5.10.2013

I am an asshat

I'm sure many have heard of the Abercrombie & Fitch CEO fiasco that has recently been in the news.  A&F has a rich history which dates back to the 1800s, though not in its current form of course.  Though its current marketing strategy of highly sexualized black and white photos of chiseled half naked men, and very thin half naked women has be criticized since the late 80s, the company reportedly raised money for Ohio State University for medical research as well as National Society of High School Scholars since 2010.  However, as a society, we have quickly forgotten much of A&F's past as of a few days ago.
In a country where obesity runs rampant, where dieting is more of a cash crop than an actual weight loss solution and where women (and men) both under and overweight are accused of being afflicted by eating disorders or "laziness", the opinion of Mike Jefferies has hit the nerve of America.  The Meme websites icanhazcheeseburger  and Reddit has been blowing up with satire pictures that call out what feels like a hypocritical stance of the Jefferies.

When I went to post about it on facebook, most people were outraged and struck back at him for the sizeist, and even racist comments (how does he define "All-American popular kid"?).  Others are telling us to back off because, especially in America, we are entitled to our own opinion.  This debate could go back and forth.  It doesn't matter what Mike Jefferies says/feels/thinks.  If we don't like it... and I still don't, then we don't have to support him or his company with our money.  Some people still will, and that is their choice. We, as a society, tend to believe that those of celebrity status of any kind should never do or say anything that will hurt, abuse, or make anyone upset either.  We have little tolerance for outbursts or mistakes that people like Reese Witherspoon, Mel Gibson or Amanda Bynes make, when us "normals" do things like this all the time.  We forget that these people are just that... people.One reason I did not black out my name in this picture is because I am guilty of this too.

 I woke up this morning and two things hit me.
1. Mike Jefferies is an asshat (see also douchebag,jerkwad)
2.  So am I

 For all the times I have worn my reflexive and critical nature as a badge of pride, recently I have taken off that badge and jumped up and down on it until the luster was gone.  This is my attempt to add a little shine back to it.  I am sorry for promoting and encouraging hurtful pictures of a man I know nothing about, outside of a single article.  I am sorry for putting my hurt feelings ahead of a person who had probably experienced just as many hurtful words said about him (and much more in the last week) as I have.  I am sorry that he feels that overweight women and men are not worth selling to (though as a marketing strategy, it has worked for him for a long time).  I am also sorry that I let my own struggle with weight (and those of my friends) and the self esteem tied to that has caused me to lash out against my fellow man.  This is exactly what I have taught in my class NOT to do. It is not okay to make judgements against someone because of race, gender, sexual orientation, dis/abilities, age, weight, economic status, health.... the list goes on and on.  Tolerance (or just love) is how America has learned to change over the years.  This long and still winding road has drawn our attention to the horrible things people can and shouldn't do, but it hasn't stopped us from blasting those we disagree with.

I am not advocating that Jefferies is right in any way, because that is not how we should treat anyone.  But his business practices are what we should be debating... Not his opinion, and most importantly  not his looks.  THAT is how this whole thing started!


5.23.2012

Gamification of the classroom-syllabus


“If you are a gamer, it’s time to get over any regret you might feel about spending so much time playing games.  You have not been wasting your time.  You have been building up a wealth of virtual experience that… can teach you about your true self: What your core strengths are, what really motivates you, and what make you happiest.”
 –Jane McGonigal from Reality is Broken (2011, p.12)

Students today literally learn differently than we did even a generation ago.  The problem is we use “yesterday’s education for tomorrow’s [students]. Where is the programming, the genomics, the bioethics, the nanotech—the stuff of their time? It’s not there. Not even once a week on Fridays” (Prensky, 2005, p. 62).  Teachers of all levels of education are losing the interest of students because the way subjects are taught does not stimulate these new thinkers.   Educators must start looking at how students learn, and why they are learning when learning happens. Before we can discuss how to best instruct this new generation, we must understand a part of the everyday interests of this newer group.
Just like any commerce industry, the public knows that games make money.  However, it might not be obvious that the gaming industry is responsible for 25.1 billion dollars spent just in the United States (Entertainment Software Association [ESA], 2011).  People not only buy games, which is where the majority of the money is spent, but they also buy the platforms as well as accessories.  According to the Entertainment Software Association, the average player is 37 years old and has been playing for 12 years (ESA, 2011, p. 2, 4).  Part of the reason that the gaming industry commands so much money from our economy is because games are now marketed towards both men and women, with women making up a surprising 42 percent of all gamers.  Families also play together meaning that games influence entire households instead of just the individual (ESA, 2011). Mobile gaming has also expanded how we interact with games.  As a new handheld platform, phones allow for constant connectivity to not only social networks, but also to games. “65 percent of the 2 billion apps downloaded are games” reports Brian Chen of the Apple app store (2009, p. 1).  We cannot escape that games are a huge part of our lives, and our collective culture. 

