Blogging

As a kind of introductory H809 post (though most of this will probably apply to anyone who is thinking about setting up there own blog), I wanted to talk about some of the blogging tools that are out there for people to use and what sort of questions you need to ask yourself when deciding what to use. I figured the easiest way to go about this was to try and compare some of the tools available so I'm going to talk about the OU blogging tool (available as part of the VLE), Blogger and Wordpress. Note: there is also wordpress.org, where you can download a bit of blogging software and need your own domain name to host your blog, but I'm going to be discussing Wordpress.com where they host your blog for you.

Obviously, I am most familiar with blogger, but I did have a play with the OU tool and a chat with another student at in IET, Anesa Hosein, about her experience with Wordpress.com. With respect to the OU blogging tool (you can find this via the StudentHome website, under the tools section) it is convenient and easy to access in terms of the course. The other main advantage with this tool is that you are able to choose whether to keep your blog completely private, only available to OU users, or completely public. On the downside though, it seems some people have experienced spamming problems, and there is a distinct lack of features available. Of course you can post entries, edit them, add tags, access the html editor, even embed photos and videos (though I didn't have much luck trying to post a youtube video when I was playing around with it). There is also an option to post links on the side and subscribe to RSS feeds, but in comparison to what's available with other tools, the choices seem a bit limited. Also, as far as I am aware, there is no search function for looking through your own blog.

In contrast, Blogger and Wordpress offer a range of widgets that you can add, plus a large number of templates for you to customise the look and feel of your blog. So you can add things like I've got on the sidebar - blogs I'm following, an archive of posts - and anything else from a Wikipedia search bar to a dodgeball game! One of the things I like about Blogger is how I am able to access it from my google account, and also how it automatically adds the blogs I'm following to google reader. However, if you want to keep track of how many people visit your blog and various other stats, you will need to use something like Google Analytics or StatCounter and insert a piece of code to keep track of this for you. In contrast, Wordpress keeps a record of a lot of the same information for you. Additionally, it also allows you to decide which of your posts are public or private, which turned out to be a deciding factor for Anesa. Oh, and I just found out that there is a Wordpress plugin for Zotero (thanks Katherine!) if you're thinking about how to integrate referencing tools to your blog.
At the end of the day, there is no one tool that is going to work for everyone. It's going to depend on what you want to use your blog for and what features you think are best going to support this use. If anyone has any comments about their own experiences or advice for others, I'd be interested to hear them.

BETT exhibition, SGI workshop and my own research

There were a couple of things I went to last week that I thought were worth mentioning. One of them was BETT, which I went to with my supervisor James Aczel who has already blogged about it here. The picture on the right is me playing with Microsoft's surface, which was definitely pretty cool. So we saw a lot of cool bits of technology, but I think what I'd like to add to James' commentary was that we saw very little in terms of innovative gaming approaches.

There were a fair few simulations on offer, and a lot of interactive software but in very little in terms of actual games. There was a stall for Serious Games Interactive, who were promoting their Global conflict series where students take on the role of reporter in either Palestine or Latin America. I'd already heard about the company at ECGBL, when Simon Egenfeldt-Nielsen did his keynote so it was nice to see they had a presence at the exhibition, albeit in a little stall in an upstairs corner. ConnectED had a stand with PSPs on it, but these mostly seemed to be used as portable recording devices more than anything else. We found out later though, that they are also being used as augmented reality viewers and while it will be interesting to see how this might be used in education, it's not exactly using the PSP as a gaming device either. Then we came across the Cyber Coach - Dance mat system. As far as I could figure out, this is essentially allows you to connect multiple dance mats to a single system, gives you access to virtual (i.e. taped) instructors and has thrown in a few extra games to get the kids moving. All for about £6000... I was told that most schools didn't buy dance mats for all the children, but that's ok because the ones who don't have them tend to try and copy the steps anyway, and also some places are making extra money by charging adults to use the system in the evening. Is it me or does this all seem a bit, well, gimmicky? I mean, apart from being able to connect several mats to one system (which the students don't seem to need anyway)... you seem to be paying for a set of really expensive aerobics videos. Perhaps I'm simplifying things a bit - there are several different types of classes you can access (Tai-Chi, Royal Marines training, Salsa to name a few), you can customise these clips, and if you buy more software you can create your own videos/classes etc. Who knows, maybe I would have liked P.E. more at school if we'd had a Cyber Coach. I mean it's got to beat running around a track right? And while I don't think it's particularly innovative, it's not like I have a better idea for how to use games to promote physical fitness. Still, I'm just not convinced this would be the best use of a school's budget.

