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These files are maintained strictly for historical reference, research, and recordkeeping purposes, and the content has not been altered or updated since archiving. Content on this site may not meet current digital accessibility standards. If you require an alternative, accessible format of any information found on this site, please contact Bruce Jones, bjones@ucsd.edu to request an accommodation.

Re: [xmca] Copernicus 2.0 [toolforthoughts]

From: Mark Chen <markchen who-is-at u.washington.edu>
Date: Sat Jun 30 2007 - 08:44:40 PDT

Oh, I forgot to add references... Bogost has a good starting page for more
on unit ops:
http://www.bogost.com/books/unit_operations.shtml

And the meme article can be found at:
http://www.geocities.com/c.lankshear/memes2.pdf

mark

On 6/30/07, Mark Chen <markchen@u.washington.edu> wrote:
>
> Hi!
>
> I am wondering if this could be done or if it has the same function as
> getting people to see the larger picture and how they connect to others in a
> larger system. What I wrote about specializing and knowing who knows what
> could be done on an individual level whereas getting students or people to
> learn how to learn would require a more community or network or systems or
> meta way of thinking...
>
> Also, here is my brief overview of Ian Bogost's unit operations (written
> elsewhere):
>
> A unit could be likened to a genre cliché or an object in object-oriented
> programming, though it is not exactly like either. Where genres can be
> recognized by the clichés or conventions that have come to typify them, so
> too can games be understood through the units within them. By doing so,
> games can be placed into cross-media analyses when using the same units to
> analyze other media. For example, if I were to say the phrases "high noon,"
> "sheriff," and "outlaw", anyone at least superficially familiar with the
> Western genre would know what I was describing. This is a story element, but
> it also represents a certain cause-effect relationship or "operation" that
> occurs at a specific moment within a larger narrative. Similar to objects in
> programming, then, units have attributes that define them and how they
> relate to other units. On the one hand, a game's content and the way in
> which certain story elements fall into certain clichés help to classify the
> game. On the other, games can also be understood as a collection of enacted
> metaphors where the actions taken by players, and how these actions relate
> to other elements in the game serve to define the game.
>
> Michele Knobel and Colin Lankshear (2005) have been researching Internet
> "memes" as cultural products that emerge out of specific affinity groups
> into larger popular culture. Certain memes present counter-cultural ideas
> through parodies or satires of popular culture and offer signs of rebellion
> against a dominant social order. It may be fruitful to also consider units
> as cultural products and that these can be reflections of particular
> socio-political ideas. The unit in a game unlike memes, however, takes on a
> special quality since it requires player participation and enactment. It
> might be possible, then, to think about players as enacting political
> discourse through certain units. If one considers that, in a game, units are
> an amalgamation of story metaphors and player actions, perhaps we can say
> that players themselves can be understood as units within a larger system.
>
> So, to tie it back to the discussion on here, if units can be seen as
> player-game (or user-tool), are they the same idea as toolforthoughts
> (toolsforthought?--now I'm confused). Shaffer's recent book on epistemic
> games makes the link even stronger I think, where players enact the behavior
> of the identities games have them assume. The actions and identities are
> not separable... right?
>
> mark
>
> On 6/29/07, Lois Holzman <lholzman@eastsideinstitute.org> wrote:
> >
> > This portion of Mark's interesting post has me asking, matters for what?
> > And
> > also suggesting for consideration that it might be desirable to break
> > out of
> > the knowledge paradigm more completely. How to find answers still has
> > the
> > product as a goal, to my reading. Maybe what matters for learning and
> > development is learning how to learn, learning that we learn, and
> > learning
> > to create environments in which it's possible to learn that!
> > Lois
> >
> >
> > > From: Mark Chen <markdangerchen@gmail.com>
> > > Reply-To: "eXtended Mind, Culture, Activity" <xmca@weber.ucsd.edu >
> > > Date: Tue, 26 Jun 2007 14:21:48 -0700
> > > To: "eXtended Mind, Culture, Activity" <xmca@weber.ucsd.edu>
> > > Subject: Re: [xmca] Copernicus 2.0 [toolforthoughts]
> > >
> > > As far as what people should be learning... I agree with the
> > sentiment that
> > > it no longer matters what you know, only that you know how to find
> > answers.
> > > If those answers lie with a friend in your social network or perhaps
> > with
> > > some sort of computational model (that you have access to), you've
> > > successfully navigated our new virtual culture. That implies,
> > however, that
> > > *someone* (or I guess *something*) needs to know the answers. I think
> > it is
> > > enough for people to specialize, so long as other people are learning
> > how to
> > > access these deep pockets of knowledge, and so long as *all* people
> > are
> > > afforded the same access. Public education, then, would have to be
> > > reconfigured to reward and nurture different social networks while at
> > the
> > > same time letting students specialize and make available their
> > > specializations to the community.
> >
> >
> > _______________________________________________
> > xmca mailing list
> > xmca@weber.ucsd.edu
> > http://dss.ucsd.edu/mailman/listinfo/xmca
> >
>
>
>
> --
> Mark Chen | grad student | games researcher/designer | tech instructor | U
> of Washington
> http://markdangerchen.wordpress.com/
>

-- 
Mark Chen | grad student | games researcher/designer | tech instructor | U
of Washington
http://markdangerchen.wordpress.com/
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Received on Sat Jun 30 08:46 PDT 2007

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