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RED LAND / BLACK LAND: A Case for Cultural Heritage Seriou Games

RED LAND / BLACK LAND: A Case for Cultural Heritage Seriou Games

Ethan Watrall

June 12, 2012
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  1. RED LAND / BLACK LAND a case for cultural heritage

    serious games Dr. Ethan Watrall Department of Anthropology MATRIX: The Center for the Arts, Letters, & Social Sciences Online Michigan State University @captain_primate | #hth2012
  2.  DISCUSS A MORE GENERALIZED SET OF PRINCIPLES, GUIDELINES, AND

    BEST PRACTICES FOR BUILDING CULTURAL HERITAGE SERIOUS GAMES FOR LEARNING, OUTREACH, AND ENGAGEMENT. INTRODUCE THE RED LAND/BLACK LAND: TEACHING ANCIENT EGYPTIAN HISTORY THROUGH GAME-BASED LEARNING PROJECT (WITHIN THE CONTEXT OF THE SERIOUS GAME LANDSCAPE)  GOALS: @captain_primate | #hth2012
  3. 0 2.5 5 7.5 10 2009 2010 5.4 5.5 9.4

    9.9 0.7 0.63 COMPUTER GAMES VIDEO GAMES OTHER FOMS OF DELIVERY U.S. COMPUTER & VIDEO GAME DOLLAR SALES (IN BILLIONS): 2009 & 2010 @captain_primate | #hth2012 theesa.com/facts
  4. 0 5 10 15 20 2000 2001 2002 2003 2004

    2005 2006 2007 2008 2009 2010 15.9 16 11.7 9.5 7.5 6.9 7.3 7 6.9 6 5.5 HISTORICAL SALES INFO (IN BILLIONS) @captain_primate | #hth2012 theesa.com/facts
  5. 29% 53% 18% UNDER 18 18-49 50+ WHO IS PLAYING:

    AGE @captain_primate | #hth2012 theesa.com/facts average age of game players 37 in 2011 29% of gamers were over the age of 50
  6. women 18 years (or older) are a greater portion of

    game playing population (37%) than boys 17 or younger (13%) @captain_primate | #hth2012 theesa.com/facts WHO IS PLAYING: GENDER 42% 58%
  7. @captain_primate | #hth2012 SERIOUS GAME (MEANINGFUL PLAY) Any game whose

    primary purpose is not entertainment. Entertainment games which can be reapplied to a different mission other then entertainment. Game for education, games for training, games for community engagement, art games, advergames.
  8. GAMES PROVIDE RAPID FEEDBACK TO PLAYERS   GAMES ARE

    PURPOSE BUILT TO BE CHALLENGING GAMES CREATE AN INDIVIDUALIZED EXPERIENCE TO PLAYERS  GAMES ARE HIGHLY SOCIAL  GAMES ARE STRONGLY GOAL-ORIENTED  GAMES ARE ENGAGING but why serious games? @captain_primate | #hth2012
  9. PLAYER PICKS UP VOCABULARY TO INTERACT WITH OTHERS IN THE

    GAME   PLAYER PERCEIVES TASKS TO COMPLETE AND WORKS TO MAKE PROGRESS PLAYER EXPLORES AND TESTS THE BOUNDARIES OF THE GAME  PLAYER ADAPTS TO THE GAME BY INTERACTING WITH IT  PLAYER ADOPTS A CHARACTER ROLE OR ASSUME AN IDENTITY APPROPRIATE TO THE GAME  IN A TYPICAL GAME... @captain_primate | #hth2012 PLAYER REALIGNS EXPECTATIONS AND JUDGMENTS THROUGH EACH EXPLORATION AND INTERACTION, REAPPRAISING THE CAUSE AND CONSEQUENCE OF EACH EXPERIENCE ACCORDINGLY. 
  10. LEARNER PICKS UP VOCABULARY TO INTERACT WITH OTHERS IN THE

