guschwan - gamiformics: a systems-based framework for moral learning through games

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Gamiformics: A Systems-Based Framework for Moral Learning through Games Author1 Name (William “Bill” Guschwan) Affiliation: Columbia College Chicago, [email protected] Author2 Name (Janell Baxter) Affiliation: Columbia College Chicago, [email protected] Author3 Name (Thomas Seager) Affiliation: Arizona State University, [email protected] Author4 Name (Susan Spierre Clark) Affiliation: Arizona State University, [email protected] Abstract. Certain wicked problems are categorized by obstacles that make them especially problematic. They may exist outside the direct human sensory experience, manifest over long time periods, engage communities on a global scale with diverse values sets, or require cooperative solutions. These types of problems are resistant to resolution, and may reveal additional problems. Instead of trying to resolve them in a traditional analytical style, a new approach is needed. We propose a framework to address these problems called Gamiformics; an approach that posits these types of problems as ontological, not epistemological. Certain difficulties in moral learning are a side effect of the ontological commitment of a subject/object non-systems view. Instead of viewing a person as an object, a systems-based view of a “person-in-a-situation” is used. Gamiformics is a framework that uses a systems-based view of a “person-in-a-situation”, game-like experiences, and non-cooperative game theory to simulate classic moral problems and make explicit social interaction and influence. Games such as Pisces position person and situation as negotiable, and can be analyzed with this new ontology. Proceedings of the International Symposium on Sustainable Systems and Technologies (ISSN

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Certain wicked problems are categorized by obstacles that make them especially problematic. They may exist outside the direct human sensory experience, manifest over long time periods, engage communities on a global scale with diverse values sets, or require cooperative solutions. These types of problems are resistant to resolution, and may reveal additional problems. Instead of trying to resolve them in a traditional analytical style, a new approach is needed. We propose a framework to address these problems called Gamiformics; an approach that posits these types of problems as ontological, not epistemological. Certain difficulties in moral learning are a side effect of the ontological commitment of a subject/object non-systems view. Instead of viewing a person as an object, a systems-based view of a “person-in-a-situation” is used.Gamiformics is a framework that uses a systems-based view of a “person-in-a-situation”, game-like experiences, and non-cooperative game theory to simulate classic moral problems and make explicit social interaction and influence. Games such as Pisces position person and situation as negotiable, and can be analyzed with this new ontology.

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Gamiformics: A Systems-Based Framework for Moral Learning through Games W. Guschwan et al.

Gamiformics: A Systems-Based Framework for Moral Learning through GamesAuthor1 Name (William Bill Guschwan) Affiliation: Columbia College Chicago, [email protected] Name (Janell Baxter) Affiliation: Columbia College Chicago, [email protected] Name (Thomas Seager) Affiliation: Arizona State University, [email protected] Name (Susan Spierre Clark) Affiliation: Arizona State University, [email protected]. Certain wicked problems are categorized by obstacles that make them especially problematic. They may exist outside the direct human sensory experience, manifest over long time periods, engage communities on a global scale with diverse values sets, or require cooperative solutions. These types of problems are resistant to resolution, and may reveal additional problems. Instead of trying to resolve them in a traditional analytical style, a new approach is needed.

We propose a framework to address these problems called Gamiformics; an approach that posits these types of problems as ontological, not epistemological. Certain difficulties in moral learning are a side effect of the ontological commitment of a subject/object non-systems view. Instead of viewing a person as an object, a systems-based view of a person-in-a-situation is used.Gamiformics is a framework that uses a systems-based view of a person-in-a-situation, game-like experiences, and non-cooperative game theory to simulate classic moral problems and make explicit social interaction and influence. Games such as Pisces position person and situation as negotiable, and can be analyzed with this new ontology. Proceedings of the International Symposium on Sustainable Systems and Technologies (ISSN 2329-9169) is published annually by the Sustainable Conoscente Network. Jun-Ki Choi and Annick Anctil, co-editors 2015. [email protected] 2015 by William Guschwan, Janell Baxter, Thomas Seager, Susan Spierre Clark. Licensed under CC-BY 3.0.

