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Instructional Design Category

Reality: Transforming USC Film Students’ Freshman Year Into an Addictive Game

Academia, Alternate Reality Games, Instructional Design, Other Authors 0 Comment »
originally from argnet
December 29, 2011 · By Nathan Maton in Features, Interviews

Image courtesy of Ben Chance

By Nathan Maton and Rebecca Thomas

School changed this year for the majority of freshman at the USC School of Cinematic Arts. Driven, talented future media makers normally waited until their sophomore year to produce any major media through the program, but this year USC partnered with Ph.D. candidate Jeff Watson to produce Reality, an alternate reality game focused on media creation.

Reality, which just completed its first season, is one part trading card game, one part media creation tool, and one part web portal. Three hundred unique cards, color-coded by type and designed to fit together, were handed out to students who unraveled a series of clues leading to the game’s secret campus headquarters or tucked away for discovery as the game progressed. As students discovered other students who were playing, they made “deals” by trading or pooling cards that led to collaborative projects and then published their work to Reality’s web portal so other students could rate and review the projects. Winning projects earned interesting rewards, like meeting industry professionals, for the creators.

Designing Reality
When USC pulled together a team to design Reality, they had one goal in mind: to give incoming freshmen the opportunity to collaborate with other students and sharpen their skills before their sophomore year.  Watson was approached for the project because his dissertation is on transmedia interaction design. He put together a team with Simon Wiscombe, with Tracy Fullerton as an advisor.

Watson didn’t want students to feel like they had to join the game. Designed as an alternate reality game, Watson felt that students had to come to the game driven by their own curiosity for it to be truly successful, thus the typical ARG mysterious message that pulls players into the game world.  Here’s how students describe their initiation into the game:

“When I started playing the game, I was eating dinner with a friend and she got a call from another friend of mine asking her to come to Fluor Tower,” says Ben Chance, a Film & Television Production major and one of the most active players. “My friend asked if I could come because I was sitting there. There was a pause. After a moment, I was told I could come. We were told we were going to a secret meeting. We came into the room and there were 8 people there and they all had their cards on the floor. I remember telling my friend, ‘This semester just got a whole lot more interesting.’”

“I remember getting a text from my friend Miranda Due,” recalls Allison Tate-Cortese, another Film & Television Production major.  ”She had gotten an email from Reality (an email address she didn’t know). It had a cryptic message saying that if you can decode this email, it would tell you where to go for further instructions. It had a bunch of jumbled letters at the bottom. I was pretty shocked off the bat, it was out of the blue and came in a few days before class started.”

Team Formation
One interesting aspect of the slow uptake of the game (as intentionally hoped for) was the ability of those early adaptors to game the system.

“One of the things that helped get me into USC is that I’m a motivated person around challenges so when a challenge was presented to beat out other freshman students in the production of visual media it sounded like a lot of fun,” noted Chance.  ”We formed a group of ten people early on and that was unheard of, other groups were getting together in twos and threes.  One of my friends, Josh Rappaport, asked if I knew about the game and when I said yeah I’m in a group of 10 people he was shocked.  He only knew about 4 or 5 other people playing the game so when he heard about a group of 10 other people playing the game that was unheard of.”

These early adopters dubbed themselves Marra and created an “exclusivity contract” to ensure all members participating in a challenge would get credited for the project. It became impossible for other players to beat this collective force and created some real heat between freshmen. The prizes for the game included things like class recognition, exclusive meetings with top professionals like Robert Zemeckis and famous Hollywood producers: one student even walked away with an internship offer based on the meeting.

Eventually, a rival group formed called the Tribe. While we didn’t talk to a Tribe player, Tate-Cortese, one of Marra’s members, described the Tribe’s rationale as “there are more students outside of Mara than within so why don’t we compete with that and use our massive amount of people to compete.”  It worked.  Before the Tribe’s formation, Marra won five weeks in a row. Once The Tribe started working together, they won five weeks in a row.

After this rivalry, a resolution emerged as a “forbidden deal.” “About week eight [of the rivalry] maybe, there were three Mara members working on a deal,” Chance explained. “Across the hall, all the Tribe members invited us into a meeting and we observed them and talked to them about what we wanted.  One of the members threw out the idea of doing  a ‘super project.’” The idea stuck.  Chance got intrigued about a Romeo and Juliet style deal and they shot a cross-team deal, uniting the teams for the first time.

Prototyping Challenges
While gameplay of this nature is emergent, it is worth examining why the designers made the decisions to include elements like forced collaboration that led to this type of group deal making.

“Our initial design didn’t have cards at all,” noted Watson.  ”It was much more like something like SF0 –a collaborative production game played through a web portal, full stop.”  Fullerton, Watson’s advisor on the project, pressed for more. As she explained,

From the beginning, the primary goal of the project was to get students talking, working, and forming lasting social bonds amongst the various divisions of the school . . . . The fact is that some students are more online-focused than others, and we didn’t want to make something that privileged that way of interacting.  A face-to-face mechanic, that prompted casual discussion and ramped up to collaboration was what was needed.

