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both the ants and the various objects in their ecosystem, allowing the player to author patterns of change in the environment. Second, the population of the colony grows over the course of normal play, amplifying this customized systemic pattern. Third, the ants dig at the player’s instruction, forming a unique nest architecture, resulting from this interaction. These three factors allow the player to feel ownership and investment in the colony, thinking of it as his own. System thinking is the heart and soul of Leafcutters. The game guides the player through a process of connecting the actions of an individual ant to the complex actions of the colony as a whole. By allowing (in fact, requiring) the player’s interactions to alter the decision making of multiple ants simultaneously, Leafcutters demonstrates the multiplicative affect of individual actions taken by many actors. Gee writes that meanings of concepts are best learned when the student can associate them with an action image—a lived experience. For games to do this, they must “make the meanings of words and concepts clear through experiences the player has and activities the player carries out, not through lectures, talking heads, or generalities.” 63 Leafcutters allows the player to live through the growth (or death) of an ant colony, thereby tying concepts of the workings of an ant colony to very particular action images. The game provides the experience of guiding and living with an ant colony that is not possible in the real world, but which remains authentic to reality, so that these action images provide valid understanding of natural phenomena. Fiction and Nonfiction in Leafcutters Leafcutters blends fiction and nonfiction in an attempt to accurately represent ants in a way that is prohibited by real-life constraints. 37 63 Gee 22.
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 42 |
Contributing entity | University of Southern California |
Repository email | cisadmin@lib.usc.edu |
Full text | both the ants and the various objects in their ecosystem, allowing the player to author patterns of change in the environment. Second, the population of the colony grows over the course of normal play, amplifying this customized systemic pattern. Third, the ants dig at the player’s instruction, forming a unique nest architecture, resulting from this interaction. These three factors allow the player to feel ownership and investment in the colony, thinking of it as his own. System thinking is the heart and soul of Leafcutters. The game guides the player through a process of connecting the actions of an individual ant to the complex actions of the colony as a whole. By allowing (in fact, requiring) the player’s interactions to alter the decision making of multiple ants simultaneously, Leafcutters demonstrates the multiplicative affect of individual actions taken by many actors. Gee writes that meanings of concepts are best learned when the student can associate them with an action image—a lived experience. For games to do this, they must “make the meanings of words and concepts clear through experiences the player has and activities the player carries out, not through lectures, talking heads, or generalities.” 63 Leafcutters allows the player to live through the growth (or death) of an ant colony, thereby tying concepts of the workings of an ant colony to very particular action images. The game provides the experience of guiding and living with an ant colony that is not possible in the real world, but which remains authentic to reality, so that these action images provide valid understanding of natural phenomena. Fiction and Nonfiction in Leafcutters Leafcutters blends fiction and nonfiction in an attempt to accurately represent ants in a way that is prohibited by real-life constraints. 37 63 Gee 22. |