
THE VALUES AT PLAY CURRICULUM
The Values at Play (VAP) project was conceived with the intent of investigating how video game designers consciously and unconsciously embed social values into video games through narratives and game mechanics. This curriculum, a corollary of the research project, will introduce designers to a systematic method for discovering, analyzing, and integrating values into their design work. All of the materials associated with the curriculum are available on this page as downloadable documents.
If you would like further information on trying this Curriculum segment in a course, please contact jonathan[dot]belman[at]gmail[dot]com.
CURRICULUM & TEACHING GUIDE
The guide contains a unit for introducing game designers to the concept of values embedded in games. The unit is divided into four lesson plans and covers the three segments of the Values at Play methodology.
VAP Curriculum
SURVEY LINKS
Pre-class Survey Link
A print version of the pre-class survey is available as a pdf if you are unable to access the SurveyMonkey site.
Post-class Survey Link
A print version of the post-class survey is available as a pdf if you are unable to access the SurveyMonkey site.
DESIGN JOURNALS (accessible to research participants only)
Georgia Tech: http://gtechvap.pbwiki.com
Hunter College: http://huntervap.pbwiki.com
RIT: http://ritvap.pbwiki.com
UC Santa Cruz: http://ucscvap.pbwiki.com
USC: http://uscvap.pbwiki.com
USCD: http://valuesatplayucsd.pbwiki.com/
CLASS READINGS
Belman, J. (2007). Game reviews. game_reviews.pdf
Bogost, I. (2006). Playing Politics: Videogames for Politics, Activism, and Advocacy. First Monday, 11(9), Special Issue #7: Command Lines: The Emergence of Governance in Cyberspace.
http://firstmonday.org/issues/special11_9/bogost/index.html
Flanagan, M. & Nissenbaum, H. (2007). A game design methodology to incorporate social activist themes. Proceedings of CHI 2007. New York: ACM Press, 181–190. vap-chifinal06sub.pdf
Frasca, G. (2004). Videogames of the oppressed.
http://www.electronicbookreview.com/thread/firstperson/Boalian
Friedman, B. & Nissenbaum, H. (1996). Bias in computer systems. ACM Transactions on Information Systems, 14(3), 330–347.
Latour, B. (1994). Where are the missing masses? Sociology of a door. In Wiebe Bijker and John Law (Eds.) Shaping technology/Building society: Studies in sociotechnical change. Cambridge, MA: MIT Press, 225–259.
http://www.brunolatour.fr/articles/article/050.html
Mental Health Alliance Blasts Manhunt 2
http://kotaku.com/gaming/bang-your-head/mental-health-allianceblasts-manhunt-2-318129.php
Norman, D.A. (2004). Affordances and design.
http://www.jnd.org/dn.mss/affordances_and.html
Orr, M. (2005). User-centered design.
http://linuxgazette.net/116/orr.html
“Saving the World, One Video Game at a Time” (New York Times, July 23, 2006):
http://www.nytimes.com/2006/07/23/arts/23thom.html?ex=1185076800&en=2365cab8f8972ab8&ei=5070
Winner, L. (1988). Do artifacts have politics? In L. Winner, The whale and the reactor: A search for limits in an age of high technology. Chicago: The University of Chicago Press. pp. 19–39.
http://epl.scu.edu:16080/~stsvalues/readings/Winner.pdf
Zimmerman, E. (2003). Play as research: The iterative design process.
http://www.ericzimmerman.com/texts/Iterative_Design.htm
Other Available Readings
Erickson, T. (2000). Lingua francas for design: Sacred places and pattern languages.
http://www.visi.com/~snowfall/LinguaFranca_DIS2000.html
Flanagan, M., Nissenbaum, H., Belman, J., & Diamond, J. (2007). A method for discovering values in digital games. To be presented at the annual conference of the Digital Games Research Association (DiGRA), Tokyo, Japan.
method_digra2007.pdf
* FULL READING LIST *
Click here for full reading list (password protected)
TEACHING MATERIALS
RESEARCH MATERIALS
Recruitment, Release and Consent Forms
How to introduce the project (Faculty oral statement)
This work is licensed under a
Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 United States License







