Saturday, March 28, 2015

Fix #13



This week in our reading of McGonigal, several valid points are made on behalf of the gaming world and how it can fix the real world.  The author discusses the idea of “collaboration superpowers” as a way for gaming experience to contribute to a level above mastery.  As stated by Gladwell and cited in McConigal, “ten thousand hours of practice and preparation appears to be the crucial threshold, marking the difference between simply being good at something and becoming extraordinary at it” (McGonigal, 2011, p.267).  As many young gamers have already met this benchmark, the idea that gamers will be above mastery suggests they may be able to use these skills to better the world – extending beyond cyber reality.

As I have reflected upon the concept of competition in previous blogs, this week begins to recognize how competition not only keeps us engaged, but can be viewed as a collaborative exercise. One may not relate competition with collaboration, but the understanding of guild lines and rules is something to consider when looking at the bigger picture.  Furthermore, a gamer such as myself can prefer playing solo, knowing that it still contributes to a collaborative effort.  

Reviewing the examples given this week, I have been familiar with games such as Left 4 Dead, Call of Duty, and Halo, but have no realized how Spore and the Last Ring also fall into the collaborative realm of gaming.  I have played a little bit of Little Big Planet, and can see how the contribution to gaming environments can not only be a collaborative effort, but a creative and inspiring way for people to escape reality.  Possibility an example of this in my personal experience is the game Roller Coaster Tycoon, where you can build coasters and upload them to the web, allowing others to download and use them in their park to generate revenue and meet thrill goals. 

Looking into the Settler’s game, I suppose the first collaborative exercise is the ability to visit other lands and provide assistance through buffs.  As you cannot directly interact with the buildings, you can provide a level of assistance that is engaging. Furthermore, the introduction of expeditions now adds the competitive aspect that many seek.  As I do not show an interest in that phase of the game, it is nice that it is more of an optional series of tasks and doesn’t prevent you from leveling up.

Of course the collaboration with other members to complete adventures is most likely the epitome of teamwork in the Settlers game.  As each adventure offers a new challenge, it mocks that of a real battle in which communication is key, but reaching out to others when in need can make a difference in your game.  Sharing tips, buffs, resources, it all plays a role in maximizing game outcomes and moving quickly to level up.  Perhaps the only downfall I have found is that sharing an adventure shares the experience points.  In some cases, taking on an island solo has proven to be more beneficial to my game.

McGonigal, J. (2011), Reality is broken, Broadview Press.  

Saturday, March 7, 2015

Fix #9-10



Fix 9: Fun with Strangers

This week we return to the concept of gaming with strangers. As my opinion has not changed on the idea of embracing the interaction with stranger, I unfortunately do not agree with Fix 9.  As I believe there is true value in working together, I don’t believe McGGonigal gives reality a fair shot with the comment, “compared with games, reality is lonely and isolating” (2011, p.172).  I disagree.  As I can be very pessimistic, life is certainly not isolating.  In fact, getting out and moving around in life is certainly more rewarding than being buried in a PDA.  As games do help us to band together, I don’t believe life needs a fix here – but certain individuals may seek games to fill a void they may have in their reality.  

The discussion this week begins with the concept of “Comfort of Strangers”. As the developer of the game, Simon Johnson states “ We set the game up to create a degree of uncertainty in players as to who was and was not playing.” (McGonigal, 2011, p.171).  As many may find the uncertainty to be intruding, I often am discouraged about uncertainty in a game.  As I do not have a direct citation, I do recall on the travel channel a show that discussed the impact of casino environments on the comfort level of players.  One belief was that if a gambler was not comfortable in a certain casino, they did not do as well as they would if they were in a place they felt comfortable.  Building design, theming, and other factors led to this study.  No as we are not discussing casinos, we are talking about games.  I believe the effects are similar for me personally.  If I am uncertain or uncomfortable, I simply am not engaged.  However, many may welcome this as a new challenge, so I will not discount it for the majority of people, but will exclude myself from this type fix.

Now, with that said, under a controlled environment, a game like “Comfort” could be a benefit to education.  Perhaps a campus wide version, or even a particular class may find interest in such an endeavor? For that, I would consider it. As McGonigal (2011) states, “Community feels good”, and I believe this sense of community may help strangers in the class room to connect.  Hence, the concept of “Ghosts of a Chance” utilizes the sense of community in a game to merge education with a certain and comfortable environment found in a museum.  Unlike Comfort, I think the Ghosts is an innovative and keen way to have patrons interact.  As this form game does not seem to incorporate competition or leveling up, a clear goal and obvious rewards would make this a valuable game to many. 

Fix 10: Happiness Hacking

Perhaps one of the most interesting chapters so far, McGonigal ventures into the psychology of happiness.  Prior to getting more than a page into the chapter – I asked myself how games add to my happiness in life.  As it is a vital part of my everyday routine now to log in and fix the mines, I have always looked forward to gaming in my spare time.  Perhaps the daily routine of logging into Plants vs Zombies on my phone while waiting for my children to be released from school when I pick them up has been one of those Zen moments, I also recall a time when Minion Rush was enough to kill the battery on my Surface.  I laugh every night when I come up stairs from my office to see my wife playing some version of Farmville on her phone.  We laugh – and happiness is evident.

To reflect upon Lyubormirsky’s comment, “Why do many of the most powerful happiness activities sound so. . .well, hokey?”, I recall a course I took in my Master’s program called “The Effective Teacher”.  As it was a summer course, run 8 hours a day for 5 days, it was jam packed with the most corny activities you could do in the classroom to create an energetic and engaging learning environment.  As the activities made sense, they were not necessarily geared toward adult education, but for younger crowds. Never the less, I listened and took note of some of these activities that would encourage a smile in the learning environment. Now I think to the current situation, and realize that it is once again an issue of security or comfort.  

