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	<title>E1n1verse &#187; thinking</title>
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	<link>http://einiverse.eingang.org</link>
	<description>WoW, Learning, and Teaching by Michelle A. Hoyle</description>
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		<title>Gamification: Good or Bad?</title>
		<link>http://einiverse.eingang.org/2012/09/09/gamification-good-or-bad/</link>
		<comments>http://einiverse.eingang.org/2012/09/09/gamification-good-or-bad/#comments</comments>
		<pubDate>Sun, 09 Sep 2012 11:39:23 +0000</pubDate>
		<dc:creator>Eingang</dc:creator>
				<category><![CDATA[gamification]]></category>
		<category><![CDATA[thinking]]></category>
		<category><![CDATA[gamification2012]]></category>

		<guid isPermaLink="false">http://einiverse.eingang.org/?p=796</guid>
		<description><![CDATA[The underlying philosophy of gamification seems reasonable but the implementation makes me view the term 'gamification' in a negative light.]]></description>
			<content:encoded><![CDATA[<div class="alignleft" style="width: 250px;">
<p><img src="http://einiverse.eingang.org/files/2012/09/deterding_gamification_framework.png" alt="Cartesian graph showing gamification fitting in upper right quadrant where x=partial game and y=games (not play)" width="250" /><br /> <span class="attribution">Credit: Diagram by Michelle A. Hoyle</span><br />Image: <a title="Jump to the Deterding reference" href="#deterding2011">Deterding et al&#8217;s (2011)</a> situating of gamification as being partially game-like and being more gaming than playing.</p>
</div>
<p>Earlier this summer, I signed up for <a href="http://www.coursera.org/">Coursera&#8217;s</a> new <a href="https://www.coursera.org/course/gamification">gamification course</a>, presented by <a title="Kevin Werbach on Twitter" href="http://twitter.com/kwerb">Kevin Werbach</a> of the Wharton School at the University of Pennsylvania. In this brief reflection, I consider what makes gamification &#8216;good&#8217; or &#8216;bad&#8217; for me. I&#8217;ve included links back to the videos I&#8217;m referring to here, but you&#8217;ll need to be registered with the course in order to view them.</p>
<p>If you know me, you&#8217;re probably aware that I generally have a negative opinion of gamification, even though it can be easily and persuasively argued that <a href="http://wowlearning.org/">my research examines how to gamify higher education</a>. My negativity doesn&#8217;t stem from the use of game elements or game design techniques in non-game contexts in theory. It arises from the actual implementation.</p>
<p><br clear="all" /><br />
<span id="more-796"></span></p>
<p>
<div class="su-pullquote su-pullquote-style-1 su-pullquote-align-right">In every job that must be done, there is an element of fun. You find the fun, and &#8211; SNAP &#8211; the job&#8217;s a game!</div>
<p>
During <a href="https://class.coursera.org/gamification-2012-001/lecture/36"><em>Video 3.4: Tapping the Emotions</em></a>, Werbach quotes early gamification adopter <a title="Internet Movie Database's entry for Disney's 1964 movie Mary Poppins" href="http://www.imdb.com/title/tt0058331/">Mary Poppins</a>, &#8220;In every job that must be done, there is an element of fun. You find the fun, and &#8211; SNAP &#8211; the job&#8217;s a game!&#8221; I think he&#8217;s right. Mary Poppins put her fictitious finger on the heart of the matter. If we&#8217;re <strong>finding</strong> and promoting the existing fun elements in a given activity, then I&#8217;m OK with that. If we&#8217;re <strong>adding</strong> fun where it didn&#8217;t actually exist, then that&#8217;s where I start to have problems.</p>
<p><a href="https://class.coursera.org/gamification-2012-001/lecture/32"><em>Video 3.2: Think Like a Game Designer</em></a> explains how thinking like a game designer means you have two purposes: get your players player and then keep them playing. It goes on to explain that keeping them playing is not tricking them but genuinely engaging them. Again, I agree with this in theory. However, I find the practice is very much at odds with many businesses&#8217; objectives and their subsequent implementation.</p>
<p>I have issues when the emotions arising from fun, examined in <a href="https://class.coursera.org/gamification-2012-001/lecture/36"><em>Video 3.4: Tapping the Emotions</em></a>, are used to manipulate people in a way that primarily or wholly benefits the company without actually providing genuine engagement or without making the game about the player as is suggested in <a href="https://class.coursera.org/gamification-2012-001/lecture/32"><em>Video 3.2</em></a> as being a key element. The temptation to monetize things means those making the decisions think of the players as ways to make to money. That&#8217;s what I usually think of when the term &#8216;gamification&#8217; comes up and that&#8217;s the kind of gamification that leaves a bad taste in my mouth. What about yours?</p>
