Showing posts with label Game Diary. Show all posts
Showing posts with label Game Diary. Show all posts

Saturday, October 23, 2010

Reflections on Learning: There must be a better way

I am going to apologize in advance. This paper will be a far more reflective paper than I typically choose to post in regards to recent readings. In large part, this is due to the large amount of meaningful input I received this weekend between readings for this class, the coursework, and Meaningful Play 2010. As a result, I need to create a more casual, letter like format to process these ideas.

This week, I have been reading James Gee and also had the opportunity to attend his keynote and many presentations by researchers and academics influenced by his writings on games and learning.  My first take-away from Gee's work, his presentation, several other Games for Learning based presentations and interactions at the conference is there is a common theme: there must be a better way to teach and learn. This resonated with people I talked to in education or formerly in education that had been drawn to the conference.  

Monday, October 11, 2010

In Somnia: Negating a Potential Insurmountable Obstacle

So I've decided when thinking about my “in Somnia” that once Orphe has begun a cycle of sleep debt it is altogether too easy for it to spiral down to the Erebus “reset” scenario (I think especially for less skilled players). This could provide a lot of frustration for a player who would then see no way to beat the game, as clearly the obstacles to a good night's sleep are too much. This would also, admittedly, negate any positive effects the game could have on their sleep choices as it would increase the “perceived barriers”.  Hints about potions being bad aren't going to do much good when it requires a potion for Orphe to be able to avoid monsters or fight one because he is so tired and slow otherwise.

So instead of going back to the story (which I am dying to do), I instead feel I should balance the game further so that it is more fun. I think what is largely missing is the system of positive rewards.

Sunday, October 3, 2010

in Somnia: The Snooze Button Mechanic.

I have to say, this was a challenging assignment, as a result of the language of systems dynamics.  Developing a solution to this design problem felt natural visually, I just hope that I am able here to articulate everything in the correct terms.


Enter Phobetor:  God of Nightmares

In order to make the "Snooze Button" make sense in the representation I have added a new character:  Phobetor.  Phobetor is Morpheus's brother and the god of nightmares.  Yes, he's Orphe's uncle.  Don't you love family dynamics?  This means Phobetor's overarching responsibility is to call Orphe on all the sleep mistakes he has made in Vigil while he is in Somnia, making sure he is ready to meet Morpheus.  As such Phobetor has multiple jobs:

1)  To ring the bell for each potion Orphe drinks (up to 4 different bells).
2)  To turn into nightmares for each stress threshold Orphe meets (up to 4 monsters). (I am not focusing on this Job of Phobetor, but am trying to decide whether Orphe faces these seperately or together).

[Note there is a limit, as you only spend 8 hours in Somnia).

Thursday, September 30, 2010

Keeper: A game for older kids and teens with ASDs

“Keeper” (Soul Keeper, Heart Keeper, Heart and Soul:  Still defining the best title).  This game is designed for intervention and practice of Theory of Mind related skills in older children (9+) and teens with Asperger Syndrome and “High Functioning” Autism.  Theory of Mind includes the skills:  understanding personal feelings and the feelings of others, “False Belief” understanding, perspective-taking, etc.

Serious Goals:

To improve facial expression recognition (aka mind reading skills) and body language recognition necessary for social competence in 9-15 year olds with AS and other ASDs.

Monday, September 27, 2010

in Somnia: A Serious Game Idea

Health Issue:

Sleep Deprivation is a serious problem for students, who are attempting to balance study, social life, and sometimes a job. The average adult needs 8 hours of sleep per night, with some young adults needing up to 10 hours of sleep in order to lead a healthy, active life.  Negative effects of sleep deprivation include learning and memory issues, weight gain, safety problems, negative health effects, moodiness and irritability, and weak immune system.

Target Objective: 
Increase student awareness of the problems associated with Sleep Deprivation and benefits of a proper night's sleep.

Tuesday, September 14, 2010

Myopia Racing Game?

So, driving in the car last night I was really getting irritated at the way my eyeglasses refract the light.  Unless you have a high enough prescription for "flares" you don't realize how difficult night and rain driving can be.  I thought, well wouldn't it be useful for folks learning to driving with this kind of issue to be able to play a game where they could encounter some of the distracting light factors that come into play when driving at night with myopia or astigmatism.  I think it could be a ridiculously fun racing game.  It could start out normal at night, but your prescription gets higher as you play, making the lights more and more distracting.

Yeah, its I admit, it is kind of like Need for Speed meets Van Gogh's "Starry Night"

Saturday, September 11, 2010

I dream of ... Board Games?

I guess, although I was tired today, my brain was feeling creative when I went to nap.  Instead of having the typical creative dreams, I dreamed I was designing a board game based around ideas of characterization and storytelling.

In the dream, the players create a character using a kind of character trait matrix.  Traits are lumped into larger categories so that the traits can effect the outcomes of different moves in the game.  Players can also design or pick a picture of avatar to represent their character.  You could choose multiple paths on the game board, some making it a shorter game and some longer.  As you played, the story developed out of a series of cards you drew from when landing on squares.  The cards were coded with different outcomes based on character traits from different categories.  So by the end of the game, you and the other players have created a story.

Yeah, I think that came from an activity I used to do in class.  I had sets of cards coded with different colors.  Each kid picked out a character want, setting, occupation, and conflict (what gets in the way of want).  Then, they were challenged to write a story based on those cards.  The special challenge was to randomly pick each card, instead of choosing them with a purpose.

Imaginings by Kristy


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