I also went along to the Serious Games Institute (SGI) in Coventry for their Second Wednesday workshops, this one focusing on Education. Highlights include hearing about the Winning Game project in Scotland from Matt Seeney of Team Play Learning Dynamics, Martyn Ware from the Human League and Heaven 17, talk about Illustrious and their unique 3D Audioscape surround sound system, meeting people like Sara de Freitas, who is the Director of research at the SGI. It was quite an interesting experience and got me thinking. It seemed a lot of the people there were from industry, so had actually produced something (or were in the process of doing so), and wanted to know how to get funding, publicity etc. So there was less of an academic focus, and less on an interes in how this was all being evaluated. The emphasis was on getting these games, or supporting hardware, out there and in use. Which is great and entirely necessary in order to educate people about serious games and how they can be used but I guess that's not what I'm doing, and that's what it got me thinking about.

So what am I doing? Good question, and I'm not sure I have a suitable answer yet. I know that I want to look at commercial games, specifically the latest generation of console games as the initial question was to assess whether they can offer anything different in educational terms. I attempted to explore the link between engagement and learning during specific instances of play (through observation and interview) as part of my Master's and I think want to continue along similar lines. But I am looking at informal learning - i.e. what goes on as the player learns to progress through the game - not at what happens with games in formal educational environments. I have a feeling that the link between engagement and learning in games is taken for granted could do with further explanation. Maybe I'm not convinced a lot of serious games are as engaging as commercial games (even Simon Egenfeldt-Nielsen seemed to recognise this at ECGBL) but is that because of how they are designed, or because of the context they are being used in? Perhaps just saying this game will help you learn reduces your desire to play it? Some games are obviously more engaging than others but how can you compare them, especially when it seems to depend on who's playing them and why? How can you even measure something like engagement anyway? After coming across Regan Mandryk's research, we've been considering using some sort of bio-sensors to measure stuff like heart rate and galvanic skin response to answer the last question but it might be quite a complex thing to do. So there is lot to be reading and thinking about, but at least it looks like I've got something to discuss at my next supervisor meeting!

Practice based research in educational technology (H809)

In good news, I have managed to get myself some part-time work! I'm quite excited about it not just because it's a chance to gain some useful experience and earn some extra cash but I think the post is going to be a bit of an experiment in and of itself. I'm going to be helping out on a 20 week OU course called "Practice based research in educational technology" (H809), which ran for the first time last year. The course aims to help students locate, understand and evaluate empirical research within the area of technology enhanced learning in order to answer questions such as "How strong is the evidence for claims made about the use of ICT in edcuation?", and "How can we use theory to improve things?". It can be taken as part of a masters program or seen as a stepping stone to further study (e.g. PhD) and is aimed at teachers, lecturers, and education professional who have an interest how ICT is being used and evaluated within education. You can find out the details and register here, though be quick as there are only a couple of weeks before registration for 2009 ends.

What is it I'll be doing exactly? Well, I'm going to be a course blogger. Uh huh, I hear you say, and that means...? The H809 blog has a pretty good description of my main tasks and responsibilites, but the gist of it is that I will be keeping an eye on students' blogs (and elsewhere on the web), leaving comments and encouraging participation in order to coordinate the discussions and keep track of the main points that come up during the course. I'm also going to be thinking about how the course readings relate to my own research so I expect you will be seeing something about that here, as I will probably end up using my own blog to do so. The post is really quite an innovative idea which fits in very nicely with the course itself, so I think it's going to be really interesting to see how it develops. We're not sure exactly what to expect, but at the very least we might get some ideas about how to do it in future! If anyone has come across anything similar, I'd love to hear about it.

Spore (PC)

It's time to talk about Spore. Designed by Will Wright (who gave us Sim City and The Sims) and produced by Maxis there has been a lot of hype surrounding this game, partly because it took so long to develop. In Spore, the player gets to follow and make choices about the evolution of their species through a series of phases: Cell, Creature, Tribal, Civilization and Space. Now I got the game back when it was released in September and got through the first four stages relatively quickly, but then I hit Space. I'm not even sure you can compare the Space phase to the previous ones because it is ridiculously huge. In the earlier phases, it is fun to watch your creation evolve, but it also feels like there is a lot of repetition going on e.g. in terms of how you interact with other creatures, plus I don't get why things like the camera controls seem to differ at each stage. But anyway, once you get through all that and unify your civilization, you discover space travel and the game is suddenly huge. Honestly, I've only had time to seriously play it over the holidays but it's only since reaching space that I really began to enjoy it. Maybe I'm just not that excited by creature creation (see pic below), or designing my own buildings and vehicles, and perhaps I just prefer being able to explore space and communicate with other races. But I think I can also blame the massive scope of the game for how long it's taken me to get into it - there is so much to learn and get a handle on, especially within the Space stage, I guess I felt like I didn't have the time to give it the attention it seemed to require.

