<category><![CDATA[Foldit]]></category>
		<category><![CDATA[Frank DiMaio]]></category>
		<category><![CDATA[Nature video games]]></category>
		<category><![CDATA[science video games]]></category>
		<category><![CDATA[solving problems with video]]></category>
		<category><![CDATA[solving science problems with video games]]></category>
		<category><![CDATA[solving science puzzles with video games]]></category>
		<category><![CDATA[viral drugs video games]]></category>

		<guid isPermaLink="false">http://edugamesresearch.com/blog/?p=1453</guid>
		<description><![CDATA[The blogosphere and the Twitterverse were buzzing today with news about the latest crowdsourcing coup, where a video game was used to unravel the molecular structure of viral enzymes that cause AIDS in monkeys.
Such tedious work often requires human cognitive abilities, and combined efforts seem to flourish within a gaming environment. The online game used [...]]]></description>
			<content:encoded><![CDATA[<p>The blogosphere and the Twitterverse were <a href="http://cosmiclog.msnbc.msn.com/_news/2011/09/16/7802623-gamers-solve-molecular-puzzle-that-baffled-scientists" target="_blank">buzzing today with news</a> about the latest crowdsourcing coup, where a video game was used to unravel the molecular structure of viral enzymes that cause AIDS in monkeys.</p>
<p>Such tedious work often requires human cognitive abilities, and combined efforts seem to flourish within a gaming environment. The online game used is called <a href="http://fold.it/portal/" target="_blank">Foldit</a>, and Firas Khatib and Frank DiMaio over at University of Washington&#8217;s Dept. of Biochemistry along with several others <a href="http://www.cs.washington.edu/homes/zoran/NSMBfoldit-2011.pdf" target="_blank">published a paper in Nature</a> detailing the effort, entitled Crystal structure of a monomeric retroviral protease solved by protein folding game players. Here is their abstract:</p>
<blockquote><p>Following the failure of a wide range of attempts to solve the crystal structure of M-PMV retroviral protease by molecular replacement, we challenged players of the protein folding game Foldit to produce accurate models of the protein. Remarkably, Foldit players were able to generate models of sufficient quality for successful molecular replacement and subsequent structure determination. The refined structure provides new insights for the design of antiretroviral drugs.</p></blockquote>
<p>The <a href="http://fold.it/portal/" target="_blank">game looks quite interesting</a>, and by playing you might help make a significant contribution to science.</p>
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		<title>Kriegsspiel: Powerful Lessons from War Games</title>
		<link>http://edugamesresearch.com/blog/2011/09/13/kriegsspiel-powerful-lesson-from-war-games/</link>
		<comments>http://edugamesresearch.com/blog/2011/09/13/kriegsspiel-powerful-lesson-from-war-games/#comments</comments>
		<pubDate>Wed, 14 Sep 2011 00:17:35 +0000</pubDate>
		<dc:creator>John Rice</dc:creator>
				<category><![CDATA[Educational Conferences]]></category>
		<category><![CDATA[Game Discussion]]></category>
		<category><![CDATA[Serious Games]]></category>
		<category><![CDATA[Connections Conference]]></category>
		<category><![CDATA[Georg von Reisswitz]]></category>
		<category><![CDATA[Greg Costikyan]]></category>
		<category><![CDATA[learning from wargames]]></category>
		<category><![CDATA[learning from wargaming]]></category>
		<category><![CDATA[Maryland Institute of Technology in the Humanities]]></category>
		<category><![CDATA[Matthew Kirschenbaum]]></category>
		<category><![CDATA[war games learning]]></category>
		<category><![CDATA[wargaming]]></category>
		<category><![CDATA[wargaming in academia]]></category>

		<guid isPermaLink="false">http://edugamesresearch.com/blog/?p=1440</guid>
		<description><![CDATA[Matthew Kirschenbaum, Associate Professor of English and Associate Director, Maryland Institute for Technology in the Humanities (MITH) over at University of Maryland, has a most excellent article on wargames at Play the Past.