<p>
<div class="su-box" style="border:1px solid #007a00">
<div class="su-box-title" style="background-color:#009900;border-top:1px solid #99d699;text-shadow:1px 1px 0 #002e00">Questions</div>
<div class="su-box-content">
<div class="su-column su-column-1-1 su-column-last su-column-style-0"></p>
<p>I&#8217;ll post some examples of &#8216;good&#8217; and &#8216;bad&#8217; gamification in the comments later. In the meantime, I&#8217;m wondering what your thoughts are on the following questions:</p>
<ol>
<li>Does the term &#8216;gamification&#8217; leave a bad taste in your mouth too?</li>
<li>What are some examples of &#8216;good&#8217; gamification in the Mary Poppins sense?</li>
<li>What are some examples of &#8216;bad&#8217; gamification?</li>
<li>Can specific elements that make an example good or bad be articulated?</li>
</ol>
</div>
<div class="su-spacer"></div>
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<h2>References</h2>
<ul>
<li><a name="deterding2011"></a>Deterding, S. et al. (2011). ‘From Game Design Elements to Gamefulness: Defining “Gamification”’. In: <em>15th International Academic MindTrek Conference: Envisioning Future Media Environments</em>, September 28 &#8211; 30, 2011. New York, USA. ACM Press. pp:9-16. <a href="http://dx.doi.org/10.1145/2181037.2181040">doi:10.1145/2181037.2181040</a>. [Accessed September 7, 2012].</li>
</ul>
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		<item>
		<title>PR: Press On or Play the Ostrich?</title>
		<link>http://einiverse.eingang.org/2012/02/20/pr-press-on-or-play-the-ostrich/</link>
		<comments>http://einiverse.eingang.org/2012/02/20/pr-press-on-or-play-the-ostrich/#comments</comments>
		<pubDate>Mon, 20 Feb 2012 13:42:15 +0000</pubDate>
		<dc:creator>Eingang</dc:creator>
				<category><![CDATA[networking]]></category>
		<category><![CDATA[thinking]]></category>
		<category><![CDATA[event]]></category>
		<category><![CDATA[gender]]></category>
		<category><![CDATA[media requests]]></category>
		<category><![CDATA[self-promotion]]></category>

		<guid isPermaLink="false">http://einiverse.eingang.org/?p=608</guid>
		<description><![CDATA[Should I take the press opportunity offered or continue to hide?]]></description>
			<content:encoded><![CDATA[<div class="alignleft" style="width:260px;"><img src="http://einiverse.eingang.org/files/2012/02/head_in_sand.jpg" border="0" alt="Photo of sandy dune with person buried upside down to waist in sand" width="240" height="180" /><br /> <span class="attribution">Credit: <a href="http://www.flickr.com/photos/blakeimeson/2743011812/in/photostream/">Photo</a> by <a href="http://www.flickr.com/photos/blakeimeson/">blakeimeson</a> under an <a href="http://creativecommons.org/licenses/by-nd/2.0/">Attribution-NoDerivs 2.0 Generic license</a><br /></span></p>
<p>Image: Should I be the person hiding my head in the sand?</p>
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<div style="overflow:hidden;">
<p>In response to the Sussex <abbr title="Teaching and Learning Development Unit">TLDU</abbr> RUSTLE <a href="http://rustleblog.wordpress.com/2012/02/17/what-can-computer-games-tell-us-about-learners-motivation/">article on my <i>World of Warcraft</i> research and teaching</a>, I received an e-mail early Friday morning from someone in the University of Sussex&#8217;s press and communications team. In fact, that e-mail notified me the article had been published. (-:</p>
<p>The author was inquiring if I were interested in any publicity or media work, because they thought my work might have external appeal. This was somewhat propitious. The day before, as part of <a href="http://www.vitae.ac.uk/policy-practice/1752/South-East-Hub.html">Vitae South East&#8217;s</a> female researcher&#8217;s <a href="http://www.vitae.ac.uk/policy-practice/916-467771/Springboard-development-programme-for-women-South-East-Hub.html">Springboard workshop</a>, the guest presenter discussed the importance of proactively promoting one&#8217;s work (apparently men do, but women often don&#8217;t). She stressed how one should take any and all opportunities offered to do so.</p>
<p>Are we inclined to not view things we do as significant enough to tell others? She outlined how male colleagues regularly feed her department&#8217;s press coordinator a steady stream of pictures and stories, but the women didn&#8217;t. Are we reluctant to apply for awards and jobs? Or, when we do, do we more honestly assess ourselves but also under-assess? She also had stories about how men promoted themselves on their academic CVs, with one even including under &#8220;research activities&#8221; a list of journals he reviewed for. I know that wouldn&#8217;t have occurred to me to include!</p>
