The First Slide How I came here What I’d like to describe: Games I’ve known as first time user as designer, programmer, producer as father of twins as director of research for Apple’s Advanced Technology Group as videogame producer The Knowledge Community Pitch Game’s I’m Learning About as an Education Program Consultant to Foundations Some things I’ve learned: it’s all about the rules it’s all about the stories its all about the players UCB SIMS INFOSYS 208B: Analysis of Information Organizations: “Analyzing Play and Games as Information Systems.” Michael P. Carter, Ph.D. 3/29/04 carter@best.com 1 GAMES I’VE KNOWN … as first-time user Animal (Twenty Questions) • early 70’s, Kiewit Hall, Dartmouth Time-Sharing System (DTSS) • an algorithm + an animal + a community = a menagerie • managing the zoos (scrubbing) Football • programmed by John Kemeny, RA to Albert Einstein, co-inventor of BASIC, President of Dartmouth College • this is not the Pac 10 Adventure • with Hunt the Wumpus, the roots of MMORPG • character development is in your head SimCity • Created by Will Wright and discovered by Jeff Braun • Based on a theory of urban ecology (hint: love light rail) UCB SIMS INFOSYS 208B: Analysis of Information Organizations: “Analyzing Play and Games as Information Systems.” Michael P. Carter, Ph.D. 3/29/04 carter@best.com 2 GAMES I’VE KNOWN … as a designer, programmer, producer (This, These, Things Like That) Tribunal and Demogame/Demoform/Demo… • designed and programmed in mid-seventies on DTSS • a very specific historical concept (revisionism) and an orthodoxy toolkit The Would-Be Gentleman (FAD and Carolyn Lougee) • wrapped in social history of the era of Louis XIV (very consuming) • sequel 2003 a simulation engine (funded by ALLL) The TheaterGame (Charles Kerns and Larry Friedlander) • solution for the “Shakespeare is not just a …” • extended individual performance into an all-role work product to share Mogul (Charles Kerns and Henry Breitrose) • apprenticeship in the early movie industry, staff Adolph Zuckor • emotional investment without historical liberties Shogai (coming of age in Japan) & Alias (social science simulation toolkit) • Harumi Befu and Brodie Lockard (mid-eighties, born of the age of the Mac and Hypercard) • specific cultural context, generalized authoring environment (but needed coder) UCB SIMS INFOSYS 208B: Analysis of Information Organizations: “Analyzing Play and Games as Information Systems.” Michael P. Carter, Ph.D. 3/29/04 carter@best.com 3 GAMES I’VE KNOWN … as a father of twins (N > 1) Cosmic Osmo • published in 1989 by Cyan, distributed by Activision • developed by creators of Man Hole, a Hypercard-based product, and then Myst • my interest: mousing for two Guess-A-Sketch • produced by Digiplaent about 1997; closed down, reinvented in 2001 • my interest: socializing with the world (2x10=20) American Idol • Fox Television, 2002-present, Simon Cowell, executive producer • my interest: my daughters participating in a small and a humongous community of players. UCB SIMS INFOSYS 208B: Analysis of Information Organizations: “Analyzing Play and Games as Information Systems.” Michael P. Carter, Ph.D. 3/29/04 carter@best.com 4 GAMES I’VE KNOWN … as Director of Education Research at Apple’s Advanced Technology Group (when there was one) Visual Almanac • published in 1989 by Apple’s San Francisco Multimedia Laboratory • collection of multimedia objects and tools for teachers & kids to create with • real attempt to get what digital media kids might use to express themselves Aspen Kids Project • summer of 1990 at International Design Conference • kids making collections of multimedia objects and manipulating them Wireless Coyote • produced in 1991 by Apple Classrooms of Tomorrow (ACOT) • kids in a canyon with all sorts of toys with which to do science MediaFusion • produced in 1992 by Apple Classrooms of Tomorrow (ACOT) (software by Rick Borovoy, now Ph.D. from MIT/Media Lab [see iBall] and co-founder of nTag) • kids on opposite sides of the continent talking issues UCB SIMS INFOSYS 208B: Analysis of Information Organizations: “Analyzing Play and Games as Information Systems.” Michael P. Carter, Ph.D. 3/29/04 carter@best.com 5 GAMES I’VE KNOWN … as videogame producer What’s My Story?