<<

Featuring: 2005 Phi Kappa Phi Award Winners

The Layperson’s Guide to Creating a Computer Game

Game Design and Game-Development Education

Good Video Games and Good Learning

Women, Games, and Women’s Games The Honor Society of Phi Kappa Phi was founded in 1897 and became a national organization through the Board of Directors efforts of the presidents of three state universities. Its Paul J. Ferlazzo, PhD primary objective has been from the first the recogni- National President tion and encouragement of superior scholarship in Northern Arizona University Dept. of English, Box 6032 all fields of study. Good character is an essential sup- Flagstaff, AZ 86011 porting attribute for those elected to membership. The motto of the Society is philosophia krateit¯o ph¯o t¯o n, Robert B. Rogow, CPA, PhD which is freely translated as “Let the love of learning National President-Elect rule humanity.” Eastern Kentucky University Phi Kappa Phi Forum Staff College of Business and Technology 317 Combs Building Editor: Richmond, KY 40475 JAMES P. KAETZ Donna Clark Schubert Associate Editors: National Vice President Troy University STEPHANIE BOND SMITH 101-C Wallace Hall LAURA J. KLOBERG Troy, AL 36082 Marketing and Member Benefits Director: Wendell H. McKenzie, PhD Past President TRACI NAVARRE Phi Kappa Phi encourages and recognizes academic Dept. of Genetics Box 7614 NC State University Poetry Editors: excellence through several programs. Through its Raleigh, NC 27695 awards and grants programs, the Society each trien- LOIS ROMA-DEELEY nium distributes more than $1,400,000 to deserving Gilbert L. Fowler, PhD RANDY PHILLIS students and faculty to promote academic excel- Vice President, South Central lence. These programs include its flagship Graduate Region Interns: Arkansas State University Honors Fellowship program for students entering their first STACI WILSON College year of graduate study, Promotion of Excellence P.O. Box 2889 JENNIFER SHIFFERD grants for faculty-led projects, Study Abroad grants State University, AR 72467-2889 for undergraduates, and Literacy Initiative service Ronald E. Johnson, PhD grants. For more information about how to contrib- Vice President, ute to the Phi Kappa Phi Foundation and support Phi Kappa Phi Forum Northeastern Region Mission Statement these programs, please write Perry A. Snyder, PhD, Old Dominion University Executive Director, The Honor Society of Phi Kappa Dept. of Ocean, Earth & The purpose of the Phi Kappa Phi Atmos. Sciences Phi, Box 16000, Louisiana State University, Baton Norfolk, VA 23529 Forum is to enhance the image of the Rouge, LA 70893 or go to the Phi Kappa Phi web Honor Society of Phi Kappa Phi and page at www.phikappaphi.org. Sandra W. Holt, PhD promote the pursuit of academic excel- Vice President, lence in all fields through a quality, Southeastern Region intellectually stimulating publication Tennessee State University 3500 John Merritt Blvd., Box 9545 for its membership. Phi Kappa Phi Forum (ISSN 1538-5914) is published Nashville, TN 37209-1561 three times a year — winter/spring, summer, and fall — by The Honor Society of Phi Kappa Phi, Box Terry Mathias, PhD The views expressed in this 16000, Louisiana State University, Baton Rouge, LA Vice President, 70893. Printed at R.R. Donnelley, 1600 N. Main, North Central Region publication are not necessarily 130 Sasamac Road those of the staff of Phi Kappa Pontiac, IL 61764. ©The Honor Society of Phi Kappa Carbondale, Il 62901 Phi Forum or the Board of Phi, 2005. All rights reserved. Nonmember subscrip- tions $25.00 per year. Single copies $8.50 each. Penny L. Wright, PhD Directors of The Honor Society Periodicals postage paid at Baton Rouge, LA and Vice President, of Phi Kappa Phi. Western Region additional mailing offices. Material intended for pub- 13844 Avenida de la Luna lication should be addressed to James P. Kaetz, Editor, Jamul, CA 91935 Phi Kappa Phi Forum, 129 Quad Center, Mell Street, Phi Kappa Phi Forum is indexed in PAIS Auburn University, AL 36849-5306. Nancy H. Blattner, PhD Bulletin, Current Index to Journals in Regent Education, Sociological Abstracts, Book Fontbonne University Review Index, Management Contents, 6800 Wydown Blvd. America: History and Life, SIRS, and St. Louis, MO 63105 Magazine Index. It is also available on microfiche from University Microfilms Marya M. Free, PhD International and Bell & Howell Micro The Honor Society of Phi Kappa Phi Mission Statement: Director of Fellowships 185 Oakland Way Photo Division and in print from UMI Athens, GA 30606 Article Clearinghouse, Ann Arbor, MI. Recognizing and Promoting Academic Excellence Reprint Permission: Written permission in All Fields of Higher Education Perry A. Snyder, PhD to reprint articles may be obtained and Engaging the Community of Scholars Executive Director by mail or FAX to the following: in Service to Others The Honor Society of Phi Kappa Phi Permissions Department, Phi Kappa Phi P.O. Box 16000 — LSU Forum, 129 Quad Center, Mell Street, Baton Rouge, LA 70893 Auburn University, AL 36849-5306; FAX: 334/844-5994. Copying for other than personal or internal reference use POSTMASTER: without permission of Phi Kappa Phi Forum is prohibited. Send address changes to: The Honor Society of Phi Kappa Phi Box 16000 Louisiana State University Cover: Photo by Bret H. Smith © 2005. All rights Baton Rouge, LA 70893 reserved. Used by permission. Back Issues* Number of Copies Summer 2001 Art Matters ______Fall 2001 Teachers Teaching ______Winter 2002 Crime and Punishment ______Spring 2002 Terrorism ______Summer 2002 Food & Culture ______Fall 2002 Big Space/Little Space ______Winter 2003 Cancer Research ______Spring 2003 Professional Ethics ______Summer 2003 Architecture ______Fall 2003 Globalization ______Winter 2004 Is Democracy in Danger? ______Spring 2004 Literacy ______Summer 2004 Sequential Art: The Comics ______Fall 2004 Professors Professing: Higher Education Speaks Out ______Winter/Spring 2005 The Human Brain ______Summer 2005 Computer Games ______