The experience has also made me wonder about what my longer term motivators are for playing too. I mean, the game obviously requires quite an investment from players in terms of both time and energy, which doesn't pay off straight away, so why did I bother? It's reminding me a little of why I kept up with Portal - I think part of it in my case was because the hype, and later conversations with friends, made me want to know what all the fuss was about. I guess knowing about the various stages in advance also meant I kept wondering what would be next. I think the Space stage might be the game I wanted to play all along - but I do think it really is quite overwhelming when you're not convinced you have enough time to get the hang of it.

As much as I've enjoyed playing the Space stage though, I've not been entirely satisfied with my experience of playing Spore. There were a few little things - like having trouble keeping track of missions that were in different parts of the galaxy, getting confused by the wormhole numbers and having no way of noting within the game which wormhole would take me where etc. But what really annoyed were the Grox. SPOILERS AHEAD! (in case you wanted a warning...). After a playing while you encounter the alien race known as the Grox. As far as I can figure out, they're just not very nice. They attack your planets randomly for no apparent reason, and they have colonised hundreds if not thousands of planets in a belt around the seemingly mysterious centre of the universe (see pic below), so their space ships just shoot at you when you try and get through. I assume they've done this just to be annoying and to stop you from getting to centre. I realised pretty quick it would take forever to try and defeat the entire Grox race, and since my Dodos are quite a peaceful race anyway, war didn't seem like the best idea. But they are also ridiculously hard to make friends with and anytime you enter their space to even have a conversation they just don't stop shooting at you!! Frustrated, I turned to Spore Wiki for some advice. I decide I would just make a break for it - stock up with loads of energy and health packs and keep going till I reached the centre. Which I did, and it didn't take that long (though your ship moves a lot slower the closer it gets to the galactic core).


And what happened next? A strange yet amusing encounter with someone called Steve, 42 (in a nod to Douglas Adams and the Hitchhiker's guide), enlightenment (nothing specific, you are just told you have achieved this) and a gift - the Staff of Life. The staff sounded kinda cool but I didn't know what it was supposed to do, so I went back the wiki and was told it could terraform a planet to level 3 in just one go - but only up to 42 times (and so now I'm annoyed by the limitations imposed by the Hitchiker's refernce) . Meanwhile, I'm in the centre of the galaxy and the goddamn Grox are still shooting at me! So I used my get home in one jump ticket and quit the game. The way I see it, reaching the galactic core wasn't enough and there are now only two ways I feel I can achieve a sense of completition with this game - ally with the Grox (at the expense of making every other race hate me) or wipe the Grox out (which is going to take forever). So paradoxically, wanting to make friends with aliens everywhere has led me to think that I'm going have to resort to ethnic cleansing...

But my holidays are pretty much over, and it's back to the UK tomorrow so I'm just not sure I'm going to have the time and energy to keep playing. I'm just not sure the feeling I get from eradicting the galaxy of the Grox is going to be worth it. I'm not sure I ever expected an "ending", I knew Spore wasn't that kind of game, but I think I wanted something more like Civilization where you get a score or something. I mean, have I done well or not? I'm trying to remember if I felt a similar way when I used to play Sim City games? Have I just got less patient with games that demand more from me? And does it matter when I have deBlob, Sam and Max: Episode 1,World of Goo and Braid to play? I'm either more easily distracted these days or just have too many other games to play...


Overdue games update

I'm on a break for the holidays so thought it was about time I wrote something about what I've been playing over the last couple of months. I've left Spore off this list as I've only recently gotten in to playing it again and want to post about it in more depth later on.


Since September, I've managed to complete two games. The first is episode two of the Penny Arcade Adventures: On the Rain-Slick Precipice of Darkness (PC version) developed by Hothead Games. You join Gabe and Tycho again on their quest to find the giant robot destroying New Arcadia (and which destroyed your house in the first episode). Basically, it was more of the same as the first episode but I'm not convinced it was quite as fun. At least in terms of the turn-based combat, I got more out of the mimed attacks and colourful clown blood spatter, than I did of beating up rich snobs and mental patients (cue ethical discussion here...). I did enjoy it though, because of the humour that comes with it and I think I quite like the episodic format - it doesn't take more than a few hours to complete. I also think I'm driven more to complete games like this by a desire to get to the end of the story than by a sense of challenge, as I'm not sure I want to go back and do it all over again in "insane mode". I mean, you'd have to promise something a lot more than the same thing again but a hell of a lot harder.



