CHI 2013: Paris (Part I) - MOMA, games and learning, game players and the Games SIG

Last week I went to CHI in Paris - it's been a while since I've been to a major academic conference and I seem to have gotten out of the habit of blogging so I thought I would use this as an excuse to get back into it :-) Plus there was a lot of game sessions that have got me thinking.


It all started last Sunday with the MediCHI workshop. This was a good opportunity to talk to about the work I'm doing on CHI+MED, with respect to medical device safety, and to meet others in the field. The main conference started on Monday with a keynote from Paola Antonelli from MOMA. She gave us an overview of lots of intriguing design projects that MOMA has exhibited and while no specific HCI challenges were made explicit during the talk, I was reminded about how technology, including games, can make people think. Particularly interesting examples include PIG 05049 (Christien Meindertsma) and the Menstruation Machine (Hiromi Ozaki/Sputniko!). She also mentioned their recent games collection - extra points for the inclusion of Passage :-)

In terms of the game-related talks, Erik Harpstead discussed an educational game they had developed (a single player physics game called RumbleBlocks - see below) and how they used metrics to assess learning as part of the ENGAGE project. A toolkit was presented for logging game events and that allows for a replay of game-play so player behaviour can be analysed further. This toolkit seems like it could be really useful but my main question was whether collecting this type of logging data can actually account for situations where players progress but without gaining any real understanding of the principles behind what they are doing. This concern was partially addressed during the talk when the replay analysis indicated that the gameplay mechanics actually contravened one of the learning goals (where students were not lowering the centre of their structures, even though they were building one with wider bases and that were more symmetrical). The misalignment between content and gameplay was seen to potentially explain why there was not a difference between pre and post-test regarding centre of mass and also suggested that the game needs to be redesigned to remedy this issue.


Derek Lomas' talk on optimising learning and motivation in educational games through using crowdsourcing techniques also got my attention. What was particularly interesting about this study was the huge amount of data collected (one study has 10,000 participants the other 70,000 - all who played the online math game Battleship Numberline) and the questioning of the inverted-U hypothesis regarding challenge and engagement. Basically, flow theory suggests that if something is too easy, boredom will occur and if it is too hard, you'll get frustration - so a moderate amount of challenge would be the most engaging. However, the findings from Derek's work actually suggest that people find spent the most time playing when the challenge level was lowest thus indicating that  easier challenges are more engaging . Further, the studies indicated there is a trade-off between engagement and learning i.e. you can't have both... I'm going to have to read the paper for more details but there are several points here that I'd like to consider further. First, I'm questioning whether the length of time spent playing is a good measure of engagement (especially when children might be playing these games during school time - who is controlling the length of play if that is the case?). The terms engagement, motivation and enjoyment were all used interchangeably but I'm not sure they can all be reduced to amount of time spent playing. Surely I can enjoy something I play for less time more than something I might play for longer (e.g. if my motivation was to kill time)? Secondly, I want to look at how well integrated the game mechanics of Battleship Numberline are with the learning content - mainly because I don't like the idea that there needs to be a trade-off between engagement and learning! Further, given Jake Habgood's work on the importance of integrating game mechanics, flow and learning content I don't think there has to be. Finally, the authors also suggested that novelty might be more important than challenge in relation to engagement. This was particularly intriguing as I don't think it's something that has been explored in the literature on games and learning and I'm guessing there might be quite a lot to it.

Within the same session, Stephen Foster talked about designing diverse and sustainable educational games that support competition and meta-cognition. Inspired by the way Chess and Starcarft II players relfect and review their game-play, Stephen presented a game called CompetitiveSourcery based on the pre-existing CodeSpells platoform. The game requires players to compete by designing "spells" in java and using them against each other. Three users were observed over two months as they prepared as a team for a tournament - this included playing the game but also discussing strategies, bebugging each other's code and updating a team wiki. In general, this was a good example of tapping into both micro and macro involvement for the purposes of learning but I was surprised not to see any mention of Gee's discussion player affinity groups that exist around games (though Gee is mentioned in the paper). Plus, the idea that teachers should consider meta-level activities isn't entirely new (see Paul Pivec's BECTA report for the importance of the meta-game) while encourgaing discussion through having a tournament has been done before (e.g. research on Racing Academy). Also, while Stephen makes claims about the sustainability of this approach, there is always going to be an issue concerning whether all players will actually engage in the meta-level activities to the same extent. I'm not sure how you address that though...

