Saturday, April 23, 2011

ARG: Alternate Reality Gaming

The internet allows for some pretty amazing creativity. The ARG, or Alternate Reality Game, is one of these concepts that wouldn't exist without it.

The concept of an ARG is that instead of playing a game on a computer or gaming system, the game is played in the real world. Well, more less the real world. Often websites are created for the game with clues hidden amongst them for players to come together and solve, being treated as if they were real websites. The puzzles can be quite complex.

Typically, ARGs are used as marketing tools by gaming companies to generate hype about a particular product, which can end up in some disappointing results for people playing them (going through the puzzle only to find out they've been advertsied to.) There are also communities that create their own ARGs, though they tend to suffer either from lack of resources to create an indepth game, or losing interest and not finishing its creation.

For more detailed information on ARGs, Wikipedia provides a good summary: http://en.wikipedia.org/wiki/Alternate_reality_game

When doing some research on how ARGs are created, I came across an article on how students designed an ARG to be used with their local libraries!


I then decided to see if there were other institutes that used ARGs, and found this list: http://remotedevice.net/blog/args-in-institutions/

Adding an ARG element to our instruction may generate the needed interest and motivation for some of our students to learn the material. I'll keep researching this.

Tuesday, April 19, 2011

Gamers and Charity

I think there's a common idea that video games is something that you "grow out of." But the very first generation of gamers is now approaching middle age and have children and careers, and have not grown out of the hobby.

It is beneficial to show young gamers that they can be a constructive sub-culture in society. Certainly the stereotype of the overweight man who lives in his parent's basement persists, and there are instances where this may be true.



But many more gamers adjust to the rest of reality and are successful individuals.

Some dynamic individuals have seen the creative and passionate power that gamers have for their hobby and have directed that energy towards charitable efforts that are making a marked impact on the world.


Child's Play





Child's Play is a charity organization started by the creators of the Penny Arcade webcomic, a thrice weekly comic strip about gaming culture. Child's Play focuses on providing toys, games, and gaming systems to children who are stuck in the hospital battling terminal diseases.

Participants can purchase the items directly off a list, or donate the general fund. Many other gaming companies get involved by donating portions of their sales of games to the fund, offering special deals to their customers. Other individuals and "gaming celebrities" and "internet personalities" have also offered special content and shows as well as charity giveaways in order to raise money. Child's Play has been running strong since 2003 and has no signs of stopping anytime soon.

As a point of interest, Child's Play was actually started out of spite. Back around 2004-2005, the media went on a large anti-gaming witch hunt. An article written in a local Washington state newspaper prompted the creators of Penny Arcade to prove to society that gamers can be a positive influence on society. For a more detailed account, check out their "about" article: http://www.childsplaycharity.org/about.php


ExtraLife





ExtraLife is a project created by the founders of the SarcasticGamer gaming community, a group that does game reviews, commentary, and comedy. The founder, Jeromy "Doc" Adams, was a volunteer at the Texas Children's Hospital, and met a young girl, Victoria, fighting cancer who loved to play video games, but whose family could not afford to get her new ones to play because of her medical bills. Doc put out a call to another video game community for donations, asking to send either games that we no longer played, or cash donations to buy new ones.

I remember when this happened and donated fifty bucks.

The result was astounding. I don't remember exactly how many games were donated, but it was a veritable pile. Victoria and Doc were touched by the outpouring, and ended up distributing the extra games to other children in the hospital.

Unfortunately, Victoria did not survive her battle with cancer. Doc, however, saw the power of gamers in action, and created ExtraLife.

ExtraLife is a 24 hour gaming marathon. Participants get sponsors to donate for every hour played. At first, the goal was similar to Child's Play, providing games and toys for children stuck in the Texas Children's Hospital, but it has since grown beyond that goal and donates money directly to the Children's Miracle Network hospital for cancer research.

Like Child's Play, ExtraLife has become an annual event that unites the power and money of the gaming community like never before. Last year's ExtraLife generated $470,000 for cancer research.

And many, many participants are young gamers.





Gamers can be a powerful force in society. They just need a little inspiration and direction. Instead of treating student's passions for games and other media as a fad they will grow out of, we should find ways to connect that passion and drive them forward to do great things.