The second game I completed was Lost Winds, developed by Frontier Developments for the Wii. Available on WiiWare (as opposed to in shops) where you play Toku, a young boy who has to save his homeland from the elemental spirit Balasaar with the help of the Wind spirit Enril. You control his movements with the nun-chuck but also use the Wiimote to control the wind in order to help Toku jump higher and further. Apparently a second player can use an additional Wiimote to help Toku jump further but not higher (similar to the co-op mode in Super Mario Galaxy) but I haven't tried it. I really enjoyed Lost Winds, again because I could complete it in a few hours (as opposed to weeks) and also because it is one of the few games I've come across that actually integrates how you use the Wiimote into the story and gameplay. It's also easy to pick up and very pretty. It might be a little too short (I think it might be best to think of it as an episodic game, as a sequel seems to be in the works) and it could definitely have benefited from a map, or some sort of spatial representation of where you were and where you could go, since I seemed to spend a fair bit of time retracing my steps. If you have a Wii though, I would definitely recommend downloading it and it is only 1000 points (only £7).



I've also been playing a point-and-click adventure game called A Vampyre Story about an opera singing vampire named Mona who was kidnapped and turned into a vampire by the rather pathetic Shrowdy von Kieffer and is now trying to escape back to Paris. Developed by Crimson Cow I had high hopes for this as I'm a big fan of the genre and while it looks pretty, I'm finding the characters a little annoying, especially Mona's sidekick Froderick the bat, and the dialogue you have to sit through can be a little tedious (and just isn't that funny). I'm not sure the interface works that well either and in general I'm just not enjoying it as much as I thought I would. I think it might go on the back burner for a bit while I play Spore...



Lastly, there is World of Goo developed by independent games studio 2D-Boy. I played the PC demo a while back but have been waiting for it to be released on WiiWare in Europe - which should be soon - to see what it's like on the Wii. I absolutely loved this game. Described as a puzzle/construction game by it's developers, the player controls balls of goo which you can attach in different ways to form bridges and structures so the remaining goo can exit the pipe (a bit like Lemmings). It's not only easy to learn, but also clever and engaging. But if I have to wait too much longer I think I'll end up with the PC version.


Ok, think that's it for now at least!

Physics games

Ok, so this isn't the 'games I've been playing' roundup I've been meaning to do but I've got a rotten cold at the moment and so that's going to wait until my head is a little less foggy.

But a friend of mine did send me a link today for a pretty cool game that I thought was worth sharing:


Crayon Physics Deluxe from Petri Purho on Vimeo

In addition to Echochrome and World of Goo there does seem to be a fair few simple yet elegant physics types games out there at the moment. They seem to engage people very much in a problem solving way i.e. on a tactical and spatial level and with less emphasis on have to hit the right buttons at precisely the right time. I guess, along with my masters project and the reading I've been doing, I've been thinking a lot about the different ways in which games engage and how these can be related to learning. The question "how can digital games support learning?" now seems ridiculously vague. It would be better to consider how specific types of games (and the way they involve players) result in specific forms of learning before even beginning to consider how best to use digital games within formal educational environments.

My thoughts on alternate reality gaming

Lately, I've been doing a bit of thinking about Alternate Reality games. I was introduced to them last year but in the last few months I've heard about them at a conference (see previous entry for thoughts on ECGBL), watched two very different ones unfold, and been along to the Sandpit during the London Games festival. I've also been lucky enough to have had conversations about them with Justin Pickard and Juliette Culver, who have been involved with Superstruct and Operation Sleeper Cell respectively.

Now Superstruct is similar to World Without Oil (and both are projects that Jane McGonigal has been helped create and run) in that it involves imagining yourself in an alternate reality crises - in this case it is 2019 and the combination of five different superthreats mean the end of the world as we know it by 2042. Players are encouraged to write their own stories about their experiences in this possible future, and to discuss possible superstruct solutions with each other in order to extend the human races survival horizon. Operation Sleeper Cell is a bit different, as it is a spy-themed game that requires players to solve a series of puzzles with the ultimate aim of helping to raise money for Cancer Research UK (click here to donate money or sponsor a player). Meanwhile, the Sandpit describes itself as "pervasive gaming night" since you actually need to show up and play in the same physical location as other people, while the games themselves ranged from competitive storytelling in the Extraordinary Adventures of Baron Munchausen to chasing "Mr. Smith" around the streets of Soho.