Please send me ____ copies of back issues of Phi Kappa Phi Forum checked above at $8.50 each for nonmembers and $2.75 each for members** $______

Please enter my nonmember subscription to Phi Kappa Phi Forum at $25.00 per year.*** $______

TOTAL AMOUNT: $______

NAME: ______

ADDRESS: ______

Check, money order, or purchase order only. Please make checks payable to PHI KAPPA PHI FORUM and return to: Subscriptions, Phi Kappa Phi Forum, The Honor Society of Phi Kappa Phi, Box 16000, Louisiana State University, Baton Rouge, LA 70893. * A complete list of past issues is available on Phi Kappa Phi Forum’s World Wide Web page (http://www.auburn.edu/natforum) or by request. ** Ten or more copies of the same issue are available for $5.00 each for nonmembers and $1.65 each for members. *** Members of Phi Kappa Phi receive Phi Kappa Phi Forum as a benefit of membership. To renew your membership, please contact The Honor Society of Phi Kappa Phi at the above address.

ADDRESS CORRECTION REQUESTED NOTE TO PHI KAPPA PHI MEMBERS AND NONMEMBER SUBSCRIBERS Please check the space below for “MEMBER” or “NONMEMBER SUBSCRIBER”and list your old address, current address, and I.D. number (if you are a member). On your mailing label, your member I.D. number is the first multi-digit number from the left immediately above your name. Then return this form to:

The Honor Society of Phi Kappa Phi Box 16000, Louisiana State University Baton Rouge, LA 70893

JOURNALS THAT ARE NOT DELIVERED BECAUSE OF FAILURE TO NOTIFY THE NATIONAL OFFICE OF A CHANGE OF ADDRESS CANNOT BE REPLACED FREE OF CHARGE. Change of Address Form