™ UCB SIMS INFOSYS 208B: Analysis of Information Organizations: “Analyzing Play and Games as Information Systems.” Michael P. Carter, Ph.D. 3/29/04 carter@best.com 6 GAMES I’VE KNOWN … as videogame producer What’s My Story?™ What? • CDROM published in 1995 by Digital Pictures, distributed by Brøderbund (back then, one of CDROM Today’s “Best 100 Discs Ever”) • collection of movies of eight folk tales • Individual story elements (scenes looped at cut represented by first frame) • series of Story building exercises (e.g, pick a character, what is that character’s worst fear, how does that character overcome their worst fear) • children’s tales captured in audio while selected scenes are knit together • music and sound effects studio collection • designed for non-readers Why? • help children learn to tell stories by giving them characters in context, exercises to practice and rich media accompaniment • story tellers learn stories more avidly • kids building stories alone or together have a lot of fun! • to offset Sewer Shark, Night Trap, etc. UCB SIMS INFOSYS 208B: Analysis of Information Organizations: “Analyzing Play and Games as Information Systems.” Michael P. Carter, Ph.D. 3/29/04 carter@best.com 7 THE KNOWLEDGE COMMUNITY PITCH Pensare Knowledge Community What? • middleware wizards wanted to do education; VC’s said, “corporate training” • Executive education play • three generations of collaborative platform, integrated Duke’s DEEP • IDEO collaborated on for time-based, self-paced, tool-oriented content • Software Development Kit (SDK) for design, development and production UCB SIMS INFOSYS 208B: Analysis of Information Organizations: “Analyzing Play and Games as Information Systems.” Michael P. Carter, Ph.D. 3/29/04 carter@best.com 8 THE KNOWLEDGE COMMUNITY PITCH: Communities Abound • Technology does not create communities, but, communities absorb technology FROM, “Learning Together, Working Better,” Michael P. Carter, Ph.D., Chief Learning Architect, Pensare, Inc., Kompetanse 2001, Oslo, Norway, 1 February 2001” UCB SIMS INFOSYS 208B: Analysis of Information Organizations: “Analyzing Play and Games as Information Systems.” Michael P. Carter, Ph.D. 3/29/04 carter@best.com 9 THE KNOWLEDGE COMMUNITY PITCH: Communities Abound • Gathering places have become virtual UCB SIMS INFOSYS 208B: Analysis of Information Organizations: “Analyzing Play and Games as Information Systems.” Michael P. Carter, Ph.D. 3/29/04 carter@best.com 10 THE KNOWLEDGE COMMUNITY PITCH: Communities Abound • Exchange is its own reward UCB SIMS INFOSYS 208B: Analysis of Information Organizations: “Analyzing Play and Games as Information Systems.” Michael P. Carter, Ph.D. 3/29/04 carter@best.com 11 THE KNOWLEDGE COMMUNITY PITCH: Community Strategies • Define and articulate your PURPOSE • Build flexible, extensible gathering PLACES • Create meaningful and evolving member PROFILES • Design for a range of ROLES • Develop a strong LEADERSHIP program • Encourage appropriate ETIQUETTE • Promote cyclic EVENTS • Integrate the RITUALS of community life • Facilitate member-run SUBGROUPS (Amy Jo Kim, Community Building on the Web) UCB SIMS INFOSYS 208B: Analysis of Information Organizations: “Analyzing Play and Games as Information Systems.” Michael P. Carter, Ph.D. 3/29/04 carter@best.com 12 THE KNOWLEDGE COMMUNITY PITCH: A Listening Post UCB SIMS INFOSYS 208B: Analysis of Information Organizations: “Analyzing Play and Games as Information Systems.” Michael P. Carter, Ph.D. 3/29/04 carter@best.com 13 THE KNOWLEDGE COMMUNITY PITCH: A Sales Convention without the Bar See, also, Leadership MUD UCB SIMS INFOSYS 208B: Analysis of Information Organizations: “Analyzing Play and Games as Information Systems.” Michael P. Carter, Ph.D. 3/29/04 carter@best.com 14 THE KNOWLEDGE COMMUNITY PITCH: An Executive Retreat without the Golf UCB SIMS INFOSYS 208B: Analysis of Information Organizations: “Analyzing Play and Games as Information Systems.” Michael P. Carter, Ph.D. 3/29/04 carter@best.com 15 THE KNOWLEDGE COMMUNITY PITCH: Architecting learning together for better work • • • • • Platform as Medium Content as Catalyst Tools as Learning Contributions as Centerpiece Collaboration as Value going Forward UCB SIMS INFOSYS 208B: Analysis of Information Organizations: “Analyzing Play and Games as Information Systems.” Michael P. Carter, Ph.D. 3/29/04 carter@best.com 16 THE KNOWLEDGE COMMUNITY PITCH: Platform as Medium • Where things are timely and relevant to work UCB SIMS INFOSYS 208B: Analysis of Information Organizations: “Analyzing Play and Games as Information Systems.” Michael P. Carter, Ph.D. 3/29/04 carter@best.com 17 THE KNOWLEDGE COMMUNITY PITCH: Platform as Medium • Where others know things you would like to UCB SIMS INFOSYS 208B: Analysis of Information Organizations: “Analyzing Play and Games as Information Systems.” Michael P. Carter, Ph.D. 3/29/04 carter@best.com 18 THE KNOWLEDGE COMMUNITY PITCH: Platform as Medium • A place that complements the classroom UCB SIMS INFOSYS 208B: Analysis of Information Organizations: “Analyzing Play and Games as Information Systems.” Michael P. Carter, Ph.D. 3/29/04 carter@best.com 19 THE KNOWLEDGE COMMUNITY PITCH: Content as Catalyst • Content created with scholars and practitioners UCB SIMS INFOSYS 208B: Analysis of Information Organizations: “Analyzing Play and Games as Information Systems.” Michael P. Carter, Ph.D. 3/29/04 carter@best.com 20 THE KNOWLEDGE COMMUNITY PITCH: Content as Catalyst • Content is “chunked” to be accessible everyday UCB SIMS INFOSYS 208B: Analysis of Information Organizations: “Analyzing Play and Games as Information Systems.” Michael P. Carter, Ph.D. 3/29/04 carter@best.com 21 THE KNOWLEDGE COMMUNITY PITCH: Content as Catalyst • Content fits within technical and cognitive limits UCB SIMS INFOSYS 208B: Analysis of Information Organizations: “Analyzing Play and Games as Information Systems.” Michael P. Carter, Ph.D. 3/29/04 carter@best.com 22 THE KNOWLEDGE COMMUNITY PITCH: Content as Catalyst • Delivered to evoke insights into work life UCB SIMS INFOSYS 208B: Analysis of Information Organizations: “Analyzing Play and Games as Information Systems.” Michael P. Carter, Ph.D. 3/29/04 carter@best.com 23 THE KNOWLEDGE COMMUNITY PITCH: Content as Catalyst • Tools are designed to reinforce, capture, be useful UCB SIMS INFOSYS 208B: Analysis of Information Organizations: “Analyzing Play and Games as Information Systems.” Michael P. Carter, Ph.D. 3/29/04 carter@best.com 24 THE KNOWLEDGE COMMUNITY PITCH: Content as Catalyst • Tools work for you when you can do more or less UCB SIMS INFOSYS 208B: Analysis of Information Organizations: “Analyzing Play and Games as Information Systems.” Michael P. Carter, Ph.D. 3/29/04 carter@best.com 25 THE KNOWLEDGE COMMUNITY PITCH: Contributions as Centerpiece • Contributions represent learning and work captured UCB SIMS INFOSYS 208B: Analysis of Information Organizations: “Analyzing Play and Games as Information Systems.” Michael P. Carter, Ph.D. 3/29/04 carter@best.com 26 THE KNOWLEDGE COMMUNITY PITCH: Contributions as Centerpiece • Tagging the contribution makes it accessible UCB SIMS INFOSYS 208B: Analysis of Information Organizations: “Analyzing Play and Games as Information Systems.” Michael P. Carter, Ph.D. 3/29/04 carter@best.com 27 THE KNOWLEDGE COMMUNITY PITCH: Contributions as Centerpiece • Profiling puts people in touch with their works UCB SIMS INFOSYS 208B: Analysis of Information Organizations: “Analyzing Play and Games as Information Systems.” Michael P. Carter, Ph.D. 3/29/04 carter@best.com 28 THE KNOWLEDGE COMMUNITY PITCH: Collaboration as Value