Cite as:Gamiformics: A Systems-Based Framework for Moral Learning through Games. Proc. ISSST, William Guschwan, Janell Baxter, Thomas Seager, Susan Spierre Clark. Doi information v3 (2015)

Introduction. Certain wicked problems are categorized by obstacles that make them especially problematic. They may exist outside the direct human sensory experience, manifest over long time periods, engage communities on a global scale with diverse values sets, or require cooperative solutions. These types of problems are resistant to resolution, and may reveal additional problems. Instead of trying to resolve them in a traditional analytical style, a new approach is needed.

We propose a framework to address these problems called Gamiformics; an approach that posits these types of problems as ontological, not epistemological. Certain difficulties in moral learning are a side effect of the ontological commitment of a subject/object non-systems view. Instead of viewing a person as an object, a systems-based view of a person-in-a-situation is used.

Why Games? Creating an appropriate environment and experience for this type of moral learning can be challenging, however technological advances have resulted in the creation of immersive settings that allow learning by doing. These types of experiences, with intuitive interfaces, can provide a deeper connection with content. Using game-like experiences to simulate problems can convincingly situate the student in a moral dilemma to explore classic problems in moral philosophy, and non-cooperative game theory can make explicit the way that we interact and influence others.

Goal-oriented games use an interactive experience to help players accomplish an objective. Instead of affording the experience of achieving, socializing, rewards, or exploring with these types of games, they are used in a more meaningful context. Games with a serious purpose use gamification to afford a serious purpose; interactivity is a tool that can afford an experience as opposed to a movie that tells a story. A goal driven game will foreground the formal declaration of its purpose and provide structure for decision making allowing players to learn, experiment, and practice in a way that is otherwise difficult to achieve. Some designers, most prominently Jane McGonigal, have promoted games for social purposes. McGonigal's analysis, however, works with the old Descartes subject/object split. Like gamification it sounds promising, yet gamification has been shown to suffer in its long-term effectiveness. Gamiformics. Gamiformics is a reaction to the gamification movement. By seeking to motivate tasks with rewards, gamification is transforming many applications. It demonstrates many flaws such as the initial interest in extrinsic rewards fades over time. Gamiformics tries to fix that by using an identity model based on individuation.

The award-winning game Journey uses a framework similar to Gamiformics. While the designer Jenova Chen has his own style, the Gamiformics framework is useful for analyzing his approach. Thus, Gamiformics is useful for critique of games as well as making them.Person in a Situation. A new ontology would work with a person in a situation as the fundamental entity. Games are ideal for creating this new ontology as you construct both the situation and the person, both the roles and the rules. This is akin to Giambattista Vicos foregrounding of poetry as the primary ontological split in that it is an identity and a context which could be considered a relational ontology. Vico gave the postulate of the new science (1725) a celebrated formulation (The true and the made are convertible). This means that we can have rational knowledge only about that of which we are the cause, about that which we ourselves have made.

Identity. Gilbert Simondon proposes a model of identity as a process of individuation within metastable environments. What is individuation? Simondons most basic argument is that the individual is never given in advance; it must be produced, it must coagulate, or come into being, in the course of an ongoing process. As such, he promotes the importance of emergence in the construction of identity. We propose to use this model of identity. In other places, we refer to it as person in a situation. Context. Another French philosopher, Andre Leroi-Gourhan, further emphasizes the role of tools in constructing identity. By focusing on context as the tools a person uses, identity is constructed in the moment of the use of the tool. And what he [Leroi-Gourhan] is able to then show is that the history of technics and the history of the human being run parallel with one another; they are, if not the same, at least inextricable. We propose that videogames are tools that co-create the identity of the player.Logic. Logic here is conceived as the general form of judgments investigated by such thinkers as Immanuel Kant. Instead of a dual logic, we use a four-fold logic based on the tetralemma. This 4 fold logic depends on an ecological psychology view where assertions of it is, it is not, it is both and it is neither occur co-dependently. Using an ecological psychological reading of Aristotle, we are able to map this logic to Aristotles 4 causes. The formal cause is the cooperative focal point of the game. The material cause is the actual mechanics of the game and the win state. The efficient cause is both of them occurring simultaneously, the event of the game. This cause involves negotiation and networking about both the formal cooperative cause and the more material notion of winning the game. And the final cause is the emergent self-knowledge that occurs through this play. Importantly, the order must be protected and is asserted as a novel contribution to a framework for promoting sustainability learning.

