The longer I play at “settling,” the more my interest is
waning. The need to log in every day has become a chore. I have other things to
do in the real world, and I believe that is a good thing. After all, I am not into
gaming that much, even though I derive pleasure from playing. Suffice to say
that the games newness has worn off and those intrinsic rewards are not as rewarding
or meaningful. I, of course, will continue to play and perhaps my feelings will
change.
However, speaking of
chores, I really liked the idea of “Chore Wars” and I immediately began
thinking of ways to adapt it to a classroom environment. Finding ways to
motivate my students is never far from my mind. I enjoyed reading about ARGs
and was surprised at the authors discussion of ‘SuperBetter” (pg.133) because
this was something I tried to get my 80yr. old mother to do a few months ago without
much success. I may have to revisit that effort after learning more about it.
McGonigal also reviews for us the progress of Quest to Learn, a project that I
find intriguing. That is something I could get excited about, to be a part of
groundbreaking change in our educational system. Reading about ARGs put me in
search of more and I found this website http://www.argn.com/,
which exposed me to a variety of other ARGs that I found quite fascinating. For
now, these types of games can motivate me.
Saturday, February 22, 2014
Saturday, February 15, 2014
Fix 5-6
My interview of another player of Settlers online was
with a male high school student named Jeremy 917, who had been playing the game
for about a month. (On a personal note, I know Jeremy and asked him to play the
game.) He was at level 23. One of the reasons he cited for playing the game was
that it kept him busy during this winter’s cold weather. He stated that he
played on average, 2-3 hours a day and liked that the moves he made were his
choice, that it was a “sandbox game”, where it was a wide open world. With the
exception of the help chat, he didn't seem that interested in pursuing any
social aspect with any of the people he had befriended other than to help him
increase his levels. He told me that he has never interacted with anyone on a
personal level when online. Jeremy didn't like the waiting, or patience
required to level up. He said that he was best at producing the pinewood and
wheat. Jeremy has been a gamer for many years. When asked how often he said “All
the time”. I asked if he played Halo, he stated that he didn't like it, it was
clumsy. This surprised me considering what McGonigal had to say about it until
he clarified that it was Halo 1. He had never tried the newer versions based on
his experience with the first one. I suggested he look at the video of the Halo 3 museum and check out the website and he said he would. When asked why he continued to play
Settlers, he told me that he was really enjoying it and was glad that I showed
it to him. Jeremy has gotten some of his friends at school to try it out, too.
Settlers Online is an enjoyable game for me to play. That
being said, I am not a person that would seek any social contact with anyone in
a virtual world except as necessary to play the game. Belonging to a guild helps with this, mine is its 5 o'clock somewhere. I have not engaged in any communication with them outside of guild quests. I
prefer face to face interactions, I don’t even like to talk on the phone and
email has become a necessary evil. I am clearly an introvert when it comes to
the virtual worlds, not so much in the real world. I can see however, that for
many people (read younger than me) the ubiquitous use of social media has given
rise to a freedom to interact in a way that I am not comfortable doing.
McGonigal refers to a stronger social connectivity when games are played and interaction
during play builds our social networks that increase “pro-social emotions (pg.82)”.
From the games of my youth I know this to be true. The author also speaks to “happy embarrassment” (pg83), something
I refer to as trash talking. I too have engaged in this behavior, but only when
an established friendship is present. I think a fine line exists between happy
embarrassment and bullying in the real world and some may push the boundaries
in a gamer’s world due to the absence of personal familiarity. I like McGonigal’s
idea of Ambient Sociability or
playing alone together (pg,89). This allows me to be a part of something that my
friends and I can relate to in a real world context. McGonigal uses words like “epic”
and awe to describe the experience of gamers when they have collectively accomplished
some feat. Even though I am not a gamer, I understand these feelings as being
the same or similar to those I get when I read a good book or watch a movie
that inspires me. Finally, I can appreciate what these gamers are accomplishing
for themselves, absent real world experiences, but I can’t make comparisons of the
feeling of awe from a game to that of seeing the Grand Canyon, Yosemite Valley
or man’s walk on the moon for the first time.
Saturday, February 8, 2014
Fix 3-4
What does Settlers Online do that motivates us to continue playing the game? For one, it gives us goals to accomplish. Not big goals that could discourage us, but manageable ones. Each time we succeed in the endeavor, rewards appear. This is leveling up. The rewards are both intrinsic and extrinsic. Our sense of worth is increased and tangible objects for the game appear for us to use to reach the next goal. These goals are guided by processes, or actionable steps we must take in order to succeed. My next goal is to defeat a bandit camp with 50 or more cavalry. This is a clear goal with specific, actionable steps.
I may not succeed the first time I try this task but if I don’t, that won’t stop me from trying again. I have been defeated before in this game. No, let me rephrase that. I have encountered setbacks in this game, my general lost more than once, among others. Yet I tried again because I knew I could do it, and I did! That was satisfying work because it was achievable and it was completed.
Saturday, February 1, 2014
Fix 1-2
Settlers Online has been an eye-opener for me as I have
never played a MMO before now. I was always leery about them as I didn’t want
to embarrass myself or be associated with” crazies”. I can now say I am
pleasantly surprised and look back on my wariness as without merit.
The goal of the Settlers is to build a city and defend it
against bandits by having a strong military, seek and experience adventures
while sharing and supporting other players. Strategy and time play important roles
in expanding the city from one community building to a thriving productive
city. Strategies can be limiting as well as productive, make the wrong
choice and your military is defeated. Make the right choice and your production
chains continue to expand. Time is an ever present limiter in that all processes
take time to be built. Time is also integrated to the feedback or reward system.
Rewards and punishments are immediate. As soon as you defeat a bandit, you can
collect the loot. When you have completed a task, you are informed of the
result. Each time you level up or defeat a bandit, that sense of pride or fiero
as McGonigal noted (p.33) is felt. This also fuels the state of flow, you want
to stay there (p24) (McGonigal, 2011) . What makes this a pleasurable
and safe experience for all players to enjoy are many. The anonymity of the
game through fictional gamer tags prevents any personal knowledge of other
players or of you. Public chats are monitored and inappropriate comments can be
flagged.
I want to see what is next. Where can I go? While the tutorial
is helpful, it doesn’t lead to any outcomes, it is just a guide. Your decisions
get you where you are. I discover new
personal skill levels every time I play and that, to makes me want to play
more. This is the flow that McGonigal points to (p.41) when she states” It was
this fast, reliable fix of flow and fiero that kept Sudnow and all the earliest
gamers coming back for more” (McGonigal, 2011) .
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