The draw to experience culture is why 97 percent of youth play computer or video games, and the average player has been playing for almost half of his/her life (McGonigal, 2011).  The United States boasts over 183 million active gamers, which out ranks any other country besides China at 200 million gamers.  Games are becoming the number one pastime in America.  The average player spends an average of 13 hours a week, with hardcore gamers spending up to 45 hours a week in virtual worlds (McGonigal, 2011, pp. 3-4).  Players no longer uphold the stereotype of a 40 year old virgin playing in his parent’s basements. 
Players hold down normal jobs, have families, and maintain lives outside of the games, but choose to spend down time getting a particular type of fulfillment in a game that is not provided in the real world.  The real world, for these players is progressively lacking something.  McGonigal (2011), states “to understand the future, you have to look back at least twice as far as you’re looking ahead” (p. 5).  If we look at gaming in history, there is evidence that before the time of Egyptians, people were using games to help distract from hunger.  Half of life was spent playing games in order to keep hungry minds occupied and as modern people seem to be doing something similar.  However, while players today are not trying to keep minds off hungry bellies, they are also trying to feed a very real part of themselves that is starving, and games are feeding players in a way that cannot be replicated in real life.  McGonigal says it best: “Reality is broken” [emphasis added].  Players, including myself, have escaped to an “in-game” situation to not simply avoid the real world, but to search for something that is lacking from everyday life.   Not so long ago, gaming was considered to be an “escapist” way of dealing with life’s problems. McGonigal is quick to caution those who might write off games as unworthy, unproductive or a waste of time.  The public is finding that the activities required for normal daily life do not challenge, excite or enthrall anymore.  Many people play games for hours a week without realizing that they fit into the “gamer” profile.  Within six weeks of its launch, the app Draw Something is a great example of how nontraditional gamers are experiencing games on a level they might not realize. “The app has generated about 2 billion drawings and is still being played daily by more than half of its users, who are exchanging pictures at a rate of 2,000 to 3,000 a second. And Draw Something, which is adding more than 1 million users a day” ("Draw Something Stats," 2012, p. 1).  People turn to games such as World of Warcraft for raiding opportunities in order to play out their true management skills; The Sims for the creativity and god-like control; Halo 3 for the social interaction with other players. While the average player is 32 years old, the workplace is not the only place where this hunger or brokenness is experienced. The classroom is also a place where students feel unfulfilled, lose motivation and generally feel disconnected from the educational process. Gamification might be a way to combat these problems in the classroom.
Gamification is a new idea that employs game mechanics, techniques and theory in areas that traditionally are not set up like a game.  Another way of looking at gamification is experiencing “game play” in a non-game setting.  This has taken shape with gamified apps like Foursquare, where "player" are able to earn points, badges and “mayorships” of businesses, home and other points of interest when letting friends and the company that they are "checked in" or visiting.  Facebook is probably the largest used collection of gamified application, with Farmville holding down 29.7 million (and growing) active users per month (Cashmore, 2010).  There are even apps to help encourage people to finish daily and tedious chores such as Chorewars and EpicWin (Lee & Hammer, 2011). Applications like these work to improve the “quality of life, to prevent suffering, and to create real, widespread happiness” (McGonigal, 2011, p. 10), while being simple, pervasive, and easy to use.  It is easy to see the success with gamification for large companies, and is therefore common sense to believe that it could work within the classroom as well.
While some see potential in the idea of gamification, others believe that the idea is too connected with capitalization to carry any real merit. 
Gamification is easy. It offers simple, repeatable approaches in which benefit, honor, and aesthetics are less important than facility. For the consultants and the startups, that means selling the same bullshit in book, workshop, platform, or API form over and over again, at limited incremental cost. It ticks a box. Social media strategy? Check. Games strategy? Check. (Bogost, 2011, para. 8)
For Bogost, gamification offers little real reward, and generally has little substance.  In many applications, gamification has been watered down to little more than a fill in the blank reward system.  Websites such as Badgeville and Lithium offer companies the ability to insert their products in to pre-arranged systems that produce monetary gains for little work. If gamification is used like this in the classroom, it will be just as empty.  Plug and play can be used in the way of a flexible syllabus, but the initial process of gamification must have meaning, and not just function as a way to gain empty results.  So I have carefully crafted a syllabus that has the potential to be plug and play.  Because it is based on World of Warcraft, an already successful game that has proven to motivate its players, I believe the syllabus has potential.