Non-Cooperative Games. A series of non-cooperative games recently created reveal some of the salient ethical quandaries relevant to sustainability. Each problem is adapted from economics concepts such as the problem of environmental externalities, the Tragedy of the Commons, weak vs. strong sustainability, and intergenerational equity. One novel aspect of these modules is that they can be played simultaneously or sequentially by classes at multiple universities, where the interaction between classes introduces an essential element of moral tension; digital interfaces enable experiences that can represent real world sustainability problems in which actions can impact others disconnected in space and time from decision-makers. The classes deliberate about issues of fairness, procedural justice, moral luck, and the responsibility of experts to society.Ultimately, these games allow players to confront two essential moral questions:

1. What are my responsibilities to others?

2. What am I willing to risk in my own well-being to meet these obligations?The instructional theory supporting the games derives from Kolbs Learning Cycle, in which Kolb theorizes that four activities are essential to effective learning: abstraction, experiment, experience, and reflection. While traditional pedagogical approaches for teaching ethics emphasize abstraction (through readings) and reflection (through discussion and writing), the games are designed to complement these approaches by strengthening experiment and experience. Consequently, the game-based pedagogy has moved ethics education from predictable to surprising, passive to active, and apathetic to emotionally resonant.

These games represent a new genre in game design, predicated on non-cooperative game theory problems that admit tragic outcomes. We believe that the interaction between players that are inherent in a game-theoretic genre is both novel and especially well-suited to exploit mobile social-networking platforms. Existing game titles (e.g., Farmville) currently take advantage of only positive interactions between players on these platforms, whereas these sustainability-oriented games explicitly confront tragic outcomes that result from a failure to work collectively.

Bunnies.The Tragedy of the Commons is illustrated in a sequential game in which two to four players collectively manage a vegetable garden. The game simulates the classic Lotka-Voltera predator-prey equation and consequently helps players understand both population dynamics and resilience in ecology and the problem of the Commons. The game is structured so that failure (collapse of the garden and the bunny population) is inevitable as the game becomes increasingly more difficult. The goal is to post a High Score, which requires both understanding of the chaotic predator-prey dynamics and the cooperation of other players.

Miner Madness. This game illustrates both the Tragedy of the Commons for exhaustible (rather than renewable) resources, the Free Rider Problem, and the Mayflower Problem, as players prospect for gold in an underground mine. Players are expected to build the mine both by digging and by purchasing structural supports that prevent collapse. The deeper they dig, the less profitable mining becomes (due to the increasing expense of structural supports). Like Bunnies, failure is inevitable as resources are exhausted and further mining becomes economically untenable. The goal is (again) to post a High Score in a public (e.g., museum or social network) setting.Courtroom Cahoots. Simulating the classic Prisoners Dilemma problem, this game creates a narrative for players as they choose careers of innocence or guilt. Those that choose crime accumulate points that result from their exploits, provided they avoid prosecution. Those that choose innocence risk being framed by other players, but can earn their own points by agreeing to serve as witness against other players. The available crimes escalate from trivial (stealing gum from the candy store) to massive (Ponzi-scheme, white-collar fraud) as players gain experience and the stakes increase. Play continues until all players are either convicted or framed, and serving life sentences without parole in jail. Again, the goal is to post a public High Score.Pisces. Pisces is a serious game that teaches about the Tragedy of the Commons, sustainability, and ethics. The game was originally designed and built to be played using Excel spreadsheets to track progress and player choices by Dr. Thomas Seager, Senior Sustainability Scientist, Global Institute of Sustainability. Creative technologist Bill Guschwan has taken over the project and the latest version uses twitter as input, leveraging social media to reach a wider audience.

