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Harness you imagination: games in knowledge co-creation

Harness your imagination

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Page 1: Harness your imagination

Harness you imagination:

games in knowledge co-creation

Page 2: Harness your imagination

Otso Hannula

• Doctoral researcher at Enterprise

Simulation Laboratory SimLab, Aalto

University Department of Industrial

Engineering

• Gaming for 20 years across media:

computer, consoles, mobile, board

games, roleplaying games, larp,

miniatures

• Interests: game design, learning in

games, storytelling

Page 3: Harness your imagination

Serious games

Gameful design

Gamification

Game-based learningLearning games

Educational games

Games that are used for something beyond

the play itself, often as an aid for learning by

keeping the attention of a learner over time, or

by simulating future scenarios (Abt, 1987)

Gaming simulations

Page 4: Harness your imagination

Games that are used for something

beyond the play itself

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The Planning Game

James Shore’s The Art of AgileTM (2007)

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Canyon Adventure

The Ohio State University Wexner Medical Center (2013)

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The Ruby Realm

Education Development Center, Possible Worlds (2009)

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From games about problem-solving

to games for problem-solving

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The ATLAS game

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• 3-5 players playing

collaboratively with 2

facilitators

• Build a “map” of answers by

placing and answering

questions on the board

• The players will plan a

service co-development

project and learn about co-

development methods

The ATLAS game

Page 11: Harness your imagination

The ATLAS game

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The ATLAS game

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The ATLAS game

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What did we learn?

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Facilitator 1: “But do you want these too?” [raises and holds visible

Participant cards chosen earlier in the game] ”How about these

[municipality official stakeholders], do you want them to also co-

create [the service] with you? “

Player 3: ”Yes.”

Player 5: “Yeah.”

Facilitator 1: [Keeps holding the cards up] ”Or are they an

information source for you?”

Player 2: “Actually yes, do we really want our funders, over there,

[refers to the card] to give us restrictions on what we’re allowed to

do?”

Page 16: Harness your imagination

Player 2: “Can we still affect the change [that the cookie factory is

leaving the municipality]?”

Player 3: “But isn’t it like, that we’re thinking proactively, that we’re

not just replacing the cookie factory with some new herring factory or

a smoker, but we’re going with the [new innovators], to do all other

kinds of new things.”

Player 4: “But the reason for all this change [in the municipality] was

the fact that they had all this difficulty and slowness [in the

municipality administration].”

Player 1: “…there has been this change happening…”

Player 5: “But the society and the situation there have changed

[because of the cookie factory leaving].

Page 17: Harness your imagination

Predesigned Emergent

Tangible Game board, cards,

methods, game rules

Participants, post-it notes

Intangible Case description Project plan, service concept,

expanded case description,

personal experiences

Objects of collaboration

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Example of play

Moment-to-moment?

Single encounter?

Campaign world?

Social landscape?

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Activity systemsTOOLS

SUBJECT

OBJECT

OUTCOME

RULES COMMUNITY DIVISION OF LABOR

Engeström (1987)

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Activity systems(Tool)

CONSTITUTIVE RULES

(Subject)

PLAYER

(Object)

GAME OBJECT

(Outcome)

OUTCOME

(Rules)

REGULATIVE RULES

(Community)

PARTICIPANTS AS

COMMUNITY

(Division of labor)

ROLES

Page 21: Harness your imagination

Activity systems

Movement, turn order, picking cards,

presenting new information

(Tool)

CONSTITUTIVE RULES

Single players,

collaborative decisions

(Subject)

PLAYERCards, map tokens,

answers, shared fiction

(Object)

GAME OBJECT

Turn order, consensus

building

(Rules)

REGULATIVE RULES

Players, facilitators

(Community)

PARTICIPANTS AS

COMMUNITY Project roles

(Division of labor)

ROLES

(Outcome)

OUTCOME

Project plan

Page 22: Harness your imagination

Activity systems

CONSTITUTIVE RULES

PLAYER

GAME OBJECT

OUTCOME

REGULATIVE RULES PLAYERS AS

COMMUNITYROLES

is empowered by

impose

restrictions on

is mediated by

object of

activity

restrict

mediate the

manipulation of

define the relationship

towardsshare

RELATIONSHIPS

Page 23: Harness your imagination

Activity systems

CONSTITUTIVE RULES

PLAYEROUTCOME

REGULATIVE RULES PLAYERS AS

COMMUNITY

ROLES

TENSIONS

“How am I

allowed to

use the tools I

am given?”

“What does my

role enable me

to do?”

“How do my

abilities reflect

on the hierarchy

in the game?”

“How does

the role

define me

and vice

versa?”

“How will I

reach my goals

with the tools I

have?”

GAME OBJECT

Page 24: Harness your imagination

(A bad) example of play

Page 25: Harness your imagination

(A bad) example of play

Page 26: Harness your imagination

(A better) example of play

Page 27: Harness your imagination

(A high-level) example of play

Me

(the player)

My ability to

contribute to the

story

Constraints that

produce

interesting

choices

The actions of

other people

around the table

Possibilities and

expectations

generated by the

characters

Our shared

object of

collaboration

The outcome I

desire

(for whatever

reason)

Page 28: Harness your imagination

The Laundry World

Sali 21 16.00-20.00 AND 20.00-24.00

+

Page 29: Harness your imagination

Thank you!

Contact:

@otsohannula

[email protected]

Thesis available at: www.tinyurl.com/otso2014

ATLAS game available at http://atlas-research.fi/