<p>Like her, I&#8217;m not naturally inclined to boast about my work or accomplishments. While I&#8217;ve applied for and won awards in the past, it&#8217;s often been because someone has forced me to do so. Left to my own devices, I&#8217;d play the ostrich and hide—or the rabbit and run. However, this is obviously opportunity knocking at my door. Should I &#8220;press on&#8221; or hide?</p>
</div>
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		<title>Connectivism and Affinity Spaces: Some Initial Thoughts</title>
		<link>http://einiverse.eingang.org/2011/07/27/connectivism-and-affinity-spaces-some-initial-thoughts/</link>
		<comments>http://einiverse.eingang.org/2011/07/27/connectivism-and-affinity-spaces-some-initial-thoughts/#comments</comments>
		<pubDate>Wed, 27 Jul 2011 22:40:37 +0000</pubDate>
		<dc:creator>Eingang</dc:creator>
				<category><![CDATA[gaming]]></category>
		<category><![CDATA[learning]]></category>
		<category><![CDATA[thinking]]></category>
		<category><![CDATA[affinity spaces]]></category>
		<category><![CDATA[collaboration]]></category>
		<category><![CDATA[communities of practice]]></category>
		<category><![CDATA[connectivism]]></category>
		<category><![CDATA[games-based learning]]></category>

		<guid isPermaLink="false">http://einiverse.eingang.org/?p=578</guid>
		<description><![CDATA[Musings on what affinity spaces are with respect to communities and a brief foray into connectivism.]]></description>
			<content:encoded><![CDATA[<div class="topimage"><img src="http://einiverse.eingang.org/files/2011/07/rainbow.jpg" border="0" alt="Photo Composit: All the colours of the rainbow" width="500" height="500" /><br /> <span class="attribution">Credit: <a href="http://www.flickr.com/photos/35387868@N00/3065903183/">Photograph</a> by <a href="http://www.flickr.com/photos/jakerome/">Jake Rome (jakerome)</a> under an <a href="http://creativecommons.org/licenses/by-nc-sa/2.0/deed.en">Attribution-NonCommercial-ShareAlike 2.0 Generic license</a><br /></span></p>
<p>Image: Photograph composited from pieces of many other photographs: a visual affinity.</p>
</div>
<p>James Paul Gee introduced the idea of affinity groups in his seminal<em> What Video Games Have To Teach Us about Language, Learning, and Literacy</em> (<a href="#gee2007a">Gee, 2007</a>). It is defined as the people associated with a given semiotic domain. That basically is a domain in which people use particular symbols or language to communicate and interact. We&#8217;re already well used to the concept, even if we don&#8217;t realize it. A given academic discipline, for example, will have its own vocabulary and, in that context, use language in a particular way, even if others use it differently in another context. It&#8217;s all about situated cognition and situated meaning. Games and their communities will have their own semiotics and constitute a semiotic domain. Members of an affinity group will have a way to recognize others who belong and to assess what counts as acceptable or recognizable within that semiotic domain.</p>
<p><span id="more-578"></span></p>
<p>The key problem he perceives is that we attempt to a label a group of people and then have issues about who is “in” or “out” of the group. This comes about in particular because:</p>
<ul>
<li>Community implies belonging, which may not always be the case, especially in classrooms and workspaces.</li>
<li>Community brings the idea of people being members, related to belonging, but also to shared goals or a collective purpose that may not be in force.</li>
<li>Community of practice has been applied to all manner of things, possibly “missing the trees for the forest.”</li>
</ul>
<p>Starting the notion of spaces, rather than community, he argues, can give us an analytical lens with which to examine classrooms and the activities that occur within them without the baggage that community of practice brings with it. “In affinity spaces people ‘bond’ first and foremost to an endeavour or interest and secondarily, if at all, to each other.” (<a href="#gee2007b">Gee, 2007 p.98</a>)</p>
<p>Spaces (general) have the following features:</p>
<ul>
<li>Content, both design content and interactional content, i.e. how people play and how they organize their behaviours, beliefs, values and actions around the content. Design content is created by content generators.</li>
<li>Organization of content and interactions. Content organization arises from the design of a game. Interactional organization comes from interactions on and with the space and the people in it.</li>
<li>Portals, which are entrances into the space, e.g. a website to discuss a game, the game disc itself, wikis, etc. Some of these become content generators in their own right.</li>
</ul>
