Friday, April 20, 2007

The final annotated bibliography

This is everything I've used. I think tommorrow morning I'm going to code the whole shebang into a web format instead of going for the boring pdf, just because it might be more fun to look at, and I can make cute little in-paper hyperlinks. ;)

Annotated Bibliography

Ahern, Victoria "Alternate reality games use hidden clues, real life locations" Canadian Press Newswire. August 30th, 2006

Article discusses new ARGs coming out that year, what ARGs are, and a bit of background history on them.

Alex. “[cloudmakers] Martin Swinton” Online Posting. April 2, 2001. Cloudmakers YahooGroup. Retrieved 2007 April 21. <http://games.groups.yahoo.com/group/cloudmakers/message/8>

Posting on cloudmakers yahoogroup establishing first usage of the phrase ‘collective detective’ in reference to cloudmakers playing The Beast.

Asgari, M. “Identity exploration in computer and video games: Recognitive and socio-cultural paradigms. In Proceedings of GAMES 2006: the !st International Digital Games Conference (pp. 241-246), Portalegre, Portugal.

A discussion of Identity, and how identity can be a bit fluid in online games. Discusses the social element in games effecting the player’s identity.

Asgari, M & Kaufman, D. (2004, June). "Relationships among computer games, fantasy, and learning". In Proceedings, Educating Imaginative Minds: 2nd Annual Conference on Imagination and Education. Vancouver, B.C.

Discusses efficacy of learning through games, especially those involving some sort of fantasy situation. Gives correlations between fantasy element, plot, and user interest and amount of involvement.

Asgari, M & Kaufman, D. "Designing Educational Computer Games: What can we learn from commercial games?" In P. Trim & Y-I Lee (Eds.), The International Simulation and Gaming Research Yearbook Volume 15: Effective Learning from Games and Simulations. Edinburgh: The Society for Advancement of Simulations and Games in Education and Training (SAGSET).

Kaufman and Asgari discuss learning and computer games, they also study ways in which commercial games differ from present educational ones. They also discuss possible avenues for improvement.

Business Wire. "Canadian initiative uses computer games and WebCT Vista PowerSight Kit to promote learning; Empirical data will identify gamer activities and learner success factors in SAGE project" Press release. November 14th 2005.

Press release about SAGE project, a group of Canadian researchers studying online game play, collaborative learning, and simulation games for the purpose of education and training.

Eisenstadt, M., Dzbor, M., “From Buddy Lists to Buddy Space: Enhanced Presence Management for Collaboration, Learning and Gaming”. Voice On The Net / Presence and Interworking Mobility Summit (VON/PIM Europe), Helsinki, Finland. (2002)

Article about software the two were creating for England’s Open University. Discusses importance of web presence, and how one might manage it. Software proposes making more interactive social environment for students.

Handy, Alex. “The Buzzmakers”. East Bay Express 2005 May 18. Retrieved 2007 April 17. <http://www.eastbayexpress.com/2005-05-18/news/the-buzzmakers/full>

Article in the East Bay Express about Elan Lee’s company 4orty 2wo, and background info on The Beast, as well as other ARGs the company has produced.

Kumar, Vive. “Computer Supported Collaborative Learning: Issues for research”. Graduate Symposium, Department of Computer Science, University of Saskatchewan, Canada, 1996. Retrieved 2007 April 15. <http://www.sfu.ca/%7Evivek/personal/papers/CSCLIssuesForResearchRevised.pdf>

Explains computer supported collaborative learning, and suggests several avenues for research.

Lee, Elan. “This Is Not a Game.” Lecture at the Game Developers Conference 2002. Convention Center, San Jose, CA. March 22 2002.

Lecture about the creation of the Alternate Reality Game known as “The Beast”, made to publicize the movie “A.I.”. Also discussed the ‘rules’ in creating good Alternate Reality Games.

Maier, Clive. "Novachem InstaEliminator and NovaBlaster.(What's New on the Web)." British Plastics & Rubber (Nov 2006): 42(1). InfoTrac OneFile. Thomson Gale. Madonna University Library. 18 Apr. 2007

<http://find.galegroup.com/ips/infomark.do?&contentSet=IAC-Documents&type=retrieve&tabID=T003&prodId=IPS&docId=A155473054&source=gale&srcprod=ITOF&userGroupName=lom_madonnaul&version=1.0>.
 
