transformative play and digital games research joshua tanenbaum ph.d. assistant professor...
TRANSCRIPT
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TRANSFORMATIVE PLAY AND DIGITAL GAMES RESEARCH
JOSHUA TANENBAUM PH.D.
ASSISTANT PROFESSOR
TRANSFORMATIVE PLAY LAB
DEPARTMENT OF INFORMATICS
DONALD BREN SCHOOL OF INFORMATION AND COMPUTER SCIENCE
UNIVERSITY OF CALIFORNIA, IRVINE
HTTP://TRANSFORMATIVEPLAY.ICS.UCI.EDU
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GETTING TO KNOW YOU…
• I’m a “nerd-of-all-trades”
• I loves me some Sci-Fi and Fantasy
• I was into Steampunk before it was cool
• I’ve been collecting comics for years, and have been going to Comic-Con since 1990
• I got an MA and a PhD in Video Games
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GETTING TO KNOW YOU…
• I also have a background in theater and music
• I was a professional singer with an Elizabethan Madrigal group
• I have a degree in music composition, and have composed music for videogames, concerts, and theater shows
• I’ve mixed sound in small nightclub venues for Metal bands, in professional theaters, and in large corporate meetings
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GETTING TO KNOW YOU…
• I like to make things (and study people making things)
• I make steampunk props and costumes (which have won many awards)
• I brew my own beer (which will never win any awards)
• I’ve made short films for flash film contests, created board games, and developed interactive storytelling systems
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MOSTLY, THOUGH, I AM A RESEARCHER
• I study games and digital narrative in general
• In particular I look at identity, empathy, agency, and transformation in games
• I teach game design and game studies (these are two different things)
• I use theories of method acting and performing arts for much of this work
• I also study maker & DIY sub-cultures in the context of HCI
• HCI = Human Computer Interaction
• I’ve done a lot of work on Steampunk making as a form of Design Fiction
• Design Fiction uses films, games, and other modes of storytelling to help people understand the possible impact of a new technology.
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I WORK WITH A GREAT GROUP OF STUDENTS
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I WORK WITH A GREAT GROUP OF STUDENTS
Marie Tsaasan: STEM Education, Identity & Representation
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I WORK WITH A GREAT GROUP OF STUDENTS
Marcel Pufal: Digital Survivalism, Fallout 4 (!)
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I WORK WITH A GREAT GROUP OF STUDENTS
Jamie Brown: Games to teach writing
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I WORK WITH A GREAT GROUP OF STUDENTS
Charu Chaudhari: Tangible Memory Objects and Magical Interfaces
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I WORK WITH A GREAT GROUP OF STUDENTS
Dan Gardner: Virtual Worlds and Governance, Identity, Cultural Ownership, and Fluency
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I WORK WITH A GREAT GROUP OF STUDENTS
Nicole Crenshaw – Naming Practices and Identity in MMORPGS, Impact of Design on Social Affordances in WOW
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I WORK WITH A GREAT GROUP OF STUDENTS
Thomas Debeauvais: Impact of challenge on retention in mobile games
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I WORK WITH A GREAT GROUP OF STUDENTS
Juliet Norton: Technological interventions for permaculture communities
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I WORK WITH A GREAT GROUP OF STUDENTS
Kate Ringland: Communication in Minecraft communities for autistic youth
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I WORK WITH A GREAT GROUP OF STUDENTS
Heather Faucett: Design for disability and rehabilitation
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I WORK WITH A GREAT GROUP OF STUDENTS
Anmary Leal: Design of digital systems for crafting, textiles, and costuming
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I WORK WITH A GREAT GROUP OF STUDENTS
Marissa Gonzales: Games user research and localization
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OUR LAB SPACE: THE LUCI STUDIO
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OUR LAB SPACE: THE TRANSFORMATIVE PLAY LAB
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THREE BIG IDEAS
• Big Idea #1: The way we look, feel, act, move, and speak can all change how we think, and how we experience the world.
• By changing these things (through the use of props, or costumes, or systems of rules, or scripts) we can change the way people think.
• EXAMPLE: Costumes and Masks as game controllers
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THREE BIG IDEAS
• Big Idea #2: New technologies require a narrative in order to survive in the world.
• Combining a new DESIGN with a work of FICTION can help a broad public audience better understand and embrace that technology
• EXAMPLE: The replicator in Star Trek and 3D printers
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THREE BIG IDEAS
• Big Idea #3: The Internet of Things is stupid, and boring: no one really thinks that sacrificing their digital privacy is worth it if all they get it a fridge that knows when to order milk.
• The interesting possibilities for the internet of things lie with creating new opportunities for digital meaning making and memory preservation by integrating the physical and the digital worlds.
• EXAMPLE: The Reading Glove, and the Pensieve Box
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THANK YOU FOR LISTENING!
JOSHUA TANENBAUM
ASSISTANT PROFESSOR
DEPARTMENT OF INFORMATICS
DONALD BREN SCHOOL OF INFORMATION AND COMPUTER SCIENCE
UNIVERSITY OF CALIFORNIA, IRVINE
Possible Discussion Topics:
Acting Theory and Games
Costumes and Wearables as Game Controllers
Design Fiction and Storytelling
Steampunk and HCI
Tangible Technology and the Internet of Things