As we move further into the reading, a common theme is found in strangers.  Apparently, happiness cannot be accomplished alone, and it is through games that people can be brought together to weather the storm of unhappiness.  Unfortunately, I do not find McGonigal’s Tombestone Hold’em to be ethically appropriate. As a reminder of death may aid some, the loss of loved ones should respectfully done with silence, not games.  I do not agree with this approach, but to each his own. 

Settlers

As mentioned in previous posts, the sense of community that arises from guild members and friends adds to the reward of doing well.  As adventures have been the main source of experience, I have sought the experience of fellow guild members to accept higher level challenges, not just to complete, but to do it swiftly.  As the sense of community is evident from the conversation in the chat, I still don’t feel as if I belong at times.  Many play for pure enjoyment, while I still have the sense of accomplishing the goals in the game for more than myself, As this is not a bad thing, participating in a game on your won is different than a requirement for a class.  Again, not a bad thing, just a small variable in the entire process.

As far as common interests, I have not reached out to anyone in guild on a personal note.  I decided not to do this.  As McGonigals words can be inspiring and motivating in the sense that strangers are needed, I still am reluctant to share personal thoughts with strangers.  With all of the hype centered around cyber stalking, I would rather not open that can of worms.  

Happiness has come from the leveling up process. I have found some excitement in trades, and even a few gifts given by lead guild members to help out.  At first, the game moved so rapidly that it was difficult to track experience with all of the random experience point opportunities.  Now that the numbers are higher, it is obvious when the next level is within reach.  The excitement is not as suspenseful, but more of strategy.  The happiness still is there when the level is reached.

McGonigal, J. (2011), Reality is broken, Broadview Press. 


Saturday, February 28, 2015

Fix #7-8




Wholehearted Participation

As this is the first, and most likely the last time I will ever be asked to participate in a game for credit in a college course, I overall believe the experience is aligned with the various lessons we have discussed in previous weeks.  As my style of gaming is not exactly the same as the common Settlers player, I have grown found of the challenge and the various levels that come with it.  As a few have mentioned that they only strive to reach level 40 – I may find myself trying to reach beyond that goal.  One reason is that I have already invested so much time, why quit at 40?  I do believe I will slow down and let the island build up necessary resources and may not dedicate as much time to monitoring my adventures, but I believe that the ultimate goal of 50 would be realistic as a casual gamer. 

This week, Chapter 7, “The Benefits of Alternate Realities” ventured into the concepts of Chore Wars, Quest to Learn, and SuperBetter. Starting with SuperBetter, I found this game a little hard to relate to.  To put it another way, I think it is a little silly.  Perhaps since I have never found myself in such a situation as McGonigal was with her concussion.  I am however curious, since my wife has been diagnosed with Crohns Disease, if this approach would be different from all of the other methods she has attempted to follow in order to deal with the pain.  Unfortunately, she didn’t seem to convinced that she would be able to pull off something such as this.  Moving into Quest to Learn, another concept that sounds too good to be true.  As gaming has its benefits in preparing youngsters for life, I believe that there is a time and place for games, and that an entire education based on gaming may not prepare an individual for the real world in which gaming is not always found.  As a specialist in manufacturing, there are limited resources that could be adequately taught through gaming. 

Now I seem to take the negative approach on many of these topics, but will admit that Chore Wars is worth the effort.  My family and I have begun our own quest in the game in hopes to teach our children that keeping a clean house can have more rewards then they know.  We set up our first mission, to rid the bedroom of the evil Trolls who mess them up.  My son has already begun to plot a few other adventures related to cleaning up his cloths.  It involves some type of blob or something that leaves a four smell in the laundry.  Kids!

Meaningful Rewards

McGonigal (2011) states that Fix #8 is that we find satisfaction in meaningful rewards when we need them the most.  As noted, it may not be a game, but a “gesture toward a game”. (p. 148).  I believe that the popular social network Facebook provides a similar gesture.  When an individual comments on a certain activity, situation, or belief, fellow social networkers can “like” a comment.  Other may “like” a graphic or video.  The feelings or getting a “like: can be somewhat compared to a plus one in social networking.  The more likes, the more positive one feels about their comment or shared post. For this, I agree with McGonigal from personal experience.

Now we move onto Jetset. As I read, I become more intrigued.  I fly a tremendous amount now with my new role – almost a new city each week.  As I do not fear flying, I certainly am frustrated with it (especially with Southwest and their ridiculous polices). However, I recently have used Settlers as my escape.  It certainly is more difficult to navigate the interface on a small Surface, but I can atleast send the armies out on an adventure or the geologist out for coal before flight to find them done with their mission when I land.  I however am going to consider Jetset for my next trip to Jacksonville in 2 weeks. 

To conclude my blog with a reflection upon Settlers this week, I agree that beyond the requirements of this course, I have found some intrinsic rewards in completing the levels thus far. I suppose the most meaningful rewards have been from completing the higher leveled adventures which offer a ton of great resources and experience.  As it takes time to build certain resources such as titanium ore and granite, winning an adventure often provides a nice quick set of these resources. To be honest with you, my heart races a little every time I send an army in – waiting to see the progress bar and hoping to breathe a sigh of relief.  It not only means you win – but that you made the correct strategic decision and in some ways makes you feel that your knowledge of attack methods has grown. Once you get have this understanding of the different attack strategies and the capabilities of your warriors, you gain a better sense of control – probably like a real general learning the capabilities of his real army.

McGonigal, J. (2011), Reality is broken, Broadview Press.