Article about UK company NovaChem, and a new training initiative that involves an online game that assists in training employees for tasks they perform on the job daily. The game helps them improve their job skills.
 

McGonigal, Jane “”This is not a Game’: Immersive aesthetics and collective play” MelbourneDAC, the 5th International Digital Arts and Culture Conference.
May 19 - 23, 2003. p 110-118 (9 pp.)

Jane McGonigal writes about her experiences with The Beast, and about collective play and its social side-effects. She also discusses the potential of the collective detective.

SAGE. Simulation and Advanced Gaming Environments for Learning. April 2007. Retrieved 2007 April 20. < http://www.sageforlearning.ca/ >

Home web site for project SAGE, an organization that studies learning applications for simulations and games.

Saltzman, Marc. "Think outside the box with ARGs" Gannet News Service. August 3rd, 2006.

Short article about recent and upcoming ARGs. Gives a bit of background on the topi of ARGs as well.

Stacey, Sean (10 November 2006). “Undefining ARG”. Retrieved on 2007 April 17. <http://www.unfiction.com/compendium/2006/11/10/undefining-arg/ >

Short article about the definition of Alternate Reality Gaming. Stacey was one of the first to coin the term, and was a creator of the Unfiction site.

Stamps, David. “My anonymous adventures in cyberspace”. Training. Minneapolis:Apr 1999. Vol. 36, Iss. 4, p. 50-58 (8 pp.)

An experience with an online collaborative learning training program.

Stewart, Sean (2006) “Alternate Reality Games” Retrieved on 2007 April 17. <http://www.seanstewart.org/interactive/args/ >

Article posted on Sean Stewart’s personal site about Alternate Reality games, and how he became involved as a paid Shadowy Mastermind.

Steinkuehler, Constance A. “Learning in Massively Multiplayer Online Games”. Proceedings of the International Conference of the Learning Sciences, 2004. Mahwah: 2004 p. 521-28 (7 pp.)

Article written for 2004 conference of the Learning Sciences. The article talks about learning and social interaction in Massively Multiplayer Online Games.

Tapscott, Don. “The power of electronic play”. Computerworld. Framingham: May 24, 1999. Vol. 33, Iss. 21, p. 32-33 (2 pp.)

Article written by chair of the Alliance for Converging Technologies, discusses new games out at the E3 conference, how new strides in collaborative computing and virtual reality have been made.

Wiecha, John M. "Collaborative Online Learning (COL): a new distance education method.(NEWSDESK)." Essential Drugs Monitor 33 (June 2003): 36. Health Reference Center Academic. Thomson Gale. Madonna University Library. 18 Apr. 2007.

<http://find.galegroup.com/ips/infomark.do?&contentSet=IAC-Documents&type=retrieve&tabID=T003&prodId=IPS&docId=A154867796&source=gale&userGroupName=lom_madonnaul&version=1.0>.
 
Article describes online collaborative learning study done among a group of doctors.
 

Wolk, Douglas. “Signs of Intelligent Life: A.I.'s mysterious and masterful promotional campaign”. Slate. May 15 2001. Retrieved 2007 April 21.

Article about A.I., the first recognized ARG.

Whew!

Almost done. I should be able to post the final version of the annotated bib. later tonight after I get home from work. That'll be in a bout an hour and a half give or take.

Thursday, April 19, 2007

Home stretch!

I'm on page 8! Yay!

Here's the updated annotated bib. so far:

Annotated Bibliography

Eisenstadt, M., Dzbor, M., “From Buddy Lists to Buddy Space: Enhanced Presence Management for Collaboration, Learning and Gaming”. Voice On The Net / Presence and Interworking Mobility Summit (VON/PIM Europe), Helsinki, Finland. (2002)

Article about software the two were creating for England’s Open University. Discusses importance of web presence, and how one might manage it. Software proposes making more interactive social environment for students.

Handy, Alex. “The Buzzmakers”. East Bay Express 2005 May 18. Retrieved 2007 April 17. <http://www.eastbayexpress.com/2005-05-18/news/the-buzzmakers/full>

Article in the East Bay Express about Elan Lee’s company 4orty 2wo, and background info on The Beast, as well as other ARG’s the company has produced.

