Posts Tagged ‘gaming’

Designing Online Games for Real-life Relationships - February 7th, 2012

Moleskins and Pens

Photo courtesy of paulworthington

Congratulations to former grad student Yong Ming Kow, and LUCI faculty Yunan Chen on having their paper titled, “Designing Online Games for Real-life Relationships: Examining QQ Farm in Intergenerational Play” accepted to CSCW 2012!

Abstract: Intergenerational players are online game players of different generations within an extended family. We investigated intergenerational play between older parents and their adult children in the popular Chinese social networking game QQ Farm. We identified game features that encourage intergenerational play. To do this, we conducted online observations and semi-structured interviews with nine pairs of Chinese parents and their adult children. The results of this study suggest that an online game for intergenerational play needs to consider a range of factors, including social and occupational responsibilities, gaming interests, and gaming expertise among extended family members. The data suggests that intergenerational online games may generally benefit from the following features: (1) low entry barrier, (2) appealing game theme, (3) online interactions that extend real-life relationships, (4) low time commitment, and (5) asynchronous play. We have also found features which may have unique appeal to Chinese intergenerational gamers.

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Posted: 2/7/12 4:52 pm UTC by Make the First Comment
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LUCI affliates’ research on ‘World of Warcraft’ makes national politics - December 22nd, 2010

World of Warcraft

World of Warcraft

LUCI researchers and other faculty from our Department of Informatics have found themselves in the crosshairs of national politics as described in an article in the O.C. Register:

“Maybe it’s a generation gap thing. But the $3 million that went to UC Irvine researchers to study “Decentralized Virtual Activities and Technologies” has been branded one of the worst wastes of taxpayer dollars of 2010 by U.S. Sen. Tom Coburn, R-OK….

The game is made by Blizzard Entertainment of Irvine, and the researchers are Walt Scacchi, Bonnie Nardi, Richard Taylor, Gloria Mark and Cristina Lopes.”

via UCI ‘World of Warcraft’ research squandered $3 million, critic says – OC Watchdog : The Orange County Register.

We’ll link to Bonnie’s response which is being published tomorrow at the University of Michigan Press.  But a few things worth noting… video games are a big part of our local economy.  Blizzard employs 4600 people.  This research has been nominated for best paper awards at CSCW and any of the local faculty can tell you that the NSF isn’t exactly spewing out tax payer money these days.

Walt’s response, filtered by the press is here:
Slam on UCI is ’sign of distinction’ and ‘compliment,’ researcher says

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Posted: 12/22/10 10:19 pm UTC by Make the First Comment
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Silvia receives Best Paper Award for `Inbetween Wangba and Elite Entertainment` - July 15th, 2010

Silvia Lindtner accepts award

Silvia Lindtner Accepts Award

Informatics Ph.D. student Silvia Lindtner recently presented a paper together with her collaborator Marcella Szablewicz at the Chinese Internet Research Conference held in Beijing. Their paper received the Best Student Paper award and will also be published as a book chapter in an edited volume by Routledge.

The reference for the paper is here:
Lindtner, S. and Szablewicz, M. 2010. Inbetween Wangba and Elite Entertainment: China’s many Internets. Presented at the 8th Chinese Internet Research Conference, Beijing, China, June 29-30, 2010. Recipient of Best Student Paper Award, CIRC 2010.

Silvia Lindtner and Marcella Szablewicz have conducted ethnographic research on digital gaming practices in urban China over the last 6 years. Digital games are not only inherently participatory but are also one of the most popular forms of Internet technology in China today , and as such they are particularly illustrative examples of relations between technological practice and social and economic change in China more broadly. Lindtner and Szablewicz’s research reveals how urban youths and young professionals in China utilize digital games to position themselves and form new identities amidst urban China’s rapid economic and technological transformations. Two main points emerge: First, digital participation is not confined within a single software application, but is a contingent process evolving in relation to wider social, economic and political developments in China. Second, digital games in China are a means by which young Chinese engage with and express ideas about social belonging, identity and class.

quoted from here.

Congratulations Silvia!

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Posted: 7/15/10 9:36 pm UTC by Make the First Comment
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ARhrrrr!: Helicopter vs. Zombie Augmented Reality Game - June 30th, 2009

“By merging graphics with props in the physical world, handheld Augmented Reality games pull the player through the small screen and into a larger merged play-space. Our primary motivation for this AR game was to explore fast-action first-person augmented reality, where the camera controls and movement that would typically require a mouse and keyboard are handled directly by simply moving the device. Advanced tracking technology allows the player to quickly zoom in and out and view the world at steep angles, making this a highly interactive and engaging game. Finally, we wanted to test tangible input mechanics, such as placing and shooting Skittles to trigger in-game events.”