“To a wargamer,” writes Greg Costikyan in the just published collection Tabletop: Analog Game Design,  “wargames are not abstract, time-wasting pastimes, like [...]]]></description>
			<content:encoded><![CDATA[<p>Matthew Kirschenbaum, Associate Professor of English and Associate Director, Maryland Institute for Technology in the Humanities (MITH) over at University of Maryland, has a <a href="http://www.playthepast.org/?p=1819" target="_blank">most excellent article on wargames</a> at Play the Past.</p>
<blockquote><p>“To a wargamer,” writes Greg Costikyan in the just published collection <em><a href="http://www.etc.cmu.edu/etcpress/content/tabletop-analog-game-design">Tabletop: Analog Game Design</a></em>,  “wargames are not abstract, time-wasting pastimes, like other games,  but representative of the real. . . . You can learn something from  wargames; indeed, in some ways you can learn more from wargames than  from reading history”</p></blockquote>
<p>I agree. Gee has been telling us for most of the last decade that we can learn from games.</p>
<p>Kirschenbaum went to the recent <a href="http://connections-wargaming.com/" target="_blank">Connections wargaming conference</a>. He says wargaming has a rich history:</p>
<blockquote><p>Indeed, the Connections conference advertised itself as being held on the 200<sup>th</sup> anniversary of the “invention” of wargaming. What can this mean, with  games like Chess and Go dating back to antiquity? In the early 1800s,  the Prussian staff officer Georg von Reisswitz formally introduced his  Kriegsspiel, a game played by laying metal bars across maps to mark  troop dispositions (derived from a set his father had made up) to his  fellow officers. “This is not a game! This is training for war!” one  general is said to have exclaimed. (The authoritative account of the  origins and development of Kriegsspiel is to be found in Peter Perla’s  excellent <em>The Art of Wargaming</em>.)</p></blockquote>
<p>One of the key elements of beneficial learning players obtain by engaging in these games is not so much historical knowledge, but rather decision making skills. When faced with limited resources, for instance, in times of high crisis such as war, what are the best decisions a leader can make? Better yet, what are the best skills a leader can acquire so that he or she can make the best critical decisions when previously unforeseen circumstances arise? It is within this context that wargames provide a beneficial sandbox.</p>
<blockquote><p>Most of the action seems to involve sitting around a table and talking  (sometimes colloquially referred to as BOGSAT, “Bunch of Guys [and  Girls] Sitting Around a Table” by those in the know). Such games, which  are staged not only by the Pentagon but also by corporate consulting  firms like Booz Allen Hamilton, can be about response to a global  pandemic or an interruption in the supply chain for a manufacturing  process as well as military operations and contingencies. Wargaming,  increasingly, is a term as likely to be encountered in a business  leadership seminar as inside a Beltway think tank.</p></blockquote>
<p style="text-align: left;">The article hardly qualifies as a blog post. It is more along the lines of something one would read in <a href="http://www.theatlantic.com/magazine/" target="_blank"><em>The Atlantic</em></a>. It&#8217;s a very interesting perspective and well worth the read.</p>
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		<title>Study: Predicting Player Behavior and How Zynga Profits from Data Analysis</title>
		<link>http://edugamesresearch.com/blog/2011/09/09/study-predicting-player-behavior-and-how-zynga-profit-from-data-analysis/</link>
		<comments>http://edugamesresearch.com/blog/2011/09/09/study-predicting-player-behavior-and-how-zynga-profit-from-data-analysis/#comments</comments>
		<pubDate>Fri, 09 Sep 2011 11:30:56 +0000</pubDate>
		<dc:creator>John Rice</dc:creator>
				<category><![CDATA[Electronic Arts]]></category>
		<category><![CDATA[Game Discussion]]></category>
		<category><![CDATA[Game Studies]]></category>
		<category><![CDATA[Making Video Games]]></category>
		<category><![CDATA[Research]]></category>
		<category><![CDATA[Serious Games]]></category>
		<category><![CDATA[Video Game Research]]></category>
		<category><![CDATA[World of Warcraft]]></category>
		<category><![CDATA[Brent Harrison]]></category>
		<category><![CDATA[David Roberts]]></category>
		<category><![CDATA[Facebook data analysis]]></category>
		<category><![CDATA[FarmVille]]></category>
		<category><![CDATA[fdg2011]]></category>
		<category><![CDATA[Fishville]]></category>
		<category><![CDATA[Nick Wingfield]]></category>
		<category><![CDATA[predicting player]]></category>
		<category><![CDATA[transforming video game business]]></category>
		<category><![CDATA[translucent angler fish]]></category>
		<category><![CDATA[ways Zynga profits]]></category>
		<category><![CDATA[Zynga]]></category>
		<category><![CDATA[Zynga data analysis]]></category>

		<guid isPermaLink="false">http://edugamesresearch.com/blog/?p=1429</guid>
		<description><![CDATA[An interesting front page story in The Wall Street Journal today by journalist Nick Wingfield discusses how casual gaming giant Zynga cashes in on their millions of players. After developing Fishville, following in the footsteps of highly successful titles like Farmville, managers noted players spending in-game currency on one type of fish more so than [...]]]></description>
