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Games and Culture: How Games are Being Used to Shape Cultural Awareness

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Title: Games and Culture: How Games are Being Used to Shape Cultural Awareness


1
Games and Culture How Games are Being Used to
Shape Cultural Awareness
November 10, 2005 Presentation for SIETAR USA
  • Julia Loughran
  • loughran_at_thoughtlink.com
  • Andrew English
  • aenglish_at_thoughtlink.com

2
Agenda
  • Intro to ThoughtLink
  • Why Games?
  • Games for Cultural Awareness
  • Traditional Games
  • The Future of Games
  • Technology A Cultural Thing
  • Some Demonstrations

3
Who Is ThoughtLink?
  • Specialties
  • Virtual teams
  • Collaboration and games
  • Requirements analysis
  • Technology assessment
  • Data visualization/analysis
  • Metric Development
  • Products
  • DICE A Distributed Collaboration tool for
    planning, training, and coordination
  • SCUDHunt A web-based team game for understanding
    shared understanding
  • Team Games Focused on conflict resolution,
    negotiation, enhancing communication
  • Research Consulting firm
  • Virtual organization with offices in five U.S.
    states
  • Focus on how technology can help improve team and
    organizational effectiveness
  • Clients
  • US Government (DoD, DARPA, Department of Homeland
    Security)
  • Non-Governmental Organizations (IRC, CHC)
  • Some private industry Rockwell Collins, MaK
    Technologies

4
Why Games?
5
Games Provide an Environmentfor Creating Shared
Awareness
6
Different Cultures Different Strengths
  • Research in games for training
  • Research in virtual teams
  • Research in gaming effectiveness
  • Experience in cultural differences in U.S.
    government interagency cultural differences
  • Research in intercultural education and training
    (mostly face-to-face)
  • Understanding of cultural differences

7
Benefits of Games
  • Safe environment for exploration
  • Consequences of behavior can be safely observed
  • Games provide a story
  • Elicits emotional involvement
  • Games are fun
  • Engaging
  • Increase awareness self-esteem
  • Provide opportunities to practice team skills
  • It is the intersection of where games end and
    reality begins that is the most interesting
    (George Simons)

8
Applications of Games
  • Education
  • Tim Rylands (UK)
  • Literary concept such as metaphor/simile
  • Creative writing

9
Applications of Games
  • Research
  • Study team process variables
  • Command control
  • Communication
  • Leadership
  • Personality

SCUDHunt ThoughtLink, Inc
Inifiniteams TPLD
10
Applications of Games
  • Clinical
  • Simple Flash-based game to increase self-esteem
  • 3D virtual environment to combat phobias

11
ThoughtLink Games
  • SCUDHunt
  • Simple game that measure shared situational
    awareness in distributed teams

12
Categories of Cultural Training
  • General awareness
  • Identify stereotypes and underlying biases
  • Behaviors
  • Body language (e.g., gestures)
  • Communication
  • Values
  • Business practices

13
Typical Cultural Awareness Game
  • Stress intercultural interaction
  • Emphasize feelings that arise from uncertainty
    and frustration
  • Used to teach
  • Self-awareness
  • Understanding of how cultural assumptions
    underlie our perceptions, reactions and behaviors
  • Typical scenario
  • Individuals or teams representing differing
    cultures, biases or stereotypes work together to
    solve a problem.

14
Games and Cultural Awareness
Technology Continuum
15
Games and Cultural Awareness- Past
  • Games used to assess cultural variables
  • Hofstedes 5 Cultural Dimensions
  • Power Distance
  • Individualism
  • Masculinity
  • Uncertainty Avoidance
  • Long-Term Orientation

http//www.geert-hofstede.com/
16
Games and Cultural Awareness- Past
  • BaFa BaFa
  • Participants feel the alienation and confusion
    that comes from being different
  • The Owl
  • Communication problems arise and reporters are
    faced with the dilemma of needing information
    while also needing to find a culturally
    appropriate way to ask for it.

