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	<description>Digital games and worlds in education</description>
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		<title>I believe that&#8230;</title>
		<link>http://www.silversprite.com/?p=811</link>
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		<pubDate>Sat, 13 Apr 2013 22:57:19 +0000</pubDate>
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		<description><![CDATA[People have explicitly played games for many millennia, and that gameplay is not just confined to humankind. The lifestyles of most people can be viewed as a mesh of interconnected, often very temporary, games. Digital games are a form of &#8230; <a href="http://www.silversprite.com/?p=811">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
				<content:encoded><![CDATA[<ol>
<li> People have explicitly played games for many millennia, and that gameplay is not just confined to humankind.
<li> The lifestyles of most people can be viewed as a mesh of interconnected, often very temporary, games.
<li> Digital games are a form of voluntary entertainment used by a significant proportion of people (crossing gender, socio-economic and demographic classes) who have access to the technology &#8230;
<li> &#8230;and that it&#8217;s been this way for several decades.
<li> Digital games are varied in their complexity, demands, content and goals; for most people there are a number of digital games that would interest them.
<li> In some specific learning situations, some specific digital games are a significantly useful tool but only when there&#8217;s a clear understanding of how they should be used, and the appropriate planning and guidance by a motivated facilitator.
<li> People can acquire knowledge and skills, of a more random nature, by playing digital games of their choosing.
<li> The game development &#8220;community&#8221;, and the learning and education &#8220;community&#8221;, often have a poor understanding of the practices and skills of the other.
<li> The psychology behind why people play games is generally fully understood or (incorrectly) assumed by most or all non-game players, is poorly understood by game players, and is partially understood by the games research community.
<li> Though there are many digital game design principles and practices, there is no &#8220;magic formula&#8221; to creating a compelling digital game, either for pure entertainment or for the purpose of game-based learning. Otherwise, everyone would be creating the &#8220;perfect&#8221; game.
</ol>
<p>Citations? Non here, though hopefully much through this website over time. The ten beliefs are formed from nearly 40 years of playing games (not just digital) and watching others play games, reading on gameplay and related psychology, and the synthesis of related research. I&#8217;m open-minded enough to be comfortable with these beliefs being challenged and overturned by convincing researching.</p>
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		<title>Dreamcast: the star that shined the brightest</title>
		<link>http://www.silversprite.com/?p=774</link>
		<comments>http://www.silversprite.com/?p=774#comments</comments>
		<pubDate>Fri, 08 Mar 2013 23:01:15 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Nostalgia]]></category>
		<category><![CDATA[console]]></category>
		<category><![CDATA[Dreamcast]]></category>
		<category><![CDATA[SEGA]]></category>

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		<description><![CDATA[Nostalgia &#8211; it&#8217;s delicate, but potent. Teddy told me that in Greek, &#8220;nostalgia&#8221; literally means &#8220;the pain from an old wound.&#8221; It&#8217;s a twinge in your heart far more powerful than memory alone. &#8211; Don Draper, (The Wheel) Mad Men, &#8230; <a href="http://www.silversprite.com/?p=774">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
				<content:encoded><![CDATA[<blockquote><p>Nostalgia &#8211; it&#8217;s delicate, but potent. Teddy told me that in Greek, &#8220;nostalgia&#8221; literally means &#8220;the pain from an old wound.&#8221; It&#8217;s a twinge in your heart far more powerful than memory alone. &#8211; Don Draper, (The Wheel) Mad Men, 2007.</p></blockquote>
<p>It&#8217;s nearly 15 years since Sega launched the <a href="http://dc.sega.jp/" title="Sega archive for the Dreamcast" target="_blank">Dreamcast</a>, first in Japan and then, some months later, in other part of the world. I bought the Dreamcast on launch day in the UK, in the fall of 1999, having been alerted by articles on the still-emerging web about the unusual array of games coming out for this console. As the Mega Drive and the Saturn passed me by, the Dreamcast was my first, and (for everyone) last, Sega video game console.</p>
<p>Turning it on produced <em>that</em> logo spiraling outwards and <em>that</em> short piece of music that still throws my head into an instant memory loop. Owners of the Dreamcast will know what I mean. Owners of other beloved items, such as certain books, or movies, or CDs, will also know that feeling.</p>
<p><code><iframe src="http://www.youtube.com/embed/w5igac8TcwU" height="480" width="640" allowfullscreen="" frameborder="0"></iframe></code></p>
