August 29, 2008

Assignment 1, Research Methods – “Learning Styles” Annotated Bibliography

Filed under: CSG5140 Research Methods,ECU MInT — steve @ 7:09 pm


This paper has been presented in the form of an annotated bibliography for the outcomes of investigation and research concerning the area of “learning styles in online education” for Assignment 1, CSG5140 Research Methods, Edith Cowan University. This paper has been compiled in three parts: [A] An evaluative annotated bibliography of five refereed journal articles pertaining to the use of learning styles in online education; [B] Further evaluation of the methods employed in one of those refereed articles; and, [C] Five additional articles relevant to the investigation undertaken in part B which have been added to the annotated bibliography described in part A. The five articles explored concern four differing learning style inventories plus one research methods knowledge base.


August 27, 2008

Jung’s Archetypes and David Lynch “Wild at Heart”

Filed under: CMM4106 Psycho & Cinema,ECU MInT — steve @ 7:18 pm

Handout notes for week 6 discussion on scene 15 of David Lynch’s 1990 film “Wild at Heart” with reference to Carl Jung’s archetypes:

IntroductionJung on Jung and the difficulty of a single account of his ideas:

… As I cannot claim to have reached any definite theory explaining all or even the main part of the psychical complexities, my work consists of a series of different approaches, or one might call it, a circumambulation of unknown factors. This makes it rather difficult to give a clear-cut and simple account of my ideas. (Jung, 1952 ¶ 1) [italics added]

David Lynch on “Wild at Heart”:

“Wild at Heart is a love story that goes through a strange highway in the modern and twisted world” (cited in Universal Studios, 2005)


August 26, 2008

Week 5 reading: Interactive & Modular Storytelling

Filed under: ECU MInT,GDT3102 Writing for Games — steve @ 1:16 pm

Sheldon, L. (2004). Modular Storytelling. Character Development and Storytelling for Games (pp. 85-102). Boston, Massachusetts: Thomson Course Technology.

Glassner, A. (2004). Where We Are Plot Narrative Devices. Interactive Storytelling. Techniques for 21st Century Fiction. (pp. 10-17; 53-67; 74-75; 99-108). Natick, Massachusetts: A. K. Peters.


August 24, 2008

Week 4 Discussion: The Game Environment & Second Life (SL) worlds

Filed under: ECU MInT,GDT3102 Writing for Games — steve @ 2:57 pm

Discussion topic: What functions or uses does environment design have in the overall game design process?

The game environment is the canvas upon which all the elements of the game are brought together in a unified manner. It translates the game’s back-story through its visual metaphors; it provides the reason for the Player to exist; and it determines the means by which the action evolves.


August 19, 2008

Week 4 reading: Evicting the Elves

Filed under: ECU MInT,GDT3102 Writing for Games — steve @ 3:19 pm

Week 4 reading: Hallford, N., and Hallford, J. (2001). A Designers Guide to Computer Role-Playing Games (pp. 219-246)

… role playing games are not about rules. RPGs are about characters living in interesting lands with challenges to overcome. Unless you do a very astonishingly bad job with your design, players are primarily going to talk about the things that happen in the game world…. Role playing games are about worlds that people want to visit and explore, places where they will put the lives and skills of their electronic alter egos on the line to destroy or defend. Your job will be to build a world about which the player will care. (Halford & Halford, 2001, p. 219) [emphasis added]


August 15, 2008

Week 3 Character Development & Dialogue

Filed under: ECU MInT,GDT3102 Writing for Games — steve @ 5:17 pm

“Athena” – Major NPC representing the Anima and Girlfriend of the Player for the high concept of a semi-educational RPG game “Psycho-Ego – the knowing of the self”

[NOTE: The graphic to the right has been a somewhat sad bastardisation of Kylie Minogue - the copyright for the original file states "Permission is granted to copy, distribute and/or modify this document under the terms of the GNU Free Documentation License".
See original image and copyright statement here. ]

Week 2 (Take 2) – High concept for semi-educational RPG game “Psycho-Ego – the knowing of the self”

Filed under: ECU MInT,GDT3102 Writing for Games — steve @ 1:52 pm

Take 2 at a High Concept treatment for a narrative based game as the previous game concept did not enable significant development of the game’s characters, nor did it provide for the development of dialogue.

i. Game concept (including genre)?