Please check one: ______MEMBER ______NONMEMBER SUBSCRIBER Name: ______I.D. Number (members only): ______Old Address: ______New Address: ______ISSN 1538-5914 Computer Games 2005Summer PHI KAPPA PHI FORUM, Volume 85, Number 2

______Regular Features ______Articles 2 President’s Page 11 The Layperson’s Guide to Creating a Computer Game 3 Forum on Education & Jon Skinner Academics 16 I Still Don’t Quite Get It: Video Games Andrea Ickes-Dunbar and New Realities 4 Forum on Business & Donald Marinelli Economics Larry Chambers 21 Bees, ARGs, and the Birth of the Collective Detective John Borland and Brad King 6 Forum on Science & Technology 25 Women, Games, and Women’s Games Devlin M. Gualtieri Elizabeth Sweedyk and Marianne de Laet 8 Forum on the Arts David Thurmaier 29 Game Design and Game-Development Education Mohan Rajagopalan and David I. Schwartz 10 A Note from the Editor 33 Good Video Games and Good Learning 44 Letters to the Editor James Paul Gee 38 On Maneuvers with the Army’s Game Squad Seth Schiesel

______2005 Awards 46 Graduate Fellowships 48 Awards of Excellence ______Lagniappe 50 Literacy Grants 41 I Am a Teacher by Terry Palardy 52 Study Abroad Grants ______Book Review 54 Promotion of 43 Glenn P. Marcel’s Chasing Elvis reviewed by Pat Kaetz Excellence Grants ______Poetry 5 “Watch” by David Citino 9 “Letting Go” by Ellen Rachlin 20 “Hibiscus” by Claire Keyes 28 “Infatuations” by Catherine Neuhardt-Minor 42 “The Ladylike Cough” by Penelope Scambly Schott 44 “Icarus in Fleetwood” by Fred Yannantuono 45 “Trying to Separate Rumors from Sacred Secrets” by Fredrick Zydek President’s Page Paul J. Ferlazzo President of The Honor Society of Phi Kappa Phi

Runaway Jury (1996). David Baldacci, In the world of college athletics, also a lawyer and prolific mystery Kim Mulkey-Robertson, coach of writer, is probably best known for his the 2005 NCAA-champion Baylor novel Absolute Power (1996), which University Women’s Basketball team, was made into a successful film star- has been a member since her All- ew members of Phi Kappa Phi ring Clint Eastwood. James Lee Burke, American point-guard playing days at frequently ask me for the names N who has written more than twenty- Louisiana Tech University. Mulkey- of “famous members.” With a mem- five books, is best known for his series Robertson became the first women’s bership list of nearly one million dat- of a dozen novels set in New Orleans coach to win a national championship ing back 108 years and representing and in the bayous of Louisiana and as both a player and a coach, joining every discipline in modern higher featuring the colorful detective, Dave the ranks of Dean Smith and Bobby education, one can offer only a highly Robicheaux. Tony Hillerman has writ- Knight as the only other individuals to selective list of recent notables. I hope ten eighteen novels set in the American have accomplished this feat. Clearly a the following short list will suggest the southwest featuring the characters Joe winner in the classroom as a collegian, rich diversity of talent and achieve- Leaphorn and Jim Chee, members of Mulkey-Robertson has also won as an ment that we enjoy in Phi Kappa Phi. the Navajo Tribal Police. His mystery athlete at every level in which she has Jimmy Carter is perhaps the best- novels combine genuine suspense competed: four high school state titles known individual in the area of gov- with an authentic rendering of Native as a player, two national champion- ernment service. He was a Georgia American culture, earning him special ships as a player, and now her first as senator and governor, and the 39th recognition from the Mystery Writers a coach in just five years at Baylor. President of the United States. He of America and from the Navajo Music enthusiasts will recog- was awarded the Nobel Peace Prize Nation. nize the names of Ellis Marsalis and in 2002 for his worldwide efforts to Ernest Gaines has won numer- Dave Brubeck, both acclaimed jazz advance the causes of peace, democ- ous awards and honors, including pianists. Jim Barksdale, the founder racy, and human rights. Hillary a MacArthur Fellowship and the of Netscape, and George Olah, the Rodham Clinton, the former First National Book Critics Circle Award 1994 recipient of the Nobel Prize in Lady, is currently a senator from New for his depiction of the African Chemistry, are two other members York. Al Gore, former Vice President American experience. He is prob- whose achievements reinforce the mul- of the United States and candidate for ably best known for his novel, The tidisciplinary nature of Phi Kappa Phi. the presidency during the 2000 elec- Autobiography of Miss Jane Pittman tion, remains active in public service, This brief list is merely representa- (1971), which was made into a televi- particularly on behalf of the environ- tive of all the talents and gifts that sion special that received nine Emmy ment. His book, Earth in the Balance our members have. The list may be Awards. (1992), remains an important docu- somewhat slanted by my own interests ment in the struggle for environmental Among visual artists two indi- and perspective, so please feel free to recovery. In addition to these Phi viduals should be mentioned. James send me the names of other Phi Kappa Kappa Phi members, we count numer- Turrell, an installation artist whose Phi notables whom you feel should ous current and recent governors, projects can be seen all over the be included in a list of “famous mem- senators, and members of Congress world, works with light and space to bers.” I would be happy to include from more than fifteen states. affect the emotional and psychologi- them in a future column. cal conditions of the viewer. Critics In the field of literature, Phi Kappa eagerly await the completion of his Phi boasts at least five current nov- massive project at Roden Crater, an elists. John Grisham, attorney and extinct volcano in the Arizona desert author of eighteen novels, has sold Paul J. Ferlazzo, PhD, is a professor of which he has been tunneling into and millions of copies in numerous lan- English at Northern Arizona University. He reshaping for the past twenty years. guages of his legal thrillers. Many of The sculptor Glenna Goodacre is can be reached at [email protected]. his books have been made into popu- best known for the Vietnam Women’s lar films, including The Firm (1991), Memorial (1993) in Washington, The Pelican Brief (1992), The Client D.C., and for her design of the (1993), The Rainmaker (1995), and Sacagawea dollar coin.

