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    <title>News Games: Georgia Tech Journalism &amp; Games Project</title>
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    <id>tag:jag.lcc.gatech.edu,2008-10-20:/blog//1</id>
    <updated>2009-11-11T18:20:17Z</updated>
    
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<entry>
    <title>The Humble Crickler</title>
    <link rel="alternate" type="text/html" href="http://jag.lcc.gatech.edu/blog/2009/11/the-humble-crickler.html" />
    <id>tag:jag.lcc.gatech.edu,2009:/blog//1.141</id>

    <published>2009-11-11T18:00:13Z</published>
    <updated>2009-11-11T18:20:17Z</updated>

    <summary>Crickler is a crossword-derived digital puzzle game named for its creators, Michael and Barbara Crick. Crickler puzzles retain the verbal clues and one-word responses of crosswords, but they explode the layout of the puzzle into a list rather than an...</summary>
    <author>
        <name>Ian Bogost</name>
        
    </author>
    
        <category term="Game Analysis" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="Newsgames" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="Newspaper Games" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="crickler" label="crickler" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="crossword" label="crossword" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="newsgame" label="newsgame" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="newspuzzle" label="newspuzzle" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="trivia" label="trivia" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en-US" xml:base="http://jag.lcc.gatech.edu/blog/">
        <![CDATA[<div><img alt="crickler1.png" src="http://jag.lcc.gatech.edu/blog/crickler1.png" class="mt-image-center" style="margin: 0pt auto 20px; text-align: center; display: block;" width="510" height="236" /></div><a href="http://www.crickler.com/"><i>Crickler</i></a> is a crossword-derived digital puzzle game named for its creators, Michael and Barbara Crick. Crickler puzzles retain the verbal clues and one-word responses of crosswords, but they explode the layout of the puzzle into a list rather than an interlocking grid. When players type an answer, letters from one response automatically fill certain cells in other responses down the page, mimicking the way a crossword's answers provide clues for orthogonal responses. On their website, the Cricks explain why this arrangement makes for a better puzzle:<br /><br /><blockquote><i>Traditional crossword puzzles are incredibly successful but they have several serious drawbacks: (1) They are difficult to construct, (2) Most words are short and often silly--chosen only because they fit, (3) Matching clues to numbers is a distraction, and (4) A given puzzle is usually either too easy or too hard. Cricklers solve all of these problems while retaining the essence and feel of a traditional crossword puzzle.<br /></i></blockquote> ]]>
        <![CDATA[As the Cricks' design values suggest, one of the benefits of the crickler is that it decouples clues from the arbitrariness of puzzle arrangement. This feature allows cricklers to be more easily and more meaningfully themed than other word puzzles. The Cricks also rightly underscore the fact that this improvement would be difficult without computational assistance.<br /><br />The Cricks solve problem four in their above explanation through a procedural handicapping and hinting system. Anytime players are stumped, they may click on an owl at the top of the puzzle to receive a clue. This can only be done when the player is "truly stuck," meaning there's a per-minute cap on the number of clues the owl will distribute based on their skill level. The handicap features an incredibly fine granularity, running from 0 to 36 (lower scores leading to more difficult puzzles), and it is calculated every time a player finishes one puzzle to move on to another. Forsaking hints and finishing puzzles quickly will lead to a lower handicap, which affects the number of letter-links between solutions in each list and the difficulty of the questions in some modes.<br /><br />There are a number of usability features built into <i>Crickler</i>, so even HCI experts can finally sit back and relax with a puzzle rather than vexing themselves over accessibility and hidden bias. These range from the ability to use a serif or sans-serif font to a "King's English" moude that adapts to the spelling tastes of the British. The puzzle's layout can also be changed from horizontal to vertical (solution on top of question), wide to narrow. Players can also set the viewing mode to only display one question at a time (significantly reducing the ability to quickly scan a number of other answers for interconnecting letter clues).<br /><br />Among the crickler variants is a "newspuzzle" that draws its clues from the daily news. The newspuzzle requires some synthetic knowledge about the content of the news, rather than the simple guesswork of missing words in a headline. For example, the October 22, 2009 puzzle includes the following clue: "A court in Miami sentenced Colombian drug kingpin Diego Montoya to 45 years in prison following his guilty plea on trafficking, _______ and racketeering charges." The six-letter answer, "murder," isn't immediately obvious for players unfamiliar with the case. <br /><br />Weirdly, crickler puzzles don't include links to relevant articles on the subject of their clues, even though the puzzles have been syndicated to a number of papers, including The <i>Washington Post</i>. Completing a puzzle requires players to seek out, read, and comprehend current coverage on a variety of topics, but they must find the sources on their own. While syndication subscribers like the <i>Post</i> might gnash their teeth at the missed opportunity, it's possible that the game benefits by requiring the media literacy skills to identify the topic, locate additional coverage, and evaluate that coverage for the response in question. <br /><br />Another crickler mode is the "perpetual puzzle," which relies more heavily on the handicap level by simply generating news-agnostic vocabulary and history questions. Players can set a question number for their perpetual puzzles ranging from 10 to 50. Although this might seem the superior crickler on paper, it suffers from a lack of the culture questions that make crosswords great. The focus on current events makes up for this absence in the newspuzzle, but the perpetual puzzle is a hollow experience that might best be used for studying for the SAT verbal section--it's basically a vocabulary quiz presented in an interconnected list. <br /><br />The final mode, "puzzle of the week," focuses on trivia about one particular subject, such as "The State of Arizona." This crickler reveals another strength of the form, allowing players to learn a lot about one thing by starting with a few common facts and using hints to learn more. You don't notice the lack of informational or contextual links here, because each serves as a self-contained lesson. <br /><br /><i>Crickler</i> builds upon the crossword as an intellectual institution, refining its connection to knowledge and language by adjusting its form to exclude throw-away filler clues. Customization features make up for its lack of visual flair, and each modes serves to build a different form of literacy through the shared form of connecting items in a list through common letters. This family-designed digital newsgame suggests that a variety of new puzzle forms might still arise from the the humble crossword.&nbsp; <br /><br /><i>Prepared by Ian Bogost and Simon Ferrari.</i><br />]]>
    </content>
</entry>

<entry>
    <title>A Platform for Engagement?</title>
    <link rel="alternate" type="text/html" href="http://jag.lcc.gatech.edu/blog/2009/11/a-platform-for-engagement.html" />
    <id>tag:jag.lcc.gatech.edu,2009:/blog//1.140</id>

    <published>2009-11-09T15:51:03Z</published>
    <updated>2009-11-11T20:00:13Z</updated>

    <summary>Prepared by Cinque Hicks and Tanyoung Kim. You be the Reporter: Ethanol as Fuel! was developed by the Institute for New Media Studies (INMS) at the University of Minnesota by Nora Paul and Kathleen Hansen. It was one of two...</summary>
    <author>
        <name>Tanyoung Kim</name>
        
    </author>
    
        <category term="Development Process" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="Game Analysis" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="ethanolasfuel" label="ethanol as fuel" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="inms" label="inms" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="knightfoundation" label="knight foundation" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="norapaul" label="nora paul" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="playingthenews" label="playing the news" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="youbethereporter" label="you be the reporter" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en-US" xml:base="http://jag.lcc.gatech.edu/blog/">
        <![CDATA[<img alt="ethanol1.png" src="http://jag.lcc.gatech.edu/blog/ethanol1.png" class="mt-image-center" style="margin: 0pt auto 20px; text-align: center; display: block;" width="515" height="386" />Prepared by Cinque Hicks and Tanyoung Kim.<br />
<br />
<a href="http://www.inms.umn.edu/games/ethanol/"><i>You
be the Reporter: Ethanol as Fuel!</i></a> was developed by the Institute for
New Media Studies (INMS) at the University of Minnesota by Nora Paul
and Kathleen Hansen. It was one of two games developed under the
Institute's "Playing the News" umbrella and supported by the Knight
Foundation's 21st Century News Challenge grant. Along with other format variations based on the same topics,
this game was designed and tested in 2007 and 2008. In this article, we
first explain the goal, the characteristics of the game and the
procedural gameplay. Next, we look into this newsgame in a larger
context in which we discuss how we might improve this game beyond its
primary goal of delivering complex news content. In addition, we
suggest how this game could encourage readers to take real world social
action. Finally, we argue the potential of this game as a platform for
further newsgames in which other community issues can be embedded. ]]>
        <![CDATA[&nbsp;<b>1. What is This Game for?</b><br /><br />The
<a href="http://www.inms.umn.edu/projects/view.asp?id=4">goal of this project</a> was to design a highly graphical and interactive
environment as a way of presenting "important but (too often) boring"
issues in a community. Through the development and testing of the
games, the designers tried to find out whether this kind of
presentation of complex and conflicting facets of an issue may lead to
greater citizen engagement, understanding, and action taking.<br /><br />The
theme of this game is "ethanol" and is based on current news articles
about ethanol's potential as a substitute for fossil fuels and the
political, scientific, and economic ramifications surrounding the
issue. Within this focus, players read through a series of
informational text blocks to proceed through the gameplay. Through this
reading, players learn complex information regarding ethanol-related
issues.<br /><br />This game can be categorized as an educational
(purpose), mission-completing (goal), navigational (interaction style),
Flash (development platform) game. Fitting this game into one of the 7
newsgame genres proposed by our Journalism and Games lab, <i>You be the
Reporter</i> sits most comfortably under the documentary game heading. Rather
than isolating a specific event or story, it seeks to "engage larger
historical and current events." Documentary games exploit procedural
environments to look beyond specific time-delimited events toward
larger issues that may cross several social domains.<br /><br /><b>2. The Plot and Gameplay</b><br /><br />In
this game the player explores the interactive environment of the game
to reveal the multiple perspectives involved with the issue of ethanol.
<a href="http://www.pbs.org/idealab/2009/02/playing-the-news-ready-for-testing052.html">The plot is simple</a>: the player acts a staff member of a US senator. Her
mission is to submit a report on alternative fuels, in particular
ethanol, and its effects on the environment, energy policy, farming and
world hunger. In order to accomplish this, the player navigates an
orthogonal, 3D space composed of a variety of relevant organizations
such as a university and a farm. <br /><br />At each place, she interacts with the
human characters to obtain knowledge. After she finds all the
information, she goes back to the senator, and reports what she has
heard from the various people she has encountered. The reporting takes
the form of a series of quiz questions. Each question requires a simple
true or false selection. If she fails the quiz, the senator becomes
disappointed. The next step is unclear, as the player does not seem to
get another chance to replay the game.<br /><br />Although the game is
certainly more informative than the linear form of a single news
article, to some extent it lacks the <a href="http://www.pbs.org/idealab/2007/10/playing-the-newsthe-challenge-of-gaming-reality005.html">self-discovery features</a> that would
make it a more engaging experience. At the beginning of the actual
gameplay, the player is led to read a dossier displayed on the main
screen. This is a kind starting point for those who are not familiar
with navigational and discovery types of games. <br /><br />The game, however,
remains in this mode throughout the entire playthrough. It informs the
player that the "blue dots" on the map provide you with what you need
for the reports for the senator. As you move to the area that has the
dots, you simply click people who are glowing white, indicating that
they are ready to talk. Thus, it seems reasonable to see how a player
deprived of any true opportunity to make her own discoveries might get
bored while playing (or in fact, reading) the game.<br /><br />The
interactions with the non-player characters (NPCs) is extremely sparse,
too; the task involves only clicking one answer out of at most 3
choices. In practice, this usually resolves to a choice between letting
the NPC continue his monologue or stopping the conversation altogether.
Moreover, the NPC's speech is hard-coded, not procedurally-generated
based on player actions. Therefore, the game merely repackages
informational content in a non-linear format. Although this game has
characteristics of interactivity such as navigational and spatial
experience, it does not actively incorporate the procedural mechanics
by which we recognize most games. <br /><br />Based on early accounts of
the design process, the game was originally intended to include a
series of "mini games" as the player moved from each NPC to the next.
This was intended to motivate the player to continue on in her progress
from encounter to encounter in the game. Because the mini games were
not included in the final build, we might conclude that our experience
of You be the Reporter is necessarily a truncated one.<br /><br /><b>3. Testing of the Ethanol Games</b> <br /><br /><i>You
be the Reporter</i> was tested against a second game titled <i>Ethanol Issues
Board Game</i> and against 3 different web page layouts containing the same
information as found in the games, or external links to that
information. Players were asked to give subjective evaluations of their
experience, level of engagement, level of interest and assessment of
the news information delivered.<br /><br />The evaluative criteria as
delineated in the survey, however, are broad. The issue of learning,
for example, is reduced to a single yes/no question: "Did you learn
something about this topic that you hadn't considered before?"
Questions regarding understanding and retention are similarly broad.
The broadness of the questions seems calculated to give a general
impression of the overall user experience, rather than a fine-grained
understanding of how each interface works and where it succeeds or
fails.<br /><br />According to <a href="http://www.wakemag.org/cities/mediums-of-media"><i>The Wake</i></a>, a University of Minnesota student
magazine, the INMS's analysis showed that testers preferred an
organized list of links for receiving complex news information over any
other form of information presentation, including either of the game
styles. INMS concludes from this finding that games are not effective
vehicles for delivering serious news content.<br /><br />As we have
previously indicated, however, <i>You be the Reporter</i> contains enough
shortcomings in its implementation and mechanics that it would be
premature to generalize from any test of this particular game as to the
efficacy of games in general to deliver news content. At most, we may
draw conclusions about the efficacy of this particular set of game
mechanics to deliver content. Those indeed may fail, but this fact says
nothing about the potential for games as a genre for serious news
delivery.<br /><br /><b>4. Relations &amp; Processes Beyond News Contents</b><br /><br />More
significantly, the research protocol also reveals a bias in the framing
of news delivery that may prove instructive for future development of
news games in general. Readers are asked about their engagement with
the "information . . . about ethanol," they are asked whose point of
view is presented in "the material," and are asked in general to judge
the "presentation of information." <br /><br />In short, as evidenced by
the survey questions, news is reduced to its role as information, the
news ecology framed as a problem of information delivery. Thus the game
privileges isolatable facts and figures issuing from authoritative
sources delivered directly to the player in the form of essentially
unmediated monologue. The bias toward fact delivery is encoded into the
game's design at the level of core functionality. This dynamic sets up
<i>You be the Reporter</i> to compete against an extremely efficient,
pre-existing form of information delivery--namely lists of links. If the
end goal is simply to get "information," the self-guided link list may
indeed prove insurmountable.<br /><br />An analogy: imagine engineering a
high-powered automobile and <a href="http://www.pbs.org/idealab/2008/04/testing-news-game-concepts005.html">testing it as a new method</a> to get from the
bathroom to the bedroom. Clearly, such a vehicle would prove useless to
the task for which another, more efficient mode of transport already
exists: walking. Likewise, if the problem of news ecology is reduced
simply to a problem of information delivery, more effective methods may
in fact already exist.<br /><br />A documentary game such as <i>You be the
Reporter</i>, however, has potential to draw upon a rich set of approaches
to the news that go beyond simply learning information. Specifically,
the procedural environment is ideal for highlighting complex
relationships, systems, and processes that simple facts cannot
communicate. For example, interactions between farmers, academia,
industry and lawmakers dramatized as a dynamic interplay of forces in
which the player might participate could provide an understanding of
real-world relationships, systems, and processes unattainable by simply
navigating a list of links.<br /><br />As the designers admitted, this game
lacks motivation and reward systems that encourage players to continue
playing the game. What design implementations might recover some of
these lost features? To increase the feeling of accomplishment in the
procedural gameplay, various 'levels' of the game can be a solution.
People comprehend news contents differently depending on their own
knowledge. Thus when approaching broad audiences who have different
levels of knowledge on the related issues, game designers might
consider step-by-step strategies. <br /><br />In the case of the ethanol game, the
objectives of the first level could be only to know "what the heck
ethanol is." Meanwhile, players who already have wide exposure to the
material may pass this level very easily. Conversely, those who have
never been interested in chemistry or alternative fuels can obtain the
basic and important ideas. The next level could deal with more complex
issues of ethanol such as its function as an alternative fuel and its
economic advantages against oil.<br /><br />As the designers of this game
clarified, their ultimate goal is to influence player's minds so that
it leads them to engage with community issues. In fact, it is hard to
evaluate the ultimate social effects of playing a game, some of which
may not be realized until weeks, months, or years later. However, we
might imagine adding simple procedures at the end of the game that lead
the player to take a real action. For example, game designers may
include a link to an online petition that directly affects government's
decision making.<br /><br /><b>5. Platform for Newsgame Production</b><br /><br />In
the description of their projects, the designers clarified that one of
the goals of the projects was to build game creation tools that could be used to develop a number of individual games. In particular, the tools were
meant for non-programmers in the newsroom who input news information
through easy-to-use game GUI. We have not been able to establish if any
such development tool exists specifically for <i>You be the Reporter</i>.
However, this game has the potential to be a newsgame production
platform, especially for community-related issues. In other words, the
format of this game including spaces and character might be evolved to
incorporate different news contents related to other community issues. <br /><br />We
might imagine that they are modules of community institutions including
schools, various research centers, farms, factories, various shops, and
others. Modules might also include numerous characters representing
occupations that correspond to those institutions. A reporter in a
newsroom may pick several institutional modules and arrange them in 2D
space. Next, she may assign characters to the appropriate places. Then
each character may be assigned news contents to be shown to the
reader/player. In this way, newsmakers can produce a myriad of news
contents in a game-like, quiz-based form in a timely manner.<br />]]>
    </content>
</entry>