<p>I believe guilds in World of Warcraft are examples of a community of practice in many cases, because they do exhibit shared goals, joint enterprise, and mutual engagement. Not all guilds will be possibly, but those are probably also the guilds that don&#8217;t manage to live that long. Ducheneaut et al (<a href="#ducheneaut2007">2007</a>) found that in a 6-month period, out of 3000+ guilds, 54% had disappeared. One question Dave White (<a href="#white2007">2007</a>) posed in his <acronym title="Games Learning Society">GLS</acronym> 3 talk was how long does it take to form or seed a community? That is a good question. One of the problems with adapting the community practices in WoW to higher education (online or otherwise) is that guilds do take some time to evolve, especially if they involve people who were previously unknown to each other. This is perhaps where Gee&#8217;s idea of affinity spaces comes into play. Affinity spaces, Gee says, have the following eleven characteristics:</p>
<ul>
<li>Common endeavour, not race, class, gender, or disability, is primary.</li>
<li>Newbies and masters and everyone else share common space.</li>
<li>Some portals are strong generators.</li>
<li>Content organization is transformed by interactional organization.</li>
<li>Encourages intensive and extensive knowledge.</li>
<li>Encourages individual and distributed knowledge.</li>
<li>Encourages dispersed knowledge.</li>
<li>Uses and honours tacit knowledge.</li>
<li>Many different forms and routes to participation.</li>
<li>Lots of different routes to status.</li>
<li>Leadership is porous and leaders are resources.</li>
</ul>
<p>Reproduced from (<a href="#gee2007b">Gee, 2007 p. 98-101</a>).</p>
<p>A space can be more or less of an affinity space and can possess degrees of the characteristics. It is not a binary, prescriptive list. The theory then is that if we incorporate these ideas into our educational environments, we can help forge more cohesiveness, autonomy, and, in the end learning. Many of these characteristics are also shared by communities of practice and foster digital literacies. Those are the characteristics of dispersed and distributed knowledge, which may be generated by the students themselves, who become portals in their own right. Autonomy is forged by individual knowledge and content organization being transformed by interactional organization—which bears a striking resemblance to Downes and Siemens&#8217;s ideas about connectivism (c.f. <a href="#downes2007">Downes, 2007</a>; <a href="#siemens2008">Siemens, 2008</a>). The last two can also be artefacts of digital literacies or encouraged by a connectivist paradigm: the tools used allow many types of participation. Some people may participate in wikis or make videos, while others may only post on forums. Others may take on roles within the game. My partner &#8220;Basil&#8221;, for example, in Eve Online does not have a lot of time to play with his guild because of a time zone difference. He is, however, extremely active in their forums and became a valued member because of that. He is participating in the Eve affinity space but also belongs to a community of practice within Eve.</p>
<h3>References:</h3>
<p><a name="downes2007"></a>Downes, S. (2007) ‘What Connectivism Is’, <em>Half an Hour</em>, blog entry posted February 3, 2007. Available from: <a href="http://halfanhour.blogspot.com/2007/02/what-connectivism-is.html">http://halfanhour.blogspot.com/2007/02/what-connectivism-is.html</a> (Accessed July 25, 2011).</p>
<p><a name="ducheneaut2007"></a>Ducheneaut, N. et al. (2007) ‘The Life And Death of Online Gaming Communities: A Look at Guilds in World of Warcraft’, in <em>Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (SIGCHI 2007)</em>, San Jose, CA, United States, April 28 &#8211; May 3, ACM. pp:839-848. Also available from: <a href="http://doi.acm.org/10.1145/1240624.1240750">http://doi.acm.org/10.1145/1240624.1240750</a>.</p>
<p><a name="gee2007a"></a>Gee, J.P. (2007a) <em>What Video Games Have To Teach Us About Learning and Literacy.</em> 2nd edition. New York, NY, United States, Palgrave Macmillan.</p>
<p><a name="gee2007b"></a>Gee, J.P. (2007b) ‘Affinity Spaces: From Age of Mythology to Today’s Schools’, in <em>Good Video Games + Good Learning: Collected Essays on Video Games, Learning, and Literacy, </em>New York, NY, United States, Peter Lang. pp. 87-103.</p>
<p><a name="siemens2008"></a>Siemens, G. (2008) ‘What is the Unique Idea in Connectivism?’, <em>Connectivism</em>, blog entry posted August 6, 2008. Available from: http://www.connectivism.ca/?p=116 (Accessed July 25, 2011).</p>
<p><a name="white2007"></a>White, D. (2007) ‘Cultural Capital and Community Development in the Pursuit of Dragon Slaying’, presented at Games Learning and Society 3.0, Madison, WI, United States, July 12-13. Also available from: <a href="http://tallblog.conted.ox.ac.uk/index.php/2007/07/30/cultural-capital-and-community-development-in-the-pursuit-of-dragon-slaying/">http://tallblog.conted.ox.ac.uk/index.php/2007/07/30/cultural-capital-and-community-development-in-the-pursuit-of-dragon-slaying/</a> (Accessed July 26, 2011).</p>
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