2 PHI KAPPA PHI FORUM/VOL. 85, NO.2 Forum on

Andrea Ickes-Dunbar

charts with joy or despair each minus- Testing, Testing cule loss and gain, over frequent othing is simple about education- themselves for substandard perfor- testing and reliance on results is not Nal testing, popular belief notwith- mance. healthy educational practice. The standing. The illusion of objectivity intense and unrelenting demands of Testing researchers advise us to is extremely appealing to everyone’s test-driven seat work and paperwork beware of unintended negative con- deep wish for fair and precise tools to on immature students already seem sequences for individual students assess learning and to predict future to be manifesting a negative rebound and groups of students, even when success for students. Tests, in all their effect in behavior and performance, tests seem to be serving important various forms, hold high credibility particularly in boys. social or educational-policy purposes. in American society as valid and reli- Educators should be resisting the cur- Why then would a fair-minded able indicators of achievement and rent trend toward a test-driven cur- public endorse such testing practices? aptitude. riculum. But resist how? Analysis and Why, indeed? Claims of “objectivity” Unfortunately, the intuitive trust discussion of testing practices among and “educational reform” create an that the American public places in teachers is forsworn by compulsory aura of well-intentioned underlying standardized testing reflects a wide- signed affidavit: “I will not review any motive that is extremely convincing spread naiveté which discourages test questions, passages, or other test to the lay public. However, the actual questioning test validity. The cur- items with pupils or any other person outcomes of high-stakes standard- rent public demand for test results is before, during, or following testing.” ized testing give the lie to euphemistic apparently motivated by a reasonable The intent of such “gag orders” can rationale. Perhaps this pseudoscientific need to measure whether students are only be to forestall analysis and criti- student-sorting and the resulting puni- acquiring knowledge and a perceived cism from those who are most directly tive burdens imposed on the nation’s need to hold teachers and programs affected — teachers. public schools are deliberate. accountable for competency and effi- Teachers frequently notice dis- There is continuing tension in cacy. crepancies in tests and inequities in American society between the “haves” However, the complexities of test testing administration or reporting and the “have-nots,” between “main- reliability and validity are poorly procedures, yet they are pledged to stream” and “subculture,” between understood, even by those who are silence. Such repression of intellectual “religionists” and “secularists,” directly affected. These people include inquiry is inconsistent with healthy between long-established and recent teachers, who generally lack the exper- educational practice. Careful scrutiny immigrants, between speakers of tise to evaluate assessment tools; stu- by all participants should be the norm “standard” and “dialectical” or “rudi- dents, who accept their role as passive if tests are to serve a legitimate educa- mentary” English. This ongoing class consumers of tests; and parents, who tive function. struggle is at odds with the overt cul- want their children to “do well” on tural maxim of equality for all in the Even direct-writing samples and any and every test. land of opportunity. As demographics “authentic” reading selections may shift and cultural diversity increases In the face of this pervasive public not be as straightforward and even- within U.S. borders, jockeying for trust, it is no surprise that standard- handed as they seem at first glance. social advantage is framed in altruistic ized testing can easily be transmuted A particular prompt may assume rhetoric. Standardized tests, because into a political tool rather than a prior knowledge that skews the per- they seem impersonal and impartial, bona-fide measurement of student formance of certain groups of stu- may actually be a vehicle for carrying progress. If we examine the subtext dents. The norming of extremely high out a covert political-power agenda of the current testing phenomenon, Standard English-proficiency levels at under the guise of equal opportunity. we begin to discern a covert agenda ever-younger ages is contrary to what at work. Despite the appealing cachet we know about language acquisition Disabling the public schools by of “no child left behind,” high-stakes and metacognitive development of imposing unattainable timelines and standardized tests have the actual children. The tracking of high school unreasonable achievement goals causes effect of sorting students along socio- freshmen based on seventh-grade test an irreversible progression toward the economic and linguistic divides and performance seems ill advised. eventual collapse of an overburdened also the deleterious “backwash” effect system. Blaring headlines announce Like the obsessive dieter who of blaming teachers and students weighs in many times a day, who (continued on page 9)