<entry>
    <title>Playing the Internet with Shuffletime</title>
    <link rel="alternate" type="text/html" href="http://jag.lcc.gatech.edu/blog/2009/11/playing-the-internet-with-shuffletime.html" />
    <id>tag:jag.lcc.gatech.edu,2009:/blog//1.139</id>

    <published>2009-11-04T17:29:18Z</published>
    <updated>2009-11-04T18:27:06Z</updated>

    <summary><![CDATA[Undoubtedly one of the strongest capabilities of the internet is its ability to make a wide range of real-time information easily accessible to anyone with a connection.&nbsp; News aggregators such as Google News and Huffington Post serve as some of...]]></summary>
    <author>
        <name>Tom Gibes</name>
        <uri>http://www.tomgibes.com/</uri>
    </author>
    
        <category term="Game Analysis" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="googleimfeelingunlucky" label="google i&apos;m feeling unlucky" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="jointhecompany" label="join the company" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="shuffletime" label="shuffletime" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="woofer" label="woofer" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en-US" xml:base="http://jag.lcc.gatech.edu/blog/">
        <![CDATA[<div><img alt="shuff1.png" src="http://jag.lcc.gatech.edu/blog/shuff1.png" class="mt-image-center" style="margin: 0pt auto 20px; text-align: center; display: block;" height="112" width="500" /></div>Undoubtedly one of the strongest capabilities of the internet is its
ability to make a wide range of real-time information easily accessible
to anyone with a connection.&nbsp; News aggregators such as Google News and
Huffington Post serve as some of the strongest manifestations of
this capability.&nbsp; <br /><br />One might think this easy access to information would
lead to a more informed citizenry, but as a 2007 report by the Pew
Research Center demonstrates, this is not necessarily the case.&nbsp; In the
report, Pew asked respondents questions that tested their public
affairs knowledge in 1989 and then again in 2007, and despite the many
changes in mass communication that have occurred over the almost
two-decade span of time, public affairs knowledge changed little.&nbsp; In
some instances, it decreased: 74% of respondents
could name the vice-president in 1989, but in 2007 that number dropped to 69%. ]]>
        <![CDATA[This Pew report suggests that although there have been many changes in the way public affairs information is distributed and consumed, these changes have not necessarily translated into major increases in public affairs knowledge.&nbsp; Easy access to information is not by itself an incentive to become educated on public affairs, but perhaps if news content was framed in the correct way, people may be more encouraged to engage that content and come away with new and lasting knowledge.&nbsp; This will require an exploration of new platforms for content distribution, and a new web-based game may point us towards one possible structure a new platform could take.<br /><br /><div><img alt="shuff2.png" src="http://jag.lcc.gatech.edu/blog/shuff2.png" class="mt-image-center" style="margin: 0pt auto 20px; text-align: center; display: block;" height="179" width="500" /></div><a href="http://shuffletime.com/">Shuffletime.com</a>, currently in its alpha testing stage, lets users "play the internet" by turning internet content into the game's content.&nbsp; Players choose "cards" which contain links to various web content (videos, images, articles, etc).&nbsp; Clicking on the card sends the user to the web page containing the content, and on a top frame the user is presented a timer and a question pertaining to the content.&nbsp; If the user answers the question within the time limit, the user is awarded coins, which can later be used for "power-ups" (extra time added to your timer), to participate in raffles&nbsp; for kitsch-y gifts (bacon bandages, anyone?) or even stranger things, such as putting an image of your head in the logo of the website for 24 hours.<br /><br />The company which runs <i>Shuffletime</i>, "Join the Company, LLC," has a simple website, and the only way to contact whoever is behind the company is through a web-based form (my submitted questions went unanswered).&nbsp; Join the Company's other websites are self-proclaimed parody websites, such as <i>Woofer</i>, which functions like Twitter but requires at least 1400 characters, and <i>Google I'm Feeling Unlucky</i>, which gives you a different user's search results in response to a query. The company's portfolio, combined with the kitsch rewards, undermine the legitimacy of the site, but if this type of platform were adopted by an existing news organization, the legitimacy already attached to the organization could extend to the game (much in the way the current company undermines it).<br />&nbsp; <br />The design of the game itself, essentially a series of reading comprehension questions, would not lead to synthetic learning.&nbsp; Answering the questions does not necessarily require any deep understanding of the subject matter and oftentimes the questions have very little to do with the overall content, such as one question which requires the user to identify the license plate number of a car within a video clip.&nbsp; The way in which the content is chosen and ordered is also problematic.&nbsp; Each card has a fictional personality attached to it that helps players decide which card they will pick.<br /><br /><div><img alt="shuff3.png" src="http://jag.lcc.gatech.edu/blog/shuff3.png" class="mt-image-center" style="margin: 0pt auto 20px; text-align: center; display: block;" height="228" width="500" />Depending on the target audience, this format might still be viable with news content, but because these content providers are not real, the site misses an opportunity to establish trust. One could easily imagine these personalities replaced with real editors that actively interact with the playing community and in doing so, help establish trust.<br /></div>&nbsp; <br />It also might be too hard to trust any organization that provides a material reward for consuming its content, however journalistic it may appear, but more benign incentives, like the leaderboards on the front page of <i>Shuffletime</i> or the gratification of playing the game itself, might be a workable solution that keeps players returning to the website and accessing content.&nbsp; And if the questions were tweaked in such a way that they encouraged a deeper understanding of the content, the players could come away with a deeper understanding of current affairs, even if their main purpose for returning to the site was to play the game.&nbsp; <br /><br />If a news organization were able to overcome the concerns listed above, then Shuffletime could provide a new model for online news distribution that increases viewership and maintains that viewership, while at the same time creating a more educated and engaged citizenry.<br />]]>
    </content>
</entry>

<entry>
    <title>Knowing the News through Bloom&apos;s Taxonomy</title>
    <link rel="alternate" type="text/html" href="http://jag.lcc.gatech.edu/blog/2009/10/link-tv-clever-titles-are-overrated.html" />
    <id>tag:jag.lcc.gatech.edu,2009:/blog//1.136</id>

    <published>2009-10-30T15:33:39Z</published>
    <updated>2009-10-30T15:55:32Z</updated>

    <summary>With the growing pervasiveness of new technology, educators are focusing on media literacy as an increasingly important and relevant skill for students to have. This encourages a wealth of other journalism-related proficiencies, such as having a critical eye and evaluating...</summary>
    <author>
        <name>Mariam Asad</name>
        
    </author>
    
        <category term="Game Analysis" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="Transparency" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="bloomstaxonomy" label="bloom&apos;s taxonomy" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="knowthenews" label="know the news" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="linktv" label="link tv" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="newschallenge" label="news challenge" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="remixthenews" label="remix the news" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en-US" xml:base="http://jag.lcc.gatech.edu/blog/">
        <![CDATA[<div><img alt="1 - challenge title.PNG" src="http://jag.lcc.gatech.edu/blog/1%20-%20challenge%20title.PNG" class="mt-image-center" style="margin: 0pt auto 20px; text-align: center; display: block;" height="258" width="500" /></div>With the growing pervasiveness of new technology, educators are focusing on media literacy as an increasingly important and relevant skill for students to have. This encourages a wealth of other journalism-related proficiencies, such as having a critical eye and evaluating the accuracy of information. 

<br /><br />Link TV is an independent media outlet (including online fora and a satellite television channel) that seeks to foster these very skills through a project called Know the News (KtN). Link TV hosts two online tools called <em>Remix the News</em> and <em>News Challenge</em>, both of which are games that encourage students to reflect on the source of the news and how it is delivered; however, the ability to be critical is not one that is limited solely to the consumption of news broadcasts, but one that plays into a more basic literacy of information analysis. It becomes a question of pedagogy: by explicitly stating their aims to encourage media literacy, is KtN successful? Bloom's Taxonomy is a model worth investigating as a constructive means of assessing the efficacy of Remix the News, News Challenge and the overall objectives of the KtN project.<div><br /></div>]]>
        <![CDATA[Bloom's Taxonomy is an educational tool that refers to different classifications of education in three main domains: affective, cognitive, and psychomotor.The taxonomy categorizes the cognitive model in a hierarchy of six levels: Knowledge, Comprehension, Application, Analysis, Synthesis and Evaluation. Generally speaking, the first three are considered "low-level," as they largely pertain to realm of content, while the latter three are more conceptual. <br /><br />While this dichotomy is extremely reductive, the value of Bloom's Taxonomy is the way it functions holistically. 

In the same way that a student cannot base critical arguments without a sound foundation of knowledge, a wealth of facts without interrogating them is simply memorization. Not every educational endeavor can embody each category of the cognitive process. But the more levels that are put into practice, the more a student is able to learn to his or her maximum potential.<br /><br /><div><img alt="2 - wrongo.PNG" src="http://jag.lcc.gatech.edu/blog/2%20-%20wrongo.PNG" class="mt-image-center" style="margin: 0pt auto 20px; text-align: center; display: block;" height="256" width="500" /></div>&nbsp;The first game, <em>News Challenge</em>, follows a fairly straightforward structure: after a practice question, the player views a short news clip, which is followed by two more questions. It functions both as a standard quiz as well as a simple reading comprehension test. In this way, the game is useful as a way to test students' knowledge of current news. <i>News Challenge</i> is factual and leaves no room for interpretation, which effectively demonstrates the first three levels of Bloom's Taxonomy: Knowledge, Comprehension and Application. Not only are students expected to have a basic level of understanding of global events, but they should also be able to ascertain facts from the video clip and then apply that learned knowledge to the questions asked afterward. <br /><br />The problem, however, is in the game mechanics. It is possible for a student to finish the game without answering a single question or watching a single video. Without any sort of penalty/reward system in place, there is no motivation for the student to 'properly' complete the game outside of his or her own desire to learn. This is not to say that this is a fault of the game--after all, it's important to encourage self-motivation. If, however, the explicit aim of <i>News Challenge</i> is to educate students on media literacy, it doesn't make sense for a player to be able to bypass all the actual learning. Not only does the educational content become incidental, but the entire purpose of the game is ineffective at best and self-defeating at worst.<br /><br />Whereas <i>News Challenge</i> is a conventional quiz game, <i>Remix the News</i> more closely resembles a toy... which works to its advantage. The interface presents the player with three different panels: one that offers a wide variety of news clips, one that previews and edits the clip, and a timeline that runs along the bottom. The idea is to construct one's own "episode" with the content provided, including narration titles, logos, and other television news conventions.<br /><br /><div><img alt="3 - remix interface.PNG" src="http://jag.lcc.gatech.edu/blog/3%20-%20remix%20interface.PNG" class="mt-image-center" style="margin: 0pt auto 20px; text-align: center; display: block;" height="338" width="500" /></div>Like <i>News Challenge</i>, one of the strengths of this game is in its content: there is an abundance of video clips to choose from on a wide variety of topics, including oil shortages and various riots from around the world. Whereas <i>News Challenge</i> could have benefited from more analysis through its gameplay, <i>Remix the News</i> seems the exact opposite. The sole purpose of the tool is to demonstrate the transparency of media production practices. By trimming news clips and strategically placing them along their timeline, student go through the process of making the news. While there are some technical issues at work, the tool is still functional enough to serve its purpose. <br /><br />It encourages Bloom's Application and Comprehension insofar as the student needs to assess the content in order to create a coherent episode: clips must be ordered in a way that makes sense to the viewer, e.g. with a beginning, middle and end.

More importantly, however, the student must be critical of what each clip contains in order to form a coherent argument, which is a subtle distinction. In the same way that newscasts describe an event, they also tell a story. By assembling an episode themselves, students are forced to consider not only what they say, but how they say it. This ultimately highlights the constructed-ness of television news insofar as the facade of objective reporting is unveiled. <br /><br />It is an effective process along the standards of Bloom's Taxonomy in that students not only learn about global events through watching the news clips (Knowledge, Comprehension), but they also learn to assess the various other factors and influences that play an equally important role--if not moreso--in manufacturing the news (Analysis, Synthesis). The news content is effectively secondary to the creation of the segment; as students edit their pieces, they may have to sacrifice information in order to create a coherent whole. This level of transparency is a crucial step in understanding and applying journalistic practices, as well as media production practices in general. 

<br /><br />While each game has its own merits, the KtN project is most effective when both games are played in conjunction with one another. With the content-heavy <i>News Challenge</i> and the diagnostic, self-reflective <i>Remix the New</i>s, students get a strong sense of what the television news industry is as well as the intricacies that go into its development. The only level of Bloom's Taxonomy that is missing is Evaluation: there is no real structure in place to encourage the student to ask, "why?" <i>News Challenge</i> fosters an understanding of global events, but does not question why these events have unfolded a particular way, nor does it question why it's important to know them (as evidenced by the player's ability to simply skip through the entire game). Similarly, while <i>Remix the News</i> is extremely effective in showing the news as a reproduction of the 'facts' (rather than a reflection), it remains to be seen why this is a problem (or if it even is one at all). <br /><br />This is, however, not necessarily a concern that solely pertains to KtN, but to all educational games at large. Perhaps it is too much to ask that each student be a self-motivated auto-didact? Until we reach that point, the KtN project serves as a valuable educational tool in its stead. ]]>
    </content>
</entry>

<entry>
    <title>Gotham Gazette&apos;s NYC Election Games</title>
    <link rel="alternate" type="text/html" href="http://jag.lcc.gatech.edu/blog/2009/10/gotham-gazettes-nyc-election-games.html" />
    <id>tag:jag.lcc.gatech.edu,2009:/blog//1.137</id>

    <published>2009-10-28T15:31:14Z</published>
    <updated>2009-10-28T17:23:21Z</updated>

    <summary>Unless you live in New York City, you&apos;d be forgiven for having never heard of the Gotham Gazette, an online source for NYC news and policy published by the Citizens Union Foundation. Aside from the fact that the site features...</summary>
    <author>
        <name>Simon Ferrari</name>
        <uri>http://chungking.wordpress.com/</uri>
    </author>
    