17
Games and Cultural Awareness
Technology Continuum
18
Games and Cultural Awareness- Present
  • What Virtual environment used to develop
    specific skills for interacting with members of a
    culture of interest. 
  • Who Commercial and government agencies who
    routinely send employees abroad
  • Developed by CHI Systems

19
Games and Cultural Awareness- Present
  • What Web-based tool with over 50 topics on how
    to conduct business effectively with people from
    40 countries
  • Who Business personnel
  • Developed by Meridian Global

GlobeSmart Meridian Global
20
Games and Cultural Awareness- Present
  • What Decision-tree branching video vignettes
    that explore bias-based decision making in law
    enforcement. 
  • Who Targeted to train law enforcement
  • Developed by Will Interactive with the New
    Jersey State Police

Shades of Blue Will Interactive
21
Games and Cultural Awareness- Present
  • What Computer-based, self-paced language
    learning game
  • Who Military and civilian personnel who must
    rapidly learn to interact with Iraqis
  • Developed by Tactical Language Training LLC in
    collaboration with the University of Southern
    California

Tactical Iraqi Tactical Language Training LLC
22
Games and Cultural Awareness- Present
  • What Multi-player simulation game to practice
    skills in adaptive thinking, negotiation and
    conflict resolution and leadership in
    cross-cultural settings
  • Who US Army Special Forces
  • Developed by Sandia National Lab

Adaptive Thinking and Leadership (ATL) Sandia
National Lab
23
Games and Cultural Awareness- Present
  • What Tool to create tutors who display
    culture-specific behaviors which can interact
    with variety of objects and environments
  • Who Target audience is interpersonal training,
    cross-cultural and counseling training, interview
    skills, etc
  • Developed by Vcom3D, Inc., Naval Postgraduate
    School and the Defense Language Institute (DLI)

Online Mentors for Language Training and Cultural
Familiarization Vcom3D
24
Games and Cultural Awareness
Technology Continuum
25
Technology Impacting Lives
26
Games and Cultural Awareness- Looking Ahead
  • Communities of Practice
  • Allows for exploration and interactions
  • Knowledge sharing and networking
  • Can support organizational learning

Church of Fools http//shipoffools.com/church/
27
Games and Cultural Awareness- Looking Ahead
  • MMOGs
  • Can deliver scenario-based training to hundreds
    utilizing AI or confederate trainers
  • Ability to provide immediate feedback

There.com Forterra Inc.
28
Games and Cultural Awareness- Looking Ahead
  • Team-based games
  • Develop culture-specific avatars, rules,
    behaviors, etc
  • Study processes of distributed/virtual teams

Infiniteams TPLD
29
Games and Cultural Awareness- Opportunities
  • Online communities develop their own specific
    cultures (e.g., Cloudmakers)
  • How do norms develop over tech-mediated
    communications?

There.com Forterra
30
  • Training with virtual goggles
  • 3D holographs

31
Games and Storytelling
  • Stories help piece together information to
    explain how the world works
  • Games can create a virtual time machine
  • History/stories can be used to help derive values
    most current games are ahistorical
  • General Patton Because Ive been here before
    (virtually), I know what Im doing and I can
    anticipate my next step
  • Gary Klein Recognition Decision Prime making
    decisions based on matching situation to previous
    experience

32
Games and Cultural Awareness- Opportunities
  • Many games come with authoring tools to mod game
    for research purposes, etc
  • AI can incorporate memory trail (e.g., Vector).
  • If you offend an individual, word spreads, and
    other character react to you differently
  • Feedback that includes side-by-side cultural
    comparisons is helpful.
  • Games can provide immediate/automated feedback
  • Games do not have to be high-tech/high cost to be
    effective

33
Technology A Different Culture All Its Own
  • Technology continues to evolve quickly but,
    many of us are not more adept at using it
  • Survey e-mail, Internet, collaboration tools,
    computer gaming?
  • Per Dr. John Beck (Got Game) Generation gap
    between those under 35 vs. over 35 (wired
    differently)
  • Under 35 believe more in luck are more sociable
    learn by trial and error are more hopeful and
    positive

34
Questions?
35
Contact Us
  • Julia Loughran, President
  • www.thoughtlink.com
  • loughran_at_thoughtlink.com
  • 703-281-5694
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