I'm going to talk a bit about my reactions to these different types of games but first I want to point out that the common theme running through seems to be that they attempt to blur the lines between reality and fiction. Now this sounds kind of cool, but I think it also raises some interesting ethical points. First off, there is the issue of turning a crises into a game - maybe it's only fun if you haven't lived through something similar - which came up at ECGBL. Then there is the "this is not a game" tag, which can lead to feeling "A bit thick". Michael Abbott thought he was helping out a legtimate games blogger, but turns out she's a character from an ARG. I've been talking to Justin about this, and we seemed to agree that just because pixelvixen707 turned out to be a fictional character doesn't mean the exchanges that occurred were any less valuable. I mean, I doubt whatever she said in terms of games criticism is any more or less valid than anything else on the web, assuming the writers have done their homework. But what we didn't agree on was whether we would feel betrayed if we had been on the receiving end of such a stunt. Justin reckons that what he would have gained from the interaction would end up counterbalancing any sense of betrayal he might feel, but I'm not so sure. I mean, I see how ARGs want you to question the divide fiction and reality, and how in order to do so they need to "plant" characters in real world forums but would it have been so hard to let Abbott in on the secret first? Would that mean having to let everyone in on it? How much do people gain from this sort of "fake authenticity" (thanks to Justin for coining the phrase) in terms of player experience and how much do they have to lose from it in terms of real world experience? Unfortunately, while it might make the game more intriguing, I have a feeling that Abbott is going to be a little more cautious the next time he is approached by a blogger who is just starting out and may be less likely to give them the time and energy he would have done othwerwise.

So what about the ARGs I've been paying a bit more attention too? Well while the games I outlined earlier are all rather different but they all contain an element of blurring the line between reality and fiction. In Superstruct's case, by using the internet as a platform, player's create their own narratives to fit in with the scenario of the game. Now while I am capable of stringing sentences together, I haven't attempted any form of creative writing since I was in school so I'm not sure this appeals to me that much. I know it's about envisaging my own future but I'm not very good at that either, despite repeated attempts from my supervisor to get me to do so. I find it difficult to picture where I'll be in 10 years time, let alone to imagine the skills and knowledge I may have acquired by then, so it's no surprise that I've avoided completing my SEHI profile. Instead, I've been checking the updates, having a look at some of the discussions people have been having and thinking that it would actually feel a lot like work and less like fun for me to take part in Superstruct on a more active basis. And I guess I can't help thinking about whether any of these debates and ideas will make a serious difference in the real world.

I've been a bit rubbish with Operation Sleeper Cell as well. I've signed up and had a look round, even solved a couple of puzzles but I haven't really got going with it. I guess I prefer the way the game is puzzle based, but when I don't know how to solve one I tend to give up. It's not clear where I can go for help even though there are forums you can look at and ask questions on (whereas I guess I want a "hint" type button that I can go for right there and then). I suspect it would be a bit more fun to play the game in a group with some friends, and that would also help with the trickier puzzles too. What I'm less keen on are the missions where you have to reconstruct a bond theme/dress as a spy/make a cake and take photos to send to the Agency. I'm guessing this is where we get the blurring of reality and fiction? Maybe I'm just not all that creative, but again this seems like an awful lot of (not always relevant) work for someone who's favourite video game genre is the point and click adventure!

The Sandpit is quite different to these other two games in that it is really several games occuring in one evening, and does not require the internet as a platform. What is interesting in this case, is the way the games occur in public spaces with only the players knowing what is going on. I had a lot of fun here, it reminded me of what it felt like to play games as a kid playing in the neighbourhood (though Soho is a very different neighbourhood to the one I grew up in...). But it was obvious that other people were a bit confused about what a bunch of adults were doing running after a man in a mask and guarding vats of goo from people in different coloured bowler hats. One woman asked whether we had just been watching a fight as a group of players ran off down the street, while all of us would go quiet when the police walked by. So now we're back to the ethics of carrying out an activity that not everybody knows about.

I guess ARGs are still a developing medium and perhaps it's not always the correct term to apply, but there are some interesting issues emerging from these forms of gaming. In terms of education, it is clear there are ethical issues that need to be considered if you were going to try and adopt this sort of approach. I think it's also fair to say that this form of gaming does not necassarily appeal to everyone's tastes, so while it may be engaging and active, and get people to collaborate (or at least play together), some thought needs to be put into who would get the most of learning in this way. It would seem, as with digital games, there is a lot of potential here but a fair amount of work still needs to be done before the educational applications are clear. Despite being interested in them though, I don't think that ARGs are going to be the main focus on my PhD so the next post will see a return to a focus on video games and what I've been playing.