There were several other game related sessions including Max Birk talking about the relationship between controller type and personality and Jeff Huang talking about patterns of game-play and skill in Halo. For both these talks I wanted a bit more detail on the methods so I'm going to have to add them to the pile of post-CHI papers to follow-up. In relation to the former, I was a little confused about the relationship between my "real" self, my "ideal" self and my "game" self as I'm not sure any of these can be static constructs but there may be some interesting differences to explore here (do standard controllers really make gamers more neurotic?). In relation to the latter, an awful lot of logging data was collected but I was a little disappointed that "patterns of gameplay" was more about how long people play for and how often than it was about gameplay strategies (but that's only because I'm more interested in player strategies!). Other highlights included Nicholas Graham discussing a tabletop game where one person plays the game and the other orchestrates the experience in real time i.e. builds levels and obstacles. This reminded me a little of Sleep is Death but Tabula Rasa seemed a bit more light-hearted in it's approach to foster open-ended creativity. Tamara Peyton (see below) then spoke about the alternate reality game I Love Bees and showed how leadership emerged from team-play. Interestingly, the players spontaneously used military terms and take on different roles within the team which she classified as General, Lieutenant and Private. I particularly liked that she emphasised that disjuncture can be as important as flow - essentially we should also be thinking about what it means to fail and how failing isn't necessarily a negative experience.


I also attended the SIG on Games and Entertainment and was pleased to see that there really is quite an active games community at CHI. Katherine Isbister and Regina Bernhaupt led the session but handed over the reigns of the SIG to Magy Seif-El-Nasr and Heather Desurvive. The topics that came up ranged from needing to foster links between industry and academia, introducing further games courses at next year's conference, and discussing other venues for games research. It was clear that while some people were interested in the user experience side and methods for assessing game-play others where interested in using games as research tools e.g. for the purposes of collecting data. Regarding the latter, there was a suggestion that there might be a workshop or course next year with a focus on how you might evaluate this kind of large-scale data but I think that will depend on whether someone volunteers to run it! I enjoyed the session overall and found a good way to see the range of game-related interests across the CHI community.

Ok, I think that's enough for today. There is still plenty more to write but I'm going to have to leave it for another post! For now I'm going to leave you with a pic of Charlene Jennett hugging a bear to make one jump on screen :-)


My PhD thesis

My thesis is finally available via ORO: Digital Games: Motivation, Engagement and Informal Learning.  I've included the abstract below though please feel free to get in touch if you have any questions or comments :-)

This thesis investigates the relationships between motivation, engagement and informal learning, with respect to digital games and adult players. Following the reconceptualisation of motivation and engagement (as forms of micro and macro level involvement respectively) three linked studies were conducted. In the first study, 30 players were interviewed via email about their gaming experiences. The resulting set of learning categories and themes drew attention to learning on a game, skill and personal level, which arose from micro-level gameplay and macro-level interaction with wider communities and resources. The second investigation consisted of eight case studies that examined how involvement and learning come together in practice. Participants were observed in the lab during two gameplay sessions and kept gaming diaries over a three week period. A method for categorising game-play breakdowns and breakthroughs (relating to action, understanding and involvement) was developed in order to analyse several hours of gameplay footage. The previous categories and themes were also applied to the data. The findings suggested a relationship between macro-involvement and player identity, which was further investigated by a third survey study(with 232 respondents). The survey helped to establish a link between identity, involvement, and learning; the more strongly someone identifies as a gamer, the more likely they are to learn from their involvement in gaming practice. Four main contributions are presented: (1) an empirical account of how informal learning occurs as a result of micro and macro-involvement within a gaming context, (2) an in-depth understanding of how breakdowns and breakthroughs relate to each other during play, (3) a set of categories that represent the range of learning experienced by players, and (4) a consideration of the role player identity serves with respect to learning and involvement.

A tour of my PLN / PLE

Do you have a PLN?

Greetings.  Over the past few years I have become very fond of my Personal Learning Network.  I have met a number of amazing educators and over time have really cultivated a network of educators that have similar professional interests and inspire me to be a great educator.  If you have not developed (and nurtured) a PLN yet, I strongly suggest that you do so.  There are amazing people out there to learn with in an authentic constructivist manner.  Join us!

