The confrence was divided into 4 streams:
Theory of Immersive Worlds explored:
i. the theory of interactivity, from perspectives such as narrative and gameplay (ludology);
ii. analyses of the cultural and psychological effects of immersive worlds.
Creative practices in Immersion examined interactive new media art, and its exploration of new idioms and challenges in immersive worlds.The four keynote speakers at the conference were:
Immersive Worlds in Education examined the application of immersive technologies to teaching and learning.
Immersive Worlds in Entertainment examines entertainment applications of immersive technologies.

Arousal the state just before flow is the optimal position for learning to take place. Apathy is the least condusive state to learning - watching TV is an activity listed under this state. Prof. Csikszentmihalyi, then went on to list the 6 conditions which foster flow.
- Attention is focused on a limited stimulus field. There is full concentration, complete involvement
- Action and awareness merge – only participant not both participant and observer e.g. don’t think about where your fingers on the piano just playing
- There is freedom from worry about failure – feel unstoppable
- Self-consciousness disappears – ego which is presented to the world disappears
- Time is distorted
- The experience become its own reward - not expecting anything from the activity accept the activity itself – valuable for its own sake
In flow there are clear goals every step of the way and feedback is immediate.
When he was asked if there is a difference between cerebral and physical activities in relation to flow he said though he had not specificly set up his research to look for difference he also did not note any differences, the 6 conditions were found in both types of activities.

James Paul Gee - Author of What Video Games Have to Teach Us About Learning and Literacy spoke about the 7 core principles that make a video game motivating for learning.
- Psyching out – how rules can be used for your advantage to accomplish goals to which you are personally and emotionally attached
- Micro-control that gives rise to either embodied intimacy or an extension of power and visio
- Experiential learning that meets all the right conditions for learning from experience
- Finding and using Effectivity (skills) Affordance Matches between Bodies (given by micro control) or Tools and Worlds – invitation to action
- Modeling and using Models to make learning from concrete experience more general and abstract
- Player-Enacted Stories or Trajectories
- Modding as adaptive rather than assimilating
Prof. Gee questions if serious game can have all 7 properties, and if not which properties are the most important, and should be kept in mind while designing serious games.
Gee says humans use the above principles daily in the "real world" however their control/agency over them is being eroded ,thus good videogames which employ these principles are addictive because they return the control and agency to the player/character.

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