A Debate Between Jan Cannon-Bowers and Marc Prensky

Serious Games Summit DC 2005, Day 2A Debate Between Jan Cannon-Bowers and Marc Prensky (Jerz’s Literacy Weblog) Do we need instructional design in serious games, or is making a good game enough? This debate is part of an ongoing turf battle within the serious games movement. As is generally the case with conference liveblogging, these are…

Paul Marino: Machinima: Using Games to Change Filmmaking and Instructional Video

Serious Games Summit DC 2005, Day 2Paul Marino: Machinima: Using Games to Change Filmmaking and Instructional Video (Jerz’s Literacy Weblog) Executive Director, Academy of Machinima Arts and Sciences Author of The Art of Machinima The presentation was a brief introduction to a demonsration of clips, many of which I’ve seen, so it wasn’t as immediately informative…

Sande Chen and David Michael: Roundtable — Beyond Q & A: Assessment Methods for the Next Generation of Serious Games

Serious Games Summit DC 2005, Day 2Sande Chen and David Michael: Roundtable — Beyond Q & A: Assessment Methods for the Next Generation of Serious Games (Jerz’s Literacy Weblog) These are my very rough notes. Some of the speakers didn’t give their names, sometimes I couldn’t hear their names, and sometimes they gave their names while…

Keynote: David Warner, Riding the Cutting Edge of Distributed Intelligence

Serious Games Summit DC 2005, Day 2Keynote: David Warner, Riding the Cutting Edge of Distributed Intelligence (Jerz’s Literacy Weblog) Warner identified himself as “dangerously overeducated.” Characterized his presentation as “confessions of a serial stunt scientist,” and warned that he would jump topics around. The cup of tea I brought to the table went cold untouched —…

Ian Bogost: Project Management: Avoiding Mistakes… If I Only Knew Then What I Know Now

Serious Games Summit DC 2005 Ian Bogost: Project Management: Avoiding Mistakes… If I Only Knew Then What I Know Now (Jerz’s Literacy Weblog) Bogost reminded the group that, despite the fact the room was arranged for a lecture, this is a roundtabe. Why is an academic talking about project management? “After all, uiversities are not exactly known…

Sharon Sloane: Exploring Game-Based Instructional Methodologies that Reach the Cognitive and Affective Learning Domains

Serious Games Summit DC 2005Sharon Sloane: Exploring Game-Based Instructional Methodologies that Reach the Cognitive and Affective Learning Domains (Jerz’s Literacy Weblog) The presentation, by Sharon Sloane, president of CEO of Will Interactive, began with a long video clip showing a military leadership training game, focusing not on combat but routine decisions, careerism, inappropriate comaraderie (a superior…

Dolly Joseph and Mable Kinzie: Boys [sic] and Girls [sic] Game Play Preferences: Survey Results

Serious Games Summit DC 2005 Dolly Joseph and Mable Kinzie: Boys [sic] and Girls [sic] Game Play Preferences: Survey Results (Jerz’s Literacy Weblog) I’m hemmed into an awkward back corner, so I hope the presentation’s good, since I won’t be able to get out easily. I didn’t catch the speaker’s name at first, but it was…

Tim Holt:

Serious Games Summit DC 2005Tim Holt:  (Jerz’s Literacy Weblog) Remediating the classic Atlas body-building cartoon, Holt presented the scenario in which a big burly organization kicks sand in the face of a scrawny game designer. He suggested that modding is a way to create a great-looking game, that can be used to get further funding,…

Perla and Whatley's Keynote Address: What's So Serious about Game Design? The Art or the Science?

Serious Games Summit DC 2005Perla and Whatley’s Keynote Address: What’s So Serious about Game Design? The Art or the Science? (Jerz’s Literacy Weblog) Quick Take: I thought both speakers did a fair job contextualizing serious games, but as a humanist I am used to attending conferences in which speakers are meticulous about plugging their individual observations…

Blasts From the Past: What today's game designers can learn from Space Invaders.

For the last decade, most game companies have been governed by one obsessive idea: that making games more lifelike?more three-dimensional and hyperreal?will make them more fun. But this hasn’t worked. Even the crappiest game today has an elaborate 3-D world you can wander around and marvel at the superb rendering of shadows, the elaborate tattoos…