The video below is a tour of the tools I use to engage in my Personal Learning Network.  Get some popcorn and enjoy the video :)


GameMaker Studio Tutorial Videos



GameMaker Studio Tutorial Videos:
The following tutorials are generally updated versions of the GameMaker 8.1 videos.  The changes are subtle, so you should be able to use the GameMaker 8.1 and GameMaker Studio tutorials interchangeably.  The initial set of GameMaker Studio tutorials will guid you through creating a Maze / Adventure game.

The Game Maker Interface: This short video will provide you with an understanding of the gamemaker environment. It will explain the different resources that are included in a game created with GameMaker. (5:48)

Creating Sprites, Objects, and Rooms: This tutorial will show you how to create sprites, objects and rooms. You will create and name your first resources using a proper naming convention. In the next lesson, we will program your objects with events and actions. (7:27)

Introducing Events and Actions: This tutorial will show you how to create events and actions for objects. Events and actions are what tell the objects what to do in a game. (6:51)

Creating Moving Objects: This video will assist you in creating objects that move automatically in GameMaker 8. (7:14)

Adding a background and sound: This tutorial will show you how to add sound and a background to your games in GameMaker Studio. (7:41)

Shooting with a pause between shots: This video will demonstrate how to shoot projectiles in GameMaker from a given object.  Timers and variables are used to provide a pause between shots. (6:20)

Adding a health bar: This video will show you how to create and display a health bar above your character.  This example uses the draw event and draw health actions. (7:48)

Introduction to Game Based Learning

Educational gaming: 

Review of Chapter 9 'Educational Gaming' by John Rice (2012) in What School Leaders  Need to Know About Digital Technologies and Social Media.
Image from Learning Games Network:
https://plus.google.com/113910201869263337346/posts


“Could something that holds so much interest for the young be hijacked and used for pedagogical purposes?” (Rice, 2012)

The quote by Rice provides a great question and context for this chapter and continued research on the topic of the value of gaming in education.     This is a very exciting time to be involved in game based learning, as there has been an explosion in terms of interest, research, and utilization of games as a vehicle for learning. 

The chapter in the text in addition to other research by Rice (2007) on assessing higher order thinking in video games highlights the different uses for games in education.  Generally speaking, games are often used to encourage lower order skill development (i.e. drill and practice), but the true potentia is seen when we utilize games to encourage higher order skill development. It is important to note the concern that is prevalent in the study of game based learning regarding the correlation between learning through games and achievement (typically based on improved standardized test results).  This raises the question of when is the best time to use video games to teach? (Rice, 2012)

According to Rice (2012), the 3 Rs of instructional gaming include repetition, reward, and reason.  Repetition can be used to reinforce classroom instruction and often provide a fun outlet for what might otherwise be tedious repetitive work.  Games lend well to providing built in rewards that motivate players.  One of the key gamification principles relates to providing rewards to encourage success.  Finally, reason refers to advanced educational games that provide complex environments that are intellectually stimulating.  In games that focus on reasoning, the scientific method is often incorporated.  This generally applies to commercial games that are not intended for education. Teamwork, collaboration, problem-solving, experiential education, higher level reasoning, and abstract reasoning are also characteristic of games that capitalize on reasoning (Rice, 2012).

Assessment is an important question when it comes to bringing games into the learning environment.  Some games have built in tracking and statistics (Rice, 2012).  This can provide valuable data for teachers in terms of progress, how much time is being spent on certain activities, determining which objectives are met and where students are encountering difficulty.  As such, this can help to guide instruction and help a teacher to direct students while using the game.  Off the shelf software most often lacks the direct curricular integration and poses a challenge for assessment compared to software designed for education that is aligned to standards (Rice, 2012). 

While games can be quite effective teaching tools, there are concerns regarding the time that can be dedicated to playing.  This involves the amount of class time that can be allocated for the game as well as logistical concerns regarding saving progress.  Another question that comes up is related to whether or not the game can be customized to meet the learning objectives.  While very time consuming, this can be a critical factor as many off the shelf games have great educational value but might not have a direct tie in to the curriculum. In an article written by Rice (2007) he explores the question of higher order thinking in games in greater detail.  Compared to edutainment titles that focus on lower order thinking (reinforcement of skills), higher order skills involve a very different approach.  Rice (2007) attests that in order to teach higher order skills, the learning must take place in a Virtual Interactive Environment (VIE).  Generally, this involves a 3d virtual environment that relies on extensive user interaction including reading, manipulating virtual objects, interacting with others.   VIEs are highly engaging and encourage extensive exploration.  These environments tend to be found in commercially developed software like Massively Multiplayer Online games and virtual worlds.  They tend to engage users in the expertise principle where users must demonstrate mastery before advancing in the game. 

