On teaching game design in a journalism class, part 3

UPDATE: December 6, 2011. Obviously, I wrote the post below several weeks ago. An end-of semester update coming soon.

 

We are now just past midterms this semester, and I can share the work done by the  News Games class to remix the Food Stamp Game. As I have described in the two previous posts in this series, I created a very rudimentary, glitchy, incomplete game in Scratch designed to simulate the experience of shopping on a food stamp budget. My idea was to have the students critique the game and remix it both as a game and as journalism.  The image at left is a screen shot of the flash-based prototype they created.  We had less time to work on this project than I had anticipated because Hurricane Irene and our Labor Day schedule forced a late start to the semester.  Still, students reported that they found the experience valuable, both as an introduction to the course, and as a way of building community.

In addition to their contributions to the game, students wrote reflective essays critiquing their work as journalism and as a game.

The focus of their effort was on enhancing the storyline, as well as improving the esthetics and the gameplay. With more time, they wanted to create more player profiles  (a single parent with children, an unemployed adult, a retiree, etc.) to illustrate varied scenarios under which people acquire Supplemental Nutrition Assistance Program (SNAP) benefits.  They also would have make hotspots out of more of the items, and they would have added a corner store or bodega to the shopping options.

From here,  the students moved toward developing their individual game projects, which have turned out to be quite varied. In thinking through how I expected them to incorporate journalism into the game design and development process, I adapted my approach to teaching students to do long-form magazine writing. I will elaborate on this in my next post.

 

On teaching game design in a journalism course, part 2

In my last post on the newsgames course I will be teaching this fall, I began to discuss how the need to respect the journalistic intent of a newsgame translates into requirements and constraints upon the game’s design and production. In this post, I want to  delve into that topic more deeply, using principles outlined in Tracy Fullerton’s Game Design Workshop: A Playcentric Approach to Designing Innovative Games, and applying those principles to a game that I consider particularly successful, MSNBC’s “Can You Spot the Threats?”  game about the challenges of screening airport baggage.  Finally, I will discuss questions that I will raise with my students about my partially finished “Food Stamps Game,” which I introduced in the last post. The intent of the Food Stamps Game is to simulate the experience of trying to buy a week’s worth of groceries on a $30 budget, about average in terms of what states allow a single adult participating in the Supplemental Nutrition Assistance Program (SNAP) which is the current name for Food Stamps. (Eligibility for benefits and benefit levels vary, and are based on complex criteria. See references on benefits at the end of this post.)

Fullerton defines a game as:

  • A closed formal system that
  • Engages players in structured conflict and
  • Resolves its uncertainty in unequal outcomse (p, 43)
MSNBC's game about airport baggage screening successfully incorporates dramatic and formal elements.

Here, an aside: It should be noted that Fullerton’s definition of a game is at slight variance with that employed by the authors of the other text that I plan to use in the course, Newsgames: Journalism at Play, which I discussed in the previous post. The Newgames text considers animated infographics as games, where as Fullerton is more restrictive. I bring this up because this is an interdisciplinary class in which some of the students are already familiar with Fullerton;s formulations. I may need to take these differing perspectives into account in order to build a common intellectual climate within the class.

Part of the value of Fullerton’s definition is that she breaks it down into components that can be understood as operational requirements.  Games have what Fullerton describes as formal elements (such as rules, playing pieces, boundaries and outcomes), dramatic elements (premise, setting, character and a dramatic arc), and system dynamics (the way the formal and dramatic elements interact). Please note that Fullerton’s definition of these categories is more extensive than I have presented here. This list is only  for the sake of illustration and discussion.

Applying Fullerton’s rubric to MSNBC’s “Can You Spot the Threats” game helps us to understand more about her categories, as well as the characteristics of a successful simulation-type game. The game starts with ominous music and a voiceover narration about the ways in which airport baggage screening procedures changed in the United States after the terrorist attacks of 9/11. Then you are told that you are about to experience what it’s like to screen baggage for two minutes. A series of actual images of luggage generated by screening equipment scrolls across the screen, and you have to pick out the bags most likely to contain guns, knives or explosives. However, the pictures are frustratingly blurry and vague, as can be seen above. You can stop an image, zoom in, and change the black-and-white image to color, but the images are still non-descript. Take too long, and the passenger murmuring in the background rises to a fever pitch. Move too quickly, and it’s likely that something dangerous will slip through. At the end of two minutes, you get a score based on the number of bags screened, the number of dangerous bags detected, the number missed, and a score.

In Fullerton’s parlance, there are formal elements – rules, resources (the bags, the controls), boundaries (the time limit, for example) and outcomes. There is a real-world premise, a story in with characters (you, the baggage screener, and the passengers),  a setting, and a simple dramatic arc. The flash program functions efficiently, and the interface is clean.

