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  • Adam Ingram-Goble started the topic Questions for Barab et al (2004) and Steinkhuler (2006) in the forum Group logo of Full ClassFull Class 4 years, 9 months ago

    Please post your reading questions here.

    • On Barab — The reading mentions dialectical tensions as though they are somehow problematic. But a lot of life is about dialectical tensions — we want to be independent but we also want close relationships. How well did the designers manage those tensions in this case?

    • On Steinkuehler —
      The author refers to MMOGs as “naturally occurring” environments. What does she mean by that? In what way can a designed environment be considered “naturally occurring”?

    • Barab (2004)
      At page 264, the author said, “We consider the relation between design ethnography and the field of
      anthropology to be a reciprocal one.” I think there is no conflict between them, why did the author say that?

      Steinkhuler (2006)
      I think nowadays, people use similar software to write games and use countable platforms to run and play games. Most of games are homologous. So will the game culture go towards one direction and become one game culture?

    • In these readings–and every week going forward–consider the question, “How is this useful to me, and what I want to accomplish?”

      I know the Barab paper is complex, but you should approach it as a methodological discussion. Read the first paragraph a few times to get a sense of what the paper is really about.

      In the Steinkhuler paper, consider what she is saying about how games contrast against other kinds of experiences. How is what you are creating in this class (and your other courses, your work, etc) ill-defined? What are your equivalent games and Games?

    • Barab (2004)
      Just to make sure I understand a critical design ethnographer, as what you want us to be for this class is a person who is trying to change a certain aspect of society without seeming like someone who wants to control everything? We are supposed to make connections with people and the community and find positive ways to change it while putting everyone’s opinion into account.

      Steinkhuler (2006)
      Just so I understand what an MMOG is, can someone give a couple of examples? My first thought was a game like World of Warcraft but I am not completely sure.

    • While reading Barab, I wanted to know if they have toyed with an expansion to adapt to new changes and issues that come up in the communities they are serving.

      With Steinkhuler, I don’t have any questions about it since I’ve been thinking about the differences an changes in MMORPG culture and game play at the moment (ie: one MMORPG is allowing one character to be all the classes, trades, and gathering classes while the other is limited to one class and two trade/gathering classes).

    • Barab – I wonder how we can use this methodology to apply changes and obtain feedback from students in programming to improve student Hack-a-Thons in which there is not a lot of guidelines and difficult for some people to get involved because they are not as experienced or have certain things perhaps holding them back.

      Steinkhuler – The Impact Guides we create is can definitely have ill-defined results but it definitely stimulates thought when playing games. How to can this be steer toward trying to impact us in real life?

    • Barab-
      What is the damage that could possibly happen if you try to change a community?

    • Steinkhuler- What is needed for these online communities to form? If a new games is posted with social function do they automatically coming into being or are they designed by the creators of the game?