Going Forward • Experts judge when they can, colleagues every day UCB SIMS INFOSYS 208B: Analysis of Information Organizations: “Analyzing Play and Games as Information Systems.” Michael P. Carter, Ph.D. 3/29/04 carter@best.com 29 THE KNOWLEDGE COMMUNITY PITCH: Collaboration as Value Going Forward • A comment is worth a dozen contributions [See, also, CSILE from OISE: www.oise.utoronto.ca] UCB SIMS INFOSYS 208B: Analysis of Information Organizations: “Analyzing Play and Games as Information Systems.” Michael P. Carter, Ph.D. 3/29/04 carter@best.com 30 THE KNOWLEDGE COMMUNITY PITCH: Collaboration as Value Going Forward • When it can’t wait, there is chat UCB SIMS INFOSYS 208B: Analysis of Information Organizations: “Analyzing Play and Games as Information Systems.” Michael P. Carter, Ph.D. 3/29/04 carter@best.com 31 THE KNOWLEDGE COMMUNITY PITCH: Collaboration as Value Going Forward • As it evolves, there is threaded discussion UCB SIMS INFOSYS 208B: Analysis of Information Organizations: “Analyzing Play and Games as Information Systems.” Michael P. Carter, Ph.D. 3/29/04 carter@best.com 32 THE KNOWLEDGE COMMUNITY PITCH: Conclusions Unlike the meeting, the convention, the retreat, a knowledge community is a process, not an event. People continue to learn to work better together. See, also, ChangeCompanion www.changecompanion.com UCB SIMS INFOSYS 208B: Analysis of Information Organizations: “Analyzing Play and Games as Information Systems.” Michael P. Carter, Ph.D. 3/29/04 carter@best.com 33 GAMES I’M LEARNING ABOUT … as an Education Program Consultant to Foundations Immersive and Pervasive Games Pervasive games (Can You See Me Now? B.U.G. (Big Urban Game), …) • USE mobile and embedded technologies in novel ways • FOR location specific & contest aware challenges & interactions • TO CREATE mixed, augmented, or adjacent realities Immersive games (The Beast, Majestic, … ) ALL THAT, IN SERVICE OF • unbounded, unframed, open-ended [play] in everyday wrap • massive goal or solving a sprawling mystery cooperatively • alternate realities …. Unfiction [in direct opposition to Machinima, but what a story; cf. non-fiction according to Star Wars Galaxies] “The Runaway Game: Spectacle and Performance in Networked Play,” Jane McGonigal, UCB Center for New Media, at Story Engines: Storytelling and Computer Games, Stanford U., 2/6/04. UCB SIMS INFOSYS 208B: Analysis of Information Organizations: “Analyzing Play and Games as Information Systems.” Michael P. Carter, Ph.D. 3/29/04 carter@best.com 34 GAMES I’M LEARNING ABOUT … as an Education Program Consultant to Foundations Designing Social Interaction in Games: core mechanic, magic circle, lusory attitude, the metagame (and “chording the controller”) MMRPS – Massively Multiplayer Rock-Paper-Scissors There.com: User-Created Content and the Metagame (e.g.,TRLG, AdBo) World Game Player Lifecycle: Confusion, Excitement, Involvement, Boredom (www.costik.com) Rich Bartle’s Player Types: Achievement, Exploration, Socializing, Imposition (www.mud.co.uk.richard/hcds.htm) Nick Yee, MMORPG motivation: Achievement, Immersion, Socialization, and Escapism (“The Demographics of Motivation”: www.nickyee.com/daedalus/archives/000753,php) “Multiplayer Play: Designing Social Interaction in Games,” Katie Salen, Eric Zimmerman, Greg Costikyan, Kira Snyder, IGDC2004 UCB SIMS INFOSYS 208B: Analysis of Information Organizations: “Analyzing Play and Games as Information Systems.” Michael P. Carter, Ph.D. 3/29/04 carter@best.com 35 The Last Slide This, These, Things Like This (aka SDK, Mods, Thereware) N>1 Technology will catch up to people Follow the story Online communities are made, not born (someone designed them) The future is the users (Jaron’s law) it’s all about the rules it’s all about the stories its all about the players UCB SIMS INFOSYS 208B: Analysis of Information Organizations: “Analyzing Play and Games as Information Systems.” Michael P. Carter, Ph.D. 3/29/04 carter@best.com 36