Role Playing Adventure/Fighting game incorporating RTS (Real Time Strategy) of the Player’s virtual Personal Development through Archetypical and other Psychological experiences in a surrealistic 3D exploratory environment. The Player’s avatar (Persona) will be moulded and visually characterised by decisions made during the game via the  paths and directions the Player is presented with during a journey through discovery of; The Avatar (Mirror Stage), Understanding (the Self), The Partner (Anima/Animus), and God-like omniscience (Collective Unconsciousness). These choices will be governed by aspects of Freudian, Jungian and Lacanian psychology to which the Player will be presented with an overview and understanding of the basic principles of these psychological theories.


August 12, 2008

Week 3 reading: NPC Interesting Techniques

Filed under: ECU MInT,GDT3102 Writing for Games — steve @ 2:43 pm

A reading of Freeman (2003) on NPC Interesting Techniques

Freeman (2003), in this reading, provides some interesting approaches and proposes a model for the development of interesting NPCs (Non Playing Character[s]). In order to come up with a character that is not cliché drawn from “the over-fished waters of Tolkien or Lucas” (Freeman, 2003, p. 46), a “diamond” model is proposed for the game designer to employ to identify four different traits that the NPC can demonstrate within the game narrative. However, it is pointed out that these traits should not indicate a boring character and again warns against developing traits which “we’ve frequently seen before in film, TV, or game characters” (Freeman, p. 47).


Week 3 reading: Protagonist (The hero)

Filed under: ECU MInT,GDT3102 Writing for Games — steve @ 12:11 pm

Week 3 reading: Protagonist (or hero character) by Glassner in “Interactive Storytelling. Techniques for 21st Century Fiction” (2004, pp. 76-83).

In this reading, Glassner (2004, p. 76) gives an outline of the development of the hero character and refers to Abraham Maslow’s characterization of human motivation (1943) which is then broken down into eight levels constructed within three groups – each of the levels in each of the groups needing to be accomplished before the hero character can progress to the next stage of development:


Week 3 reading: Character Development

Filed under: ECU MInT,GDT3102 Writing for Games — steve @ 11:09 am

A reading of Rollings and Adams (2003) on games Character Development:

To begin it is stated there are two sources for character design: these being either Art sourced or Story sourced design (Rollings & Adams, 2003, p. 122)


August 11, 2008

Week 2 – High concept for educational game “Nutrition – the winning choice”

Filed under: ECU MInT,GDT3102 Writing for Games — steve @ 7:05 pm

Image source: food4life.org

i. Game concept (including genre)?

Educational game to teach children (and adults) the values and rewards of selecting and following a nutritious diet. Target age group is primary school ages of 6 to 12.


Lacan, Lacan, Lacan

Filed under: CMM4106 Psycho & Cinema,ECU MInT — steve @ 5:07 pm

There are better ways to spend your Sunday, seriously…

A reading of chapters 6, 7, 8 & 9 from Jacques Lacan’s “The Four Fundamental Concepts of Psycho-analysis” (1977).

Really, so many words, so little content – Lacan appears to dribble on aimlessly to get a very simple concept across. In this reading, concerning chapters 6 & 7, what Lacan has to say about the “gaze” could well have been covered in a single page, however what we, the reader, are presented with is 21 pages of this “poet’s” pontifications that are not only vague but extremely dull.


August 8, 2008

Research Methods: Terminology investigation

Filed under: CSG5140 Research Methods,ECU MInT — steve @ 4:45 pm

 Research Methods Terminology


August 7, 2008

Social Vs Medical model

Filed under: ECU MInT,EDU5373 Special Education,Rant — steve @ 6:06 pm

This post is in response to the week 2 discussion topic: Social Model Vs Medical model – “thoughts on more progressive approaches to working with individuals with disabilities”.

This post is the first opportunity, at the end of the second week of study, to write in a style (1) of a subjective/first person view, and (2) without concern to A.P.A. referencing. Therefore; my thoughts and my feelings without restriction – what an enjoyable experience that can be!  [No doubt Freud would be able to relate that pleasure back to the id's desires for lack of restraint and inhibition while the ego-ideal allows my ego to be able to achieve those objects of desire with free rein ...]