    SUBJECT   LEARNER PERCEIVES TASKS TO COMPLETE AND WORKS TO MAKE PROGRESS LEARNER EXPLORES AND TESTS THE BOUNDARIES OF THE SUBJECT  LEARNER ADAPTS TO THE GAME BY INTERACTING WITH IT  LEARNER ADOPTS A CHARACTER ROLE OR ASSUME AN IDENTITY APPROPRIATE TO THE SUBJECT  IN A TYPICAL GAME... @captain_primate | #hth2012 LEARNER REALIGNS EXPECTATIONS AND JUDGMENTS THROUGH EACH EXPLORATION AND INTERACTION, REAPPRAISING THE CAUSE AND CONSEQUENCE OF EACH EXPERIENCE ACCORDINGLY. 
  11. PROJECT GOALS RED LAND/BLACK LAND @captain_primate | #hth2012  CREATE

    A GAME-BASED EXPERIENCE IN WHICH PLAYERS CAN EXPLORE THE THE CONSTRUCTION OF HISTORICAL AND ARCHAEOLOGICAL KNOWLEDGE CREATE A GAME-BASED EXPERIENCE IN WHICH PLAYERS CAN EXPLORE ANCIENT EGYPTIAN HISTORY AND ARCHAEOLOGY (WITH A SPECIAL FOCUS ON SOCIO-CULTURAL CHANGE) 
  12. PROJECT GOALS RED LAND/BLACK LAND @captain_primate | #hth2012  CREATE

    A GAME-BASED EXPERIENCE IN WHICH PLAYERS CAN EXPLORE THE THE CONSTRUCTION OF HISTORICAL AND ARCHAEOLOGICAL KNOWLEDGE CREATE A GAME-BASED EXPERIENCE IN WHICH PLAYERS CAN EXPLORE ANCIENT EGYPTIAN HISTORY AND ARCHAEOLOGY (WITH A SPECIAL FOCUS ON SOCIO-CULTURAL CHANGE) 
  13. @captain_primate | #hth2012 BENEFITS Leverage features of existing game (engine,

    AI, graphics, etc.) Robust modding tools. Community of existing developers. Simple development environment (Python, XML, & LUA). Existing gameplay model in line with design of project. DRAWBACKS PC only (including modding tools). Players have to purchase copy of Civilization V ($49) in order to play mod. Technical requirements (to play) somewhat high (3D acceleration, processor, etc.)
  14. 21ST CENTURY EGYPTOLOGIST   21ST CENTURY ARCHAEOLOGIST GRADUATE STUDENT

     PSEUDOARCHAEOLOGIST (“DON VANIKEN”)  19TH CENTURY EGYPTOLOGIST  @captain_primate | #hth2012 HISTORICAL LEARNING AGENT CHARACTER DRIVEN CONTENT
  15. @captain_primate | #hth2012 GAME AS MECHANISM TO CREATE COUNTERFACTUAL PLAY

    EXPERIENCES LEVERAGING THE INNATE CULTURAL UNILINEARITY OF CIVILIZATION IN ORDER TO EXPLORE HOW WE KNOW WHAT WE KNOW ABOUT THE HUMAN PAST (AND HOW THAT KNOWLEDGE HAS CHANGED OVER TIME) KEY GAME MECHANICS  
  16. SUMMER 2012 FUTURE @captain_primate | #hth2012  RELEASE OF MOD

    (INCLUDING ALL ORIGINAL SOURCE CODE) INTO CIV MODDING COMMUNITY & INTO OPEN SOURCE COMMUNITY (GITHUB) TESTING IN ANP455: ARCHAEOLOGY OF ANCIENT EGYPT 
  17. ACKNOWLEDGEMENTS @captain_primate | #hth2012 NEH OFFICE OF DIGITAL HUMANITIES KATY

    MEYERS: LEAD GAME DESIGN YUE LU: PROGRAMMING ZACH PEPPIN: PROGRAMMING EMILY NIESPODZIEWANSKI, FRANK RASLICH, NICOLE RASLICH, KATY MEYERS, YUE LU: TESTING