        <category term="Editorial Games" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="editorialgame" label="editorial game" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="gothamgazette" label="gotham gazette" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="mazegame" label="maze game" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="newsgame" label="newsgame" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="votingarcade" label="voting arcade" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en-US" xml:base="http://jag.lcc.gatech.edu/blog/">
        <![CDATA[<div><img alt="kong1.png" src="http://jag.lcc.gatech.edu/blog/kong1.png" class="mt-image-center" style="margin: 0pt auto 20px; text-align: center; display: block;" height="429" width="400" />Unless you live in New York City, you'd be forgiven for having never
heard of the <a href="http://www.gothamgazette.com/">Gotham Gazette</a>, an online source for NYC news and policy
published by the Citizens Union Foundation. Aside from the fact that
the site features encyclopedic coverage of every political issue
affecting the city, the Gazette was also an early adopter of digital
quizzes and editorial games funded by the Knight Foundation. To place
this in the larger context of this history of newsgames, the Gazette
started churning out regular works in 2004, shortly after Frasca
created the genre with <a href="http://www.newsgaming.com/games/index12.htm"><i>September 12th</i></a>. Somehow they've managed to keep
the ball rolling, pairing games and quizzes with editorial content and
news to great effect for half a decade.<br /></div>
<br />
The vast majority of the Gazette's digital work, especially from the
earlier years, is in quiz form. This article is only going to look at
the games they made, a virtual <a href="http://www.gothamgazette.com/votegame/"><i>Voting Arcade</i> </a>from September 2004 and
two interactive mazes from 2009. ]]>
        <![CDATA[<i>Voting Arcade</i> begins where videogames began, with <i>Pong</i>. The end screen from their adaptation, called <i>Hanging Pong</i>, encapsulates the overarching rhetoric of the series:<br /><br /><img alt="pong1.png" src="http://jag.lcc.gatech.edu/blog/pong1.png" class="mt-image-center" style="margin: 0pt auto 20px; text-align: center; display: block;" height="375" width="450" />The game plays exactly like a <i>Pong</i> clone, without any contextual re-skinning. The only change is a query that pops up at the bottom of the screen each time paddle meets ball. These convey the apprehension of a potential voter, running through a mental questioning about where the polling place is located, what the key issues are, whether one's registration is in order, and what candidates represent each political party. This back-and-forth action conjures the mentality of a voter pretty accurately, considering the mental dialogue we all undertake when trying to decide whether we think our vote will count or if we have the time to dip out of work to sit in line at the polls all day.<br /><br />The series quickly moves from clever meditation to utter frustration through the liberal application of the rhetoric of failure: even if the player can reach the end of these games, which they usually can't, they'll be lectured on the futility of honest civic activity under the oppression of an archaic political machine.<br /><br /><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="dug1.png" src="http://jag.lcc.gatech.edu/blog/dug1.png" class="mt-image-center" style="margin: 0pt auto 20px; text-align: center; display: block;" height="387" width="480" /></span><i>Dig Dug Kellner</i> is a stripped-down version of the original, featuring the iconic mining protagonist and theme music but none of its other mechanics. The player simply moves around running into rocks representing the many different ridiculous aspects of the voting apparatus including language limitations, a mandatory 25-day pre-registration period, misplaced (and sometimes nonexistent) registration applications, and untrained poll workers. The lack of authentic <i>Dig Dug</i> mechanics makes the game feel broken, and that's the point: this a broken voting system with key functionalities missing that would be required to make the process fair and democratic.<br /><br /><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="gerry1.png" src="http://jag.lcc.gatech.edu/blog/gerry1.png" class="mt-image-center" style="margin: 0pt auto 20px; text-align: center; display: block;" height="503" width="360" /></span>Another completely broken game in the <i>Voting Arcade</i> that isn't saved by being a metaphor is <i>Poli-Tetris</i>, a gerrymandering game. Garishly-colored voting districts slowly descend over a map of the state, and the player has to rotate and place them without any guidelines or auto-locking. We get it: gerrymandering sucks. There are other ways that the argument could've been made in game form, and this work misses the mark. The liberal use of bright pink and yellow tiles, matched with a necessarily jumbled and confusing end screen, makes it look like an absurdist art piece.<br /><br /><i>PACman</i> is an exact replica of <i>Pac-Man</i> with money standing in for power pellets. "PAC" stands for Political Action Committee, one of the largest sources of campaign funding since the first one was established in 1944 to help re-elect FDR. The signature fruit of <i>Pac-Man</i>, which pop up just below the ghost pen, are here replaced by icons representing the biggest federal PACs from 2000: trial lawyers, medical associations, teachers' unions, the NRA, and... beer wholesalers. Every time a ghost catches up to PACman, the game presents the player with a famous quote from a politician deriding the prime importance of funding in the U.S. election process:<br /><br /><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="pac2.png" src="http://jag.lcc.gatech.edu/blog/pac2.png" class="mt-image-center" style="margin: 0pt auto 20px; text-align: center; display: block;" height="439" width="359" /></span><i>Donkey Con (Elephant Evasion)</i> is a re-skinned <i>Donkey Kong</i> about confronting incumbent officeholders for the hearts and minds of lazy constituents. Each tier of the infamous Kong tower represents a different set of obstacles for the challenger: ballot access, party politics, name recognition, the "incumbent powers" of media relationships, and campaign cash. Unlike in the original, the challenger can't get a hammer power-up to smash through the descending perils. There is a custom "death" message for each tier, giving concrete examples of the abstract obstacles to contextualize every failure. <br /><br />Curiously, there is a (not-so-secret) exploit in the game: an invisible ladder, representing running as a Reform candidate, provides a protected route from the bottom level to the top. The message there is that most of the obstacles have to do with the controlling influence of the two dominant parties; for somebody running on a Reform ticket, the Gazette argues, campaign cash is the only major concern.<br /><br />But this wouldn't be an early editorial game with some kind of cruel twist at the end. Even if the player makes it all the way to the couch potato Princess (a voter), a message appears to deliver a deadly factoid about the entire effort:<br /><br /><img alt="kong2.png" src="http://jag.lcc.gatech.edu/blog/kong2.png" class="mt-image-center" style="margin: 0pt auto 20px; text-align: center; display: block;" height="481" width="450" />The Gazette returned again to the futility of toppling incumbents in 2009, with a maze game called <a href="http://www.gothamgazette.com/article/issueoftheweek/20090707/200/2961"><i>Bump the Birds</i></a>. This wasn't the first maze that they developed; they made one in 2008 about the mayor's budget called <i>Budget Maze</i>, but it doesn't appear to be functional anymore. <i>Bump the Birds</i> lets you select from a number of independent candidates seeking to get on the ballot for an upcoming election. The player moves through a convoluted series of corridors ending in decision points that quiz her on the nuances of signature-gathering and paperwork-filing. By answering incorrectly or getting lost in the maze, the player loses valuable time. If the deadline is reached before the player exits the maze, she fails to get her name on the ballot.<br /><br /><div><img alt="birds1.png" src="http://jag.lcc.gatech.edu/blog/birds1.png" class="mt-image-center" style="margin: 0pt auto 20px; text-align: center; display: block;" height="381" width="496" /></div>Also, if the player hasn't accrued enough points by the end, through finding decision points and selecting the correct answers, then she won't be able to appeal to the state Supreme Court when the incumbent challenges their petition. Unlike most of the other Gotham Gazette's games, this one can end on a high note. Perhaps this reflects a change in the system between 2004 and 2009 (there was a federally-mandated update in 2006).<br /><br />If most of these games seem like Debbie Downers with no substantive solutions for the problems they lay bare, it's because they are. Gotham Gazette is quite open about the fact that they use these games to drive traffic to their site; in a reply to one angry commenter, a GG moderator directed the complaint to their forum on future game development and the relevant articles and editorials related to the game. The mod explains that they want to get the information contained in these games out to as many people as possible; games are just one way to draw in those typically less interested in thumbing through newspaper headlines.<br /><br />While something like Wired online's <a href="http://www.wired.com/special_multimedia/2009/cutthroatCapitalismTheGame">recent feature</a> on Somali piracy is preferable to an endless repetition of the now-tired rhetoric of failure, we have to remember that a significant effort has gone to match the mechanics of these games to their message; they deliver factoids in consumable bits rather than walls of text; and they accompany every game with at least one traditional prose piece (sometimes up to four). The thematic linking of an ancient election apparatus with retro games makes sense, and it's a joy to spend a few minutes with each to see how they pan out. It's like a cynical version of the cherished edutainment software of my youth, <i>Where in the World is Carmen San Diego?</i> As a non-resident of NYC, I learned quite a bit about the political environment of the city through play. <br /><br />The Gotham Gazette is very much a child of the Internet, so it's heartening to see them embrace digital content where more august institutions dare not tread. Best of all is that the staff of the paper designed the games themselves (though they hired contract programmers for the mazes). These might not be the future of newsgames, but they're as solid a proof of concept as any that a mainstream news source can benefit from (and thrive in) ludic content. They show us how to succeed and how to fail. By probing at a minimalism of contextualization and re-skinning, they help define the line behind half-assed clone and proper procedural translation.]]>
    </content>
</entry>

<entry>
    <title>EASY: The Guardian&apos;s Crowdsource Game</title>
    <link rel="alternate" type="text/html" href="http://jag.lcc.gatech.edu/blog/2009/10/easy-the-guardians-crowdsource-game.html" />
    <id>tag:jag.lcc.gatech.edu,2009:/blog//1.135</id>

    <published>2009-10-21T17:53:42Z</published>
    <updated>2009-10-21T20:25:40Z</updated>

    <summary>In the early summer of 2009, the Daily Telegraph of London revealed what Gordon Brown called the &quot;biggest parliamentary scandal for two centuries.&quot; All England was abuzz over it. It concerned . . . wait for it . . ....</summary>
    <author>
        <name>Cinque Hicks</name>
        <uri>http://www.influxhouse.com/</uri>
    </author>
    
        <category term="Community" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="Responsibility to Citizens" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="Transparency" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="communityawareness" label="community awareness" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="crowdsourcing" label="crowdsourcing" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="guardianuk" label="guardian uk" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="telegraphuk" label="telegraph uk" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en-US" xml:base="http://jag.lcc.gatech.edu/blog/">
        <![CDATA[<div class="MsoNormal"><img alt="telegraphduck.jpg" src="http://jag.lcc.gatech.edu/blog/telegraphduck.jpg" class="mt-image-center" style="margin: 0pt auto 20px; text-align: center; display: block;" height="304" width="486" />In the early summer of 2009, the <a href="http://www.telegraph.co.uk/">Daily Telegraph</a> of London
revealed what Gordon Brown called the "biggest parliamentary scandal for two
centuries." All England was abuzz over it. It concerned . . . wait for it . . .
wait for it . . . <a href="http://www.telegraph.co.uk/news/newstopics/mps-expenses/5388279/MPs-expenses-Bizarre-claims-part-ii.html?image=7">a duck house</a>. By that I mean, yes, a house that a duck lives
in.</div>
<div>



<div class="MsoNormal">&nbsp;</div>

<div class="MsoNormal">Specifically, the Telegraph <a href="http://www.telegraph.co.uk/news/newstopics/mps-expenses/6227504/MPs-expenses-inside-the-investigation.html">obtained 2 million pages</a> of
leaked documents covering 5 years of claims for expense <a href="http://www.telegraph.co.uk/news/newstopics/mps-expenses/">submitted by members of
parliament</a>. Claimed expenses that ultimately came to light ranged from bags of
manure, to chocolate Santas, to renovations on boyfriends' apartments--all
courtesy of Britain's taxpayers. But the emblematic expense to emerge from the
scandal was Sir Peter Viggers's <i>Duck Island</i>, a foot-high, one-room Queen Anne
cottage floating in the middle of a pond somewhere on Viggers's property. A
cottage purchased to the tune £1,645 that apparently his ducks <a href="http://www.timesonline.co.uk/tol/news/politics/article6350646.ece">didn't even
like</a>, the ingrates.<br /></div>

<div class="MsoNormal">&nbsp;</div>

<div class="MsoNormal">Not to be outdone by the Telegraph, the rival <a href="http://www.guardian.co.uk/">Guardian</a>
newspaper seized on the fact that hundreds of thousands of pages of documents
<a href="http://www.guardian.co.uk/media/2009/may/18/mps-expenses-how-scoop-came-light">had yet to be reported on</a>. Cut to one week later: <a href="http://simonwillison.net/">Simon Willison</a> and his
15-member team have constructed a quick and dirty <a href="http://mps-expenses.guardian.co.uk/">crowdsourcing interface</a> built
with <a href="http://www.djangoproject.com/">Django</a> to enlist 25,000 Guardian readers who might give a crap to sift through
the documents and identify suspicious spending by unethical public servants</div></div> ]]>
        <![CDATA[

The interface consists of a single PDF page of a (usually
multi-page) document presented with a series of buttons allowing the viewer to
categorize the page along 2 axes. The first axis is the type of item
represented:<div>

<blockquote><ul style="margin-top: 0in;" type="disc"><li class="MsoNormal">Claim
     (ie, expense form)</li><li class="MsoNormal">Proof
     (eg, receipt, invoice)</li><li class="MsoNormal">Blank</li><li class="MsoNormal">Other</li></ul></blockquote>



<div class="MsoNormal">&nbsp;The second axis is the page's journalistic relevance:</div>

<blockquote><ul style="margin-top: 0in;" type="disc"><li class="MsoNormal">Not
     interesting</li><li class="MsoNormal">Interesting</li><li class="MsoNormal">Interesting
     but known</li><li class="MsoNormal">Investigate
     this!</li></ul></blockquote>



<div class="MsoNormal">After categorizing, the viewer can then log
the line item financial data represented on the document page. </div>

<div class="MsoNormal">&nbsp;</div>

<div class="MsoNormal">Nowhere on the site does the Guardian disclose exactly what
process the reader-reviewed documents undergo after they've been dutifully
cataloged and rated. The act of rating is presumed to be the end of the
reader's concern over questions of process as the documents then recess into
the opaque world of journalistic review. (Thanks for your time, love, now just
leave it to the professionals.) But we can assume that some review does occur,
since the Guardian has published at least 2 <a href="http://www.guardian.co.uk/news/datablog/2009/sep/18/mps-expenses-westminster-data-house-of-commons">follow-up</a> <a href="http://www.guardian.co.uk/politics/blog/2009/jun/19/mps-expenses-what-you-ve-found">stories</a> summarizing what
the readers have dug up.</div>

<div class="MsoNormal">&nbsp;</div>

<div class="MsoNormal">A number of vaguely community-type features accompany the
site. The most prolific reviewers are listed both by pages reviewed and line
items added. Also, all reviewers' review histories are available. Finally, the
MP's themselves are summarized based on which of their documents have been
reviewed and which reviewer has reviewed them.</div>

<div class="MsoNormal">&nbsp;</div>

<div class="MsoNormal">As<a href="http://www.niemanlab.org/2009/06/four-crowdsourcing-lessons-from-the-guardians-spectacular-expenses-scandal-experiment/"> reported</a> by Harvard's Neiman Journalism Lab, the entire
endeavor is wrapped in the rhetoric of games. Simon Willison explicitly
situates the Guardian interface in the space of gaming, claiming that "making
it feel like a game" was part of their strategy for involving readers.</div>

<div class="MsoNormal">&nbsp;</div>

<div class="MsoNormal">Willison identifies 4 features that constitute the
interface's game rhetoric:</div>

<div class="MsoNormal">&nbsp;</div>

<blockquote><ol style="margin-top: 0in;" start="1" type="1"><li class="MsoNormal">the
     progress bar on the front page, which creates a sense of a common goal or
     a collective "score"</li><li class="MsoNormal">An
     easy categorization scheme</li><li class="MsoNormal">reader
     contributions ranked by productivity to create a "competitive edge"</li><li class="MsoNormal">a
     sense of narrative produced by the photos of MPs on each MP's page</li></ol></blockquote>



<div class="MsoNormal">If we are to take these claims seriously, then we must
consider it on the terms that its creator has explicitly set out for it. That
is, if it's "like a game," is it like a good game? Once the entire retinue of
game criteria--playability, narrative, visuals--are hauled in, Willison's claims
fall apart fast. The Guardian crowdsourcing application is in fact nothing like
a game.</div>

<div class="MsoNormal">&nbsp;</div>

<div class="MsoNormal">The "easy" categorization scheme is identified as a primary
game component. However, this orientation runs counter to what we generally
understand to be compelling about games, namely that they are difficult. In
game paradigms, difficulty is experienced as a pleasure, not a hindrance to
pleasure. Ease kills playability.</div>

<div class="MsoNormal">&nbsp;</div>

<div class="MsoNormal">The individual reviewer rankings are indeed game-like, and
it seems plausible that watching one's ranking rise may in fact have encouraged
an additional click or two.</div>

<div class="MsoNormal">&nbsp;</div>

<div class="MsoNormal">Narrative implies a change over time. The inclusion of MP
photos are static and do not appear as a result of any user action. The photos
represent character, but these are characters without even plot, much less the
much grander idea of narrative.</div>

<div class="MsoNormal">&nbsp;</div>

<div class="MsoNormal">Finally, games generally exhibit some quality of fun. That
is, they constitute play. There is nothing fun or playful about reviewing
redacted invoices submitted by the local MP. Nor, however, is there any danger
that the task might be difficult. Worse, the danger is that it's boring--the
stake in the heart of any game.</div>

<div class="MsoNormal">&nbsp;</div>

<div class="MsoNormal">Regardless of how well the Guardian application matches up
to an academic notion of a game, empirical standards can be brought to bear to
gauge its success. By the measure of participation, the application appears to
be a partial success. Over 214,000 pages of documents have been reviewed as of
this writing, and a few reviewers seem to have made document
reviews a second job&nbsp;(eg, <a href="http://mps-expenses.guardian.co.uk/user/eatmypoverty/">eatmypoverty</a>). However, it should be noted that the rate of
participation, which started high, has clearly dwindled. With approximately 20
or so pages currently being reviewed per day, it seems improbable that the
remaining 244,000 pages will ever be reviewed fully.</div>

<div class="MsoNormal">&nbsp;</div>

<div class="MsoNormal">The application's creators anticipated the "long, fading
tail" of participation. This fact is presented as a bedrock belief about the
way publics interact with information. This fading effect suggests that the
public is motivated by its hot interest in the underlying news story and
very little by the attractive quality of interaction with the interface. In
short, for most readers, the supposed game-like quality of the application is
not enough to sustain participation after the scandal of the news story has
worn off. (Compare this to many editorial games, which are compelling apart
from any particular hot news story.) A possible area of further research might
be to discover computational ways of converting short-term interest into
sustained participation.</div>

<div class="MsoNormal">&nbsp;</div>

<div class="MsoNormal">I should note in passing that there are socio-political and
journalistic standards we could equally bring to bear here. We might ask, for
example, what new information came to light, or what was the effect on the
political system? My inquiry, however, is limited to the interface itself and
the success of its mechanics, not what the interface produces in terms of
political or journalistic content.</div>

<div class="MsoNormal">&nbsp;</div>

<div class="MsoNormal">Willison's use of game rhetoric tells us little in the end
about the actual use of games in journalism since the Guardian application
fails almost every test of an actual game. However, the stated intention of
creating something "like a game" contextualizes the effort in an intriguing
way. We might look at Willison's proposed solutions and regress back to deduce
how one programmer (at least) framed the problem of news information in the
first place:</div>

<div class="MsoNormal">&nbsp;</div>

<blockquote><ul style="margin-top: 0in;" type="disc"><li class="MsoNormal">a
     ("fun") game is needed to lure users &lt;== news information is inherently
     dull</li><li class="MsoNormal">the
     game requires a simple and simplifying solution &lt;== news information is
     too complex</li></ul></blockquote>



<div class="MsoNormal">&nbsp;Turning either or both of these assumptions on their head
might yield some fruitful areas for future enquiries. For example, instead of
viewing news information as <i>too</i><span style="font-style: normal;"> complex,
designers might begin from a notion of news as </span><i>always just complex
enough</i><span style="font-style: normal;">. Rather than deny news information's
inherent complexity, crowdsource news applications might highlight or even
increase the information's complexity. By borrowing from the leveling
convention of video games, such an application might offer the reader a chance
to "level up," attaining access to ever more complex information or
categorization schemes as progressive levels of competency are established.</span></div>

<div class="MsoNormal">&nbsp;</div>

<div class="MsoNormal">Ironically, there is a sense of the word "game" that I
believe stands lurking in the background of the Nieman analysis. That is the
idea of a game as that which is trivial. This would account for why the word
"easy" would appear in connection to it. But if we take games seriously, and
take complexity seriously, we might pave the way to something that is both more
difficult and more fun.</div>

</div>]]>
    </content>
</entry>

<entry>
    <title>The Inevitable &quot;Balloon Boy&quot; Games</title>
    <link rel="alternate" type="text/html" href="http://jag.lcc.gatech.edu/blog/2009/10/balloon-boy.html" />
    <id>tag:jag.lcc.gatech.edu,2009:/blog//1.134</id>

    <published>2009-10-19T13:02:33Z</published>
    <updated>2009-10-19T13:17:47Z</updated>