Gamified Syllabus:
Description:                                                                            
This class will focus on the basics of communication studies through a lens of computer game.  This gamified classroom is a space that takes game mechanics, strategies and theories and applies them to each assignment.
Format 
This class is designed to be a MMORPG (Massively Multiplayer Online Role Playing Game) type game experience. However due to the limitations in the class, this class will be minimally multiplayer and will consist of both online and offline components, all which are meant to help to simulate the effects of online game play.
In-class time is divided between exploration (lecture), and Guild chat (discussion).
Out of class time is divided (at the choice of the individual character) between Quests (small individual assignments, presentations and research papers), Raids (Large group assignments and Large group presentations), and Gathering/Crafting (quizzes and tests)
The first day of class, students should be prepared to come to class with an avatar (a virtual representation of who the student wants to be in class), as well as a name for the avatar. First assignment will be to come to class with a backstory (narrative of at least 250 words) explaining who the avatar is and how they came to be that way and how the avatar fits into a group situation.  Worth 30 points credit/no credit.
Everyone will start the semester as a Level 1 avatar.  Unlike a normal classroom, grades are measured in experience points (XP).  It is possible for everyone in the class to reach a level 12, though if the student is not committed to quality work, then she/he must be committed to an overwhelming quantity of work:
Level
XP*
Letter Grade
Level Twelve
1860
A
Level Eleven
1800
A-
Level Ten
1740
B+
Level Nine
1660
B
Level Eight
1600
B-
Level Seven
1540
C+
Level Six
1460
C
Level Five
1400
C-
Level Four
1340
D+
Level Three
1260
D
Level Two
1200
D-
Level One
0-1199
F
*Levels are out of 2000 points.  XP is gained by completing Quests, Raids, Crafting/Gathering, and Guild Chat.
Quests:
Individual Research paper: 10-15 page research paper worth up to 700 points (Due at week 10).
*repeatable for points*
Individual Presentation: 15-20 minute presentation worth up to 500 points (Due at week 10).
*repeatable for points*
Individual Discussion Facilitation: Lead a discussion for 30 minutes for up to 100 points (Due between weeks 10-15).
Guild Chat:
Avatars are required to participate in classroom discussion and online discussion.  Participation is worth up to 50 points and up to 2.5 % of your overall grade.  Online postings about the reading will be posted by 10pm the day before class using online medium of the teacher’s choice.
Crafting/Gathering:
Quizzes: Each week (1-16) there will be an up to 15 point multiple choice quiz (worth up to 12% of the final grade).
Students are required to “craft” their own quiz each week.  The first week is done by the instructor in order to give concrete examples of each type of question.  Each quiz will include one question from each of the five levels of Bloom’s taxonomy to ensure cognitive learning for each chapter or reading.
Knowledge: Surface level questions that express/explain overall ideas from the reading.
Application: A question that shows application of student’s/avatar’s experiences to core concepts in the reading.
Analysis: A compare/contrast application of two concepts from the reading.
Synthesis: A question that uses a previously discussed concept from the class to relate to the current reading.
Evaluation: A question that requires the student to choose and evaluate a direct quote of their choosing, and explain why they agree or disagree (Johnson, p. 36)
Each question is worth 3 points. 1 point is for the construction of a question that follows one of the five levels. 2 points is for a thoughtful and correct answer to the question.

Exams: Three exams will be given (at 5 week worth up to 300pts, 10 weeks worth up to 400pts and 15 weeks worth up to 500pts). 
These exams are crafted by the teacher partially from exemplary questions from students’ quizzes.
Raids:
Large Group Research Paper: 25 page research paper worth up to 500 points (Due at week 10) *repeatable for points*
Large Group Presentation: 25-30 minute presentation worth up to 400 points (Due at week 10) *repeatable for points*
Large Group Discussion Facilitation: Lead a discussion for 60 minutes worth up to 300 points (Due between weeks 10-15)
These projects are similar to the individual projects in nature, and follow the same guidelines.