Conclusion. Gamiformics is a framework that uses a systems-based view of a person-in-a-situation, game-like experiences, and non-cooperative game theory to simulate classic moral problems and make explicit social interaction and influence. Games such as Pisces position person and situation as negotiable, and can be analyzed with this new ontology. References

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Bluemink, Matt. 2015 Man, the Animal Without Essence, 3: Brains, Hands and Tools http://bluelabyrinths.com/2015/03/29/man-the-animal-without-essence-3-brains-hands-and-tools/

Dupuy, Jean-Pierre, 2013, The Artificialization of Life: Designing Self-Organization,The Science, Politics, and Ontology of Life-Philosophy, Bloomsbury Academic

Guschwan, William, January, 2014, Aristotles Fourfold Causality, Tetralemma, and Emergence, ETC: A Review of General Semantics, https://www.questia.com/library/journal/1G1-375211796/aristotle-s-fourfold-causality-tetralemma-and-emergence

Juul, Jesper, April 2, 2011, Gamification Backlash Roundup, The Ludologist, https://www.jesperjuul.net/ludologist/gamification-backlash-roundup

Kant, Immanuel. 1998. Logic. Dover, ISBN: 978-0486256504.McCarthy, Jim and Michele McCarthy. 2002. Software for Your Head: Core Protocols for Creating and Maintaining Shared Vision. Addison-Wesley Professional, ISBN: 978-0201604566.Parkin, Simon 2012 Jenova Chen: Journeyman, Eurogame.net, http://www.eurogamer.net/articles/2012-04-02-jenova-chen-journeyman

Sadowski, J, Seager, TP, Selinger, Evan, Spierre SG, Whyte, Kyle (2012) An Experiential Game-Theoretic Pedagogy for Sustainability Ethics (Springer)

Shaviro, Steven, January 16, 2006, Simondon on Individuation The Pinocchio Theory, http://www.shaviro.com/Blog/?p=471

Simondon, Gilbert. 1964. Lindividu et sa Gense Physico-Biologique. Paris: Presses Universitaires de France.

Zichermann, Gabe. 2011. "Gamification Has Issues, but They Aren't the Ones Everyone Focuses on." O'Reilly Radar. O'Reilly, 15 June 2011. Web. 08 May 2015.

Gamiformics: A Systems-Based Framework for Moral Learning through GamesAuthor1 Name (William Bill Guschwan) Affiliation: Columbia College Chicago, [email protected] Name (Janell Baxter) Affiliation: Columbia College Chicago, [email protected] Name (Thomas Seager) Affiliation: Arizona State University, [email protected] Name (Susan Spierre Clark) Affiliation: Arizona State University, [email protected] Gamification: the use of game mechanics in non-game contexts to engage and inspire action.

Zichermann, Gabe. 2011. "Gamification Has Issues, but They Aren't the Ones Everyone Focuses on."

Juul, Jesper, April 2, 2011, Gamification Backlash Roundup, The Ludologist

http://thatgamecompany.com/games/journey

Parkin, Simon 2012 Jenova Chen: Journeyman, Eurogame.net

Dupuy, Jean-Pierre. 2013. The Artificialization of Life: Designing Self-Organization. Page 81.

Simondon, Gilbert. 1964. Lindividu et sa gense physico-biologique.

Shaviro, Steven. 2006. Simondon on Individuation The Pinocchio Theory.

Bluemink, Matt. 2015. Man, the Animal Without Essence, 3: Brains, Hands and Tools

http://en.wikipedia.org/wiki/Tetralemma

Guschwan, William. 2014. Aristotles Fourfold Causality, Tetralemma, and Emergence, ETC: A Review of General Semantics

Atherton J S (2013) Learning and Teaching; Experiential Learning

Sadowski, J, Seager, TP, Selinger, Evan, Spierre SG, Whyte, Kyle (2012) An Experiential Game-Theoretic Pedagogy for Sustainability Ethics