Many times when I speak about our ideas to use Online Map Games as a way to simulate spatial planning and policy scenarios, people object that even if we can get people to use these simulations and act out decisions, they would still only be 'games' and not the real thing. but what is the 'reality' these days. Most spatial planning is carried out through a GIS, using remote sensing information, at a distance, and in front of a computer. I am not saying that this is all good, but it is happening. In the light of that there is a pretty good reason to think that a simulation carried out in a similar environment - using a computer, online maps, remote collaboration - can give us a pretty good idea of what the real thing would look like.
NPR today started an investigation into the revelation of Stuxnet and the issue of Cyber-Security. their report provides a captivating story of how a facility such as a power plant, where most operations are entirely controlled by computers, gets 'infected' by a computer worm that allows a remote villain to take over the role of the control room. Sounds like a script from a movie, but the Stuxnet incident, which allegedly infected an Iranian nuclear facility and destroyed, is a very real prospect. The NPR story illustrates how training for similar attacks can be conducted through simulations, essentially computer games, that replicate the setting of a computer based control room where operators are trying to fend off an attack by the enemy team, located in another room and who essentially just takes over control after infesting the control room computer systems.
As computer games become more realistic, our reality becomes more like a computer game. Augmented reality games already blend reality with gaming such that a make-believe world is implpanted into reality and is as real as it gets for the participants and even to bystanders. It is now hard to draw a line between reality and games.
Wednesday, November 2, 2011
Wednesday, October 26, 2011
BIG problems - BIG data
As we are picking up speed with our NSF sponsored GeoGames project we are starting to untangle some of the very specific details of taking a well-researched role-playing simulation on the Green Revolution, and turning that into a computer game. While the original game is well described in terms of content and rules, there are always small questions left to be resolved. Our team played a short version of the game the other week and one of the participants commented that it was really tough when kids started dying in the family you are responsible for. It was hard to make ends meet, and this is part of the point with the game. There are no easy fixes to food shortage and starvation, and as we are slated to cross the 7 billion marker next week it feels even more important to come up with a variety of approaches to understand and address this big problem. If GeoGames could provide some answers for us remains to be seen but Thierry Gregorius' recent confession at the altar of Big Data is a testament to how fundamental the GIS world is changing. Online Map Games (OMG!) have the potential to bring about massive amounts of individual-level decision making around realistic data, in contexts that embed some of the most pressing issues we face (such as rural farming in developing countries). We are eager to hear from readers of this blog what you think would be useful game scenarios to develop, both from an educational and from a policy perspective. What would be the most important human-environment simulations that we should construct and have thousands of players engage in?
Thursday, September 29, 2011
Games for Change - what games have changed
One of the meetings that I hope to go to next year is the Games for Change summit. Apparently a high-profile event with potential for good energy. At the center is an organization with the same name that seeks to be a "...global advocate for supporting and making games for social impact." See http://www.gamesforchange.org for more info. Through their newsletter I saw this really nice summary of some great things that games have done for society. It includes high impact testimonials from classrooms, the developing world, and research. They also provide video of the best talks from this year's event by world renowned game designer Jesse Schell, Valve Software’s Gabe Newell,
Sheryl WuDunn’s conversation with Laura Pincus Hartman from
Zynga.org and Pierre Guillaume Wielezynski from the UN World Food
Programme, and US Department of Education’s James Shelton.
Monday, September 19, 2011
Early visionaries
| Source: The Oil Drum |
Wednesday, September 14, 2011
Cyberlearning Research Summit CfP
As part of the Cyberlearning initiatives at NSF this event, The Cyberlearning Research Summit, January 18, 2012, promises to be a high-profile gathering in
Washington DC, featuring top quality research-based speakers, who will
share visions for the future of learning with emerging technologies, in
style of the TED conferences. Deadline for presenter nominations and attendee applications is October 1. I am hopeful that our OSU team can attend and maybe present our ideas and plans.
Sunday, September 11, 2011
Cyberlearning with GeoGames
After many months of crossing fingers, holding thumbs (that's what we do in Sweden), and not counting the eggs until... We got NSF Cyberlearning support to develop and study learning with GeoGames! YAY! We will have two years to do exploratory, design-based research that develop our new Esri-technology platform into a learning tool and look at how learning happens within a GeoGames such as the 'Green revolution' scenario.
The broad goal will be to better understand the opportunities and obstacles presented by our GeoGames framework for role-play games/simulations. Under this portal we will look at some more specific questions about how people learn with integrated online GIS and gaming technology, such as:
The broad goal will be to better understand the opportunities and obstacles presented by our GeoGames framework for role-play games/simulations. Under this portal we will look at some more specific questions about how people learn with integrated online GIS and gaming technology, such as:
- what is a GeoGame? - key components and functionality that can help and guide others to develop similar technology
- what does a GeoGame provide in terms of authentic experiences, student engagement, and higher-order thinking?
- how does specific GeoGame affordances (access to rich geographic information, particular game mechanics, collaboration opportunities, etc) help/hinder learning?
Thursday, June 16, 2011
Presenting at GLS 2011
| http://www.glsconference.org/2011/ |
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