Showing posts with label book review. Show all posts
Showing posts with label book review. Show all posts

Friday, January 9, 2009

Book Review: Changing the Game: How video games are transforming the future of business


Authors: David Edery & Ethan Mollick

Title: Changing the game: How video games are transforming the future of business

Year: 2008


Overall, the majority of this book was not very helpful to me. However, that does not reflect on the quality of the book, rather its focus being more for businesses than education. It is very similar to Digital Game-Based Learning by Marc Prensky (2001), which seems to be one of the most important books in the field.


Here are some useful tidbits I got out of the book. Microsoft wanted to get its employees to voluntarily do bug checking on Vista, and turned it into a game (details not provided and obviously one must question its effectiveness!). The Army's online recruiting game has been unbelievably successful, you wouldn't believe the figures presented on this. Google has turned image labeling into a game.


Games are growing at double-digit rates while the movie industry is slowing down and the music business is actually shrinking. World of Warcraft made $1.1 in 2007 alone.


Everything in life can be seen as a game, the key is just to harness the properties of games that make them appealing. Business has rules, referees, "high scores," levels of progression, cheating, and teamwork.


"Games are compelling because, at their best, they represent the very essence of what drives people to think, to cooperate, and to create. Learning is not "work" in the context of a game - it is puzzle-solving, exploration, and experimentation." (p. 4-5).


They have posted the games on their Web site: http://www.changingthegamebook.com/


Grand Theft Auto is considered a "sandbox game," meaning the player can chose to ignore the given mission and just explore the virtual world.


"The best games keep players constantly teetering on the brink of mastery, even as they employ new twists and challenges to force players to rethink the lessons they have already learned." (p. 105).


According to Bill Ferguson, traditional educational games (which have been wholly unsuccessful) contained only 80% of the learning as traditional education, and only 20% of the fun of a regular game. He thinks this should be swapped, so that the games are 80% as fun as regular games even if you have to sacrifice a good deal of the learning. People should WANT to play the game.


Sun Microsystems hired Enspire Learning to create "Rise of the Shadow Specters" to share company information with new employees who telecommute. Sol City has been invaded by aliens and you have to clear each of the five parts of the city by finding certain artifacts relating to the five aspects of the company that they wanted to portray.


Games don't appeal to everyone. If you're going to make one for employee training, always offer a traditional alternative.


Army general Paul Gorman used an off-the-shelf game called "Neverwinter Nights" to promote teamwork among his soldiers. Harvard developed "Everest" to do the same thing among MBA students. In these types of games, each player on the team plays a role and receives the appropriate information for that role, which is not the same as the info given to the other players.


Alternate Reality Games (ARGs) - good for teaching how to handle unusual events.


Google posted two puzzles on billboards as a help-wanted advertisement for engineers. They figured only the best would figure it out and apply, and it would give applicants an idea of what it would be like to work there. L'Oreal has something similar for its business offices.


The authors warn against tying important real-world rewards like bonuses or promotions to these games. They can promote cheating and pollute the environment. Don't label anyone as "losers."


I have made the book seem like a random compilation of fact tidbits, and there is more useful stuff in this book. I have just either seen it before, or it doesn't fit what I'm trying to do with video games. The best book for this is still James Paul Gee's What Video Games Have to Teach Us about Learning and Literacy, which has a stronger educational focus. But I got some great quotes to use from this book and I think if a reader needed some advocacy, theirs is very effective.

Tuesday, September 23, 2008

Book Review: Library 2.0 and Beyond

I just finished a new library book and want to share my notes about it. This book is an anthology of articles on different aspects of library 2.0. Each article has a different author with a different focus and different style, some practical, some theoretical. There were three chapters of this book I got a lot out of, two that had good information that didn't seem relevant to me, and many that were not very memorable. Here are my notes:

Library 2.0 & Beyond: Innovative Technologies & Tomorrow’s User
Edited by Nancy Courtney
Westport, CT: Libraries Unlimited (2007)

The term “Library 2.0” first appeared in 2005 and, to put it simply, is a concept where the trends and tools of Web 2.0 are applied to libraries. Web 2.0 is broader than just the tools we associate with it. A comprehensive definition is hard to achieve, but it includes:
  • wisdom of crowds
  • age of the amateur
  • many people contributing just a little to get impressive results
  • participation; constant change; collaboration
  • self-service
  • two-way flow of information between the people and the organizations
  • **democratizing of communication

These virtual communities support physical ones. For libraries, this means we should make the library available at all points of need, and integrate the library with services outside of the library’s walls.

Here are the highlights of the book:

Chapter 4 on podcasting by Chris Kretz
It explains the difference between a mere audio file and a “podcast,” which must include RSS. Things you can do with podcasts include

  • book reviews
  • highlighting collections
  • reading books (one library read the entire Frankenstein in 27 podcasts over a month, featuring different faculty members’ voices)
  • leading a treasure-hunt exercise
  • “Library Audio to Go” (focuses on specific information resources and topics related to research in a conversational manner)
  • “Computer Tips” at Providence PL (hands-on tutorials for stuff like Google Earth, Flickr, Craigslist, and go with screen shots)
  • live programs hosted at library
  • local history, story time, teen show

Of course there are legal issues involved. You must get signed permission from speakers, permission from authors/artists, podsafe music, copyright of books, etc. To promote podcasts, you should submit the RSS feed to a podcast directory (Ed. Podcast Network, iTunes, Podcast Alley), include information in the ID3 tags, add graphic or logo to the ID3 tag. Also be sure to make it clear at the start of each podcast who/what will be presented.


Chapter 8 on user-based tagging by Ellyssa Kroski
This was also a good chapter, discussing the advantages and disadvantages of letting the masses “tag” items on the Web in order to organize it. She argues there’s just too much information on the Web to be cataloged by professionals, so why fight the amateur organization?

Advantages- inclusiveness (no bias), currency, discovery potential, nonbinary nature (no one preferred term for all synonyms), self-moderation/democratic, shows what users want and insight into their behavior, community, low cost, usability, and resistance is futile.

Disadvantages- non synonym control, lack of precision, lack of hierarchy, lack of recall, susceptibility to “gaming” (like spamming).

Advanced features are making tagging more useful.

Chapter 9 on learning from video games by David Ward
This had some great stuff in the section on “Games as an Education Tool.” I think most library educators agree that straight-out lectures don’t work anymore, you have to get them active. Video games involve learning; the players have to learn to solve problems and will spend hours doing so. We should use off-the-shelf games or make our own that get students simulating the research process to give them practical albeit virtual experience.
The definition of a “video game” is:

  • visual digital information to 1+ players
  • takes input from players
  • processes the input according to programmed game rules
  • alters digital information based on input

He writes that you don’t need to use actual video games, just characteristics of the games, where players learn by doing and discovering… a.k.a. “active learning.” You must keep telling to a minimum, to allow for discoveries. Allow them to get feedback from environment to inform them for their next action.

Furthermore, 2.0 involves collaborative relationships. Try to provide opportunities for “peer-to-peer creation and transfer of knowledge.” This provides newbies a stronger support system. Let students build their own research guides.

Less memorable chapters for me included: Virtual Worlds (Second Life), Social Networking, Mashups, Handheld Computers in Library (including cell phones), Wikis. The chapter on future catalogs was good, but not of personal interest as we can’t build our own catalog. But much of what it suggests will be available in Indigo, which I hope we will switch to over winter break. The chapter on digital storytelling was very good, and written by academic librarians, but I found it difficult to see how it would be applied to our library. I would like to see examples of this.