Thursday, July 21, 2011

IntaDotA?!

Science, as James Paul Gee writes, is like a game. He deals with the "content" question of naysayers by responding to their assertion that "what you learn when you play a video game is just how to play the game" and yet some people think that learning in school is about "learning to play the game," that is, learning facts that can be memorized and resuscitated, yet those people, although they can pass a test, are unable to apply their knowledge to solve problems or think critically. Thus this brings me back to my point Science, is like a game, one must inhabit the identity the game offers, it isn't just "do whatever you want" there are rules to play by and you must see how "they can be best leveraged to accomplish goals."

I began to wonder think about the business world. Then I thought of DotA.

When I read Gee's "Good Video Games and Good Learning" article, I was stoked. I absolutely love games, however I have not had time to really get into all the higher technology and newer interface games like Call of Duty or any Xbox or PS3 console game. DotA stands for Defense of the Ancients. It is the biggest custom scenario for the real-time strategy video game Warcraft III and it's expansion. It is argued that DotA is the most popular free, non-supported game mod in the world.

Anyway, in this game:
  • players on each side choose one of 104 heroes
  • each have different abilities which create advantages and disadvantages over other heroes.
  • The scenario is highly team-oriented; and just like Basketball, it is difficult for one player to carry the game alone.
  • It requires one to kill the spawned units called "creeps" and to "last hit" them in order to get the money, thus there is a specific strategy involving the efficient gaining money (also called farming), which leads to the buying of items.
  • One gains experience and gains levels to upgrade skills/spells, and if one dies, one loses gold and the opportunity for experience.
  • The items bought can be used to create other higher tier items and these are known as "recipe" items.
  • As each hero has different abilities and attributes, different items tailor to different heroes and knowledge of all these things are extremely important.
  • Players will eventually memorize these recipes as they play the game more.
Thus the game then becomes all about efficient farming, teamwork, and knowledge of the game. Then I thought about it longer. The business world is all about knowledge of the field, scoping out the competition, understanding the laws and rules of the trade, efficiency, and teamwork. All things that are developed in a game of DotA.

In addition, each game takes around an average of 40 minutes and no one game is the same, each game has a ridiculous amounts of variation even if each team is constant and each player chooses the same hero. The gameplay changes, and if you throw in the fact that there are 104 heroes to choose from with multiple modes to change it up (such as all random or random draft), this makes for a highly unpredictable game. Yet, one of the things I love about it is, if one messes up, one can play again the next game and it is a brand new slate! This resonates with one of the key points in Gee's article which was risk taking where he discusses how "good video games lower the consequences of failure" and how in these games, players are encouraged to take risks, explore, and try new things and that failure is a good thing as it allows one to learn from their mistakes. Gee argues that "school too often allows much less space for risk, exploration, and failure" and this can be rectified in the classroom by creating a classroom conducive to -- (haha, you thought I was going to say conducive to failure didn't you!) -- an openness for failure and its' utilization in the learning process.

So while Gee says that his suggestion is not to "use games in school" he does state that it is indeed a good idea. Perhaps the students should play DotA, and I can definitely be certified to teach that! It would definitely spawn quite a generation of people who would be efficient, knowledgeable, and able to work on a team.

After all, it did inspire one of the catchiest songs of all time which took #2 in Finland and #6 in Norway by an artist named Basshunter singing in Swedish:

6 comments:

  1. Dude, I play League of Legends. Or at least I used to, before the program started...

    Beyond Gee's learning principles found in video games, multiplayer video games (DoTA/LoL) are such a sociocognitive experience. It is a group working towards a meaningful task and by gaining experience and gold, learn new skills and abilities that they must apply in coordination with their teammates.

    The only trouble is, classroom management skills can be severely lacking. /ragequit

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  2. David- I have to give you credit for you enthusiasm for this game! never heard of it, but i enjoyed reading all the details about it and your comparison to the article. Like we discussed in class, do you think the negatives of games outweigh the positives? My main concern that I can't get away from and I keep going back to is this issue of communication and socialization within games. Do you really think that people are communicating with one another and learning some sort of communication skills while playing the game? Someone mentioned in our class discussion on Friday that during these games (come to think of it, was it you that made this comment?) all the gamers do is bad mouth one another and there is not really a "team-building" aspect to the game like suggested in the article and video. Do you agree with that?

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  3. It was actually Kyle that made that comment. Much of the communication in the game of DotA is very professional and efficient, yet it definitely has its' fair share of bad mouthing. But what I was unable to say in class as a response to Kyle is that, at the same time in sports, let's say.. basketball, there is badmouthing on the court as well! Whenever players play badly, badmouthing occurs.

    Yet one cannot disagree that basketball does not have an aspect of team-building. In the same way, I would say DotA has just as much team-building potential as basketball does!

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  4. The potential in that game looks amazing. And if people are really involved, self-regulation usually exists, which can keep the game clean, fun, appropriate, and effective. IF you care about your game, you don't want to get sidetracked by all the BS. You want to get to the next task, the next level, the higher score.

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  5. First of, I'm really mad at you for posting that video. That song will NOT get out of my head!! haha

    Games have a lot of great potential as you've said. But I also have a lot of reservations about them. I've lots many friends to World of Warcraft and still have yet to get them back. So even if we come up with games that teach players about important global issues, how do we teach them to turn it off? We can expect our kids to live infront of the computer monitor, so how do we teach them that balance?

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