SUMMER 2005 3 Forum on

Larry Chambers International Investing: More than Just Diversification he following information is based with the U.S. market. For example, Dividend yield is another intriguing Ton an interview with Wendy in 2004 most international markets aspect of investing in both emerging Trevisani, Managing Director at were in positive territory and well markets and Europe, at 2.7 percent Thornburg Investment Management ahead of the U.S. indices. The Morgan and 2.45 percent, respectively, versus located in Santa Fe, New Mexico. Stanley Capital International (MSCI) an anticipated 1.65 percent 2005 Ms. Trevisani is the Associate Europe, Australasia, Far East (EAFE) yield on the S&P. The Thornburg Portfolio Manager of the Thornburg Index returned 20.25 percent versus International Value Fund has taken International Value Fund. total returns of 10.88 percent for advantage of this through our stake in the Standard & Poor’s (S&P) 500 companies such as Lloyds (7.2 percent First, how does investing in for- Index, 9.15 percent for the Nasdaq dividend), Petrobras (4.6 percent), and eign equities accomplish diversifica- Composite, and 5.3 percent for GlaxoSmithKline (3.6 percent). tion? the Dow Jones Industrial Average. Industrial enterprises compete Academic studies have always Emerging markets were particu- globally, although historically U.S. supported the idea that diversifica- larly robust, as the MSCI Emerging companies have had the advantage tion using foreign stocks or funds can Markets Index rose 25.95 percent, of being based in the world’s largest reduce portfolio volatility without giv- with an outstanding return from and perhaps most innovative market. ing up return (or improve return at the Mexican equities of more than 48 When competitive advantage erodes same level of risk or volatility). The percent. in a freely competitive environment, man given credit for this idea is Harry Aren’t those high returns the real companies that develop sustainable Markowitz, who with others created motivation for investing in foreign advantage gain market share and a concept known as Modern Portfolio equities? prosper. In today’s global markets, Theory. This revolutionary concept winning companies need not be U.S.- earned Markowitz the Nobel Prize in It’s true that part of the motivation based. Nowhere is this more apparent Economics in 1990. Markowitz found of investing abroad is to capitalize than in the auto industry, where U.S. that if you blend two investments, on visible socioeconomic change. In manufacturers have suffered a trend of even so-called “risky” or volatile Europe, pan-European currency, tax, market-share loss for years as foreign investments, that move up and down pension, and accounting changes may auto makers continue to gain globally. in value at opposite times to one well alter the competitive alignment another, you cancel out or reduce the among established financial leaders. China has become a larger trad- overall portfolio’s risk or volatility (see Where there is change, there is oppor- ing partner not only to the United chart below). tunity. U.S. financial institutions may States but also to Europe and Japan. participate, but they are India, with its largely educated, not likely to emerge as the English-speaking population, has major beneficiaries. become a growing source of interest to American companies looking to That being said, the decrease costs and outsource various international market valu- aspects of their businesses. European ations are currently below retailers are also establishing a larger those of the United States. presence in developing parts of the The forward EAFE price- world. U.K.-based Kingfisher has a to-earnings ratio (P/E) leading position in the do-it-yourself of 14.9 times earnings retail space in China; British Tesco compares with the S&P at operates the biggest hypermarket 16.8 times earnings, and chain in Poland; and once-stodgy The presumption is that, at any the emerging markets look particularly Burberry is outfitting much of Asia given time, certain regions of the cheap measured against their western with its signature plaid fashion pieces. world may be experiencing economic counterparts at 12.2 times earnings. and market performance divergent This difference occurs despite the fact How does the fluctuation of the from the United States. In theory, that GDP growth in these regions dollar figure into international invest- equity markets in those countries tends to be higher — for example, in ing? will reflect local economic perfor- 2004 it was 9.7 percent in China and A stronger dollar makes overseas mance and not be tightly correlated 6 percent and increasing in India. companies’ exports more attractive

