Georgia Tech | Literature, Communication, and Culture LCC6318B Tues 1:30-4:30
Games as an Expressive Medium:
Values at Play Game Development Unit
Jan 8 - Feb 8 2007
Dr. Mary Flanagan
http://www.maryflanagan.com
mary@maryflanagan.com
readings
downloadable syllabus for the unit
entire course syllabus
design notes posted from our VAP unit (sorry, password protected)
Values at Play quick reference sheet
Five Week Unit Overview
The Values at Play unit of LCC6318B is an opportunity to consider human principles in the design of computer games.
The idea that values may be embodied in technical systems, devices, artefacts, and processes has taken root in a variety of disciplinary approaches to the study of technology, society, and humanity. After all, the creation of technology embeds within it they ways in which people might interact with each other or view the world. Therefore, creating software is in essence creating worldviews and worlds, and these constructions embed the idea of values into the technological systems.
Fortunately, there are several emerging examples of social values being integrated into design projects. Netomat, for example, is a company with a net-based product of the same name which holds social values such as authorship and democracy within both the structure of the company and in the product. The company is financed by a unique combination of venture capitalists, foundations and individual investors reflecting the company's foundation in art as well as its belief that technology is not neutral and should provide both a financial and cultural return. (http://www.netomat.com/). Another example is the UK/Canadian recording label Fading Ways, which was founded using the Creative Commons copyright approach out of a personal philosophy of 'fairness' centered around particular philosophical theories and the founders' beliefs (http://www.fadingwaysmusic.com/).
Companies, research initiatives, and products do embed values into systems, generally through the process of design. This is no different in the design of computer games. Games are a cultural medium, carrying embedded beliefs within their representation systems and structures, whether the designers intended them or not. In media effects research, this is referred to as "incidental learning" from media messages. For example, The Sims is said to teach consumer consumption, one of the values of capitalism: it encourages players to earn money so they can spend it and acquire goods. It also encourages sharing, in that fans can share skins and objects online. The Grand Theft Auto portrays its world as a violent place, rewards criminal behavior, and reinforces racial and gender stereotypes.
Our goal will be to design game prototypes as systems which intentionally offer other alternatives, even activist alternatives, in game development. How can a game designer intentionally "break the mold," especially when designing for social themes?
This unit is part of an NSF-supported grant on Values @ Play. Students may, at their discretion, opt to publish there games as part of the Values @ Play archive. For more information on the Values @ Play initiative, visit http://www.valuesatplay.org/