*For each group project there will be a separate anonymous questionnaire with a range of points for the other group members.  Points will be awarded according to which avatar gets the most votes for (Can assign positions 3, 4 and 5 to more than one avatar)*:

1.     Raid Leader 100 pts.
2.     Tank 75 pts.
3.     Healer 50 pts.
4.     DPS 25 pts.
5.     Needs a Rez 0 pts.
End Game:
Each player is required to write a reflection paper addressing both concepts covered in the class, as well as the gamification of the classroom.  Content will be graded for class concepts, but a review of gamification is opinion based and will only be graded on spelling and grammar.  Must be between 3-5 pages.  Worth up to 100 pts.
Points are deducted for errors in spelling and grammar.  Proof read your work carefully and please see grade sheet for detailed list of what is required for all papers.
Quests that are *repeatable for points* are quests that can be done a second time (with significant and substantial revisions) with permission from instructor.
Attendance and Conduct
Attend every class.  What you miss is important and is not covered in the book.  Just as with a game, experience is everything.  Missed work is YOUR responsibility.  Assignments must be turned in on time whether you miss class or not.

This syllabus is an idea of what could be in a classroom.  I have no way of implementing this yet, but plan on trying to adapting it for my public speaking classes for next semester.  I also plan on talking to other teachers in the communication studies to see if this syllabus can be implemented in one of the new media studies classes.  I believe that this syllabus has the potential to be a great asset for any class, and I hope to find other ways of sharing/showing this idea with others.
References

5.18.2012

Feedback

We were supposed to talk about the feedback that we got for a game in the middle of the semester, as well as the feedback we got about our final project.  I thought I would combine them into one, since the two posts will look the same.
I was actually really disappointed in all the feedback that I received during the semester from the other students.  People were not committed to helping others as they were working on their own project.  Each project just got the quick once over, and then a "that looks awesome" or "that's cool."  Nothing was ever said implying that I might need improvement or a change or anything.  This frustrated me, because although I am a grad student, I know that advice from anywhere can really improve how any project can function.  I asked for some follow up, but with no response.  I would hope that maybe next time there would be a bit more responsibility with the peer responses than what there was this semester.

Final project- game studies

For my final project in the games studies class, I am going to be writing a paper.  I'm excited for this because although I am writing a thesis on gamification of the classroom, I don't get to explore the application of it as much as I would like.  Once I started my thesis, I got locked in to an idea, and this project is giving me an opportunity to explore and be creative.  Just like we talked about with games, this writing is unleashing things I was not expecting.  The act of creation, whether it is in a game, or in a paper, allows for growth and introspection.  In a way, I feel connected to my work like Anna Anthropy does.  The work speaks to a part of me that has been forced to be silent for a long time.

In this paper, I am taking a hard look at what is wrong with classrooms, and how a classroom styled as a game might change how students behave and perform.  I already have a syllabus mapped out, and am working on how it actually might be applied in a classroom!

4.25.2012

In class today we watched an interview with Anna Anthropy (since she couldn't make it to class) about the book she wrote.  While looking a bit nervous, she handled the questions well, and has a commanding presence about her.  Both in her book and in her presence in the gamin industry, she is able to bring a voice to those who are outside of norms.
I loved how she encourages ANYONE who has an idea for a game to go ahead and make it.  It reminds me of the Disney movie Ratatouille, where they say "anyone can cook".  It is an amazing power that she hands to the audience.  She seems to value everyone as a participant, and even more the people who do not fit the "gamer" mode.  I assume that this comes from her feeling on the outside of society, despite her talent and viewpoint on life.  Check out the interview here

Anna Anthropy

So for class we had to play two games, read a review about a book, and read an article all revolving around Anna Anthropy.  I chose to look at Dys4ia and Lesbian Spider Queens of Mars.  Both games carry Anna's 8-bit aesthetic, as well as a dark look into a sexuality that is less than mainstream.  LSQM was a fun game, although somewhat difficult when I was not trying my hardest.  It also was similar in game play to other games that I have played.  Dys4ia was totally a departure from a normal game, and was basically an autobiographical game.  I was not totally happy with the game play, but by playing the game, I got a glimpse of what it might feel like to be a person experiencing a transgender-ed life.  She is quite amazing.
After reading her article and the review of her book, I want to read her book, which is just up my ally, linking the importance of games to life.  I am a bit sad to have read that the book reads non-academic, as I feel that more people should be studying and writing about games, and should carry some weight to their writing so that more people would read them.  This seemed to be the reviewers (and mine after reading her article) only problem with her work.  Otherwise, I admire her for her game work, as well as her knowledge.  I look forward to pointing students to her work, and keeping up with her work on my own.

3.01.2012

Comm Event this Friday

Don't forget to check out Califia this Friday! 7:30!
Here is the blogsite that shares about the current month's performers.

http://califiacollective.com/