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As an evocative knowledge object, Leafcutters seeks to raise questions while engaging the player in play, thereby cultivating curiosity about the subject matter. This pattern of engagement is also utilized in The Cat and the Coup, which takes a similar approach to its rich subject matter: the game provides enough prompts and bits of knowledge to engage the player’s curiosity—without filling in all of the details.60 Adaptation Game Leafcutters is a game designed by adaptation from a natural system. At the most obvious level, the narrative and artistic elements of the game are modeled on the subject matter. The game system is also an adaptation, designed to accurately represent the natural systems of leafcutting ants. Furthermore, the play strategies which arise in this game system mirror behaviors found among real ants. Leafcutters combines these multiple layers of adaptation in order to faithfully represent leafcutting ants in video game form. Educational Game Leafcutters also functions as an educational game. James Paul Gee presents a list of principles for games as learning tools.61 From this list, Leafcutters particularly features the concepts of co-design, system thinking, and leveraging the concept of meaning as action image. Gee states, “In good games, players feel that their actions and decisions—and not just or primarily the designers’ actions and decisions—are co-creating the world they are in and the experiences they are having.”62 Leafcutters provides the player with such co-creation in three ways. First, the player’s shaping of the ants’ behaviors results in visual patterns of movement of 36 60 The Cat and the Coup. Peter Brinson and Kurosh ValaNejad, 2011. 61 Gee, James Paul. "Learning by design: Games as learning machines." Interactive Educational Multimedia. 8. (2004): 15-23. Print. 62 Gee 17.
Object Description
Title | Leafcutters: life simulation gameplay designed to evoke engagement with real-world subject matter |
Author | Graner, William B. |
Author email | granerw@gmail.com; bill@bgraner.com |
Degree | Master of Fine Arts |
Document type | Thesis |
Degree program | Interactive Media |
School | School of Cinematic Arts |
Date defended/completed | 2011-05-05 |
Date submitted | 2011 |
Restricted until | Unrestricted |
Date published | 2011-05-05 |
Advisor (committee chair) | Gibson, Jeremy |
Advisor (committee member) |
Fullerton, Tracy Anderson, Steven F. |
Abstract | Leafcutters is a life simulation game about leafcutting ants which is designed to evoke engagement with real world subject matter. In this game, players shape the behaviors of a colony of ants in order to establish complex behaviors such as foraging and fungus farming. The game system in Leafcutters is adapted from existing biological research on ants, with an emphasis on the accurate adaptation of a natural system into a game system. This project draws on previous works in artificial life, life simulation games, swarm games, virtual pets, and virtual ants. Leafcutters is a work of expressive AI, an evocative knowledge object, and an educational game. |
Keyword | simulation game; evocative knowledge object; educational game; video game |
Language | English |
Part of collection | University of Southern California dissertations and theses |
Publisher (of the original version) | University of Southern California |
Place of publication (of the original version) | Los Angeles, California |
Publisher (of the digital version) | University of Southern California. Libraries |
Provenance | Electronically uploaded by the author |
Type | texts |
Legacy record ID | usctheses-m3919 |
Contributing entity | University of Southern California |
Rights | Graner, William B. |
Repository name | Libraries, University of Southern California |
Repository address | Los Angeles, California |
Repository email | cisadmin@lib.usc.edu |
Filename | etd-Graner-4578 |
Archival file | uscthesesreloadpub_Volume40/etd-Graner-4578.pdf |
Description
Title | Page 41 |
Contributing entity | University of Southern California |
Repository email | cisadmin@lib.usc.edu |
Full text | As an evocative knowledge object, Leafcutters seeks to raise questions while engaging the player in play, thereby cultivating curiosity about the subject matter. This pattern of engagement is also utilized in The Cat and the Coup, which takes a similar approach to its rich subject matter: the game provides enough prompts and bits of knowledge to engage the player’s curiosity—without filling in all of the details.60 Adaptation Game Leafcutters is a game designed by adaptation from a natural system. At the most obvious level, the narrative and artistic elements of the game are modeled on the subject matter. The game system is also an adaptation, designed to accurately represent the natural systems of leafcutting ants. Furthermore, the play strategies which arise in this game system mirror behaviors found among real ants. Leafcutters combines these multiple layers of adaptation in order to faithfully represent leafcutting ants in video game form. Educational Game Leafcutters also functions as an educational game. James Paul Gee presents a list of principles for games as learning tools.61 From this list, Leafcutters particularly features the concepts of co-design, system thinking, and leveraging the concept of meaning as action image. Gee states, “In good games, players feel that their actions and decisions—and not just or primarily the designers’ actions and decisions—are co-creating the world they are in and the experiences they are having.”62 Leafcutters provides the player with such co-creation in three ways. First, the player’s shaping of the ants’ behaviors results in visual patterns of movement of 36 60 The Cat and the Coup. Peter Brinson and Kurosh ValaNejad, 2011. 61 Gee, James Paul. "Learning by design: Games as learning machines." Interactive Educational Multimedia. 8. (2004): 15-23. Print. 62 Gee 17. |