Reality Ends Here: Transforming Media Learning in Higher Education

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Reality Ends Here SIMON WISCOMBE NAMLE 2013 Transforming Media Learning in Higher Education

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Presented at NAMLE 2013, this presentation covers the development and rollout of the 2011 season of Reality Ends Here at USC's School of Cinematic Arts.

Transcript of Reality Ends Here: Transforming Media Learning in Higher Education

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Reality Ends Here

SIMON WISCOMBENAMLE 2013

Transforming Media Learning in Higher Education

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An experimental game that may or may not have been played at USC’s School of Cinematic Arts.

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Top DownBOTTOM UP

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StructureCHAOS

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EstablishmentUPRISING

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THEFUTURE

COMMITTEE

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Jump-start collaboration and discovery among students across disciplinary boundaries.

Encourage experimentation with media making across a range of practices.

Connect students to each other, faculty, alumni, and industry mentors.

THEFUTURE

COMMITTEEMANDATES

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SymposiumCNTV 101

Class for all freshmen during their first semester.

“Introduction to emerging forms of immersive entertainment, to Cinematic Arts faculty, and to guest speakers who will comment on the changing nature of the industry.”

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SymposiumCNTV 101

Class for all freshmen during their first semester.

“Introduction to emerging forms of immersive entertainment, to Cinematic Arts faculty, and to guest speakers who will comment on the changing nature of the industry.”

An ARG?

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Jeff Watson, Tracy Fullerton, and I

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PITCHTO THE

FACULTYMAY, 2011

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THE GAME PITCHA collaborative production game, making media based on the divisions of the SCA.

Played in students’ spare time.

Mechanics of game will drive constant exploration of new partnerships and ideas.

Encounters with alumni and other mentors will be integrated into play of the game.

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A collaborative production game, making media based on the divisions of the SCA.

Played in students’ spare time.

Mechanics of game will drive constant exploration of new partnerships and ideas.

Encounters with alumni and other mentors will be integrated into play of the game.

Secret and Underground.

Less Hollywood, more Goddard.

No grades, no affiliation with class.

Completely voluntary play.

No overt invitation to play.

THE GAME PITCH

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Class for all freshmen during their first semester.

Institutional requirement.

Overt

Reality Ends HereSecret collaborative production game.

Institutional intervention.

Covert

SymposiumCNTV 101

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SIDEBARLet’s talk about games.

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Summing up the formal characteristics of play, we might call it a free activity standing quite consciously outside ‘ordinary’ life as being ‘not serious’ but at the same time absorbing the player intensely and utterly. It is an activity connected with no material interest, and no profit can be gained by it. It proceeds within its own proper boundaries of time and space according to fixed rules in an orderly manner. It promotes the formation of social groupings that tend to surround themselves with secrecy and to stress the difference from the common world by disguise or other means.

J. Huizinga, Homo Ludens

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Summing up the formal characteristics of play, we might call it a free activity standing quite consciously outside ‘ordinary’ life as being ‘not serious’ but at the same time absorbing the player intensely and utterly. It is an activity connected with no material interest, and no profit can be gained by it. It proceeds within its own proper boundaries of time and space according to fixed rules in an orderly manner. It promotes the formation of social groupings that tend to surround themselves with secrecy and to stress the difference from the common world by disguise or other means.

J. Huizinga, Homo Ludens

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Summing up the formal characteristics of play, we might call it a free activity standing quite consciously outside ‘ordinary’ life as being ‘not serious’ but at the same time absorbing the player intensely and utterly. It is an activity connected with no material interest, and no profit can be gained by it. It proceeds within its own proper boundaries of time and space according to fixed rules in an orderly manner. It promotes the formation of social groupings that tend to surround themselves with secrecy and to stress the difference from the common world by disguise or other means.

J. Huizinga, Homo Ludens

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Pull, not push.

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The transformative potential of play lies in the fact that

they can be more than just a call to action — they can be

the action itself.

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THE CHALLENGEPull them in.Engage through 15 weeks.Demonstrate achievement of mandates.

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THE TONEActivating curiosity.

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USC logo - colors.

USC Trojan Red and Gold.

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Worst. Colors. Ever.

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Hollywood

Institutional

Friendly

Transparent

Accessible

Reality Ends HereSituationist

Transgressive

Indifferent and Menacing

Opaque

Hidden

USC

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THE GAMEWhere the rubber meets the road.

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PROTOTYPINGMay - June 2011

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Early wireframe prototypes for web-driven collaborative production game.May 2011

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A community of Makers

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Hyperlocal context - Markers indicate SCA building (blue) and student housing (red).

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Illuminati card game (top left) and early prototypes with cards. June 2011.

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Playtesting. June 2011.

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Design mockups for cards. June 2011.

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PLAYThe card game experience.

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A Reality card pack - 10 playable cards + instructions.

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PLAY EXPERIENCE

generate prompt

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PLAY EXPERIENCE

generate prompt produce media

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PLAY EXPERIENCE

generate prompt produce media share to game site

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PLAY EXPERIENCE

generate prompt produce media share to game site unlock experiences

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initial buzz

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initial buzz

card game

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initial buzz

card game

collaborations

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initial buzz

card game

collaborations

media artifacts

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initial buzz

card game

collaborations

media artifacts

website, social media

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initial buzz

card game

collaborations

media artifacts

website, social media

mentorship, awards

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buzz

card game

collaborations

media artifacts

website, social media

mentorship, awards

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THE WEBSITEreality.usc.edu

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Flexibility to respond to

players as they play.

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IMPLEMENTATIONAugust - December 2011

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First Contact - Mystery Postcards, July 2011

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Jeff waiting in the Game Office, August 2011.

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Courtyard Flag - August 2011

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8mm Camera with clue hidden inside.

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Students investigating the camera clue.

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Cryptic Messages - August and September 2011

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The first students arriving, August 2011

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Facebook engagement

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Primary Supergroups: Marra (left) and The Tribe (right), 2011

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MENTORSHIPReward experiences.

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Award Mentorship Experiences, 2011

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Serendipitous Mentorship Experiences, 2011

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IN REVIEWThe Game

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The Largest Deal of 2011

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Production still from Space Bound, September 2011

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ARG Practicum Class, April 2013

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The Year 1 Wrap Party, December 2011

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Establishment

UPRISING

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MORE INFOhttp://reality.usc.edu

SIMON [email protected]