    <summary> For a few hours on Thursday October 15th, the news was enraptured by a single story: a hot air balloon carrying a six-year-old boy had become untethered and was floating over Colorado. It had all the elements of a...</summary>
    <author>
        <name>Bobby Schweizer</name>
        <uri>http://www.gameculturejournal.com/blog/</uri>
    </author>
    
        <category term="Newsgames" scheme="http://www.sixapart.com/ns/types#category" />
    
    
    <content type="html" xml:lang="en-US" xml:base="http://jag.lcc.gatech.edu/blog/">
        <![CDATA[<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="balloonboygame.jpg" src="http://jag.lcc.gatech.edu/blog/balloonboygame.jpg" width="518" height="300" class="mt-image-center" style="text-align: center; display: block; margin: 0 auto 20px;" /></span></p>

<p>For a few hours on Thursday October 15th, the news was enraptured by a single story: a hot air balloon carrying a six-year-old boy had become untethered and was floating over Colorado. It had all the elements of a human interest story: a child in peril, a grief-stricken family, a catchy name. Falcon Heene, better known as "Balloon Boy" was the single subject of cable news, news websites, and the Twitter trending topic list. It was the "<a href="http://en.wikipedia.org/wiki/Jessica_McClure">Baby Jessica</a>" of 2009. Some held their breath, praying for the safe landing of the airborn kid, while <a href="http://twitter.com/kobunheat/status/4897355438">others joked</a> at the seemingly improbable situation. As it played out, those who laughed first indeed laughed last.</p>

<p>It is not surprisingly that two games quickly appeared related to Balloon Boy's story. But to understand the shape they have taken, it is worth recounting how the event unfolded in the media.</p>]]>
        <![CDATA[<p>The <a href="http://www.cnn.com/2009/US/10/18/colorado.balloon.investigation/index.html#cnnSTCOther1">story played out</a> as such: The balloon touches down with no child inside, authorities fear the worse as the box carrying the child may have fallen off in flight, the boy comes out of his hiding place in the attic and claims he hid because he was afraid of getting in trouble. The world breathes a collective sigh of relief and frustration; yes Falcon was safe, but for all the effort the media exerted people were hoping for a more "interesting" ending. In the end, it appeared that hours were wasted merely following a floating <a href="http://en.wikipedia.org/wiki/Jiffy_Pop">Jiffypop pan</a>.</p>

<p>But, as you know, this is where the story gets interesting! You see, this was not the family's first television appearance. As most major news sources pointed out, the Heene's had been participants on the television series Wife Swap, starring in the show's 100th episode (I did not know this show existed, much less imagine there were this many episodes). Originally cynics, such as myself, wrote off this factoid as the news media's desperate attempt at relevance, and the pathetic nature of said relevance. Little did we know that this would end up being the key to the story: the whole event may have been a publicity stunt. </p>

<p>The hoax was accidentally divulged by Falcon himself, too young to understand that you don't actually have to say anything of substance while on Larry King Live. <a href="http://www.tmz.com/2009/10/16/balloon-boy-falcon-heene-larry-king-wolf-blitzer-video/">TMZ spread the clip</a> of Falcon admitting to fill-in host Wolf Blitzer that his parents said "we did this for the show." Whoops. An investigation has commenced and the story has remained in the headlines. Assuming father Richard Heene doesn't serve jail time for "contributing to the deliquency of a minor" or "wasting our precious time," the whole thing is win-win for the family.</p>

<p>So where does this fit in the world of newsgames? That's precisely the question at hand. Was the story actually news? Was the real news that the news was not really news? And now that the not-news is news because it was on the news, the news is interested in the news again. You see what I'm saying.</p>

<p>There are many possible angles: the actual event itself, the coverage of the event, the hoax, the wife-swapping... And yet, so far, the reaction of a few fast-coding programmers has been the kind of terrible side-scrolling shooter we might expect. They're tabloid games in every regard except that the headlines it draws from were in the national news.</p>

<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="balloonboyadventure.jpg" src="http://jag.lcc.gatech.edu/blog/balloonboyadventure.jpg" width="518" height="300" class="mt-image-center" style="text-align: center; display: block; margin: 0 auto 20px;" /></span></p>

<p>In <a href="http://www.newgrounds.com/portal/view/514834">Balloon Boy Adventure</a> the silver balloon follows the mouse cursor, while a mouse-click shoots vomit from the balloon at the barrage of birds who threaten to bring the ship down. The puking balloon is a reference to Falcon Heene's appearance on <a href="http://www.usmagazine.com/celebritynews/news/balloon-boy-vomits-twice-on-tv-20091610">Good Morning America</a>, in which the boy became ill on camera. Score is kept through the recently Canabalt re-popularized distance meter. And <em>that</em> is literally everything the game offers.</p> </p>

<p>The other game comes courtesy of the quickly-registered domain balloonboygame.com. "How Many $$$ of Tax Payer Money Can You Waste?" asks <a href="http://www.balloonboygame.com/">Ballon Boy Game</a>'s tagline. The answer to said question is completely inconsequential and there's no indication of the relationship between playing and the dollar amount "score" at the top of the website. Much like the Balloon Boy Adventure, the game is a side-scrolling shooter where a kid dangling from a balloon must shoot down seagulls, fire at rainbows, and collect time-bonuses to achieve a high score. If you're asking yourself, "whaaaa???" you're not alone. Additionally, the game is broken. Fired projectiles disappear when a new instance is created, the collision detection is atrocious, and the game can't decide whether its reset mechanic is time or health based.</p>

<p>So what kind of game might we have imagined this story would produce? Perhaps a game about media coverage, in which you play as Richard Heene doing everything in your power to string along news reporters as long as possible. Or maybe it would be a stealth game where you play as the boy, avoiding the search teams around the house while playing with your toys. Perhaps you take the "waste the tax payer money" tagline seriously. </p>

<p>Yet, I am tempted to say that these two games are perfect. Don't get me wrong, they're both bad cash-ins on the story of the day. And while I cringe every time I press "Play" on these Flash games, part of me wonders if there's any other form they can take. It is as if, for all their flaws, they are precisely the output the whole media frenzy demands. They're ripped from the headlines, are low quality, their rules and goals have absolutely nothing to do with the story itself, and they demand little from their audiences.As Balloon Boy is concerned, I feel comfortable saying that we should not reach for the stars, but that 60 miles downwind suffices.</p>]]>
    </content>
</entry>

<entry>
    <title>Local Community Games: Beanstock&apos;d</title>
    <link rel="alternate" type="text/html" href="http://jag.lcc.gatech.edu/blog/2009/10/local-community-games-beanstockd.html" />
    <id>tag:jag.lcc.gatech.edu,2009:/blog//1.132</id>

    <published>2009-10-15T16:00:00Z</published>
    <updated>2009-10-15T16:07:24Z</updated>

    <summary><![CDATA[Alternate Reality Games&nbsp;have gained in popularity largely as a result of the infrastructural possibilities provided by the Internet. In games like World Without Oil, Superstruct, and Aftershock, players were geographically distributed across not only the United States, but the world....]]></summary>
    <author>
        <name>Bobby Schweizer</name>
        <uri>http://www.gameculturejournal.com/blog/</uri>
    </author>
    
        <category term="Community" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="Discourse" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="Responsibility to Citizens" scheme="http://www.sixapart.com/ns/types#category" />
    
    
    <content type="html" xml:lang="en-US" xml:base="http://jag.lcc.gatech.edu/blog/">
        <![CDATA[<p><a href="http://en.wikipedia.org/wiki/Alternate_reality_game">Alternate Reality Games</a>&nbsp;have gained in popularity largely as a result of the infrastructural possibilities provided by the Internet. In games like <a href="http://www.worldwithoutoil.org/">World Without Oil</a>, <a href="http://www.superstructgame.org/">Superstruct</a>, and <a href="http://www.wired.com/wiredscience/2008/11/la-preps-for-th/">Aftershock</a>, players were geographically distributed across not only the United States, but the world. In the case of World Without Oil and Superstruct, the scenarios constructed for the game took on a global scale. In one regard, the popularity of these games can be ascribed to their broad audience: a tiny fraction of the population is a lot when your possible audience includes everyone with an Internet connection. So what happens when you take the Alternate Reality Game model and translate it locally?</p>

<p>We have used the term Community Games to mean something broader than the Alternate Reality Game genre that has developed. Community games need not have fantastic plotlines and an unfolding story to ensnare their participants. Instead, they need to provide a way for people to engage with local subjects. The local community game is a relatively untouched area. It needs a low barrier to entry so as to appeal to a large party of a relatively small audience, make local material relevant, and provide incentive to play. We have two examples of this type of game, the first of which is Knight News Challenge winner <a href="http://www.beanstockd.com/">Beanstock'd Game</a>.</p>]]>
        <![CDATA[<div align="center"><object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/15jK-_U77dc&amp;hl=en&amp;fs=1&amp;" /><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><embed src="http://www.youtube.com/v/15jK-_U77dc&amp;hl=en&amp;fs=1&amp;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></object></div><div><br /></div><div>In an&nbsp;<a href="http://www.pbs.org/idealab/2008/09/beanstockd-in-500-words-or-less005.html" style="text-decoration: underline; ">introductory blogpost</a>&nbsp;on the PBS MediaShift Idea Lab website, The Beanstock'd Game&nbsp; co-creator Angela Antony described their goal:</div><div><blockquote class="webkit-indent-blockquote" style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 40px; border-top-width: 0px; border-right-width: 0px; border-bottom-width: 0px; border-left-width: 0px; border-style: initial; border-color: initial; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; font-size: 1em; font-weight: normal; background-repeat: repeat-y; border-top-style: none; border-right-style: none; border-bottom-style: none; border-left-style: none; border-width: initial; border-color: initial; "><br /></blockquote><blockquote class="webkit-indent-blockquote" style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 40px; border-top-width: 0px; border-right-width: 0px; border-bottom-width: 0px; border-left-width: 0px; border-style: initial; border-color: initial; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; font-size: 1em; font-weight: normal; background-repeat: repeat-y; border-top-style: none; border-right-style: none; border-bottom-style: none; border-left-style: none; border-width: initial; border-color: initial; ">If we could compel people to make these small, almost negligible lifestyle changes on a mass scale in the US, we surmised, it could make a very decisive difference in the environmental movement...<br />...Our comprehensive solution: The Beanstockd Project, a social media project comprised of an online news source (Beanstockd News) and The Beanstockd Game, an environmental competition powered by real-life pro-environmental actions. Beanstockd is led by an incredibly passionate 20+ person team, with a readership hundreds of thousands strong, creating a model of environmental action that is not only novel -- built on socially and psychologically-sound principles -- but highly scalable and self-sustaining. We look forward to your comments, challenges, and ideas as we fill you in on the issues we've overcome and the ones that we face in our rescue mission to save the world, one tongue-in-cheek step at a time.</blockquote><p style="margin-top: 0px; margin-right: 0px; margin-bottom: 0.75em; margin-left: 0px; border-top-width: 0px; border-right-width: 0px; border-bottom-width: 0px; border-left-width: 0px; border-style: initial; border-color: initial; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; font-size: 1em; font-weight: normal; "><br /></p><p style="margin-top: 0px; margin-right: 0px; margin-bottom: 0.75em; margin-left: 0px; border-top-width: 0px; border-right-width: 0px; border-bottom-width: 0px; border-left-width: 0px; border-style: initial; border-color: initial; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; font-size: 1em; font-weight: normal; ">Beanstock'd addresses issues they've indentified as "<a href="http://www.pbs.org/idealab/2008/07/how-can-a-game-make-you-go-green005.html" style="text-decoration: underline; ">gaps in the environmental movement</a>." The environmental or "green" movement has taken on a negative stigma, there has been lack of personal accountability, and the only incentive system is the satisfaction of doing a good deed. The negative stigma is addressed through&nbsp;<a href="http://www.beanstockd.com/projects/beanstockd" style="text-decoration: underline; ">Beanstock's blog</a>, which uses celebrity news and gossip to deploy an environmental payload. Being an environmentalist is cool because&nbsp;<a href="http://www.beanstockd.com/projects/greenstockd" style="text-decoration: underline; ">celebrities (who are cool) engage in green behavior</a>. Sometimes the connection is obvious: a celebrity does specific work related to an environmental cause and Beanstock'd promotes the news. Other times, they report on general entertainment gossip and news while dropping in a related link to some cause the celebrity in question has supported.</p><p style="margin-top: 0px; margin-right: 0px; margin-bottom: 0.75em; margin-left: 0px; border-top-width: 0px; border-right-width: 0px; border-bottom-width: 0px; border-left-width: 0px; border-style: initial; border-color: initial; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; font-size: 1em; font-weight: normal; ">While Beanstock's current face is a celebrity news website with a Green tint, the Beanstock'd Game (<a href="http://www.pbs.org/idealab/2008/12/beanstockd-internal-beta-test005.html" style="text-decoration: underline; ">currently in closed beta</a>) addresses all three issues together. The Beanstock'd Game takes place in "closed geographic setting". As it has been deployed in test markets, these are university dormitories in which players from a single building compete as a team against other buildings. Players earn points for logging their environmentally friendly actions on a website, purchasing green products, and minimizing their utilities (raw data collected on electricity, gas, water, and sewage use). Also on the website, players can track their team's progress, view the statistics of competing buildings, strategize on a discussion board, and read tips on how to be Green.</p><p style="margin-top: 0px; margin-right: 0px; margin-bottom: 0.75em; margin-left: 0px; border-top-width: 0px; border-right-width: 0px; border-bottom-width: 0px; border-left-width: 0px; border-style: initial; border-color: initial; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; font-size: 1em; font-weight: normal; ">The incentive? Prizes. Retailers and other sponsor groups can donate prizes monthly which are given to the winners. Of course, Beanstock'd still relies on the satisfaction of a good deed, but they use it in a different way. In one of the surveys conducted about a beta test,&nbsp;<a href="http://www.pbs.org/idealab/2009/01/beanstockd-players-give-feedback-on-beta-test012.html" style="text-decoration: underline; ">one player wrote</a>, "I wasn't compelled to cheat... because I wanted to see a more accurate outcome of all of my actions." In this sense, the game relies on the gravity of the subject matter to discourage foul play; it's one thing to cheat in a game like checkers, but it's wrong when there are actual consequences at stake.</p><p style="margin-top: 0px; margin-right: 0px; margin-bottom: 0.75em; margin-left: 0px; border-top-width: 0px; border-right-width: 0px; border-bottom-width: 0px; border-left-width: 0px; border-style: initial; border-color: initial; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; font-size: 1em; font-weight: normal; ">The success and sustainability of Beanstock'd has yet to be judged, but it's an example of a platform for community games that can be extended to any geographically close community.</p><div><br /></div></div>]]>
    </content>
</entry>

<entry>
    <title>Backseat Budgeter: Playing with Colorado</title>
    <link rel="alternate" type="text/html" href="http://jag.lcc.gatech.edu/blog/2009/10/backseat-budgeter-playing-with-colorado.html" />
    <id>tag:jag.lcc.gatech.edu,2009:/blog//1.131</id>

    <published>2009-10-07T20:28:39Z</published>
    <updated>2009-10-07T20:44:27Z</updated>

    <summary>The challenges that Colorado&apos;s policymakers face as they attempt to balance their state&apos;s budget are familiar to governments nationwide. In the face of the worst economic downtown since the Great Depression, municipalities of all levels have experienced dramatic drops in...</summary>
    <author>
        <name>Tom Gibes</name>
        <uri>http://www.tomgibes.com/</uri>
    </author>
    