Friday, April 15, 2011

Gamer Attention Span - Time Slicing

Time Slicing is a concept used in computer programming to describe how a computer processes large amounts of information. Computers are incapable of true “multitasking,” doing two processes at once. Instead, computers divide their attention to different tasks in small, compartmentalized portions. I like to use this phrase to describe gamer thinking process over multitasking because playing a game requires to make rapid decisions in a prioritized order.

Often gamers are described as having poor attention spans, with observers claiming that they are unable to do one thing at a time. In order to understand the type and speed of information a gamer deals with, I suggest you watch this clip below from “Mass Effect 2.”

Fair warning: there is some science fiction, goreless violence. This is an Action-RPG, which uses both First Person Shooter aspects as well as traditional RPG aspects, combined into story.


Pay attention to clip from 0:34 to 0:54.




Now that you've seen the clip, these are the decisions the player is making from the beginning of that segment to the end:

Initial Readout: The player is always aware of several indicators. The lower left shows which weapon the player is using and how much ammo it has left. The center bar indicates the player's own health (which is divided into base health and shields) and the condition of the two allied characters that fight along side him. The player is aware that a larger robot enemy is coming and that he will have to make adjustments to his play style in order to defeat it quickly.

Power Wheel: After the player takes the decision to take cover, a wheel is brought up. This is the individual ability wheel that the player and his two ally characters can utilize in combat. Gameplay freezes while this choice is being made. The player knows that the robot enemy has a certain set of weaknesses and strengths based on the fact it is a robot, and selects the abilities that will maximize damage when he begins his attack.

Two White Triangles: The player then places to, white pyramid-triangles on the screen. That is him ordering the two ally characters to take flanking positions where he indicated.

Combat: The player then engages the robot. There is now a meter at the top of the screen that shows the robot's condition. Heavy armor robots like this have three layers of health: shields, armor, then base health. The player has to monitor the condition of himself and the two allied characters while he's in the open and attacking the robot, making sure they're dealing damage faster than they're taking it.

Cover: The player takes cover as his ammunition runs out. The player will still be monitoring the health and condition of the allied characters and the enemy, because reloading is an automated process and requires no concentration.

Combat: The player waits for the robot to start attacking his ally, then rises from cover to finish the robot off.

Broken down into their base components, the list of variables is:

Weapon Type, Ammo, Health, Shields, Ally 1 Health, Ally 1 Shields, Ally 2 Health, Ally 2 Shields, Robot, Cover, 11 power selections (there are 11 options total), Robot strength/weakness, Ally position 1, Ally position 2, Robot health/armor/shields, the act of aiming and firing, monitoring conditions, cover, reload, monitoring, waiting for Robot to attack, re-engaging, aiming and firing.

That's 33 variables and decisions in 20 seconds or 1.65 decisions/variables a second.

I've played this game, and to be honest, that's not even a hard battle.

There are background thought processes that occur while these immediate decisions are being made. The player will check for additional enemies (did you notice that there were other baddies coming along with the robot, just behind it and to the sides?) and worried about the condition of the objectives (in this case, protecting a particular individual.) The player also has to make choices on which weapon to use and how to conserve ammunition, and whether or not they should be using certain abilities/powers. Those have a rechage rate, and it would be foolish to use them on enemies that didn't require them and then not have them when a more dangerous enemy appeared. Decisions have to be made with future possibilities and priorities in mind.

When gamer attention span is discussed, I usually hear non-gamers complain that gamers cannot “focus on one task.” But in my opinion, nothing we do in life is one task. When we read, we are not simply decoding the words. We are comparing meaning, making predictions, studying spelling and structure, making parallels and connections to our own thoughts or other works we've read or seen. We make the same number of decisions, if not more. Gamers should be among the best readers, if we push them to use the their full capacity.

Of course, each of the above variables and decisions were scaffolded in throughout the gameplay. One concept at a time was introduced to the player, then set them into a battle setting where that skill had to be practiced. Once the skill was used enough times, a new one was introduced and situations using both skills were then given to the player to use and master.

Sounds a lot like teaching, doesn't it?