Table of Contents

New Media and PCST: Public Communication of Science and Technology

Notes from the Sharing Knowledge conference organized by the Da Vinchi Institute in Amsterdam.

Some of this may be useful for our research into an ARG for groworld, what attracts people, what problems are associated with informative games, etc.

> Role of Gaming in PCST:


Lecture by Peter Vorderer

What attracts people to games or anything else for that matter?

The standard way of looking at this is the uses and gratification theory
But Vorderer advocates the use of entertainment research/theory: effect-dependent theory of stimulus arrangement.

How do we select a medium? Do we watch a movie or read a book?
  1. excitatory homeostasis: optimal level of arousal.
  2. intervention potential: level of absorption of the medium.
  3. message-behavioral affinity: does it fit my mood?
  4. hedonistic valence: is it uplifting or distressing, can it change my mood?

Problems of this approach:

  1. entertainment is multifaceted and multidimensional.
  2. interactive entertainment is completely different from classical media.

More recent approaches:

Relevance of self-determination theory to media and games:

Competence:
In traditional media you almost always feel competent; you don't switch of the television because it's too challenging.
In interactive media the level can change so it delivers excitatory homeostasis.

Autonomy:
Users of any media underestimate the interdependence from outside influences. When asked they think media influences others a lot, but not so much themselves.
In interactive media, you are not part of a movie-audience, you are scoring points and exploring individually.

Relatedness:
PSI/PSR affective dispositions. This is of mayor importance. The success of a tv-show or game (MMOG) or a film depends very much on the popularity or unpopularity of show-hosts, avatars, movie-stars. Do we feel related, this is crucial to success.

Conclusion.

PCST has to target these three needs just like entertainment has to and gaming meets them better than any other media.

Notes:

> Games and Learning.


Lecture by Ute Ritterfeld.

Games, if kids would only devote this kind of attention to their education.

Three ways to improve learning:
  1. motivation paradigm: making it more fun, and rewarding good results.
  2. reenforcement paradigm: combining different ways to deliver the message, text, graphics.
  3. blending paradigm: (as she calls it) enjoying the process of learning.
Serious Games, some statistics:

Ritterfeld looked into serious games in the English language.
In early 2007 they found some 650 of them:

subject area example
60% academic education Reading Blaster
15% social change Darfur is Dying
10% occupation related training the Business Game
10% health knowledge Remission
5% military training Americas Army
1% consumer behavior The Arcade Wire

My rough translation of her statistics:

age group
40% elementary school
40% high school
15% adult
5% preschool
educational goal example
50% skills maths / reading
25% problem solving saving seals game
20% discovery / exploration history
5% awareness / attitude change behaving well
Gaming environments; some results:

In working with disadvantaged children in LA she found that it remains extremely difficult to engage children into a topic they are not already interested in, even with gaming-environments.

They did an experiment where they presented the exact same content in 4 different ways:

  1. interactive game.
  2. just action replay.
  3. hypertext.
  4. text.

(I will develop this further later.)

Determinants of presence.

What holds the attention / increases engagement in educational games?

Some Interesting Experiments with Games:

Virtual Cliff (Blascovich 2006)
Person enters a room then gets a VR-headset which presents a cliff. The rendering is just with simple lines, nothing very intricate, and the person is asked to walk forward. 50% refuse to go there and 40% of those still refuse with a guide.

Virtual Combat 1 (Rizzo et al. 2007)
War veterans are helped to overcome their Post Traumatic Stress Syndrome.

Virtual Combat 2 (Henderlite 2005) War veterans with and without combat experience are allowed to play for as long as they like.

Temporary Suspension of Disbelief.
From neurological data gathered on gaming in a MRI-scanner, Ritterfeld speculates that subjects when gaming are constantly engaged in a balancing-act between accepting the fiction as real and sometimes letting it collapse into disbelief.

Attributes of the Perfect Educational Game.

Conclusion.

> Transaction approach to Interactive Learning.

Lecture by Jaqueline Broerse.


Science communication and public health.

Two Models:
model methods influences
old transmission top down dissemination of knowledge public
new transaction consultation / dialog / discussion scientists

In the transaction model scientists and general public meet on equal terms and share their knowledge.

This leads to a win /win situation:

  1. More contextualized science.
  2. More societal legitimacy of science.
  3. More implementation of research.

Anticipated problems:

Design Research for Interactive Learning.

Broerse has developed processes for interactive learning with various patient groups for eight years.
Working with:

Ingredients.

To achieve a good dialog between physicians and patients:

Results learned:

Conclusion.

How do the anticipated results pan-out?
anticipated problems results
small impact on policy and science a large impact due to involving patient groups
little public interest a much closer network with the general public
results are not representative more implementation of research
expensive same
science-illiteracy problem needs good moderation