August 5, 2008

Discussion topics: Week 2

Filed under: ECU MInT,GDT3102 Writing for Games — steve @ 3:28 pm

Discussion topics for Writing for Games: week 2

a. What might be the difference between coming up with ideas for games compared with ideas for novels and films? Can you think of any particularly successful or unsuccessful adaptations?


Reading week 2: Conceptualization

Filed under: ECU MInT,GDT3102 Writing for Games — steve @ 1:32 pm

Game Concept Worksheet  - a reading and summary of chapter 6 “Conceptualization” (pp. 140-156) from the book “Game Design Workshop” by Fullerton, T., Swain, C., and Hoffman, S. (2004).

This chapter discusses the notions of taking an initial idea, then developing and refining that idea through brainstorming techniques and other activities in order to turn that initial idea into a game concept.


Reading week 2: Game Concept worksheet

Filed under: ECU MInT,GDT3102 Writing for Games — steve @ 10:38 am

Game Concept Worksheet  - a reading and summary of “Game Concept Worksheet” (p. 53) and “Sample High Concept Document” (pp. 574-576) from the book “On Game Design” by Rollings, A., and Adams, E. (2003).

Game Concept Worksheet:

To turn a game idea into a game concept, list and answer the following (Rollings & Adams, 2003, p. 53):


Freud: The ego and the Id

Filed under: CMM4106 Psycho & Cinema,ECU MInT — steve @ 12:54 am

Follows are sections of ‘highlighted’ text from the reading of the week 1 text: Freud’s “The Ego and the Id” (1923) – comments in italics (unless attributed to Freud) are the comments of the writer of this blog…

Consciousness and unconsciousness

The division of the psychical into what is conscious and what is unconscious is the fundamental premiss of psycho-analysis … in a different way: psycho-analysis cannot situate the essence of the psychical in consciousness, but is obliged to regard consciousness as a quality of the psychical, which may be present in addition to other qualities or may be absent. (Freud, 1923, p. 440)


August 2, 2008

It’s my birthday…

Filed under: General,Rant — steve @ 5:56 pm

I don’t know what is more sad – the fact that I have spent the entire day completing the week 1 readings for GDT3102 Writing for Games unit and then writing up my summaries on my birthday, or the fact that I forgot it was my birthday until about mid day…

On reflection, what is probably more sad is that being “middle aged” means I don’t really care whether it is my birthday or not…


BTW: reading contractions in formal documents is  annoying

Reading week 1: The Design Document

Filed under: ECU MInT,GDT3102 Writing for Games — steve @ 5:32 pm

The Design Document  - a reading and summary of chapter 14 “The Design Document” from the book “Game Design Workshop” by Fullerton, T., Swain, C., Hoffman, S. (2004).

This chapter discusses the needs of developing a sound Design Document for communication purposes as well as suggest an example of how the Design Document might be arranged. [This blog has been written after reading Chapter 15 of Rouse's "Game Design: Theory and Practice", (2000).]


Reading week 1: Game Development Documentation

Filed under: ECU MInT,GDT3102 Writing for Games — steve @ 3:37 pm

Game development Documentation – a reading and summary of chapter 15 “Game Development Documentation” from the book “Game Design: Theory and Practice” by Rouse, R. (2000).

Rouse (2000), in this chapter, discusses 8 development documents that the game designer may find useful and beneficial to the successful development, and possibly ongoing funding, of a game project. These documents are as follows :


August 1, 2008

Week 1 – Freud, Psychology and Vertigo

Filed under: CMM4106 Psycho & Cinema,ECU MInT — steve @ 2:08 pm

Week 1′s reading: Breuer & Freud – “On the Physical Mechanism of Hysterical Phenomena: Preliminary Communication”

Week 1′s movie: Alfred Hitchock – “Vertigo”


Hysteria, as a pathological phenomenon, is often caused by a precipitating traumatic event that the patient often dislikes discussing or more probably is unable to recollect (Breuer & Freud, 1893/1986, p. 53). Symptoms may include “neuralgias, anaesthesias, contractures, hysterical attacks and epileptoid convulsions” (Breuer & Freud, 1893/1986, p. 54) [italics added].


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