Monthly Archives: November 2014

Particle Clicker

From last summer, Particle Clicker (PC) is a resource accumulation game in the same mould as Cookie Clicker – but this time with particle physics research, academics, and funding. Click repeatedly on the collider to generate data. Turn data into research to gain funding and increase your reputation. Spend your funding on human resources and upgrades – don’t forget to buy beer to keep your research students happy, and coffee to keep them awake!

Clicker games are, in functionality, about as simple as you can get. There’s usually not many decisions to make (Particle Clicker has more than most), some clicking to do when you feel like it, and things happen in the background whether you click or not. In essence, you accumulate some attribute that is measured purely numerically. As you gain more of this attribute, you can decide what to spend it on; often, these are elements which increase the rate at which the attribute accumulates. And that’s it. There’s usually no end goal or target; you just accumulate more and more of whatever the base attribute is, and you stop playing when you lose interest.

One of the aspects of Particle Clicker which makes it more interesting than most clicker games is the technical/content accuracy within; the game was developed at the CERN summer student webfest by physics students. Expand (ironically, by clicking on it) this screenshot which was taken a few minutes into a new game:

Particle Clicker screenshot

In the centre is the particle collider, the thing you click on to get more of the ‘data’ attribute. In the left-hand column are technically accurate physics concepts; expand on these and you can read more detailed information, often with links to academic papers. In the right-hand columns are essentially power-ups which you can attain to increase attribute generation; as you can see, these are sometimes a satirical nod to academic physics research. Here’s some screenshots – [1] [2] [3] [4] – from when the game has been played/left running for a while.

Particle Clicker is free and online, and is instant and about as easy as you can get to play. You just … click. It’s a neat way to both slide some optional knowledge about physics under the noses of players (in effect, your rewards for leveling up are access to this knowledge), and to make some remarks about the academic research process. Give it a go.

p.s. as an amusing side-point, one comment about playing Particle Clicker was:

“There is something inordinately depressing about procrastinating by fake doing the things that I should be real doing.”

May 2015, Tampere: Adult Play

Website: adultplayseminar.wordpress.com

11-12 May 2015, University of Tampere, Tampere, Finland.

adultplay

Organised by: gamelab.uta.fi

This is an interesting conference to attend, or present at. The Game Research Lab at Tampere University are also a friendly group of pro-active researchers; the best conference I have ever attended was their 2007 Gamers in Society seminar.

(And yes, the seminar cover photo is a little scary)

Systematic literature review

The September 2012 issue of Computers and Education contains the paper:

A systemic literature review of empirical evidence on computer games and serious games.

Authors: Thomas Connolly, Elizabeth Boyle, Ewan MacArthur, Thomas Hainey and James Boyle.

Abstract: This paper examines the literature on computer games and serious games in regard to the potential positive impacts of gaming on users aged 14 years or above, especially with respect to learning, skill enhancement and engagement. Search terms identified 129 papers reporting empirical evidence about the impacts and outcomes of computer games and serious games with respect to learning and engagement and a multidimensional approach to categorizing games was developed. The findings revealed that playing computer games is linked to a range of perceptual, cognitive, behavioural, affective and motivational impacts and outcomes. The most frequently occurring outcomes and impacts were knowledge acquisition/content understanding and affective and motivational outcomes. The range of indicators and measures used in the included papers are discussed, together with methodological limitations and recommendations for further work in this area.

My notes: This is an excellent review of nearly 130 papers, from 2004 to early 2009, concerned with the use of computer and serious games in learning. It’s an easy read, but has much substance, presented in a neutral manner.

More information at:

Outside is the best game

It is the Samhain/Halloween, a cultural, spiritual and historical time of the year. Yesterday afternoon, I watched the sun set across from a direction plate on top of a nearby hill:

Sunset from the dial

This also seems like a good starting point for a more relevant set of short blog posts (or “notes“) related to gaming work and interests.