			<content:encoded><![CDATA[<p>An <a href="http://online.wsj.com/article/SB10001424053111904823804576502442835413446.html" target="_blank">interesting front page story</a> in <em>The Wall Street Journal</em> today by journalist Nick Wingfield discusses how casual gaming giant Zynga cashes in on their millions of players. After developing Fishville, following in the footsteps of highly successful titles like <a href="../blog/2010/02/27/is-farmville-educational/" target="_blank">Farmville</a>, managers noted players spending in-game currency on one type of fish more so than others. The “translucent angler fish” was being purchased more than 6 times the rate of other virtual fish. So the company quickly developed a whole line of translucent sea creatures, charging as much as $4 (this time, in real world money) for more exotic varieties.</p>
<p>This formula has been very successful for the company. Although only about five percent of Zynga’s player base spends serious money in their games, so many millions of people play that the company rakes in millions. They rake in even more by figuring out what the players want through data analysis.</p>
<blockquote><p>Zynga is transforming the game industry. Traditional videogame companies create games they think players will like, then sell them. Zynga offers free games through Facebook Inc.&#8217;s social network, then studies data on how its audience plays them. It uses its findings to fiddle with the games to get people to play longer, tell more Facebook friends about them and buy more &#8220;virtual goods.&#8221; At the heart of the whole process is Zynga&#8217;s ability to analyze reams of data on how players are reacting to its games.</p>
<p>&#8220;We&#8217;re an analytics company masquerading as a games company,&#8221; said Ken Rudin, a Zynga vice president in charge of its data-analysis team, in one of a series of interviews with Zynga executives prior to the company&#8217;s July filing for an initial public offering.</p></blockquote>
<p>This formula for financial success has other companies following Zynga’s lead. Rather than spending millions developing a title with a short shelf life, companies are turning to free games with extras that cost money. The primitive graphics Zynga uses are generally derided by serious gamers, but Zynga aims for the mass market, much the way American beer brewers produce bland beverages that appeal to the most palates.</p>
<blockquote><p>All of Zynga&#8217;s games go through what amounts to a giant ongoing lab experiment involving players. Zynga conducts hundreds of &#8220;A-B tests&#8221; within its games, in which two sets of players see virtual goods on sale with, say, subtle color differences to see which color sells better…</p>
<p>Sizhao Yang, a former Zynga executive who helped create its virtual farming hit &#8220;FarmVille,&#8221; says his development team figured out by analyzing virtual-goods-sales data that &#8220;people buy animals a lot more than tractors and other inanimate objects.&#8221; The findings led the &#8220;FarmVille&#8221; team to more prominently feature animals in its online store, he says.</p></blockquote>
<p>Interestingly, Wingfield reports there is considerable tension in the company between the data jockeys and the game designers. The game designers have a certain idea of how a game should look and function. The analysts drive the direction of game development based on the data, leading to tension. Some designers have quit the company in protest. Still, data remains the keystone in Zynga’s game plan for the foreseeable future.</p>
<p>The Zynga story on data analysis comes on the heels of the recent International Conference on the Foundations of Digital Games in Bordeaux this summer (<a href="http://www.fdg2011.org/" target="_blank">fdg2011.org</a>). There, Brent Harrison and David L. Roberts over at North Carolina State delivered an interesting paper, <a href="http://www.csc.ncsu.edu/faculty/robertsd/papers/acheivements-fdg-10.pdf" target="_blank">Using sequential observations to model and predict player behavior</a>. Here’s their abstract:</p>
<blockquote><p>In this paper, we present a data-driven technique for designing models of user behavior. Previously, player models were designed using user surveys, small-scale observation experiments, or knowledge engineering. These methods generally produced semantically meaningful models that were limited in their applicability. To address this, we have developed a purely data-driven methodology for generating player models based on past observations of other players. Our underlying assumption is that we can accurately predict what a player will do in a given situation if we examine enough data from former players that were in similar situations. We have chosen to test our method on achievement data from the MMORPG World of Warcraft. Experiments show that our method greatly outperforms a baseline algorithm in both precision and recall, proving that this method can create accurate player models based solely on observation data.</p></blockquote>
<p>While not fixating on the profit motives that Zynga has in mind, Harrison and Roberts offer clues to game designers in guiding player behavior in-game. Educational games could become more engaging:</p>