4 PHI KAPPA PHI FORUM/VOL. 85, NO.2 BUSINESS & ECONOMICS and can be economically expansive which do a majority of their business for foreign economies; however, the overseas. declining dollar has been a notable Individual-stock purchases over- factor influencing foreign investing in WATCH seas are not without complications. recent years, as any price apprecia- Most of the western world will allow tion in foreign currencies is magnified purchase of shares through a bro- Mornings, I strap it to my wrist. when translated back into dollars. Of ker, although stock prices in some My bondage. I hide its face course, a strengthening of the dollar regions can be awkward for the would have the opposite effect, and in pocket, sleeve. What a shame. average investor (for example, NTT we have seen some signs of this early DoCoMo, the largest Japanese cellu- in the year. lar company and a leader in Internet When I fear someone would be Funds with a policy of hedging telephony, sells for 320,000 Japanese offended by anything longer, I foreign-currency exposure mitigate yen, or about $2,500 per share). steal a glance. Pornography, this possibility. American Depository As a further deterrent, some coun- Receipts (ADRs) are a logical alter- tries such as Taiwan will not allow native, but at times, these trade at purchase of shares without prior private life. I study it while others substantial premiums to local shares, shareholder registration, which can regard their own. High society, which can wipe out the value propo- take a long time and require advance communion of hours. Lunch. sition altogether — as in the case of deposit of local currency. Infosys, where the ADRs have been Ms. Trevisani offers one last cau- I flash it at the world to prove trading at more than 40 percent pre- tionary thought: mium to the local shares, and as high I’m sober, mean business. as a 68 percent premium last fall. The United States is still the larg- Now, it pounds, whispers, scolds. Direct investment in foreign securities est market in the world in terms of can be prohibitive, because of trans- capitalization and, most would agree, Ha, ha. Tsk, tsk. It’s music action, registration, and other poten- is also the fairest and most trans- tial costs. The more rational way parent, recent events notwithstand- I must forget to hear, report to gain exposure to local shares is ing. Over time, public companies from dark’s edge. Skin-slacker, through a fund that is appropriately both here and abroad will continue registered. Most international mutual to become more accountable and crawler, bone’s clack, peristalsis, funds will have the size to invest in comparable. Nonetheless, foreign- signature of my mortality, more highly priced securities and the stock valuations continue to reflect operational skills to purchase less liq- discounts and premiums related to unfinished symphony. Day-break. uid stocks in more restricted regions. political and currency risk, account- ing, tax, and control issues. For both Then, what is the best way for an retail and institutional investors, DAVID CITINO investor to take advantage of oppor- stock selection still seems the best tunities overseas? form of risk control, whether invest- David Citino teaches at Ohio The most popular investments are ing locally or internationally. State, where he is Poet Laureate still ADRs, exchange-traded funds The views expressed by Ms. of the university. He is the author (index funds), mutual funds, and Trevisani reflect her professional of twelve books of poetry, most direct investments in foreign securi- opinions and should not be con- ties. Some of the overseas publicly recently The News and Other sidered buy or sell recommenda- traded investment opportunities are Poems (University of Notre Dame tions. These views are subject simply not available as public com- Press), The Invention of Secrecy, to change. You can reach her at panies in the United States; examples The Book of Appassionata: [email protected], at include airports, such as those in Collected Poems, and Broken www.thornburg.com, or call (877) London, Frankfurt, and Vienna; or 215-1330. Symmetry, named a Notable Book the leading German stock exchange, by the National Book Critics Deutsche Boerse. Somewhat surpris- Circle. He writes on poetry for ingly, the leading suppliers of region- the Columbus Dispatch and is al-jet aircraft are not based in the contributing editor of The Eye of United States, but in Brazil (Embraer) Larry Chambers is a financial writer living the Poet: Six Views of the Art and and Canada (Bombardier). Almost in Ojai, California. He has authored more Craft of Poetry (Oxford U. Press). all of the wafer steppers critical to than 1,000 magazine articles and thirty- the manufacture of electronic semi- A book of essays, Paperwork, is four business books. His latest book, The conductors are made by the Dutch just out from Kent State University (ASML) or Japanese (Canon, Nikon). First Time Investor, 3rd edition, McGraw Press. Consumer-electronics brands are also Hill, will help you get a good start in a mostly Japanese. Alternatively, inter- disciplined investment process. He wel- national exposure can be garnered comes feedback at [email protected]. by finding U.S.-domiciled companies, You can find his books at www.competi- tiveforce.com.