<p>The controller was odd (and copied to an extent by the Xbox 360 controller); so symbolic of the console. You could take out the Visual Memory Unit, a self-contained, watch-battery operated piece with a Tamagotchi-like LCD display, play mini games on it, or put it into another controller and use the saved positions housed within it. Even connect two VMUs to each other. Neat. Portably neat.</p>
<p>And the graphics, music and sound. For the late 1990s. Here&#8217;s the opening sequence of one of the launch titles, Soul Calibur. Nostalgia-trip-overdrive-for-former-Dreamcast-owners alert:</p>
<p><code><iframe width="640" height="480" src="http://www.youtube.com/embed/Uos6AFq0uD8?rel=0" frameborder="0" allowfullscreen></iframe></code></p>
<p>Like the Nintendo 3DS, the Dreamcast hinted at potential that was largely unfulfilled. There was a modem included. In a video games console. In the 90s (I keep saying that, but it was a different and primitive time then, of geocities and web rings and rubbish Internet connections and unsmart, crude phones, expensive laptops, and Psion organizers where today you&#8217;d have an iPad or some other tablet instead). Normal now, but then &#8211; not so normal. Web browsing was basic but, hey, it worked. Online gaming was possible. And implemented, in games such as Phantasy Star Online.</p>
<p>Then there was the <a href="http://www.blogdosanro.com/2011/01/22/fishing-rod-controller/" title="Official Sega Dreamcast Fishing Rod Controller" target="_blank">fishing rod controller</a> of Sega Bass Fishing, which could be used as a sword or light saber in other games, Space Channel Five and the <a href="http://www.youtube.com/watch?v=YoZpZU__GMc" title="[Review] Samba De Amigo (Dreamcast)" target="_blank">maracas of Samba de Amigo</a> (lineage: Nintendo Wii and a multitude of dancing and rhythm games). And, well, the speech recognition aspects of Seaman, a game almost impossible to explain (&#8220;So, there&#8217;s this half-fish half-man thing with the voice of Leonard Nimoy, and you can have conversations with it&#8221;) without playing (a <a href="http://www.youtube.com/watch?v=Y4MqvIHxkQo" title="Messing with Seaman" target="_blank">NSFW video</a>).</p>
<p>But more nostalgia trips (including Metropolis Street Racer, Jet Grind Radio, Ecco the Dolphin, Skies of Arcadia, Rayman, Rez, Crazy Taxi, Sonic Adventure, ChuChu Rocket) and the game that twigged me to the huge potential of digital games outside of &#8216;merely&#8217; entertainment: Shenmue, another time.</p>
<p>The Dreamcast didn&#8217;t officially last long, even by video gaming standards. By Easter 2001, less than 18 months after the UK and European launch, Sega stopped making the console. Strange marketing, making the console deliberately &#8216;niche&#8217; (re: low sales), and the juggernaut of the Sony Playstation 2 with bland but big-selling franchises, drained Sega of money. Though the <a href="http://www.dmoz.org/Games/Video_Games/Console_Platforms/Sega/Dreamcast/" title="Dreamcast Open Community Project section" target="_blank">community</a> took over, in various ways, and kept the Dreamcast going as a viable platform for several more years.</p>
<p>It&#8217;s still, past and present, the console with the most innovative line up of games in video gaming history. <a href="http://www.pcmag.com/slideshow_viewer/0,3253,l=251237&#038;a=251237&#038;po=10,00.asp?p=n" title="The 10 greatest video game consoles of all time" target="_blank">Other sites agree</a>. <a href="http://www.guardian.co.uk/technology/gamesblog/2009/oct/14/games" title="The Dreamcast launched in Europe 10 years ago today" target="_blank">Many previous owners agree too</a>. Now, well over a decade after its brief official life, memories of the Dreamcast &#8211; what it represented in video games, with a line-up simply too cool to be mainstream &#8211; lives on.</p>
<p>Just don&#8217;t tell the hipsters.</p>
<p>And hope that, one day, we&#8217;ll get to experience Shenmue 3.</p>
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		<title>Silversprite 3.0</title>
		<link>http://www.silversprite.com/?p=802</link>
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		<pubDate>Fri, 01 Mar 2013 23:01:55 +0000</pubDate>
		<dc:creator>admin</dc:creator>
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		<description><![CDATA[Call this a reboot, call it what you will. After 13 years of on-and-off doing things with digital games and worlds in teaching and learning, this website is where the resultant &#8216;stuff&#8217; will find a home. On twitter, there&#8217;s Niao &#8230; <a href="http://www.silversprite.com/?p=802">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
				<content:encoded><![CDATA[<p>Call this a reboot, call it what you will. After <a href="http://www.ariadne.ac.uk/issue23/convergence" title="The Dolphin?!" target="_blank">13 years</a> of on-and-off doing things with digital games and worlds in teaching and learning, this website is where the resultant &#8216;stuff&#8217; will find a home.</p>
<p>On twitter, there&#8217;s <a href="http://twitter.com/niaosun" title="Niao Sun on Twitter" target="_blank">Niao Sun</a> where there&#8217;ll be links and things to news, reports, research about games in education. Mostly.</p>
<p>Play more games. If there&#8217;s one thing that&#8217;s held true over the years, it&#8217;s that researchers &#8211; and most people, come to think about it &#8211; never play enough.</p>
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