Title: The%20Birth%20of%20the%20Virtual%20Clinic:%20The%20Virtual%20Terrorism%20Response%20Academy%20as%20Serious%20Game%20and%20Epistemological%20Space
1The Birth of the Virtual Clinic The Virtual
Terrorism Response Academy as Serious Game and
Epistemological Space
- Elizabeth Losh,
- University of California, Irvine
2The Genre of Popular Games of Crisis
- The player is given responsibility for managing a
rapidly evolving crisis - The crisis threatens the social order and the
rule of law. - The plot revolves around
- terrorist threats, outbreaks
- of disease, civil unrest, etc.
- A problematic example State of Emergency
3The Causality of Disaster in the Game World
- Relatively straightforward algorithms of
degeneration and regeneration. - Maneuvers necessary to recover homeostasis in the
game world can be understood by a layperson. - No feedback or oscillation in the game world
(Wiener 1948) - No power laws or cascading effects in the game
world (Barabási 2003) - Example Left Behind
4Problems of Predictability in the Real World
- Erik Hollnagel and negative reporting models
- Fighting from a hole rather than fighting from a
hill. - Life can only be understood backwards, but it
must be lived forwards. - CalIT2 and information
- systems
- Zeno Franco and the
- role of ideology
5Emergent Behaviors
- Volunteer first-responder brigades in MMORPGs for
players who are lost or in danger - Online knowledge-sharing about real-world expert
practices - Search and rescue missions
- In online worlds
- Example EVE Online
6How are social actors in positions of authority
as first responders perceived in commercial game
worlds?
- They may be treated as models to emulate in
search and rescue games. - They may be considered to be potential agents of
a government conspiracy. - They may be encountered as non-playing characters
that represent corrupt values and potential
opportunistic gains.
7Metaphors of Contamination
- Spatiality and experience
- Operable workarounds
- Social marketing agendas
- News narratives and informal inductions
- Examples the WhyPox in Whyville and the
Corrupted Blood plague in World of Warcraft
8Serious Games as a Niche Industry
- A Different Genre Games for Change
- Assume the audience is
- the general public
- Assume the purpose is
- consciousness-raising
- Example Food Force
9Games for First Responders
- Use a variety of game engines
- Present a range of subjectivity positions
- Example VStep RescueSim from Artesis
10Games for First Responders
- Present public employees favorably
- Often give the player little agency to effect
systemic change, even in Gods eye view games - Emphasize procedures, equipment, and rules
- Discourage transgressive behavior and intuitive
play - Still generally present crises based on
relatively simple mathematical models.
11 Hazmat Hotzone
- Instructor has a Wizard of Oz interface
- Team interactions are evaluated, not just
individual performance - Allows for some emergent behavior when teams
change dynamics - Secondary acts and unexpected consequences
12Zero Hour from Public Health Games
Emphasis on ubiquitous communication devices and
mobile computing Spatiality trade-offs 2D rather
than 3D graphics Thinking space not physical
space Utilitarian logic
13Incident Commander
Designed as a distance-learning resource
for smaller districts. Multiple scenarios
hostage situation, chemical spill, etc.
14The Beginnings of the Interactive Media
LaboratoryRegimental Surgeon (1989)
- Telemedicine and distance learning
- issues
- Mystery narratives derived from
- popular fiction
- Underdetermination and
- overdetermination
- First-person POV, counterintuitive
- solutions
15Development Principles
- Narratives of crisis
- Computer-generated digital environments that are
explorable from the subject position of
first-person perspective - Interactive technologies that resist platform
obsolescence - Dissemination of product at no cost or minimal
cost through a distributed network
16The Virtual Practicum Series
Space and Epistemology Max Boisot Information
Space A Framework for Learning in Organizations,
Institutions and Culture (1995)
17Primary Care of the HIV/AIDS Patient (2001)
18Epistemological Spaces
19Disciplinary Spaces Professional Association
and Initiation
- The Birth of the Clinic,
- Michel Foucault
- about space, about language,
- and about death . . .
- it is about the act of seeing,
- the gaze
- the human body defines, by natural right, the
space of origin and the distribution of disease
a space whose lines, volumes, surfaces, and
routes are laid down in accordance with a now
familiar geometry, - but it is neither the first, nor the most
fundamental
20The Context of the Narrativeof the Virtual
Terrorism ResponseAcademy
21Experiential Learning Spaces
22The First-Person Shooter
Galloway on the cinematic framing and the
position and role of the weapon/tool
23Risk Communication
Ideology and Public Rhetoric
24Possible Critiques
Noah Falstein on a simulation of a
simulation The cost to situated, intuitive
learning
25The Artifacts of Traditional Learning
26The Limitations of Keyboard Interfaces
27Are They Puzzles or Games?
- Debates about what constitutes a game
- Jesper Juul, Half-Real
28Are Multiple-Choice Tests an Appropriate
Assessment Tool?
James Paul Gee and the learning revolution?
29The Palace of MemoryAre epistemological spaces
fully capitalized upon?
30The Problem of Cheating
- Mia Consalvos thesis of essential opportunism
31More Questions?