I’ve already finished my first draft of this assignment so this blog will be cannibalizing parts of what I’ve written in it.
Did the abstract tell you the three things I said it should? If not, what did it tell you?
What the research/paper/article topic is
Loading the Dice: The challenge of serious videogames is an academic paper about serious simulation games designed for research and education.
What the authors/researchers did and
The author researched and discussed all different schools of simulation games and how they have been used, however the abstract really doesn’t say this. It’s not that great of an abstract
What they discovered/or created/or concluded.
They discovered the history and application of Simulation games and concluded that they have merit and will have far reaching applications as technology advances
What seems to be the research question(s) they were trying to answer?
Do simulation videogames have merit in the field of research?
What method(s) did they use to answer the question(s)
They studied and drew from an extremely large set of references to come to their conclusions
How credible do you think the paper is? (hint: look at who authors are and where and when it is published also compare what they were asking with what they did)
Very quickly I found Stewarts CV on google by searching “Stewart Woods is a Ph.D. student at Curtin University”
His education is
PhD (Media, Culture and Creative Arts)
Curtin University of Technology
Thesis Title: Convivial Conflicts: The Form, Culture and Play of Modern
European Strategy Games
(Awarded with Chancellor’s
BA Design (Hons.)
Curtin University of Technology
Diss. Title: Fair Game
Possibilities for the Implementation of Social
System Simulation Games in a Computer
He is currently employed as a lecturer at Curtin University, and has written five peer reviewed articles and a book about game studies.
Did you agree, or not, with what they wrote in their conclusion? Why?
I do, videogames have limitless potential in telling stories and having players experience whatever the designer wants, whilst film and TV can provide more focused experiences because the director can control to a perfect detail what the viewer sees, hears and experiences they can never come close to the sheer possibilities that a videogame can offer and teach due to how the medium works.
Briefly describe two things that you learnt from the paper.
I learnt that the school of simulation games goes very deep, and far more complex than I could’ve ever anticipated.
And that researchers are interested in studying mmo’s and how they can be used to study human behavior, I would’ve liked to have seen the researcher talk about stuff like the Corrupted blood bug in World of Warcraft, but it was oddly absent.
Footage of the bug
(Back in classic when they added the raid ZG there was a debuff that was designed to be a constant growing healing check as the boss went on, and spread from player to player doing about 250 damage per couple of seconds, to a lvl 60 geared raider that was an annoyance and just part of the fight. However, if you got a pet to catch it and then dismissed the pet and used your hearthstone to go back to a main city and resummoned the pet, the pet would still have the debuff and it could spread to other players. Overnight the game became a world where there was a virulent plague and people were actively trying to spread and hide from it, because to a low level player it was a death sentence, yet to a high level healer they could spread it as a vector.)
Paraphrase of the Paper
Loading the Dice is a paper talking about the application and historic application of multiplayer games in the simulation genre, throughout the author talks about how different simulation games have been used to study human behavior and tendencies.
““The simulation itself is not a narrative, it is something different, in the same way that a kaleidoscope should not be understood as a collection of possible images but instead as a device that produces images according to certain mechanics””
He goes into depth discussing how simulation videogames can effect people, for example an exert.
Thus, as Klabbers notes above, an important element in the design of simulation games is that of “multiple realities.” The use of “multiple realities” in social simulations was first noted, and promoted, by Cathy Greenblat in 1975. Greenblat employs a sociological understanding of human behavior, arguing that “to understand a person’s behavior…you have to understand what he [sic] thinks exists, not what “really or objectively exists.’”
And he also discusses the history and evolution that simulation games have experienced
I’m going into much more depth in my paper that I’m currently in the process of working on.