“Can You Spot the Threats?” is one of the most effective newsgames I’ve seen, both When I had a class of about 24 students play this game in 2003, they said they gained a new appreciation for the difficulty of the baggage-screener’s job, and motivated them to read the accompanying web feature article. My campus is an hour’s train ride from Ground Zero, and the 9/11 attacks were still evoked a visceral emotional response from my students. They said they found it easy to accept the game’s premise, and they felt anxious as the blurry images rolled across the screen and passengers began to complain that they might miss their planes.

These are some of the ways in which the Food Stamps game is unfinished and needs revision.  As some test users report, the boundaries of the game aren’t always clear – for example, a script that should come up when a buyer runs out of money doesn’t yet work properly. There aren’t enough dramatic elements and the system dynamics could use some work. These will be some of the things that will be fodder for discussion with students in the fall.

Arguably, the flaws in this game, and the ability to download and remix the code in Scratch, makes the Food Stamps game useful as a tool for highlighting this game and its design process as an example of computational thinking. I will elaborate on that in the next post.


Endnotes

References on benefits. For more information on how states calculate Food Stamp benefits, please see examples below:

  1. USDA SNAP Eligibility page
  2. Texas: Food Stamp Benefit Estimator
  3. Illinois: DHS Supplemental Nutrition Assistance Program
  4. MassLegal Services. 2011 Food Stamp Advocacy Guide Part III. Eligibility
  5. Hawaii Financial  and SNAP Benefits RIghts and Responsibilities
  6. Louisiana Department of Children and Family Services: Economic Stability Supplemental Nutrition Assistance Program
  7. South Carolina Department of Social Services SNAP Benefit Calculator
  8. 2007 Congressional Food Stamp Challenge
  9. US Food Policy “Living on a Food Stamp Budget” (This is the specific source of my $30/week figure.

Course syllabus as of July 13, 2001

     

    Bringing interactive journalism into the middle school: A conversation with Laura Fay

    Laura Fay is a Reading teacher at Fisher Middle School in Ewing, New Jersey. For the last three years, she has been an active collaborator in the Interactive Journalism Institute for Middle Schoolers (http://www.tcnj.edu/~ijims), a demonstration project at The College of New Jersey funded by the National Science Foundation’s Broadening Participation in Computing Program. (CNS #073973).

    The goal of the IJIMS project is to expose students and teachers interactive journalism as a way of raising students’ interest in and awareness of computing careers. In a summer program and after-school club, participants created multimedia story packages, based on original reporting, that included text, video, images and animations created in Scratch, a programming language for novices created at MIT. Fay and her colleagues intend to continue the IJIMS project after its formal conclusion on August 31, 2010. This interview was recorded August 13, 2010 at the Scratch@MIT conference, where Fay and fellow teacher Marcy Havens presented their work along with the project’s Principle Investigator, TCNJ Associate Professor Ursula Wolz, and its external evaluator, Meredith Stone.

    How should journalism educators teach and study social media?

    recent blog post by Vadim Lavrusik called upon journalism educators to make social media and online community engagement a stronger part of their curricula:

    “[T]here are three components I think that are still largely missing from most journalism curricula today that could help in user engagement: learning the social media tools available for journalists to engage the audience, an understanding of what it means to cultivate community, and lastly a negative stigma to the use of data and analytics.”

    The post elicited several favorable comments from journalism students, instructors and practitioners associated with institutions around the country, including a link to this thoughtful advice about how journalism education needs to change. Amen to all of it, I say. Journalists need to know how, when and whether to blog, twitter, LinkedIn, Facebook, tag, make and use widgets, link strategically, build and use wikis, craft SEO-friendly content and understand analytics. (Just to be clear, references to Twitter, Linkedin and Facebook have more to do with the need for facility with sites that function in this way, not with fealty to those particular brands.)

    However, we need to be more systematic in thinking about how we approach this subject as a matter of teaching, research and practice.  One can learn the basics of using particular blogging and social media tools in a workshop. A college-level exploration of the design, disseminating and evaluation of social media content should not only be about practices, but also about principles. Journalism curricula need to reflect upon and synthesize emerging insights from a range of disciplines that can inform social media practices and standards for communications professionals.

    [Read more…]

    Scholastic Journalism Education as a Tool for Teaching Computational Thinking

    Greg Linch’s April 30, 2010 post at the Publish2 blog improves upon my May 2009 post on computational thinking in journalism by placing it in the context of the larger conversation about the skills and habits of mind that journalists now need. He also offers helpful suggestions about specific computer science concepts that journalists ought to understand. Linch lists abstraction, debugging, defining variables, and commenting code as examples of computer science concepts that parallel traditional journalism skills and functions.

    [Read more…]