Kumar, Vive. “Computer Supported Collaborative Learning: Issues for research”. Graduate Symposium, Department of Computer Science, University of Saskatchewan, Canada, 1996. Retrieved 2007 April 15. <http://www.sfu.ca/%7Evivek/personal/papers/CSCLIssuesForResearchRevised.pdf>

Explains computer supported collaborative learning, and suggests several avenues for research.

Lee, Elan. “This Is Not a Game.” Lecture at the Game Developers Conference 2002. Convention Center, San Jose, CA. March 22 2002.

Lecture about the creation of the Alternate Reality Game known as “The Beast”, made to publicize the movie “A.I.”. Also discussed the ‘rules’ in creating good Alternate Reality Games.

McGonigal, Jane “”This is not a Game’: Immersive aesthetics and collective play” MelbourneDAC, the 5th International Digital Arts and Culture Conference.
May 19 - 23, 2003. p 110-118 (9 pp.)

Jane Mcgonigal writes about her experiences with The Beast, and about collective play and it’s social side-effects. She also discusses the potential of the collective detective.

Stacey, Sean (10 November 2006). “Undefining ARG”. Retrieved on 2007 April 17. <http://www.unfiction.com/compendium/2006/11/10/undefining-arg/ >

Short article about the definition of Alternate Reality Gaming. Stacey was one of the first to coin the term, and was a creator of the Unfiction site.

Stamps, David. “My anonymous adventures in cyberspace”. Training. Minneapolis:Apr 1999. Vol. 36, Iss. 4, p. 50-58 (8 pp.)

An experience with an online collaborative learning training program.

Stewart, Sean (2006) “Alternate Reality Games” Retrieved on 2007 April 17. <http://www.seanstewart.org/interactive/args/ >

Article posted on Sean Stewart’s personal site about Alternate Reality games, and how he became involved as a paid Shadowy Mastermind.

Steinkuehler, Constance A. “Learning in Massively Multiplayer Online Games”. Proceedings of the International Conference of the Learning Sciences, 2004. Mahwah: 2004 p. 521-28 (7 pp.)

Article written for 2004 conference of the Learning Sciences. The article talks about learning and social interaction in Massively Multiplayer Online Games.

Tapscott, Don. “The power of electronic play”. Computerworld. Framingham: May 24, 1999. Vol. 33, Iss. 21, p. 32-33 (2 pp.)

Article written by chair of the Alliance for Converging Technologies, discusses new games out at the E3 conference, how new strides in collaborative computing and virtual reality have been made.

Wiecha, John M. "Collaborative Online Learning (COL): a new distance education method.(NEWSDESK)." Essential Drugs Monitor 33 (June 2003): 36. Health Reference Center Academic. Thomson Gale. Madonna University Library. 18 Apr. 2007.

<http://find.galegroup.com/ips/infomark.do?&contentSet=IAC-Documents&type=retrieve&tabID=T003&prodId=IPS&docId=A154867796&source=gale&userGroupName=lom_madonnaul&version=1.0>.
 
Article describes online collaborative learning study done among a group of doctors.

Tuesday, April 17, 2007

So far....

Well, so far I've made it through nearly half the paper. I might actually finish more tonight, I might not. I know more people have probably been chronicling more about working on their papers for a longer time, but with other projects as well, I've not started writing until now. Mostly what I've done is browse articles, compose a general idea of where I wanted to go, and tried to find more information to get there. This is pretty much how I work on these things. I find it harder to draw it out than to do it in big chunks...

Annotated Bib.

Here's the first 10 listings for my annotated bibliogaphy. I'm only going to list the ones I'm actually using in the paper so far, seeing as that's the most useful way to go about it.

Eisenstadt, M., Dzbor, M., “From Buddy Lists to Buddy Space: Enhanced Presence Management for Collaboration, Learning and Gaming”. Voice On The Net / Presence and Interworking Mobility Summit (VON/PIM Europe), Helsinki, Finland. (2002)

Article about software the two were creating for England’s Open University. Discusses importance of web presence, and how one might manage it. Software proposes making more interactive social environment for students.