Watson had been toying with an interlocking card game system for years, and that became the basis for the revised design. The initial deck design featured media artifact cards as well as action cards that would direct the making, but that still wasn’t flexible enough for what the team wanted. Finally, the team designed a deck carefully balanced between four types of cards: Maker, Property, Special, and People. The cards were flexible enough to provide the type of random prompt generation the design team wanted while still remaining portable enough to facilitate the face-to-face interactions necessary to the game’s success. After the team developed the game’s mechanics on a collaborative wiki and creating a set of test cards, Wiscombe helped refine the experience and translate it into a fleshed-out deck of cards.

Watson gave one example of the reasoning behind the team’s card design decisions.  They wanted everyone to start with fairly different cards so they could discover, trade, and share new cards by talking to other players.  ”If everyone had the same 10 cards in their starter pack, players wouldn’t be curious about what other players had in their packs . . . so we looked at the approximate size of what we expected would be our start-up player base — we designed for around 200 players — and then did the math from there.”

The team got to know their target audience extremely well, and adjusted the design accordingly. As Watson explains,

There’s a temptation in designing games for institutional interventions that says you should make your game maximally scalable such that other institutions can easily port it into their programs. In my experience, designing for scale from the start depersonalizes and flattens games. Our mandate was to make something that would intrigue, galvanize, and mobilize our players, and we felt that the best way to do this was to create a genuinely tailor-made experience, something that couldn’t happen anywhere else and that was precisely tuned to this particular player population. That was our priority.”

Despite the team’s focus on crafting a project particular to the USC School of Cinematic Arts, their game produced quite a few mechanics that could be readily transferable, including the way the cards link to a web-based collaborative production game.

Of course, design processes are never ideal.  The beginning of the semester quickly approached and the team needed to playtest the system with limited time. They were able to bring in members of alocal pervasive gaming group to help test the mechanics and make sure they were headed in the right direction. In the end, the inaugural season of Reality proved to be its real playtest beyond figuring out the mechanics.

Design Philosophy
At its heart, Watson made something quite different from many ARGs.  Even with a background in making traditional story-driven ARGs, he finds the mantra, “It’s all about the story” to be counter-productive.  ”Design your ARG experiences so that they function procedurally — that is, create an actual game that drives participation and play among your audience such that the play itself generates the experience,” Watson argues.  ”In our case, we had a lot of eager young media-makers to work with, and so we were able to leverage their creative and performative motivations in order to generate the overall experience.”  This seems like a much needed perspective change, focusing on the mechanic and using the story as an impetus for gameplay.  Watson allowed the players to tell their own more meaningful story about personal ambition and competition and collaboration.

What’s Next
It sounds like Reality will return again if student sentiment is any signal.  The two students we spoke with both admitted that Reality was their favorite part of their freshman fall semester.  They are sad to see it go, and are excited to be a part of the next iteration (even if it is just talking to next year’s freshman about the experience).  Beyond the sheer fun, Tate-Cortese found the game to be an exceptional learning experience. “I think the game was brilliant because it created an incredible space for experimentation and growth.  It was brilliant because you felt safe because you can try things that were outside of your comfort zone, but you didn’t have to worry about a grade accompanied with it.”  She wants to be a director, but got to experiment in all of the different roles in a production.

“Everyone I spoke to in the upper classes wishes they had this experience,” Tate-Cortese said. “It speaks to the future of education and film production, and it just really proves that they are cutting edge and at the forefront of film production and education.” It also allowed for several students outside of SCA to participate in the production process and Chance thinks they are even better equipped to be SCA students (many of them want to transfer) than the SCA students who didn’t participate in Reality.

Interested in learning more about the projects the students created as a result of Reality? Check out the game’s online archive of deals, where students shared their work, explaining the rationale behind each project. Highlights include a special effects-ridden science fiction trailer, a satiric dramatization of students’ experiences with the project, and a game of live-action Minesweeper at IndieCade. A stealth version of the game played out at DIY Days resulted in two additional video productions. Henry Jenkins wrote two blog posts explaining and contextualizing the game within the education space, while the Workbook Project’s Transmedia Talk podcast featured an interview with Watson.

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January 3rd, 2012  
Tags: academia, alternate reality game, ARG, branding, classroom, instructional design, new media, other author



5 Ways Higher Education is Leveraging Mobile Technology

Academia, Instructional Design, Mobile, Other Authors 0 Comment »

Originally from Mashable.

Jeff Kirchick is Director of Universities at SCVNGR, the popular mobile game about going places, doing challenges and earning points. He presents regularly about the future of mobile and location-based services in education. You can follow Jeff on Twitter @JeffreyKirchick or e-mail him at jeff@scvngr.com.

