towards a model of critical gamification: writing games, rules deployment, and real world success
DESCRIPTION
My presentation for the annual Conference on College Composition and Communication (http://www.ncte.org/cccc/) on the gamification (or the process of making things more game-like) of classrooms.TRANSCRIPT
TOWARDS A MODEL OF CRITICAL GAMIFICATION: WRITING GAMES, RULES DEPLOYMENT, AND REAL WORLD SUCCESS
Guiseppe [email protected]
Nathan [email protected]
What We’ll Cover
What we mean by writing games
iFixit’s writing game
Towards a model of critical gamification
Implications
Writing Games
Definition
A problem-solving activity [involving
writing], approached with a playful
attitude – Schell 2008
Writing Games, 2
Rules deployment
Games facilitate human contact, are enjoyable,
use rules to create problems for people to solve,
and engage creativity - Radoff 2011
The closer you get to this with rules you build, the
better
Thus rules deployment in writing games should be
rhetorical (e.g. critical, epistemological,
persuasive)
iFixit’s Writing Game
The Technical Writing Project
(http://edu.ifixit.com/)
Free devices and tool kits shipped to
technical writing instructors
Teaching and technical support
Students create real documentation for
the repair of devices
iFixit’s Writing Game, 2
iFixit’s Writing Game, 3
iFixit’s Writing Game, 4
iFixit’s Writing Game, 5
iFixit’s Writing Game, 6
iFixit’s Writing Game, 7
iFixit’s Writing Game, 8
Critical Gamification
Some problems with gaming theory
“Gamification is bullshit” - Bogost 2011
E.g., you can’t gamify anything that isn’t already a game
But this essentializes a “game” as something that is a
priori designated as a game, and rules out everything else
So, because iFixit labels their Technical Writing Project a
“project,” can it never be a game?
Isn’t there more than one way for something to be a
game?
Critical Gamification, 2
Some problems with gaming theory, 2
Definitions of games are too facile and don’t
discriminate between different types of games
Immersive
Mobile vs. online vs. offline
Social networks vs. individual
Competitive vs. casual
Micro games vs. large-scale games
Gamified professional environments like classrooms
Critical Gamification, 3
Some problems with gaming theory, 3
We don’t have enough empirical research on
gamification to say definitively if it works or not
We know people like games
Thus folks are busing gamifying things on the
assumption people will like them more
We need comparative studies between gamified
situations and non-gamified situations
Critical Gamification, 4
Some problems with gaming theory, 4 Gaming studies uses “correlationism” to
define what is and is not a game Correlationism = saying there is an a priori
arrangement for all possible networks - Meillassoux 2009
The response is “contingency” Network arrangements are always already
contingent on the specific arrangement of both human and nonhuman actors that emerge within a given network - Latour 2005, Bennett 2009
Critical Gamification, 5
Some attempted solutions More empirical research on gamification! An open question: can gamification be
critical? Meaning: Used rhetorically, but ethically - Rickert
2013 Used democratically rather than as a
marketing ploy - Reeves and Read 2009, Chatfield 2010, Radoff 2011
Viewed as a way to change the ways actors relate to one another within a given network
Critical Gamification, 6
iFixit’s Technical Writing Project is a “social experience game” (or an experience that uses game-like features to enhance engagement) - Radoff 2011 Successful rules deployment
Turns technical documentation into a more social and more enjoyable experience
Engages writers in “structured creativity” - Radoff 2011
Real world problems, e.g. new knowledge will be democratically negotiated with other users
Thousands of engaged users from all over the world
Implications
Certainly, not everything is a game
Perhaps elements of games can be used critically for teaching and other forms of professional engagement Need more research!
This critical gamification must be rhetorical, ethical, and based in the contingencies of specific networks