        <category term="Infographics" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="backseatbudgeter" label="backseat budgeter" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="infographics" label="infographics" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en-US" xml:base="http://jag.lcc.gatech.edu/blog/">
        <![CDATA[The challenges that Colorado's policymakers face as they attempt to balance their state's budget are familiar to governments nationwide. In the face of the worst economic downtown since the Great Depression, municipalities of all levels have experienced dramatic drops in tax revenue and consequently serious gaps between their revenues and expenditures. This has forced many communities and governments to make painful cuts into public services or raise taxes on an economically-distressed population in efforts to close their budget gaps. Many of these cuts are dramatic and would be unheard of a few years go. For instance, Colorado's legislators, in the face of an almost $600 million deficit, is considering completely eliminating all of its $660 million general-fund spending for higher education, according to a recent article in the Denver Business Journal.<br /><br /><div><img alt="budgeter1.png" src="http://jag.lcc.gatech.edu/blog/budgeter1.png" class="mt-image-center" style="margin: 0pt auto 20px; text-align: center; display: block;" height="95" width="496" /></div><a href="http://engagedpublic.com/epbudgets/dashboard.aspx">Colorado Backseat Budgeter</a> is an interactive tool that presents the user with this difficult task of balancing the Colorado state budget. Budgeter is sponsored by Colorado State University's Bighorn Leadership Development Program and developed through EngagedPublic.com which seeks to promote "consensus, collaboration and creativity in the public sphere." While I could not find an explicit purpose statement anywhere within the Budgeter's documentation, in an article at Chronicle.com, Brenda Morrison, the director of the Bighorn Program states that "'by putting themselves in the governor's shoes,' people will better understand how the system works." ]]>
        <![CDATA[However, Budgeter does a poor job of illustrating how the system works because it fails to acknowledge many of the constraints that shape public policy decisions and makes little attempts to integrate these constraints into the user's experience. On the other hand, this lack of constraints may also have the interesting side-effect of revealing some important information about the populace's priorities.<br /><br /><div><img alt="budgeter2.png" src="http://jag.lcc.gatech.edu/blog/budgeter2.png" class="mt-image-center" style="margin: 0pt auto 20px; text-align: center; display: block;" height="389" width="508" /></div>In Budgeter the user is presented with an initial layout of the state's spending and revenues, starting the user in the precarious position of having an over $800 million dollar deficit. This initial setup is drawn from current real-world data, albeit limited to the Colorado's general fund, which excludes cash and federal funding. This is stated in the FAQ, but in the interest of transparency, it would be nice if that information was presented to the user up front. The government's expenditures and revenue sources are presented in two pie charts and a subsequent list, and the user can click on any of the categories to modify the amount of spending or raise taxes.<br /><br />Instead of offering the user complete freedom to modify the amounts, the user instead is offered a list of choices. Many of the choices seem inconsistent, offering a choice that is strictly numerically driven on one end but policy driven on the other end. For instance, under Higher Education, the user has the option to "reduce higher ed spending by 6%," but also to "Fully fund community colleges". The former choice seems arbitrary, whereas the latter has a concrete goal tied to it. The user can receive more detail on the choices, but for the arbitrary choices, the effects seem speculative. The FAQ sheds some light on these choices, stating that the choices were made in consultation with experts and that "some of these are realistic" and some would "require the vote of the people." However, it's odd for the developers to state this point in the FAQ rather than to place these constraints and challenges into the user's experience. This design choice is especially odd given that in certain circumstances the player is given a "constitutional warning" if he or she makes certain choices.<br /><br />These constitutional warnings appear if the user decides to make a budget modification that violates the Colorado state constitution. For instance, if the user decides to raise any taxes, they receive a warning and are notified that in order to perform this action, it would have to be approved by voters due to the Tax Payer Bill of Rights (TABOR). However, these warnings in no way constrain the user's actions. The user is still able to take these sorts of actions to balance the budget and does not have to jump through any extra hoops to take this action (such as say, a simulated vote by the citizenry). By giving the player these warnings but in no way enforcing them, Budgeter begins to fall apart. One of the main points of a simulation or interactive experience such as this is to demonstrate the limitations of the system it represents by constraining the users actions when the system reaches its limits. If done appropriately, the user can in some way experience the same constraints that policymakers face, but because Budgeter fails to do this, the users experience seems far removed from its real world parallel.<br /><br /><div><img alt="budgeter3.png" src="http://jag.lcc.gatech.edu/blog/budgeter3.png" class="mt-image-center" style="margin: 0pt auto 20px; text-align: center; display: block;" height="297" width="518" /></div>The tool also makes no attempt to acknowledge any sort of broader social constraints. While it acknowledges the problems of any choice when the user violates the constitution, it does not make any effort to acknowledge any social context. This could be accomplished if the user was given a public approval statistic which they had to keep above a certain level. Oftentimes the most desired solution has to be compromised for a solution that does not enrage the broader population, and if the purpose of the tool is to simulate a public policy-makers' experience, it might be helpful to represent the public in some fashion. <br /><br />The pervasiveness of this issue of lacking constraints becomes more obvious when the user realizes that at any point they can click on the "finished" button and submit their budget, even with huge deficits. This lack of constraints on the final condition means that any choices the player makes have no bearing on whether or not the user can reach the final state. This also is not reflected in the final screen which displays your budget. It tells you nothing of the possible effects of your choices and only defines each category of the budget. In painfully small font underneath each definition, the user's changes to the budget categories is listed - the only mark of the player's actions within the tool.<br /><br />At the final screen, the user is able to access one of the most interesting features of Budgeter. The user can see how your budget compares to the overall choices that all users have made. At first glance, this feature appears to only further turn an eye to the weakness of the tool as a simulation. To balance the budget the users as an aggregate have made massive across the board spending cuts while raising taxes. These policy changes would likely be very difficult in the real world because of the constitutional violations stated within the game but also because the public would most likely react adversely to these actions.&nbsp; However, the fact remains that most of the people who participated in the game were willing to make spending cuts and raise taxes.&nbsp; This information demonstrates that in an ideal, constraint-free political environment, the users were able to make the tough choices to bring the budget in line. <br /><br />David Brooks in a recent op-ed article in the New York Times stated that in order for America to restore its economic values of fiscal conservatism, the population's attitude "will have to take on the self-indulgent popular demand for low taxes and high spending." What Budgeter may suggest is that this commonly held belief is faulty. Perhaps people are not as self-indulgent as Brooks would suggest but instead have not been properly presented the necessary information in an appropriate manner that would allow them to understand the options available to them as citizens. This conclusion may be a step too far, given the small sample size of Budgeter's users (approximately 1000 respondents), but if the tool was used to communicate priorities to policy-makers as suggested in Budgeter's FAQ, it would communicate that as an aggregate, users presented with clear budget information at the very least understand the compromises that need to be made in order for a government to live within its means. <br /><br />While many users may take issue with the faults of Budgeter as a simulation due to its lack of constraints, this may also have an interesting side effect of displaying an underlying sentiment of the population. If the intent of Budgeter is to put the user in the shoes of policy-makers, then Budgeter needs to more accurately simulate the experience and acknowledge the legal as well as the social constraints of public policy decisions and enforce those constraints appropriately. But if the intent of Budgeter is to communicate the priorities of the users to policy-makers, Budgeter has revealed that people presented with clear budget information are able to understand the compromises available to them as citizens and make the tough choices to live within their collective means.<br /><br /><i>Images are a copyright of Colorado State University and EngagedPublic.com</i><br />]]>
    </content>
</entry>

<entry>
    <title>Making a Supreme Decision</title>
    <link rel="alternate" type="text/html" href="http://jag.lcc.gatech.edu/blog/2009/10/making-a-supreme-decision.html" />
    <id>tag:jag.lcc.gatech.edu,2009:/blog//1.130</id>

    <published>2009-10-02T13:15:00Z</published>
    <updated>2009-10-02T15:56:34Z</updated>

    <summary><![CDATA[Supreme Decision is the second game produced by OurCourts.org with the intention of better informing middle school students of the inner workings of the judicial system, as well as their civic rights and responsibilities. Like its sibling game&mdash;Do I Have...]]></summary>
    <author>
        <name>Mariam Asad</name>
        
    </author>
    
        <category term="Game Analysis" scheme="http://www.sixapart.com/ns/types#category" />
    
    
    <content type="html" xml:lang="en-US" xml:base="http://jag.lcc.gatech.edu/blog/">
        <![CDATA[<span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="SD-title.png" src="http://jag.lcc.gatech.edu/blog/SD-title.png" width="518" height="370" class="mt-image-center" style="text-align: center; display: block; margin: 0 auto 20px;" /></span><p></p><p><a href="http://www.ourcourts.org/flashgames/1/index.html">Supreme Decision</a> is the second game produced by <a href="http://ourcourts.org/">OurCourts.org</a> with the intention of better informing middle school students of the inner workings of the judicial system, as well as their civic rights and responsibilities. Like its sibling game<span class="Apple-style-span" style="color: rgb(0, 0, 0); ">&mdash;</span><a href="http://www.ourcourts.org/flashgames/dihar/index.html">Do I Have a Right?</a><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">&mdash;<span class="Apple-style-span" style="color: rgb(51, 51, 51); ">this game has been endorsed by (former) Supreme Justice Sandra Day O'Connor and is touted for using the driving force behind 'new media' as a means of educating its target audience.&nbsp;</span></span></p><p><a href="http://www.ourcourts.org/flashgames/dihar/index.html"></a></p><p>The game attempts to portray the decision-making process within the Supreme Court in all its complexities, while simultaneously teaching children about the First Amendment, particularly as it relates to students in a school environment. The OurCourts.org website also provides a teacher's guide that accompanies the game, which explicitly emphasizes the difficulty of settling court cases like that depicted in the game. The question to ask here is not whether a game is the most effective medium for this message, but whether or not this message is conveyed effectively through this particular game.</p>]]>
        <![CDATA[<p style="margin-top: 0px; margin-right: 0px; margin-bottom: 0.75em; margin-left: 0px; border-top-width: 0px; border-right-width: 0px; border-bottom-width: 0px; border-left-width: 0px; border-style: initial; border-color: initial; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; font-size: 1em; font-weight: normal; ">The player is introduced to (fictional) Supreme Justice Irene Waters, who is your guide throughout the tutorial section at the onset of the game. The narrative sets up a scene in the Supreme Court in which Ben, generic middle school student, is suspended from his middle school for wearing a t-shirt promoting a band. The player learns that Ben has been suspended after he refused to change clothes; he was asked to do so by the principal as the shirt in question had ignited some arguments at school. His generic balding lawyer argues that this infringes upon his First Amendment rights, while the school's lawyer (naturally) argues against this.&nbsp;</p><p style="margin-top: 0px; margin-right: 0px; margin-bottom: 0.75em; margin-left: 0px; border-top-width: 0px; border-right-width: 0px; border-bottom-width: 0px; border-left-width: 0px; border-style: initial; border-color: initial; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; font-size: 1em; font-weight: normal; ">It's here that SD sets the ground for the main issues and perspectives that are explored in greater detail throughout the rest of the game<span class="Apple-style-span" style="color: rgb(0, 0, 0); ">&mdash;<span class="Apple-style-span" style="color: rgb(51, 51, 51); ">namely, student rights and the freedom of speech. The Supreme Justices will need to make a final ruling on <span class="Apple-style-span" style="font-style: italic;">Ben Brewer v. Hamilton Middle School</span> and, as it turns out, they are split right down the middle. It's up to Supreme Justice Waters to cast the deciding vote and naturally she passes the buck to you&mdash;the anonymous, yet undoubtedly capable law clerk. Thus begins your venture into the exciting world of moral decisions and judicial responsibilities.</span></span></p><p style="margin-top: 0px; margin-right: 0px; margin-bottom: 0.75em; margin-left: 0px; border-top-width: 0px; border-right-width: 0px; border-bottom-width: 0px; border-left-width: 0px; border-style: initial; border-color: initial; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; font-size: 1em; font-weight: normal; "></p><span class="mt-enclosure mt-enclosure-image" style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; border-top-width: 0px; border-right-width: 0px; border-bottom-width: 0px; border-left-width: 0px; border-style: initial; border-color: initial; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; font-size: 1em; font-weight: normal; display: inline; "><img alt="SD-dialogue.png" src="http://jag.lcc.gatech.edu/blog/SD-dialogue.png" width="518" height="389" class="mt-image-center" style="text-align: center; display: block; margin-top: 0px; margin-right: auto; margin-bottom: 20px; margin-left: auto; " /></span><p></p><p style="margin-top: 0px; margin-right: 0px; margin-bottom: 0.75em; margin-left: 0px; border-top-width: 0px; border-right-width: 0px; border-bottom-width: 0px; border-left-width: 0px; border-style: initial; border-color: initial; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; font-size: 1em; font-weight: normal; ">The aesthetics of the game are fairly well suited to match its target audience. The art style is simple but manages to avoid belittling the significance of the game by being overly cartoony. This simplicity works well for SD in that it keeps the focus on the dialogue and (ideally) the educational content therein. Similarly, the structure of the game echoes this intentional focus. As the player delves into the details of the case, you visit four pairs of Supreme Justices and, at each step, make decisions that influence the final outcome of the court ruling. The pattern is fairly formulaic: there is a dialogue between two Justices&mdash;one representing each side&mdash;that elaborates some of the intricacies of the case.&nbsp;</p><p style="margin-top: 0px; margin-right: 0px; margin-bottom: 0.75em; margin-left: 0px; border-top-width: 0px; border-right-width: 0px; border-bottom-width: 0px; border-left-width: 0px; border-style: initial; border-color: initial; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; font-size: 1em; font-weight: normal; ">For example, the first pair is debating as to whether or not a t-shirt counts as free speech. After both sides are presented, the player needs to identify which Justice supports either side of the case. This leads to a little mini-game that tries to reinforce the issue at hand through repetition. The first round offers an array of cultural objects<span class="Apple-style-span" style="color: rgb(0, 0, 0); ">&mdash;<span class="Apple-style-span" style="color: rgb(51, 51, 51); ">backpacks and bumper stickers, among other things<span class="Apple-style-span" style="color: rgb(0, 0, 0); ">&mdash;<span class="Apple-style-span" style="color: rgb(51, 51, 51); ">and it is up to the player to categorize them as either "speech" or "fashion." This is almost the new media equivalent of a reading comprehension test, which works simultaneously for and against the prescribed goals of the game, as shall be discussed in some detail below. After proving your competence as a law clerk in the highest judicial office in the country, the player needs to check off the box that aligns with the Justice with whom you agree. The player is then presented with one final checkbox to ensure that you understand the ramifications of your decision on the case. With some slight variation, this is more or less the format the player repeats for the remaining pairs of Supreme Justices, which leads to the results of your/Justice Waters' decision.&nbsp;</span></span></span></span></p><p style="margin-top: 0px; margin-right: 0px; margin-bottom: 0.75em; margin-left: 0px; border-top-width: 0px; border-right-width: 0px; border-bottom-width: 0px; border-left-width: 0px; border-style: initial; border-color: initial; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; font-size: 1em; font-weight: normal; "></p><span class="mt-enclosure mt-enclosure-image" style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; border-top-width: 0px; border-right-width: 0px; border-bottom-width: 0px; border-left-width: 0px; border-style: initial; border-color: initial; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; font-size: 1em; font-weight: normal; display: inline; "><img alt="SD-gamestructure.png" src="http://jag.lcc.gatech.edu/blog/SD-gamestructure.png" width="518" height="369" class="mt-image-center" style="text-align: center; display: block; margin-top: 0px; margin-right: auto; margin-bottom: 20px; margin-left: auto; " /></span><p></p><p style="margin-top: 0px; margin-right: 0px; margin-bottom: 0.75em; margin-left: 0px; border-top-width: 0px; border-right-width: 0px; border-bottom-width: 0px; border-left-width: 0px; border-style: initial; border-color: initial; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; font-size: 1em; font-weight: normal; ">Keeping in mind that SD is meant to educate middle school children, it makes sense that there would be some reading comprehension-y activities in order to ensure that some of the knowledge imparted is (hypothetically) retained. In this way, the mini-games are one of SD's strengths in that it incorporates both the game and the education, or combines the play with the work, in a sense. Whereas some educational games falter by using technology for technology's sake, SD pairs its intended educational content with appropriate game mechanics. Setting up a clear either/or option encourages the player to use the knowledge gained through the dialogue in order to proceed. This parallels an important aspect of what SD is trying to teach: in the same way that the player chooses to check one box over the other, the Justices of the Supreme Court must also make a clear, black-or-white distinction to settle a case. Though there is much ambiguity when deciding upon a Supreme Court decision, there is in the end a final, agreed upon state of right and wrong.&nbsp;</p><p style="margin-top: 0px; margin-right: 0px; margin-bottom: 0.75em; margin-left: 0px; border-top-width: 0px; border-right-width: 0px; border-bottom-width: 0px; border-left-width: 0px; border-style: initial; border-color: initial; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; font-size: 1em; font-weight: normal; ">By the same token, however, this same game mechanic is counterintuitive to the message it is trying to convey. While it is factually accurate that complex decisions made in the Supreme Court are ultimately converted into binary answers, SD is overly divisive in two crucial ways. The first has to do with the dialogue between each pair of Justices. These are successful insofar as they illuminate some details of the Ben's case that help flesh out the question at hand. The first debate between Justice Hsu and Justice Keene, for instance, takes a closer look at fashion and its relation to free speech.&nbsp;</p><p style="margin-top: 0px; margin-right: 0px; margin-bottom: 0.75em; margin-left: 0px; border-top-width: 0px; border-right-width: 0px; border-bottom-width: 0px; border-left-width: 0px; border-style: initial; border-color: initial; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; font-size: 1em; font-weight: normal; ">The stark division between each Justice's viewpoint, by contrast, is where the game falls a little short. As either judge argues for strictly one side of the argument, the dialogue limits the game to just that<span class="Apple-style-span" style="color: rgb(0, 0, 0); ">&mdash;<span class="Apple-style-span" style="color: rgb(51, 51, 51); ">a dialogue. Neither judge acknowledges any merit in the other's argument, nor is there any possibility of a compromise; there is only one side or the other. While the court's decision ends up this way, the intense debate and analysis that leads up to that final step is rarely<span class="Apple-style-span" style="color: rgb(0, 0, 0); ">&mdash;<span class="Apple-style-span" style="color: rgb(51, 51, 51); ">if ever<span class="Apple-style-span" style="color: rgb(0, 0, 0); ">&mdash;<span class="Apple-style-span" style="color: rgb(51, 51, 51); ">as easily defined.&nbsp;</span></span></span></span></span></span></p><p style="margin-top: 0px; margin-right: 0px; margin-bottom: 0.75em; margin-left: 0px; border-top-width: 0px; border-right-width: 0px; border-bottom-width: 0px; border-left-width: 0px; border-style: initial; border-color: initial; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; font-size: 1em; font-weight: normal; ">This is a subtle point to argue, but one that is crucial to SD. The new media reading comprehension device works to the same effect. The political weight of a cultural artifact is not so easily discernible and by restricting the answers to a simple binary&mdash;speech/fashion, for example&mdash;it discourages any critical readings of the choice offered to the player.&nbsp;</p><p style="margin-top: 0px; margin-right: 0px; margin-bottom: 0.75em; margin-left: 0px; border-top-width: 0px; border-right-width: 0px; border-bottom-width: 0px; border-left-width: 0px; border-style: initial; border-color: initial; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; font-size: 1em; font-weight: normal; ">One concrete example was when the game presented a necklace to be categorized as either speech or fashion. This happened on two occasions: the first time it appeared, the necklace had a pendant of the Star of David, while the second featured a crucifix. Both times, the game suggested that they were instances of speech. While this may be the 'obvious' answer, this is one particular reading that is overly simplistic. It is not uncommon for the fashion industry to co-opt politically charged objects, with kuffiyehs and rosary beads as popular examples. The difference between fashion and speech is not always so easily discernable and it is this kind of ambiguity that complicates Supreme Court rulings. By contrast, the emphasis on identifying which judge supports which side of an argument is a move that eschews any meaningful reflection on the part of the player.</p><p style="margin-top: 0px; margin-right: 0px; margin-bottom: 0.75em; margin-left: 0px; border-top-width: 0px; border-right-width: 0px; border-bottom-width: 0px; border-left-width: 0px; border-style: initial; border-color: initial; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; font-size: 1em; font-weight: normal; "></p><span class="mt-enclosure mt-enclosure-image" style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; border-top-width: 0px; border-right-width: 0px; border-bottom-width: 0px; border-left-width: 0px; border-style: initial; border-color: initial; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; font-size: 1em; font-weight: normal; display: inline; "><img alt="SD-StarofDavid.png" src="http://jag.lcc.gatech.edu/blog/SD-StarofDavid.png" width="518" height="371" class="mt-image-center" style="text-align: center; display: block; margin-top: 0px; margin-right: auto; margin-bottom: 20px; margin-left: auto; " /></span><p></p><p style="margin-top: 0px; margin-right: 0px; margin-bottom: 0.75em; margin-left: 0px; border-top-width: 0px; border-right-width: 0px; border-bottom-width: 0px; border-left-width: 0px; border-style: initial; border-color: initial; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; font-size: 1em; font-weight: normal; ">Beyond misplaced binary options, I also came across another instance with Hsu/Keene that wasn't just overly simplistic, but instead seemed to undermine the very argument that the game was making. During the fashion/speech mini-game, one artifact I was presented with was a "team mascot t-shirt." Knowing that I had to shoehorn the shirt into one of the two categories, I went with the more reasonable answer&mdash;fashion. The game actually counted it as an incorrect answer and deemed the shirt to be speech because it showed support for a sports team. While this may be a rational argument in and of itself, it made little sense within the context of the game. Consider an excerpt from some earlier dialogue: "[It's] Freedom of speech, not freedom of t-shirt!" Judge Hsu's entire argument against Ben was that his band t-shirt&mdash;all t-shirts, in fact&mdash;did not count as speech because "the First Amendment does not protect the choices people make about what to wear." I wasn't entirely sure what to make of this inconsistency: did this just reveal an implicit bias against Judge Hsu's side of the argument (thus fixing the game in Ben's favour)? Or is this a value judgment that seemingly suggests the merit of sport t-shirts over band t-shirts?&nbsp;</p><p style="margin-top: 0px; margin-right: 0px; margin-bottom: 0.75em; margin-left: 0px; border-top-width: 0px; border-right-width: 0px; border-bottom-width: 0px; border-left-width: 0px; border-style: initial; border-color: initial; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; font-size: 1em; font-weight: normal; ">Whatever the case may be, a contradiction of this magnitude at such an early stage in the game seems to subvert the emphasized message throughout SD. Rather than portraying the Supreme Court as a relevant and necessary space for debate and deliberation, the decision-making process instead comes across as arbitrary and uninformed. While it is no easy task to translate 'real' (for lack of a better word) ambiguity into a digital form<span class="Apple-style-span" style="color: rgb(0, 0, 0); ">&mdash;<span class="Apple-style-span" style="color: rgb(51, 51, 51); ">be it a video game or otherwise&mdash;SD would benefit from a better sense of balance.&nbsp;</span></span></p><p style="margin-top: 0px; margin-right: 0px; margin-bottom: 0.75em; margin-left: 0px; border-top-width: 0px; border-right-width: 0px; border-bottom-width: 0px; border-left-width: 0px; border-style: initial; border-color: initial; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; font-size: 1em; font-weight: normal; ">While the game mechanics are solid, they need to be more aligned with the intended purpose of the educational content. As the teacher's guide suggests, the day-to-day operations of the Supreme Court is "not as easy as it sounds," though the game seems to suggest otherwise. There is no doubt that has been<span class="Apple-style-span" style="color: rgb(0, 0, 0); ">&mdash;<span class="Apple-style-span" style="color: rgb(51, 51, 51); ">and continues to be<span class="Apple-style-span" style="color: rgb(0, 0, 0); ">&mdash;<span class="Apple-style-span" style="color: rgb(51, 51, 51); ">a substantial effort to provide middle school students with a reasonably accurate depiction of the court system while simultaneously keeping them engaged and interested. In spite of some logical flaws, SD is an admirable step towards a better synthesis of gaming and education and a laudable example of the didactic potential that new media have to offer.</span></span></span></span></p>]]>
    </content>
</entry>