<blockquote><p>The ability to accurately predict a player’s behavior in a game has a number of applications. While these applications are beyond the scope of this paper, we discuss two of them briefly here to better situate and motivate our approach. With a model of player behavior, we can create an experience that is unique to a user’s tendencies or preferences. For example, if we predict that the user will choose to fight a certain non-player character (NPC) rather than talk to it, that NPC can be made more willing to fight. Another application involves guiding players to parts of games that they may enjoy. Modern games often take place in large, sandbox worlds where the player is given total freedom. It’s quite possible that players may never see content that they would like because the sandbox is just so big. Predictions about a player’s behavior can be used to guide her to the parts of the game that she would enjoy.</p></blockquote>
<p>Eschewing surveys, the authors recommend a purely data-driven approach (as does Zynga):</p>
<blockquote><p>We feel that a purely data-driven approach has significant promise for creating accurate predictive models of player behavior in games without the difficulties associated with earlier modeling techniques. Very little research has been done in this area to date.</p></blockquote>
<p>Read the entire paper for further discussion of the algorithm they developed. Very interesting.</p>
<p><strong>References: </strong></p>
<p>Harrison, B &amp; Roberts, D. L. (2011). Using sequential observations to model and predict player behavior. In <em>Proceedings of the 2011 Foundations of Digital Games Conference.</em> (FDG 2011), Bordeaux, France.</p>
<p>Wingfield, N. (2011, September 9). Virtual products, real profits. <em>The Wall Street Journal</em>, p.A1.<br />
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		<title>Study: Tough Times in RL Lead to Greater Second Life Satisfaction</title>
		<link>http://edugamesresearch.com/blog/2011/09/09/study-tough-times-in-rl-lead-to-greater-second-life-satisfaction/</link>
		<comments>http://edugamesresearch.com/blog/2011/09/09/study-tough-times-in-rl-lead-to-greater-second-life-satisfaction/#comments</comments>
		<pubDate>Fri, 09 Sep 2011 10:30:50 +0000</pubDate>
		<dc:creator>John Rice</dc:creator>
				<category><![CDATA[Game Discussion]]></category>
		<category><![CDATA[Indiana University]]></category>
		<category><![CDATA[Research]]></category>
		<category><![CDATA[Second Life]]></category>
		<category><![CDATA[Virtual Worlds]]></category>
		<category><![CDATA[Berlin University of Technology]]></category>
		<category><![CDATA[Edward Castronova]]></category>
		<category><![CDATA[Gert G. Wagner]]></category>
		<category><![CDATA[Kyklos]]></category>
		<category><![CDATA[Second Life Research]]></category>
		<category><![CDATA[World Values Survey]]></category>

		<guid isPermaLink="false">http://edugamesresearch.com/blog/?p=1424</guid>
		<description><![CDATA[An interesting study by Edward Castronova over at Indiana and Gert G. Wagner at Berlin University of Technology came out this summer in the social sciences journal Kyklos. Castronova and Wagner examined life satisfaction ratings from the 2005 World Values Survey and another survey of life satisfaction among Second Life players. Subjecting both sets of [...]]]></description>
			<content:encoded><![CDATA[<p>An interesting study by Edward Castronova over at Indiana and Gert G. Wagner at Berlin University of Technology came out this summer in the social sciences journal <em>Kyklos</em>. Castronova and Wagner examined life satisfaction ratings from the 2005 World Values Survey and another survey of life satisfaction among Second Life players. Subjecting both sets of data to regression analysis showed correlations between difficult problems in real life leading to a more intense time online. Here’s their abstract:</p>
<blockquote><p>We study life satisfaction data from the 2005 World Values Survey and a 2009 survey of users of the virtual world Second Life. Among Second Life users, satisfaction with their virtual life is higher than satisfaction with their real life. Regression analysis indicates that people in certain life situations, such as unemployment, gain more life satisfaction from “switching” to the virtual world than from changing their real-life circumstances. Thus, an unemployed person can become happier by visiting Second Life rather than finding a job. Correspondingly, problems in real life are positive predictors of intense use of virtual life.</p></blockquote>
<p>It’s one of those “I could have told you that,” studies. The importance of the study is, now you can say “Research shows that people with real life difficulties tend to gain greater satisfaction in virtual worlds.” Castronova sums it nicely on the <a href="http://terranova.blogs.com/terra_nova/2011/09/virtual-life-satisfaction.html" target="_blank">Terra Nova blog</a>:</p>
<blockquote><p>We are not finding any causal effects here, just correlations. What&#8217;s noteworthy is the magnitude of the correlations. Second Life is providing a big chunk of life satisfaction, just as big as the factors that previous researchers on life satisfaction have found were the &#8220;biggies,&#8221; like health, employment, and family relationships. (By the way, in case you didn&#8217;t know, money does not make you happy.)</p></blockquote>
<p>He has a link to his copy of the study <a href="http://mypage.iu.edu/%7Ecastro/CastronovaWagnerVirtualLifeSatisfactionKyklos64.pdf" target="_blank">here</a>. The official journal link is <a href="http://onlinelibrary.wiley.com/doi/10.1111/j.1467-6435.2011.00508.x/abstract" target="_blank">here</a>.</p>
<p><strong>References:</strong></p>
<p>Castronova, E. &amp; Wagner, G. E. (2011, August). Virtual life satisfaction. <em>Kyklos  64</em>(3). 313-328.<br />
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