I. I giochi, come molte comunità o gruppi di lavoro

Transcript

I. I giochi, come molte comunità o gruppi di lavoro
Struttura saggio
Rossi i
Playful teamworking – di Federico Fasce e Marina Rossi (03 novembre 2009)
I.
I giochi, come molte comunità o gruppi di lavoro, sono spazi di problem solving
A.
Games are problem-solving spaces that cultivate a culture of learning, and learning
complexity is an altogether legal drug that humans canʼt get enough of. The gamers
attitude to failure is “fail early, fail often” if it is in the service of learning something critical
to success. (James Gee, 2007)
Link di approfondimento:
http://www.richardcarey.net/2007/12/21/best-of-2007/
http://www.edutopia.org/james-gee-games-learning-video (video, 11:49 min)
II. Case study: World of Warcraft
A.
The structure and the organization required to complete missions or quests in WoW
[World of Warcraft] adds a great deal of focus and complexity to the community compared
to a chat room and the communications and management begins to feel much more like
collaboration in a work environment. I think that the ever-evolving user interface and
communication tools that we are developing might impact the future of management in
the real world. My feeling is that what we are doing in WoW represents in many ways the
future of real time collaborative teams and leadership in an increasingly ad hoc,
always-on, diversity intense and real-time environment. (Joi Ito, 2006)
Link di approfondimento:
http://it.wikipedia.org/wiki/World_of_Warcraft
http://joi.ito.com/weblog/2006/03/13/leadership-in-w.html
http://virtualearn.blogosfere.it/2009/08/da-world-of-warcraft-al-metaverso-nascita-di-un-museo-scientifico-in-second-life.html
http://website.education.wisc.edu/steinkuehler/blog/
III. I ruoli nei MUD secondo Richard Bartle
A.
"achievers" (acting on / emphasis on environment)
B.
"killers" (acting on / emphasis on players)
C. "socialisers" (acting with / emphasis on players)
D. "explorers" (acting with / emphasis on environment)
Link di approfondimento:
http://www.psychnology.org/File/PSYCHNOLOGY_JOURNAL_2_3_VOISKOUNSKY.pdf
http://www.gamerdna.com (test di Bartle)
V. La nostra esperienza di gestione dei gruppi
A.
Software di gestione
Link di approfondimento:
http://basecamphq.com
Struttura saggio
http://www.projectpier.org
http://openatrium.com
http://www.google.com/apps
II. Il nostro progetto: Urustar
Link di approfondimento:
http://urustar.net
http://friendfeed.com/invaders-den
http://invadersden.com
III. Q&A
A.
Giochi come fonte di stress psicologico
B.
Nuovi target per i videogame
III. I nostri contatti
[email protected]
[email protected]
Rossi ii