Mobile technology is on the minds of higher education professionals more than ever before. At the recent HighEdWeb conference in Austin, the itinerary included several ways schools can use social media, blogs and mobile technologies to better captivate its student body. And last week, hundreds of orientation professionals gathered in New Orleans for the National Orientation Directors Association annual conference, where they discussed how to engage with prospective students in modern and relevant ways — including mobile — to welcome the next freshman class.

It’s no mystery why: The latest numbers show 40% of teens plan on buying an iPhone within the next three months. In the last three years, the smartphone penetration rate among the 18-24 age demographic has risen by nearly a fifth. It’s not unreasonable to expect that nearly all of the Class of 2015 will have smartphones by the time they graduate. At the same time, nearly half of all college students are using their phones to access the mobile web.

There’s a recent debate about whether schools should create mobile apps or mobile websites. Either way, according to Dave Olsen, a web developer at West Virginia University, roughly 15% of colleges and universitieseven have a mobile website, much less an app or set of apps targeted to their prospective, current and/or alumni bodies.

To be fair, universities have come a long way. Nearly all schools are now using social media for everything from brand awareness to event management. And some institutions — for example WVU, William and Mary and Ohio State University — are pioneering and already providing an impeccable mobile experience for students.

As tomorrow’s grads become increasingly married to their mobile devices, here are five ways that mobile tech matters just as much as social technology in the higher ed space.


1. Engaging a Mobile Student Body


Students today seem unable to go five minutes without checking their phones for a text, notification or email. (88% of students even text during class!) The power of that reliance could be harnessed to announce campus events, such as a fundraiser or a special guest lecture, or even incorporate it into the class curriculum.

Technology in education usually means places of higher learning play a bit of catch-up, but those who start embracing mobile now with development and budget resources will be ahead of the curve for years to come. Check out what Purdue University’s done with mobile learning with their remarkable Studio Project. In particular, the project’s Hotseat app takes status updates and creates a “collaborative classroom” by allowing students to provide near real-time feedback during class. The idea is that professors can then adjust the course content and improve the overall learning experience.


2. Providing Real-Time Information that Matters


Even though the latest numbers show only 4% of adults use location services to check in, nearly a quarter of them use it for practical things like getting directions and recommendations. Savvier teens are more likely to use location for fun, but they’re also looking for practical information: campus events, news alerts, social recommendations — you name it, there’s probably a need on campus.

One great example of this is at WVU, where the school’s iWVU app shows everything from athletics to shuttle bus info. Another is Ohio State University’s OSU Mobile app that even gives students their grades and schedules in real-time.


3. Creating a Safer Campus

Just this summer, the University of California, Davis removed more than 100 emergency landline phones from campus — not only to save money, but because the idea of a stationary phone-based system seemed draconian when compared to the ubiquity of mobile. Indeed, a safe student body makes for a happy one, and the rise of mobile technology should empower students more than ever before to report dangerous situations and remain safe from harm.

Many schools, like Princeton University, send their student body SMS alerts for emergency situations. And new apps like MyForce Campus Interface provide crime data about campus and surrounding areas. Mobile technology has enormous potential to bring real-time knowledge and assurance to any college student today.


4. Empowering Mobile Commerce


The idea of paying with your phone is starting to catch on, with Square and Intuit’s GoPayment, as well as LevelUp and Google Wallet. Some early-adopter institutions are already on top of it.

Last year, the University of Denver partnered with Mocopay and a local coffee shop to test things out. Stanford University is experimenting with BlingTag stickers, which charge students’ PayPal accounts for purchases on campus. Embracing mobile payments on a wide scale will result in new levels of data and commerce, for example, giving schools a better read on dense periods of commercial activity. This will help identify the best (and worst) performing kiosks and services. QR-code technology could also securely add value to promotions, such as apparel and attendance at athletics events.


5. University Brand Reputation


All of this doesn’t have to take place in a vacuum. Developing a strategy where mobile activity is easy to share on existing social networks is key. Allow your app to connect with Facebook when possible and appropriate. Your students will be able to share what they’re up to with their friends, mapping directly to the brand of your school.

Adding game mechanics — for example, asking challenge-type questions during an orientation game to baking in reward elements — can encourage even more sharing and memorability.
When creating a mobile strategy, consider these successful social media ideas. Emerson College, for example, has brought big brands in need of social media help together with an eager-to-learn, hyperconnected student body. The process alone earned big social media savvy points for the brand.


Mobile is the next imperative channel. Technology makes things easier and adds new layers of engagement, commerce, safety and knowledge. This provides a better overall college experience, which is increasingly important to college rankings and polls. Putting the right mobile technology in place strengthens overall brand perception and student welfare alike.

Are there are other reasons why mobile matters to your college or university? What is your campus doing with mobile? Please share your stories and feedback in the comments.

Image courtesy of Flickr, hellobeautifulworld

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November 17th, 2011  
Tags: academia, higher education, ideas, instructional design, mobile, mobile technology, other author, scott gray



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