<entry>
    <title>DIY: or Constructionist Learning for Grown Folk</title>
    <link rel="alternate" type="text/html" href="http://jag.lcc.gatech.edu/blog/2009/09/diy-or-constructionist-learning-for-grown-folk.html" />
    <id>tag:jag.lcc.gatech.edu,2009:/blog//1.127</id>

    <published>2009-09-25T17:20:38Z</published>
    <updated>2009-09-25T17:26:13Z</updated>

    <summary>In looking at games and their intersections with the entire news ecology, we have so far in the main assumed a specific model of the designer-consumer relationship. Ferrari&apos;s &quot;History of Editorial Games, Part One,&quot; for example, traces the history of...</summary>
    <author>
        <name>Cinque Hicks</name>
        <uri>http://www.influxhouse.com/</uri>
    </author>
    
        <category term="Development Process" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="Newsgames" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="construcionism" label="construcionism" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="learning" label="learning" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="literacy" label="literacy" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="newsgames" label="newsgames" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="worldwideworkshop" label="world wide workshop" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en-US" xml:base="http://jag.lcc.gatech.edu/blog/">
        <![CDATA[<div><img alt="bones.png" src="http://jag.lcc.gatech.edu/blog/bones.png" class="mt-image-center" style="margin: 0pt auto 20px; text-align: center; display: block;" height="353" width="475" /></div>In looking at games and their intersections with the entire news
ecology, we have so far in the main assumed a specific model of the
designer-consumer relationship. <a href="http://jag.lcc.gatech.edu/blog/2009/06/history-of-editorial-games-part-one.html" class="postlink">Ferrari's "History of Editorial Games, Part One,"</a>
for example, traces the history of one specific brand of news games as
the history of exceptional individuals or groups who, in possession of
a pre-determined set of information, construct games for the purpose of
communicating that information to an imagined public in need of
persuasion.<br />
<br />
The remainder of the history of news games as we
have so far considered it bears out the centrality of this metaphor.
That is, the games are produced by a dedicated class of design
practitioners, usually in the form of named authors and studios that
create artifacts for the benefit and edification of a separate class of
individuals called news or information consumers. Even when an
individual crosses from the latter class into the former (e.g., citizen
journalist, amateur game designer), the producer and consumer classes
themselves remain undisturbed.<br />
<br />
In this way, games stand in for
the traditional news story, editorial cartoon, or flat information
graphic. They enact a one-way flow of knowledge or ideas from the
knowledgeable to the ignorant, from the journalist to the reader. In allowing
the game creation process to escape our scrutiny, our critical focus
shifts largely to the mechanics of game play, and all the learning is
presumed to take place on that stage of play. Missing from this
equation is the process by which the game design itself encodes a body
of knowledge with the concomitant question of how that body of
knowledge may itself be altered by the design process. ]]>
        <![CDATA[<div><img alt="lunch.png" src="http://jag.lcc.gatech.edu/blog/lunch.png" class="mt-image-center" style="margin: 0pt auto 20px; text-align: center; display: block;" height="305" width="476" /></div>The <a href="http://www.worldwideworkshop.org/" class="postlink">World Wide Workshop</a>
(WWW) points to an alternative set of practices that may create some
fruitful trouble in the distinction between game designers and news
consumers. The WWW through its Globaloria program, works with students
(middle school to graduate level) to create games that might loosely be
called "newsy" or "educational." It is important to state that few of
the games produced are true news games in any of the 7 categories we
have delineated, nor is that their aim. Instead, most of the games
engage a topic of interest to the student designers at a relatively
high level of abstraction, usually divorced from any particular
narrative or current event. Topics range from <a href="http://www.myglife.org/usa/wv/fchwiki/images/e/e6/Promgame-1-.swf" class="postlink">prom preparation</a> to issues of local food production.<br /><br />A quick sampling of the games will give some flavor of the range of game types and concerns:<br /><br /><blockquote><span style="font-style: italic;"><a href="http://www.rtcwv.org/cbartlettebonnell" class="postlink">Learn the Bones</a></span>
encourages the memorization of the names of the bones of the human
skeleton. Players drag cutouts of bones from a disordered pile into
correct position on an outlined skeleton, learning the names of the
bones in the process. In a second mode, the player attempts to identify
the bones correctly, gaining or losing points based on accuracy. <br /><br />In <span style="font-style: italic;"><a href="http://www.myhlife.org/usa/la/rethinkwiki/images/Lunchtray_game.swf" class="postlink">The Ultimate Lunch Tray</a></span>,
the player first learns about the nutritional content of food and then
attempts to load his or her lunch tray with healthy and locally grown
foods. A high score is determined by being able to assemble the
healthiest lunch.<br /><br /><span style="font-style: italic;"><a href="http://www.myglife.org/usa/wv/srmswiki/images/3/3e/Sports_girl_24_srms_pwgo2.swf" class="postlink">Super Toaster</a></span>
was created by 8th grade students for the purpose of raising awareness
about sustainability. Game play involves 2 levels of navigating a tree
character through various obstacles followed by a third level of
answering questions about consumer choices and their effects on the
environment.<br /></blockquote>I should begin by saying that many of the games
presented by the World Wide Workshop are adorable failures. That is,
from the standpoint of ideal game design standards, even the games by
graduate students often betray poor playability, poor design, poor
mechanics, poor programming, or a combination of these. "<a href="http://www.myslife.org/daswiki/images/3/36/Need_to_complete_store_and_higher_levels.swf" class="postlink">Anti Greenhouse Gases</a>," for example, shuts down immediately upon start of play, and "<a href="http://www.myglife.org/usa/auflashwiki/images/a/ac/KJarmul_finalgame.swf" class="postlink">Choose Your Party</a>," a game of electoral party politics includes only the game setup and not the game itself as described in the student's <a href="http://www.myglife.org/usa/auflashwiki/index.php/User:Kjarmul" class="postlink">game wiki</a>. Therefore, as a player, one might expect little if any educational benefit or insight.<br /><br />The
aim of the WWW, however, is not to produce games of educational benefit
to the player, but games of educational benefit to the designer. The
organization's literature describes its mission:<br /><br /><blockquote class="uncited"><div><i>Globaloria
teaches students more than just the technology of how to become webgame
makers. It teaches many other digital literacies, including writing as
well as reading, expressing ideas systematically and creatively, and
innovation and collaboration using social media technology. These are
the basic bundle of skills needed to be productive and successful
21st-century citizens and to flourish in the community-style digital
work environments students will encounter as professionals.</i></div></blockquote>The
program teaches technological literacy. Its method of allowing the
learner to make artifacts that are personally meaningful follows the
tenets of <a href="http://en.wikipedia.org/wiki/Constructionism_%28learning_theory%29" class="postlink">constructionist learning</a>. This learning theory, first formalized by <a href="http://en.wikipedia.org/wiki/Seymour_Papert" class="postlink">Seymour Papert</a>
in 1991 describes constructionism as an extension of the idea of
"manipulative materials to the idea that learning is most effective
when part of an activity the learner experiences as constructing a
meaningful product." This is often oversimplified to the catchphrase
"learning by making."<br /><br />One of the core understandings of
constructionist learning theory is that the products thus created do
not benefit those external to the product's creation process. Rather
all skills, knowledge and insights accrue to the maker, not the
consumer.<br /><br />In looking at the WWW games, we can therefore expect
that students learn the technical skills the program emphasizes through
their game design process. But in order for games to function in a news
ecology, they would need to engage content at least as meaningfully as
technical skills. Do WWW students engage content as a secondary effect
if not an outright program goal? Some evidence, albeit slight, affirms
this.<br /><br /><div><img alt="cars.png" src="http://jag.lcc.gatech.edu/blog/cars.png" class="mt-image-center" style="margin: 0pt auto 20px; text-align: center; display: block;" height="326" width="475" /></div>
Both Phyllis and Joshua 8th graders at Sandy River Middle School report on their research process for the <span style="font-style: italic;">Super Toaster</span> game in <a href="http://www.youtube.com/watch?v=A9t9aHh01qQ">this video</a>.
They reveal a concern with accuracy and relevance as motivations for
thorough research, and Phyllis explicitly cites an improvement in
"science skills." Meanwhile WWW claims that <span style="font-style: italic;">The Ultimate Lunch Tray</span>
"expressed [the students'] ideas about making school cafeterias
healthier and more inclusive of foods from local farmers, and therefore
better at supporting the local economy in Louisiana. Their game and
press conference about nutrition issues inspired the Louisiana
Department of Education to rethink school cafeterias." While there are
no details on the exact nature of the research the New Orleans students
conducted, we can infer that it was at least enough in volume to have
delivered a press conference on the subject.<br /><br />The tantalizing prospect that this points to is that we might begin to look at the <span style="font-weight: bold;"><span style="font-style: italic;">building of games as a way of engaging meaningfully with the new</span>s</span>.
One might imagine the newspaper refashioned as a kind of toolmaker,
providing the raw tools with which consumers build their own games,
using news material as background data, plugins and upgrades. Bogost
describes something similar in the "<a href="http://jag.lcc.gatech.edu/blog/2009/02/newsgame-platforms.html" class="postlink">Newsgame Platforms</a>"
post albeit with the understanding that such a system would be used by
the journalist, not the reader. Could this be imagined instead (or
also) as a new way of reading the news by literally constructing it
from the raw materials of digital media? News consumption not as a
discrete activity, but as an operating system by which to frame a
series of other activities?<br /><br />Imagining the news as a process of
ongoing game construction very quickly makes it difficult to see how
specific narratives would be foregrounded in the way traditional news
privileges such informational modes. Abstraction would become king.
This notion runs parallel to Bogost's assertion that:<br /><br /><blockquote class="uncited"><div><i>A
newsgame platform would not focus on presenting the news, but on
presenting the system in which news takes place--whether that system is
a country, a city, a business sector, or some other arena. It would
show the complexity of relations in such a system and synthesize how
changes and alterations in one part of that system might have
unexpected effects in another.</i></div></blockquote><br />A reader-side
system platform (perhaps based on an even lower level of design
primitives than Bogost imagines) would offer news consumers insight
into these complex systems by allowing them to develop the functions
themselves. What I propose is not so much a different vision of the
platform technology, but of how and where the technology is deployed.<br /><br />An
immediate challenge arises: why games? Is there something unique about
games that would make them more suitable as objects of construction
than other kinds of digital artifacts? Yes and no. While it may be that
other kinds of artifacts might produce similar kinds of knowledge,
games offer a uniquely procedural approach to conceiving systems.
Because games are tightly bound, rule-based systems, they <span style="font-style: italic;"><span style="font-weight: bold;">discipline the relationship between assets</span></span>
in a way that felt boards, for example, do not. In order to create a
functioning, meaningful game system, A's precise effect on B must be
defined somewhere and enforced by code. It's not a large leap to
imagine that this sort of disciplining of symbols in code could lead to
insights about the relationships between the real-world phenomena they
symbolize.<br /><br />Here are a couple of quick further thoughts that may help make these ideas even more useful:<br /><br /><blockquote>•
Perhaps we should think in terms of tinkering rather than always
building from scratch. The Quest to Learn school uses tinkering as a
full pedagogical method, encouraging students to repeatedly break and
reconfigure systems in order to gain a complete understanding of them.<br /><br />•
Similarly, we should embrace the power of failure. Of course Bogost's
famous "rhetoric of failure" operates within the game system. A
slightly different notion may work to wrap the game design system
itself: According to <a href="http://en.wikipedia.org/wiki/Constructivism_%28learning_theory%29" class="postlink">constructivist theory</a>
(the foundation for constructionist theory), learners learn by
attempting to act based on a flawed model of the world and having that
attempt end in failure.<br /></blockquote><br />Undoubtedly, this idea of the
professional journalist as supplier of raw materials to be assembled by
the reader does violence to the traditional notion of journalist as
storyteller. If people have to sift through heaps of facts and an equal
number of game assets, won't they quickly become overwhelmed?<br /><br />I
think these are valid questions, but I also think there are historical
precedents that may serve as guides for navigating this pivotal moment.
The invention of writing, the flushing of Greek scholarship after the
fall of Constantinople, and the invention of the printing press all
threatened to overwhelm the previous information paradigm by putting
more people in touch with a greater amount of information than was
deemed possible to assimilate. But I'll have to save 6000 years of
historical analysis for the next post.]]>
    </content>
</entry>

<entry>
    <title>A Close Look at Cutthroat Capitalism</title>
    <link rel="alternate" type="text/html" href="http://jag.lcc.gatech.edu/blog/2009/09/the-july-issue-of-wired.html" />
    <id>tag:jag.lcc.gatech.edu,2009:/blog//1.122</id>

    <published>2009-09-22T20:30:16Z</published>
    <updated>2009-09-22T20:36:36Z</updated>