My experiences with game based learning

Game based learning has been an integral part of my teaching from the beginning of my career.  When I started my career teaching students with special needs I utilized a lot of the edutainment software described to encourage skill development through repetition.  My students were all on very different levels in reading and math so it proved very helpful to utilize software to individualize their instruction.  Software that tracked their progress was very helpful as it guided the learning in the classroom as well as the computer mediated instruction. 

When we opened our interactive training and gaming center, many of the programs we offered incorporated gaming.  We utilized many historically based strategy games to engage students in the learning of ancient to modern civilizations as they accompanied their play with research on the civilizations they were exploring.  In addition, we taught game design as one of our key summer camp and after school programs.  Learning with games in this environment was ideal as the students were engaged in the learning process and we were not tied to curriculum shackles as this was an extracurricular activity. 

More recently, I have been teaching a full semester course on video game design and development where I have been able to focus on constructionist learning (Papert, 1993), computational thinking, iterative design, problem solving, and storytelling. 

Current happenings in the game based learning space There are great projects evolving in the game based learning space that incorporate off the shelf software as well as innovative design principles to bring learning experiences to students through gaming.  I have been actively incorporating the hugely successful game, Portal 2, by Valve software into my classes.  Portal 2 is a commercial game involving complex puzzles that encourage critical thinking.  Valve software started a program called Steam for Schools intended to bring game based learning opportunities to the classroom.  Portal 2 and the accompanying puzzle maker are offered for free to educators.  My students are so highly engaged throughout our Portal 2 unit as they play through parts of the game and then create their own 3d interactive puzzle levels.   The teach with portals website (http://www.teachwithportals.com) is the teacher ‘portal’ (no pun intended) and includes lesson plans and an online community for teachers to discuss how they are incorporating portal in their classes. 

WoWinSchools (http://wowinschool.pbworks.com/w/page/5268731/FrontPage) is another program that focuses on integrating a popular off the shelf title into the curriculum.  The curriculum was developed by Gillispe and Lawson (2011) and provides a rich integration Language Arts curriculum that is aligned with the Common Core standards. 

Recently, Electronic Arts has teamed up with the Institute of Play to enter the game based learning arena by offering curriculum to accompany the SimCity game for classroom use.  SimCityEdu (http://www.simcityedu.org/) is very new and I am excited to see how it unfolds. Minecraft, the quintessential sandbox game based on building with lego-like blocks and crafting special items and blocks for use in the game based on ‘recipes’ has been taking the educational world by storm.  MinecraftEDU (http://www.minecraftedu.com) provides special educational pricing for minecraft in addition to a vibrant community of educators who are excited about sharing their experiences and collaborating on integration of minecraft into almost every curriculum area.  I am excited to start utilizing minecraft in my classes as our PTO recently approved funding for a license for my computer lab.In addition to using or modifying off the shelf software, there are many games being produced specifically for education.  This dates back to the classic, Oregon trail, and more recently virtual worlds.   

Quest Atlantis, now branded as Atlantis remixed (http://atlantisremixed.org/) immerses students in educational simulated habitats (Barab, Scott, Siyahhan, Goldstone, Ingram-Goble, Zuiker & Warren (2008) intended to bring strategy gaming and commercial quality software into education.  

As you can see, many exciting developments are occurring in the area of game based learning.  Figuring out how to incorporate games in the classroom takes careful thought and planning, but the potential benefits are great. 

References:Barab, S. A., Scott, B., Siyahhan, S. Goldstone, R., Ingram-Goble, A., Zuiker, S., & Warren, S. (2009). Transformational play as a curricular scaffold: Using videogames to support science education. Journal of Science Education and Technology.

Papert, S. (1993). The children's machine: Rethinking school in the age of the computer. Basic Books.