Handy, Alex. “The Buzzmakers”. East Bay Express 2005 May 18. Retrieved 2007 April 17. <http://www.eastbayexpress.com/2005-05-18/news/the-buzzmakers/full>

Article in the East Bay Express about Elan Lee’s company 4orty 2wo, and background info on The Beast, as well as other ARG’s the company has produced.

Kumar, Vive. “Computer Supported Collaborative Learning: Issues for research”. Graduate Symposium, Department of Computer Science, University of Saskatchewan, Canada, 1996. Retrieved 2007 April 15. <http://www.sfu.ca/%7Evivek/personal/papers/CSCLIssuesForResearchRevised.pdf>

Explains computer supported collaborative learning, and suggests several avenues for research.

Lee, Elan. “This Is Not a Game.” Lecture at the Game Developers Conference 2002. Convention Center, San Jose, CA. March 22 2002.

Lecture about the creation of the Alternate Reality Game known as “The Beast”, made to publicize the movie “A.I.”. Also discussed the ‘rules’ in creating good Alternate Reality Games.

McGonigal, Jane “”This is not a Game’: Immersive aesthetics and collective play” MelbourneDAC, the 5th International Digital Arts and Culture Conference.
May 19 - 23, 2003. p 110-118 (9 pp.)

Jane Mcgonigal writes about her experiences with The Beast, and about collective play and it’s social side-effects. She also discusses the potential of the collective detective.

Stacey, Sean (10 November 2006). “Undefining ARG”. Retrieved on 2007 April 17. <http://www.unfiction.com/compendium/2006/11/10/undefining-arg/ >

Short article about the definition of Alternate Reality Gaming. Stacey was one of the first to coin the term, and was a creator of the Unfiction site.

Stamps, David. “My anonymous adventures in cyberspace”. Training. Minneapolis:Apr 1999. Vol. 36, Iss. 4, p. 50-58 (8 pp.)

An experience with an online collaborative learning training program.

Stewart, Sean (2006) “Alternate Reality Games” Retrieved on 2007 April 17. <http://www.seanstewart.org/interactive/args/ >

Article posted on Sean Stewart’s personal site about Alternate Reality games, and how he became involved as a paid Shadowy Mastermind.

Steinkuehler, Constance A. “Learning in Massively Multiplayer Online Games”. Proceedings of the International Conference of the Learning Sciences, 2004. Mahwah: 2004 p. 521-28 (7 pp.)

Article written for 2004 conference of the Learning Sciences. The article talks about learning and social interaction in Massively Multiplayer Online Games.

Tapscott, Don. “The power of electronic play”. Computerworld. Framingham: May 24, 1999. Vol. 33, Iss. 21, p. 32-33 (2 pp.)

Article written by chair of the Alliance for Converging Technologies, discusses new games out at the E3 conference, how new strides in collaborative computing and virtual reality have been made.

ok.....

I think what I'm going to do is just post the whole darn annotated Bib. when I'm done with it. Or whatever I have done tonight. I dunno. I kinda messed up the assignment to begin with, so when I post the "official" stuff, I want it to look good. But as far as what the paper's about, I'll post what I have for the first paragraph intro...


When many people think about online gaming, they probably don’t think about learning and networking. But in the world of Alternate Reality Gaming, both play a very important role. Looking at (and participating in) Alternate Reality Gaming has made me see collaborative learning in a very different light. What was once tedious ‘group work’ in classes and at work looks very different when presented over the internet, with participants often spanning the globe, and areas of expertise often spanning the alphabet. Online collaborative learning is a powerful tool, and whether the goal is playing a game, solving medical mysteries, or participating in a class project, it can be a very effective way to learn and solve problems. As Don Tapscott says in an article for Computerworld : “If they play their cards right, game creators could end up driving the entire entertainment, learning and IT industries” (32).


It's a big, interesting topic. I hope I get it all done in time.... it's been crazy...

Saturday, March 24, 2007

Another source.... more later (1)

The power of electronic play
Don Tapscott. Computerworld. Framingham: May 24, 1999.Vol.33, Iss. 21; pg. 32, 2 pgs


This looks pretty cool, and definately the kinda thing I'm looking for.