    <summary>The July issue of Wired magazine featured an article titled &quot;Cutthroat Capitalism: An Economic Analysis of the Somali Pirate Business Model&quot; (pdf available), in which they attribute the rise in piracy on the Somali coast to economic factors. The print...</summary>
    <author>
        <name>Bobby Schweizer</name>
        <uri>http://www.gameculturejournal.com/blog/</uri>
    </author>
    
        <category term="Editorial Games" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="Game Analysis" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="Infographics" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="Newsgames" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="editorial" label="editorial" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="games" label="games" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="infographics" label="infographics" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="online" label="online" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="wired" label="Wired" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en-US" xml:base="http://jag.lcc.gatech.edu/blog/">
        <![CDATA[<p></p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="cc2.jpg" src="http://jag.lcc.gatech.edu/blog/cc2.jpg" class="mt-image-center" style="margin: 0pt auto 20px; text-align: center; display: block;" height="231" width="518" /></span><p></p><p>The July issue of <a href="http://www.wired.com/">Wired</a> magazine featured an article titled "<a href="http://www.wired.com/politics/security/magazine/17-07/ff_somali_pirates">Cutthroat Capitalism: An Economic Analysis of the Somali Pirate Business Model" (pdf available)</a>, in which they attribute the rise in piracy on the Somali coast to economic factors. The print article features eight pages of text, infographics, and illustrations which have a distinctly game-like aesthetic. The article graphics are colorful and use rounded-edged pixel art to abstract the images of boats, people, and maps. It is divided into section, the different steps of an attack, and each of these sections is supported by some sort of infographic and text description.</p><p>The infographics in the article take the forms of fever charts, bar graphs, pie charts, organization charts, and a full-page map. The article also uses an unusually high number of fonts, generally to the effect of punctuating the different "economic" formulas laid out in the article, creating the illusion of action and dynamism.</p><p>This illusion of an on-going process is important to the article because it's supposed to convey the timeline of a highjacking and ransom attack. It calculates the value propositions of each of the steps of the attack (from the pirate, crew, and naval point of view as appropriate) and serves to explain the low-cost, low-risk, high-reward system of ransom based piracy.</p>

<p>It, of course, is no accident that the aesthetic of the article is game-like. The article is paired with a web-based component--a <a href="http://www.wired.com/special_multimedia/2009/cutthroatCapitalismTheGame">Flash game with the same name</a>, which <a href="http://jag.lcc.gatech.edu/blog/2009/07/cutthroat-capitalism.html#more">Ian briefly wrote about</a> when it was released. Not only does the game use many of the same assets, but it operates under the mathematic logic of the article to support the conclusions of the piece. It takes the rhetorical stance of facts-in-action, creating a capture and negotiation simulation. Perhaps simulation is too strong of a word, as many of the concepts have been abstracted for emphasis, but it does operate under the same assumptions of the article about the piracy process.</p>]]>
        <![CDATA[<p style="border-width: 0px; margin: 0px 0px 0.75em; padding: 0px; font-size: 1em; font-weight: normal;">The player begins on the same map as the print article, staked with $50,000 from local tribal leaders and other investors. Their ship, represented by a token with a skull on it, starts off the coast of Somalia in the city of Eyl--a pirate haven quite unlike the Tortuga of <span class="Apple-style-span" style="font-style: italic;">Pirates of the Caribbean</span>. When the player clicks on a part of the map, the pirate ship moves. Once in the Gulf of Aden, the player clicks on ships--depicted as colored dots representing different classes of ships--and moves their vessel toward the target. If they intersect with one of these dots, be they container ship, cargo ship, cruise ship, tugboat, or one of the five other classes, they have a chance of capturing the ship. If they fail, they're forced to return to Eyl and sail back up the coast. If they succeed, they move onto the negotiation phase.</p><p style="border-width: 0px; margin: 0px 0px 0.75em; padding: 0px; font-size: 1em; font-weight: normal;">The negotiation process consists of turns in which the player can choose a behavior toward the hostages aboard the ship (feed, threaten, beat, or kill), a stance to take with the negotiating party (be cordial, erratic, aggressive, or walk out), and set a ransom demand upward $30 million. The game rules reminds players that the highest ransom ever paid, however, was only $3 million. These decision affect the health of the hostages, the mood of the negotiators, and their counter-offer.</p><p style="border-width: 0px; margin: 0px 0px 0.75em; padding: 0px; font-size: 1em; font-weight: normal;">Like buying a car, great successes come from understanding the value of the ship and its hostages and carefully working toward that point. If you successfully negotiate a ransom, the reward (covered by insurance) is split between the local government, the tribal leaders and investors who staked the journey, and the crew. Failure comes when either your pirate crew abandons you or your forces are overrun. However, a smart player will never fail--and that is the strongest rhetorical point about the negotiation process.</p><p style="border-width: 0px; margin: 0px 0px 0.75em; padding: 0px; font-size: 1em; font-weight: normal;"></p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="cc1.jpg" src="http://jag.lcc.gatech.edu/blog/cc1.jpg" class="mt-image-center" style="margin: 0pt auto 20px; text-align: center; display: block;" height="300" width="518" /></span><p style="border-width: 0px; margin: 0px 0px 0.75em; padding: 0px; font-size: 1em; font-weight: normal;">At least in my playthroughs, I've never seen a negotiator offer less than a million dollars. The hostages and contents of the ship are always worth something, so failure is actually a result of being greedy. The smart player recognizes this, and just attempts to maximize the number of one and two million dollar bounties. A $5 million settlement provides perhaps a smug sense of satisfaction derived from succeeding in negotiation, but it's never worth the risk of being caught or the bounties lost during the time it takes to successfully deal with the other party. This is a point that gets lost between the print article and the game, in which there's a getaway risk after the ransom has been paid and hostages are released.</p><p style="border-width: 0px; margin: 0px 0px 0.75em; padding: 0px; font-size: 1em; font-weight: normal;">There are other elements missing from the game that would seem to factor into the process. <span class="Apple-style-span" style="font-style: italic;">Sid Meier's Pirates!</span>, for example, takes into account the costs of travel like feeding the crew and maintaining the ship. One might also assume that the location of capture would play a part in the process--a ship taken near the cost might be harder to defend than a ship stranded in the middle of the gulf. The map screen is largely inconsequential, as its only real function is to let the player pick what kind of ship class they will pursue (which, for me, always coincided with whatever was closest). Unsuccessful attacks also have no cost associated with them, despite the article's fact that a mission costs around $25,000 a crew member, but normally only a quarter of missions are successful.</p><p style="border-width: 0px; margin: 0px 0px 0.75em; padding: 0px; font-size: 1em; font-weight: normal;">The function of "Cutthroat Capitalism" is to explain how even a modest effort by a pirating crew will produce significant results because the structure of the system allows for it. One of the print infographics explains that only 0.2% of ships were successfully highjacked during 2008, which means that the other 99.8% are easily covering the insurance costs of the ransoms. Most of the subtleties that make the article interesting are lost in the game--a problem that's likely attributable to the designer's desires to make the game manageable, learnable, and playable in short sessions.</p><p style="border-width: 0px; margin: 0px 0px 0.75em; padding: 0px; font-size: 1em; font-weight: normal;">However, the overall effect is the same. Both "Cutthroat Capitalism" pieces explain that Somali piracy is just a cost of doing business. The article explains that time and money are saved by going through the Suez Canal rather than around the Cape of Good Hope. Additionally, the cost of insurance is less than hiring private security to protect the ship. The game makes the case from the other side--once the player learns that the best value is to just take a series of small ransoms, the total cost to each individual ship is manageable. The economics of it all depicts how flawed the system is, and the written formulas of the print article and the programmed formulas of the game work hand-in-hand to achieve this end.</p><p style="border-width: 0px; margin: 0px 0px 0.75em; padding: 0px; font-size: 1em; font-weight: normal;">Cutthroat Capitalism fits (at least loosely) into five of the seven categories of promising uses we've identified in our upcoming book: infographics, editorial, documentary, puzzles, and platforms (while not being applicable to community or literacy). While it might not be the best possible examples of any of these individually, the amalgam shows how Wired attempted to integrate, not just supplement, their journalistic research with a game.</p><p style="border-width: 0px; margin: 0px 0px 0.75em; padding: 0px; font-size: 1em; font-weight: normal;">The connection to infographics is clear at first glance. The article uses infographics throughout, the game's map draws on the tradition of abstracted information set geographically, and the overall aesthetic of each is informed by a representative graphical style. While the aesthetics of the two pieces is the obvious link to infographics, the fundamental purpose of the article and game serves Edward Tufte's goals: inform the reader, reveal insights into information that would otherwise be obscured, and synthesize complicated information into a legible format. The infographic undergoes a transformation from raw data into visuals, while the game transforms data into mechanics.</p><p style="border-width: 0px; margin: 0px 0px 0.75em; padding: 0px; font-size: 1em; font-weight: normal;">Wired's approach to the issue of Somali piracy is quite different than the tact taken by the mainstream media. The story of the&nbsp;<a href="http://en.wikipedia.org/wiki/List_of_ships_attacked_by_Somali_pirates" style="text-decoration: underline;">frequent piracy</a>&nbsp;off the coast of Somalia only really gets covered in the United States when it directly effects our citizens and our commerce. The seizure and subsequent stand-off on the&nbsp;<a href="http://articles.latimes.com/2009/apr/09/world/fg-somalia-hijack-americans9" style="text-decoration: underline;">Maersk Alabama in April of 2009</a>&nbsp;was notable for its violent resolution--Navy SEAL snipers shot and killed three pirates. Coverage of this single instance--framed in the grand tradition of the narrative of captivity--brought the issue of piracy directly to the American public's attention. But rather than pursue the issue further, the three pirate deaths and the capture of the fourth pirate provided closure: the evil-doers got what was coming to them. Wired's article directly challenges this tale, examining the structures of global trade that builds-in pirate attacks as a part of doing business. Rather than cast the pirates as villain disruptors of the flow of commerce, while threatening the lives of the innocent, it comments on the system that seems to permit this behavior. Sure, nobody wants to be held hostage or pay ransoms, but a cost-benefit analysis of the likelihood of being captured versus taking alternate trade routes shows it's worth the risk.</p><p style="border-width: 0px; margin: 0px 0px 0.75em; padding: 0px; font-size: 1em; font-weight: normal;">Our framing of the documentarian instinct of journalism manifests itself in two ways in the Wired story. The article and game are both investigative and expose. While its investigative stance is not the traditional infiltration first-hand uncovering the injustices of the system, it is following data to a certain conclusion. It attempts to tell the story that nobody else has pursued. At a rudimentary level, it even tells a "day in the life" expose. By choosing the role of a pirate in the game, they ask the player to understand the logic by which the pirates operate. The game is about maximizing income and there's little incentive to take the WarGames route (where the only way to win is not to play). If the player so chooses, they can have their boat float aimlessly on the ocean indefinitely without encountering a game reset mechanic, but who wants to do that?</p><p style="border-width: 0px; margin: 0px 0px 0.75em; padding: 0px; font-size: 1em; font-weight: normal;">The puzzle nature of Cutthroat Capitalism is difficult to identify because puzzles, as they appear in the newspaper take very specific forms. The most commonly thought of puzzle is the crossword, which can either exist for its own sake or be imbued with content related to the news. So where might we draw a connection. The negotiation phase reminds us of a kind of rock, paper, scissors game. The player plays three cards, the computer plays three, and the outcome affects the system's dynamics. But it can also be assumed that the system has a pre-existing state, as if the player is playing their cards against a given (but hidden) hand. The question then becomes in what state is the game and how might the player respond. This has a connection to the chess or bridge columns often found alongside the crossword or Jumble. These differ from the negotiation phase in that their state is known and they have definite answers, but the negotiating phase still satisfies our desires to outwit the system by finding the optimal moves.</p><p style="border-width: 0px; margin: 0px 0px 0.75em; padding: 0px; font-size: 1em; font-weight: normal;">The content of the story is not the only significance of the two pieces, however. By creating a story tied directly to a game, in which each are based on the same factors, Wired has shown how a monthly news organization can integrate games into their workflow. This workflow can become a kind of platform that enables the regular production of these kinds of artifacts through organizational (not technical) advances. The print and digital versions tell the story in two different but complimentary ways, allowing the writers, artists, and designers to share more assets than just a topic. Most of the games we have looked at have either been supplemental to a text article or produced outside of a traditional component all-together. If Wired can repeat this effort, perhaps they can provide a model for the integration of newsgames into the newsroom in a similar manner to&nbsp;<a href="http://www.albertocairo.com/index/index_english.html" style="text-decoration: underline;">Alberto Cairo's</a>&nbsp;integration of infographics in print and online. For the news media's uncertain future, proving that it's feasible to produce new and different media artifacts is perhaps more important than the media artifact itself.</p>]]>
    </content>
</entry>

<entry>
    <title>Gaming the Game Press</title>
    <link rel="alternate" type="text/html" href="http://jag.lcc.gatech.edu/blog/2009/09/gaming-the-game-press.html" />
    <id>tag:jag.lcc.gatech.edu,2009:/blog//1.126</id>

    <published>2009-09-16T15:09:34Z</published>
    <updated>2009-09-16T17:26:42Z</updated>

    <summary>Usually, our research on the connections between games and journalism focuses on digital media objects such as games and infographics that we think present, model, or teach journalistic endeavor. There are probably a few people who visit the site expecting...</summary>
    <author>
        <name>Simon Ferrari</name>
        <uri>http://chungking.wordpress.com/</uri>
    </author>
    