Rice, J.W. (2007). Assessing higher order thinking in video games. Journal of Technology and Teacher Education, 15(1), 87-100

WoW in Schools: Authentic Game Based Learning




I am taking a graduate course in Leadership in Educational Technology, and the following question was raised for discussion:

You may notice some strong opinions about WoW across the scholarly, professional, and public arenas. We have seen similar issues in the past with controversies over online education or the long-running media effects debate. As a leader in the field of educational technology, how do you respond to conflicting opinions and beliefs when introducing a new technology in your school or organization or when engaging in research with "controversial" new technologies?
Below is my response related to the wonderful WoW in Schools project:

This is a great question. For me, it is important to be mindful of the opinions of others. I am a techie and a gamer, so my desire and motivation to integrate innovative technology might differ from other educators. It is important to get the buy in of educators in order to move forward. It is important to value their skepticism and not push a project on them.

I would like to use WoWinSchools (http://wowinschool.pbworks.com/f/WoWinSchool-A-Heros-Journey.pdf) as an example of an ambitious project that pushes the envelope. I am a fan of the work of Lucas Gillispe, Peggy Sheehey, and Craig Lawton and their dedication to the importance of true learning to be the goal of game based learning. It is easy to get excited about technology and integrating a game based learning approach, but it is also easy for such an endeavor to lack true direction and lack learning outcomes. I especially appreciate that the project aims to provide educators with a full curriculum that is rich in content and clearly engaging. I take a bit of caution in using the term engaging as I realize that it is difficult to sell engaging when we are so focused on 'achievement'. However, I believe in the value of engagement, and when it is coupled so carefully with good instructional design I believe it is especially effective.

The WoWinSchools project is aligned with the Language Arts standards (p. 13 - 16) in a very authentic manner. Through the journey, students are engaged in parallel reading (The Hobbit) and comparing the journey of their WoW character with that of Bilbo Baggins. Students engage in activities around the book including Literature Circles and other more traditional academic endeavors. Writing is a big component of the program and is at the core of the evaluation of student diary entries and other related writing activities. In fact the grading rubric provides students with experience points based on their writing. In order to receive the highest level of experience for the content portion of the rubric (400 - 500 XP), the writing is evaluated based on the following:

"This diary entry shows evidence of deep reflection and transference of class material and lessons to real life events. It shows higher orderthinking and problem solving skills. In addition, it clearly relates to topics and themes within the book study." (Cape Fear Middle School, 2011)

I could go on and on, but I am trying to illustrate the point that this project is not an excuse to bring games into the classroom, but rather an opportunity to engage students (often those at risk) in an opportunity to own their learning and embrace the connection between in-game content and academics.

WoWinSchools is just one example of effective game based learning. I believe that I would use it as an example for other projects that might involve game based learning in order to provide naysayers with a solid example of what is possible and how we can capitalize on student engagement without sacrificing content.

Steve

P.S. After writing this it occurred to me that a lot of opposition relates to violence in this and other games. I believe that much of the literature students read (including their history text) deals with violence. Taking on the role of the 'hero' in World of WarCraft provides an immersive experience when relating to the characters in the literature.

Gillispe, Lucas, Lawson, Craig (2011). WoWinSchool - A hero's journy: A middle grades Language Arts adventure. Retrieved from: http://wowinschool.pbworks.com/f/WoWinSchool-A-Heros-Journey.pdf

Move over Twitter, my PLN is levelling up!

Do you remember the old Reese's Peanut Butter cup commercials.  You got chocolate in my peanut butter.  You got peanut butter in my chocolate.  Two great tastes that taste great together.  Well, recently I got PLN in my game and I got game in my PLN.  The verdict: Great together!

I have always liked games.  I teach video game design.  I am working on my doctorate in game based learning.  Apparently, there are many other educators who like games!  They are out there and using games to encourage learning opportunities as well as networking with other like minded educators.  Interestingly, I have come to find that many members of my in game PLN were not always gamers.  In fact, I have recently become fascinated with the concept of 'point of entry' when it comes to people's foray into games.  If you could, please post a comment and let us know your story about how you got into games.  There are some pretty great stories about how people accidentally found themselves playing games.


In this article I will focus on World of WarCraft and mix in a little plug for Clash of Clans.  These are the two games that make up my in-game PLN.  World of WarCraft is a Massively Multiplayer Online Role Playing Game (MMORPG).  Sounds geeky to those of you who are unfamiliar, but is a second home to many.  Essentially, the game allows players to complete quests, earn experience, gain items (gear) to improve their character, and take on virtual professions.  This is a very simple explanation.  The game is deep and has an incredible fan base that has turned the game into quite a phenomenon.  In fact, the second largest wiki (second only to wikipedia) is WoWWiki, currently boasting a total of 98,182 pages.  WoWWiki is a wiki (collaborative website where users contribute content) that covers every aspect of the game imaginable.  I could go on and on about the game, but I'll save that as my intent here is to talk about the Educational Networking possibilities to be found in the game.

