300 likes | 599 Views
The Genre of Popular Games of Crisis. The player is given responsibility for managing a rapidly evolving crisisThe crisis threatens the social order and the rule of law.The plot revolves around terrorist threats, outbreaksof disease, civil unrest, etc.A problematic example: State of Emergency.
E N D
1. The Birth of the Virtual Clinic: The Virtual Terrorism Response Academy as Serious Game and Epistemological Space
Elizabeth Losh,
University of California, Irvine
2. The Genre of Popular Games of Crisis The player is given responsibility for managing a rapidly evolving crisis
The crisis threatens the social order and the rule of law.
The plot revolves around
terrorist threats, outbreaks
of disease, civil unrest, etc.
A problematic example: State of Emergency
3. The Causality of Disaster in the Game World Relatively straightforward algorithms of degeneration and regeneration.
Maneuvers necessary to recover homeostasis in the game world can be understood by a layperson.
No feedback or oscillation in the game world (Wiener 1948)
No power laws or cascading effects in the game world (Barabsi 2003)
Example: Left Behind
4. Problems of Predictability in the Real World
Erik Hollnagel and negative reporting models
Fighting from a hole rather than fighting from a hill.
Life can only be understood backwards, but it must be lived forwards.
CalIT2 and information
systems
Zeno Franco and the
role of ideology
5. Emergent Behaviors Volunteer first-responder brigades in MMORPGs for players who are lost or in danger
Online knowledge-sharing about real-world expert practices
Search and rescue missions
In online worlds
Example: EVE Online
6. How are social actors in positions of authority as first responders perceived in commercial game worlds?
They may be treated as models to emulate in search and rescue games.
They may be considered to be potential agents of a government conspiracy.
They may be encountered as non-playing characters that represent corrupt values and potential opportunistic gains.
7. Metaphors of Contamination
Spatiality and experience
Operable workarounds
Social marketing agendas
News narratives and informal inductions
Examples: the WhyPox in Whyville and the Corrupted Blood plague in World of Warcraft
8. Serious Games as a Niche Industry
A Different Genre: Games for Change
Assume the audience is
the general public
Assume the purpose is
consciousness-raising
Example: Food Force
9. Games for First Responders
Use a variety of game engines
Present a range of subjectivity positions
Example: VStep RescueSim from Artesis
10. Games for First Responders Present public employees favorably
Often give the player little agency to effect systemic change, even in Gods eye view games
Emphasize procedures, equipment, and rules
Discourage transgressive behavior and intuitive play
Still generally present crises based on relatively simple mathematical models.
11. Instructor has a Wizard of Oz interface
Team interactions are evaluated, not just individual performance
Allows for some emergent behavior when teams change dynamics
Secondary acts and unexpected consequences
12. Zero Hour from Public Health Games
13. Incident Commander
14. The Beginnings of the Interactive Media LaboratoryRegimental Surgeon (1989)
Telemedicine and distance learning
issues
Mystery narratives derived from
popular fiction
Underdetermination and
overdetermination
First-person POV, counterintuitive
solutions
15. Development Principles
Narratives of crisis
Computer-generated digital environments that are explorable from the subject position of first-person perspective
Interactive technologies that resist platform obsolescence
Dissemination of product at no cost or minimal cost through a distributed network
16. The Virtual Practicum Series
17. Primary Care of the HIV/AIDS Patient (2001)
18. Epistemological Spaces
19. Disciplinary Spaces: Professional Association and Initiation The Birth of the Clinic,
Michel Foucault
about space, about language,
and about death . . .
it is about the act of seeing,
the gaze
the human body defines, by natural right, the space of origin and the distribution of disease: a space whose lines, volumes, surfaces, and routes are laid down in accordance with a now familiar geometry,
but it is neither the first, nor the most fundamental
20. The Context of the Narrativeof the Virtual Terrorism ResponseAcademy
21. Experiential Learning Spaces
22. The First-Person Shooter
23. Risk Communication
24. Possible Critiques
25. The Artifacts of Traditional Learning
26. The Limitations of Keyboard Interfaces
27. Are They Puzzles or Games? Debates about what constitutes a game
Jesper Juul, Half-Real
28. Are Multiple-Choice Tests an Appropriate Assessment Tool?
29. The Palace of MemoryAre epistemological spaces fully capitalized upon?
30. The Problem of Cheating Mia Consalvos thesis of essential opportunism
31. More Questions?
lizlosh@uci.edu