        <category term="Building Awareness" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="Responsibility to Citizens" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="dantesinfernogame" label="dante&apos;s inferno game" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="ea" label="ea" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="sintowin" label="sin to win" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="visceralgames" label="visceral games" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en-US" xml:base="http://jag.lcc.gatech.edu/blog/">
        <![CDATA[<div><img alt="TheNash.jpg" src="http://jag.lcc.gatech.edu/blog/john-nash-20090802221337.jpg" class="mt-image-center" style="margin: 0pt auto 20px; text-align: center; display: block;" height="383" width="400" />Usually, our research on the connections between games and journalism focuses on digital media objects such as games and infographics
that we think present, model, or teach journalistic endeavor. There are probably
a few people who visit the site expecting there to be commentary on
gaming news, but usually this falls outside our interests and goals;
however, we <i>are</i> interested in the ways that journalists of all colors
can learn from games and procedural literacy. We simply do not have
many concrete examples of this process at work. The past week, though,
has provided us with one such learning experience.<br /></div>
<br />
Visceral Games, a subsidiary of Electronic Arts, is currently hard at
work on a game inspired by Dante Alighieri's <i>Inferno</i>. The videogame
itself does not seem to be a procedural translation of the source work
in any meaningful way, instead falling back on a tried-and-true ludic
method of engaging with famous literature through hacking-and-slashing.
This is a shame, because there is reason to believe there are employees
at the Redwood branch office of Electronic Arts who <i>are</i> committed to crafting truly innovative
games. For some strange reason, these gifted game designers aren't necessarily working
on a development team but in EA's marketing and publicity
department. ]]>
        <![CDATA[There appears to be nothing special about Visceral's <i>Dante's Inferno</i>; as a result of this, the company's publicists have been forced to feel the "crunch" mentality that many game developers know so well. Because they know that there's little deserving of praise about their upcoming game, they have lifted the tired umbrella truism that "any news is good news." First they staged a fake "conservative Christian" protest at the Electronic Entertainment Expo. Either this didn't cause enough of a stir in their rudimentary consumer surveying apparatus, or they realized that mocking social conservatives would effectively cut half of their potential fanbase. <br /><br />Their second answer to the problem of marketing utter mediocrity was to mix a lowest-common-denominator appeal with a series of pithy references to Alighieri's source material. At Comic Con they launched the first of their "Seven Deadly Sins" themed stunts. Instead of playing the religion card here, they set out to alienate a group of people that their twenty years of inept market research has shown don't really matter when it comes to selling videogames: females. This promotion, tediously named "Sin to Win" and announced on a poster adorned with prominently-displayed female secondary sexual anatomy, asked convention-goers to get their picture taken with the most attractive "booth babe" they could find. This was supposed to "playfully" represent the sin of Lust, if you couldn't tell.<br /><br />The resulting fiasco can only be fully understood if you know the troubled history of the use of booth babes at fan culture conventions, and you can find a comprehensive rundown of the controversy and its implications at the <a href="http://whilenotfinished.theirisnetwork.org/2009/07/24/eafail-link-roundup/">Iris Gaming Network</a>. Sin to Win represents a key moment in this campaign, because it marks a turning point where a number of enthusiast gaming press outlets decided to modify their typically accepting and egalitarian attitude toward publicity efforts. <br /><br />There are at least two reasons that gaming news sites will print most every press release that a publisher sends them. First, they operate under a fiscal model that equates advertising value with page views instead of writerly craft. A number of people interested in more complex analyses of videogames fault commercial blogs for this, but we can't ignore the facts that consumers really do want to see previews of upcoming games and that these bloggers both are good at their jobs and need to put food on the table. Many games really do deserve all the hype they can get, and we want to reward developers for their hard work. The second reason is just as important: these writers firmly believe that a journalist's duty is to present the news and that press releases are part of the news ecology.<br /><br />The distinction that the gaming press is only beginning to understand is that tangible events and issues are news <i>a priori</i>--that is, by simply happening they demand reportage--while a publicity effort is news <i>a posteriori</i>--it only becomes the news once one reports it.<br /><br />After Sin to Win, a number of gaming sites decided to stop covering the game's pre-release information. If you search the archives of sites such as MTV Multiplayer and Fidgit, you won't find much information about <i>Dante's Inferno</i>. On the other hand, sites with a sufficiently large and willing editorial staff decided to begin gently condemning the game and its marketing efforts. Readers of Joystiq already expect its editorial staff to pepper press releases with a pinch of snark--in fact, they promise to do so on their "about" page. Kotaku, on the other hand, has been known to host lengthy editorials on social issues such as race and gender in videogames. The coverage of Sin to Win at these sites was overwhelmingly jaundiced, and [EDIT: see reply to Crecente] there was hardly a peep from anyone when EA sent out severed-arm cakes for a "Gluttony" promotion (we don't know who other than Joystiq received one of these).<br /><br />EA targeted these sites in particular for their "Avarice" stunt last week, and this is where the recent intersection of journalism and games that we're interested in occurred. The managing editors of Kotaku and Joystiq, along with the community manager of GamePro and an editor at Destructoid, received a package in the mail from EA containing a lacquered coffer and a custom-printed check for $200. A note inside the box presented the editors with a "dilemma": cash the check and give in to greed, or throw it away and be guilty of prodigality (wastefulness). Like many "choice points" in videogames that attempt to emulate moral decision-making, the "right" answer here was immediately apparent because one of the options is absurd. A check represents the potential for a transfer of funds, not the funds themselves; therefore, throwing a check in the trash isn't wasteful in any meaningful way.<br /><br />Brimming with pride for their moral integrity and cleverness, the editors cut the not-so-Gordian knot with zest. Brian Crecente of Kotaku recorded himself burning the check in a fire pit outside his home, then posted the video, pictures of the promotional material, and a jab at the marketers. Chris Grant of Joystiq and Andy Burt of GamePro took similar pictures of their boxes before writing articles boasting that they had cashed their checks and donated the money to charity. These decisions are all to be commended, because it isn't often that the enthusiast press turns down swag--as in the field of journalistic film criticism, it is not considered an affront to objectivity and integrity to accept promotional materials when one covers the games industry.<br /><br />But the fact of the matter is that the superficial binary choice posed by EA, between avarice and prodigality, was in fact a straw man for a deeper dilemma. EA didn't care what the journalists did with the check, so long as they wrote about it: a post with nearly 100,000 views (the count on Kotaku as of this writing) is worth far more than $200. Unlike a banner ad, an article contains meta-data that can be accessed by search engines. Every time some poor kid with a paper on Dante's <i>Inferno</i> (the book) due tomorrow Googles out of desperation, they'll see these articles right alongside relevant resources. Assuming these writers knew that for marketers any news is good news, and considering the fact that a number of the sites that received the checks had been critical of the marketing campaign since Sin to Win, we see that a second dilemma arises: to publish or not to publish.<br /><br />EA considered something that most game designers don't when crafting ludic moral calculi: game theory. Specifically, this is a modification of the prisoner's dilemma replacing punishment with page views. This is how the prisoner's dilemma works: <br /><br /><i>1) two prisoners are held separately for questioning<br />2) if both prisoners remain quiet, they both receive a minimal sentence<br />3) if one prisoner betrays the other, she goes free &amp; the other serves a maximum sentence<br />4) if both prisoners betray each other, both receive half the maximum sentence</i><br /><br />Actors within a dilemma or game are considered to be in Nash equilibrium if we assume that they will act rationally based on their best approximation of the decisions of all other actors. Thus, rational self-interest demands that both prisoners betray each other, because both actors assume that the other will betray them in order to either go free or avoid the maximum sentence. This is a Pareto-suboptimal solution; from our point of view it appears non-rational, because the <i>obvious</i> answer is for both to remain silent.<br /><br />Assuming the editors of Kotaku, Joystiq, and GamePro knew what the going rate for an advertisement was on their site, that they were critical of the marketing campaign, and that EA wanted them to publish the story of what they did with the check, the optimal solution would be for none of them to print the story. Crecente could have taken a personal zen moment out of his workday to burn the check and tell nobody of his righteous act, while Grant and Burt could have silently donated their checks to charity and considered it their monthly tithe. But if one site decided to print the story while the others abstained, then the betrayer would reap all the page views during the time the others scrambled to take pictures of their lacquered boxes and craft a 200-word piece. Or, in the event that they still decided against rewarding EA with tens of thousands of page views, they'd lose <i>all</i> the potential hits and their chance to show off how ingeniously they'd solved the "avarice or prodigality" straw man.<br /><br />The prisoner's dilemma only works if the actors can't communicate with each other in order to decide on a cooperative solution. EA hedged their bets, assuming that these men wouldn't talk to each other about their opinions on the publicity stunt and whether it should go to print. In the future, I think the general managers of the major enthusiast gaming press hubs should consider cooperatively embargoing a malicious marketing campaign. This wouldn't be collusion, nor would it be an affront to the principle of "making the significant relevant and interesting" (an element of journalism according to Kovach and Rosenstiel), because press releases aren't news <i>a priori</i>--they do not demand reporting simply for the sake of having happened. At the very least, these editors should be in open communication with each other about such matters. Because if <i>Dante's Inferno</i> sells well, as we can predict it will from the number of comments on these articles that the journalist should have "taken the money anyway," then we're going to see much worse than Sin to Win in the future.<br /><br />We can also learn a game design lesson from this. Instead of making your moral calculus obvious to the player, disguise it with the procession of binary straw men that other videogames have led her to expect from you.]]>
    </content>
</entry>

<entry>
    <title>DIHAR: Games and Semiotic Domains</title>
    <link rel="alternate" type="text/html" href="http://jag.lcc.gatech.edu/blog/2009/09/dihar-games-and-semiotic-domains.html" />
    <id>tag:jag.lcc.gatech.edu,2009:/blog//1.125</id>

    <published>2009-09-14T15:44:38Z</published>
    <updated>2009-09-14T15:46:30Z</updated>

    <summary>Retired Supreme Court Justice Sandra Day O&apos;Connor lamented in a June 2008 Wired interview that &quot;Only one-third of Americans can name the three branches of government... but two-thirds can name a judge on American Idol.&quot; Due to her concerns regarding...</summary>
    <author>
        <name>Tom Gibes</name>
        <uri>http://www.tomgibes.com/</uri>
    </author>
    
        <category term="Game Analysis" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="doihavearight" label="do i have a right" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="gameliteracy" label="game literacy" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="jimpaulgee" label="jim paul gee" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="ourcourtsorg" label="ourcourts.org" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="semioticdomain" label="semiotic domain" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en-US" xml:base="http://jag.lcc.gatech.edu/blog/">
        <![CDATA[<div><img alt="dihar1.png" src="http://jag.lcc.gatech.edu/blog/dihar1.png" class="mt-image-center" style="margin: 0pt auto 20px; text-align: center; display: block;" height="337" width="500" />Retired Supreme Court Justice Sandra Day O'Connor lamented in a June
2008 Wired interview that "Only one-third of Americans can name the
three branches of government... but two-thirds can name a judge on
American Idol." Due to her concerns regarding civics education
exemplified in the statement above, the retired justice envisioned an
interactive educational program that would help teach middle school
students about the US government. The first concrete element of this
vision,&nbsp;OurCourts.org, launched in February of 2009, and in August 2009
the website released two free online games:&nbsp;<a href="http://www.ourcourts.org/flashgames/1/index.html"><i>Supreme Decision</i></a>&nbsp;and&nbsp;<a href="http://www.ourcourts.org/flashgames/dihar/index.html"><i>Do I
Have A Right?</i></a><br /></div>
<br />
OurCourts.org states, "A growing body of research shows that games have
extraordinary potential for promoting learning and civic engagement,"
but do the games released by Our Courts live up to this potential? In
this article I will review <i>Do I Have A Right?</i> (hereafter referred to
as&nbsp;<i>DIHAR</i>) and discuss how the elements within the game promote learning
and civic engagement. This is accomplished through a few methods, but
what appears most effective is that the game builds civic literacy by
harnessing the natural process of learning that takes place when a
player first picks up a new game.  ]]>
        <![CDATA[<i>DIHAR</i> begins with the player choosing one of four pre-made
character models of varying race and gender. The light-hearted feel of
the game is immediately evident: character models are cartoon-like,
brightly-colored with giant heads. A lively acoustic guitar riff loops
in the background. Subtler elements also contribute to the fun of the
game. For instance, when you select a particular character, the rest of
the models frown and look disappointed. All of these elements work
together to keep the user engaged from the beginning.<br /><br /><div><img alt="dihar2.png" src="http://jag.lcc.gatech.edu/blog/dihar2.png" class="mt-image-center" style="margin: 0pt auto 20px; text-align: center; display: block;" height="341" width="500" /></div>At
the next screen, the player is required to enter his or her name and
choose a partner from the two available at the start. After choosing
one, the player is given a little more information about their
partner's skill. Each partner has expertise in an area within a
particular Amendment, indicated by an icon with a boxed number
corresponding to the relevant Amendment. The player is also given a
summary of the Amendment's purpose and powers. After this, the player
is sent into the law office on the first day, where the majority of
gameplay takes place.<br /><br /><div>The player spends most of the game as
a manager of sorts. Clients come into the office with legal problems or
questions pertaining to constitutional rights. First, the player must
decide if the client has a right to whatever claim they are making. A
player can refer at any time to the "rights review" to go over a list
of the Rights and Amendments discussed in the game to help them make a
decision.&nbsp;If the player decides the client's rights are being violated,
they then decide either to have the client wait in a seating area, to
tell them to come back tomorrow, or to match the client's problem with
the proper lawyer.&nbsp; If the player waits too long to attend to or match
the client with a lawyer, the client's rage will build until eventually
he or she storms out of the office.<br /></div><br />If the client leaves
in this way or if the lawyer loses the case -- oftentimes due to a
client-lawyer mismatch&nbsp; -- the player loses prestige points. If the
client is successfully matched with the right lawyer and the lawyer
wins the case, the player gains prestige points. These points can be
used between work days to hire more lawyers, upgrade the waiting area
(increasing both the number of seats and the time clients are willing
to wait before storming off), upgrade desks (increase the trial prep
speed), or purchase an ad in the paper (increase the amount of
clients). At the end of each work day, a newspaper appears on screen
with articles detailing your firm's successes and failures.<br /><br />This gameplay appears to be influenced by the popular web-based casual game&nbsp;<i>Diner Dash</i>.
Once the game gets going, the player spends much of his or her time
juggling clients from seat to seat, quickly clicking around the law
office to match each client with the proper lawyer to efficiently
finish as many cases as possible before any waiting clients get angry
and leave. The player also spends a sizable part of the game choosing
upgrades and deciding which lawyers to hire. In many respects, it feels
like a conventional business / management game except that upgrades are
only available in between work days.<br /><br /><div><img alt="dihar3.png" src="http://jag.lcc.gatech.edu/blog/dihar3.png" class="mt-image-center" style="margin: 0pt auto 20px; text-align: center; display: block;" height="339" width="500" /></div>After reading the past few paragraphs it may appear as though <i>DIHAR</i>
has very little to do with constitutional law and may be failing in its
attempt to educate the user; however, this actually reveals a strength
in the game's design.&nbsp; The civics knowledge, which is central to the
purpose of the game, is not the central guiding element of the game's
design.&nbsp; Instead, the game has drawn effective design elements from
another game and placed constitutional information as the theme of one
of these elements, as opposed to shoehorning the design to beat the
user over the head with a steady stream of constitutional facts.<br /><br />A
reason this method may be so effective is because it maps the content
that is supposed to be learned onto the natural learning that takes
place over the course of any game. In James Paul Gee's essay "Semiotic
Domains: Is Playing Video Games a 'Waste of Time?'" Gee states that
when "people learn to play video games, they are learning a new
literacy." This is not print literacy. Players become literate in the
different meanings of the symbols within a game and the relationship
between those symbols. For instance, in <i>DIHAR</i> the player learns
that an icon with the number 4 indicates that the associated lawyer can
be matched to a client with an unlawful search complaint.<br /><br />What's interesting in <i>DIHAR</i>
is that, by attaching educational content that is meant to be used
outside of the game to symbols that must be learned and used within the
game, the literacy that the player gains within the game world can then
be taken outside of the game and easily used in the real world. This is
particularly effective in <i>DIHAR</i> because the in game content has
a real world parallel.&nbsp; As in the example stated above, the number 4
and unlawful searches have a real world parallel in the 4th Amendment.&nbsp;
The player is able to take this literacy learned in the semiotic domain
of this game and apply that literacy to the semiotic domain of civics. &nbsp;<br /><br />Gee
also describes how learning a semiotic domain in a more active way, as
through a video game, involves three things: "experiencing the world in
a new way, forming new affiliations, and preparation for further
learning." What's interesting about this idea is how easily these
attributes could be applied to civics education. As a citizen becomes
more literate in civics, they experience the world in new ways
(understanding Rights reveals the legal limits and allowances), form
new affiliations (political affiliations), and prepare for further
learning (civics is an ongoing process of learning). One does not come
to understand civics by simply reading the Constitution, but rather by
contextually learning how the Constitution is actively used. Perhaps
this is another reason that the design method works so effectively: the
semiotic domain in which the player is supposed to be educated is one
that lends itself to active participation.<br /><br /><div><img alt="dihar4.png" src="http://jag.lcc.gatech.edu/blog/dihar4.png" class="mt-image-center" style="margin: 0pt auto 20px; text-align: center; display: block;" height="340" width="500" /></div>The
game is not without flaws. For instance, not all the Rights and
Amendments are covered in the game. Also, some issues seem to appear a
disproportionate amount of the time, and some of the client's problems,
such as 3rd Amendment issues pertaining to the quartering of soldiers,
seem out of touch with modern times.&nbsp; Perhaps the biggest problem,
however, may be an unintentional editorial message that can be easily
drawn from the game due to the design.<br /><br />Because the player's role
and actions within the game are in many ways removed from the actual
process of litigating constitutional law and are instead mostly
managerial tasks, the player may not believe that there is anything
particularly special about constitutional law.&nbsp; A player may come away
from the game with a fun experience and with some knowledge gained, but
the player may not realize the unique role that civics plays within our
lives.&nbsp; If practicing constitutional law is so similar to waiting
tables in a diner, then why is it so important that we learn about
civics? Further, it is possible to derive a much more cynical message
here: is practicing the law more about corralling customers, upgrading
office furniture, and acquiring new partners than it is about actually
protecting the rights of the American citizenry?<br /><br />But these
complaints seem diminished when compared to the strength of the overall
design of the game and the successful use of educational content.&nbsp;The
game's creators placed the educational information in a fun package
based on an already-successful game design, and by weaving this
educational content into the symbols of the game itself, the player
gains civics literacy through the natural process of literacy that
takes place over the course of game. Because of this successful
implementation of this idea,&nbsp;<i>DIHAR</i>&nbsp;stands out as an example of
how games can effectively promote literacy, especially in domains where
the literacy is not just gained by learning words on a page but is also
gained--in fact must be gained--by learning how those words are
actively used in a situated context.]]>
    </content>
</entry>

<entry>
    <title>Borut Pfeifer, Kickstarter, and The Unconcerned</title>
    <link rel="alternate" type="text/html" href="http://jag.lcc.gatech.edu/blog/2009/09/borut-pfeifer-kickstarter-and-the-unconcerned.html" />
    <id>tag:jag.lcc.gatech.edu,2009:/blog//1.123</id>

    <published>2009-09-12T23:55:59Z</published>
    <updated>2009-09-13T00:31:49Z</updated>

    <summary>Borut Pfeifer, a friend of the blog and Georgia Tech alumnus, recently left his job as a lead AI Programmer at EA Los Angeles to strike out as an indie. While many in his position would probably be worrying primarily...</summary>
    <author>
        <name>Simon Ferrari</name>
        <uri>http://chungking.wordpress.com/</uri>
    </author>
    
        <category term="Announcements" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="Development Process" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="Newsgames" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="borutpfeifer" label="borut pfeifer" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="indiegames" label="indie games" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="iranianelection" label="iranian election" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="kickstarter" label="kickstarter" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en-US" xml:base="http://jag.lcc.gatech.edu/blog/">
        <![CDATA[<div align="center"><a href="http://www.kickstarter.com/projects/1566255659/video-game-set-in-iran-during-the-post-election-ri-0"><img src="http://www.kickstarter.com/projects/1566255659/video-game-set-in-iran-during-the-post-election-ri-0/widget/card.jpg" border="0" /></a><br /></div><br />Borut Pfeifer, a friend of the blog and Georgia Tech alumnus, recently left his job as a lead AI Programmer at EA Los Angeles to strike out as an indie. While many in his position would probably be worrying primarily about their fiscal security, hoping to cash in on the massive interest in small-scale downloadable games with a quirky art style and a few novel mechanics to drive the experience home... Borut has decided to make a political game. More specifically,&nbsp; he's making a documentary game about the riots in Tehran following Iran's most recent election. In order to fund the project, he has turned to Kickstarter. This website allows one to set a funding goal and enumerate a number of tiered rewards for specific levels of contribution. Potential patrons are only charged if the campaign goal is met by the end date. <br /><br />Borut, like many other indies using Kickstarter, offers producer credits and an in-game likeness of the patron at the highest tiers of contribution. The lowest-tier offering, perfect for impoverished students such as myself, is $10 for a preorder of the game. Presales, if you remember, were one of the two key methods by which African Americans were able to fund their first independent film projects. It's exciting that people like Borut are trying this for games, especially for a documentary game that has the potential to define the genre if it succeeds. Here is <a href="http://www.gamasutra.com/blogs/BorutPfeifer/20090912/3004/Kickstarting_a_serious_game.php">an article by Pfeifer</a> at Gamasutra on the process of creating a Kickstarter project. Clicking on the widget above will take you to the project site. Please consider helping him out!<br />]]>
        
    </content>
</entry>

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