World of WarCraft, as an MMORPG is a social game.  Players can group up to complete quests, work through in game content, and socialize.  In order to truly capitalize on the social aspect of the game, players typically join a guild (essentially a team).  Members of the guild work together to earn special guild achievements, share resources, and enjoy sharing in the gameplay experience.  There are guild comprised entirely of educators that game.  World of WarCraft is made up of two factions, the Horde and the Alliance.  On the Alliance side, the guild, Cognitive Dissonance formed as a group of educators that game and wanted to play and learn together.  After some time, the Inevitable Betrayal guild formed on the Horde side for the same reason.  These two guild are considered sister guilds and many members have Toons (in game characters) in both guilds.  In game, guild members play together while mixing in professional conversation.  I played World of WarCraft for years and stopped playing because I felt I did not have time to play.  Perhaps a bigger part of the reason was that the idea of an affinity group was lacking.  Last summer I met +Laurence Cocco at #ISTE12 and then I met +Peggy Sheehy, +Knowclue Kidd, and +Lucas Gillispie at the Games in Education Symposium.  They clued me in to the Cognitive Dissonance guild and I knew it was time to get back in the game.  After all, I devoted a lot of time to cultivating and nurturing my PLN on twitter, EdWeb.net, and Educator's PLN.  The idea of networking with like minded educators in game was more than appealing.  I joined Cognitive Dissonance and Inevitable Betrayal and can't emphasize enough how happy I am to have found my 'tribe' as many people in the guild refer to our affinity group.  Everyone in both guilds is so nice, helpful, and welcoming to new members. If you are an educator and interested in gaming, I encourage you to join our in-game (and out) PLN.  The in-game networking has expanded outside of game as the guild members are involved in so many exciting projects, including the Games Based Learning Mooc and G.A.M.E. (Gamers Advancing Meaningful Education).  These groups hold regular webinars and a Wednesday night tweetchat (#gamemooc) at 9pm EST.  I look forward to meeting many guild members at upcoming conferences including #ISTE13 and GLS9.0 (Games+Learning+Society conference).

Clash of Clans

Recently, there has been a spinoff of the Inevitable Betrayal Guild that has begun playing Clash of Clans together.    Our guild name is Invtbl Btryl and we welcome new educators to join us.  There have also been spinoffs of the guild in GuildWars2.  I have a feeling it won't end there.  Feel free to comment on other games that would lend well to an extension of the Educators' guilds and further nurture collaboration (and FUN) for the educational community.

Guild Wars 2

Are you a gamer?  As I mentioned earlier, I would love it if some of you could share your experiences as members of a guild, particularly a guild comprised of educators and more specifically, please share your 'point of entry' - How did you get here?

** UPDATE
Some people indicated that they had difficulty posting comments or the story of their 'point of entry' into MMORPGs.  Trish Cloud (@trishcloud) was kind enough to post a comment on google+ so I will include it here.

"I started playing WoW about 2 years ago. Unlike many in our tribe I don't have alot of experience with NES, Sego, etc. I remember when Pong came out and I sucked at it. I was also terrible at Tetris, Frogger, Space Invaders etc. So I pretty much determined that I was not a gamer. Until 2 years ago I saw commercials for it and I began to wonder what it was like. You didn't use those handheld devices, you did it with a keyboard and mouse and I thought hey I can do that. So I got a friend to join it with me. Needless to say I was hooked. I was not part of a guild that instructed like IB but I was in a guild made up of some high schoolers we know. Great kids, One is at Savannah College of Art and Design now, the others attend Philip O Berry Academy of Technology here in CMS. But I digress, I learned pretty well and eventually got my paladin up to 75, but I was lured away by SWTOR.

Then last summer via Twitter I heard about the Games MOOC. Well let's just say that's all she wrote. I've gotten back into WoW via Cognitive Dissonance and now Inevitable Betrayal. My gameplay is better than ever. I've learned TONS about game theory and how to use games in the classroom. Learned much about different types of games, and best of all, earned the status of "Cool" with my daughters (10 & 13) and my students at the school I work at. "