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Posted: 6/30/09 7:34 am UTC by Add Your Comment
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Cultivating Cool: Gaming, Networking & Leveling Up in Urban China - May 27th, 2009

Celebration Balloons

Photo courtesy of flickr:eye2eye

Congratulations to Silvia Lindtner on passing her advancement to candidacy exam in the General Track!

Cultivating Cool: Gaming, Networking & Leveling Up in Urban China

With the ubiquity of digital devices computer mediated gaming has become a pervasive aspect of our everyday lives in and between our homes and work, on streets, in malls and public transportation systems. Gaming practices have come to span across and relate a multitude of digital and physical sites that are embedded in larger webs of social connection and politics beyond just fun and leisure. This paper offers a new approach to debates of productive play and serious gaming that considers games in and of themselves a means for practical achievement in day-to-day management of social connection and socio-economic positioning. I present findings from two ethnographic studies that explored gaming sites in urban China where digital and physical scenes collided and became meaningful through the ways in which players positioned themselves and their gaming practices to socio-political narratives of a new and open China. In particular, I focus on two entertainment sites, wang ba (Internet cafe) and exclusive gaming clubs, and the role they played in the daily lives of their inhabitants to discuss implications for game design, and interaction design more broadly.

Committee:
Paul Dourish (chair)
Ken Anderson
Tom Boellstorff
Gillian Hayes
Kavita Philip

Congrats Silvia!!

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Posted: 5/27/09 11:00 am UTC by Add Your Comment
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Augmenting Learning and Augmenting Reality:Handheld Simulation Games for Learning - February 12th, 2007

The Informatics Seminar is held on Friday at 3:00pm. This week, in lieu of our regular social hour at 4:00pm, there will be a faculty+staff+ grad-student reception/mixer — the very first in the new building, from 4-5:30pm in the 6th floor conference room of Bren Hall. Snacks and assorted (alcoholic and non-alcoholic) beverages will be served. Please join us.

Eric Klopfer
Director, Teacher Education Program, MIT

“Handheld computers have incredible potential for aiding learning in a time when people must tackle complex problems and acquire information in just-in-time fashion. These portable connected computers can provide information when it is needed and where it is needed. But their design and form factor also make them an ideal platform for learning games. The fastest-growing, and soon most-prevalent, gaming platforms are not the new Playstation, Xbox or Wii, but handheld consoles and mobile devices. Rather than cramming desktop applications onto these small devices, it is important to create games that play to the strengths of this platform – portability, context sensitivity, connectivity, and ubiquity. These games can use the physical and social context of the player as integral components, creating a rich playing and learning environment. This talk explores two forms of handheld games created by the MIT Teacher Education Program – participatory simulations (e.g., our new application Palmagotchi) and augmented reality, including how they are used in schools, training, and informal learning environments.

Eric Klopfer is the Director of the MIT Teacher Education Program (http://education.mit.edu) and the Scheller Career Development Professor of Science Education and Educational Technology at MIT. The Teacher Education Program prepares MIT undergraduates to become math and science teachers. Klopfer’s research focuses on the development and use of computer games and simulations for building understanding of science and complex systems. His research explores simulations and games on desktop computers as well as handhelds. He currently runs the StarLogo ( http://education.mit.edu/starlogo) project, a desktop platform that enables students and teachers to create computer simulations of complex systems. He is also the creator of StarLogo TNG, a new platform for helping kids create 3D simulations and games using a graphical programming language. On handhelds, Klopfer’s work includes Participatory Simulations (http://education.mit.edu/pda ), which embed users inside of complex systems, and Augmented Reality simulations (http://education.mit.edu/ar), which create a hybrid virtual/real space for exploring intricate scenarios in real time. He is the co-director of The Education Arcade, which is advancing the development and use of games in K-12 education. Klopfer’s work combines the construction of new software tools with research and development of new pedagogical supports that support the use of these tools in the classroom. He is the co-author of the book, “Adventures in Modeling: Exploring Complex, Dynamic Systems with StarLogo,” and is working on a new book on handheld games and learning from MIT Press.

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Posted: 2/12/07 11:35 am UTC by Add Your Comment
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