SUMMER 2005 5 Forum on

Devlin M. Gualtieri

Get the Lead Out allowed in gasoline was reduced to a ou wouldn’t think that lead was the potential health risks. Efforts to tenth of a gram of lead per gallon in Yimportant, given that fewer than remove lead from consumer items 1982, and lead for most vehicles was one out of every ten billion atoms in have accelerated in the last few finally banned starting in 1996. TEL the universe is an atom of lead. Closer decades. Some of us may remember is still allowed in fuels for racing, farm to home, the odds of finding lead that the simulated icicles on holiday machinery, and aircraft. Vehicles with are a little better. One out of every trees, now made from aluminized catalytic converters cannot use leaded million atoms of the earth’s crust is mylar plastic, were once lead. Lead fuels because the lead will “poison” lead. Because of its useful properties, compounds were common pigments the catalyst and kill the function of the humans have mined vast quantities for paints; homes had lead water converter, which burns waste hydro- of lead since antiquity. We have been pipes; and automotive fuels had carbons in the exhaust. aided by the simple chemistry required lead anti-knock additives. In fact, So, your house is of recent con- to extract lead from its ore, galena, a the word plumbing is derived from struction, it has no lead paint, and combination of lead and sulfur. Lead the Latin word for lead, plumbum, your automobile does not use leaded is refined from galena simply by heat- and scientists use the symbol Pb for fuel. Then what is the highest con- ing it in air to drive off the sulfur and lead. According to the U.S. National centration of lead in your house? You to form an oxide of lead. This oxide is Academy of Science, the annual may have remembered that car bat- then heated with carbon to release the demand in the United States for lead teries contain a huge quantity of lead, oxygen as carbon monoxide, leaving had reached about ten pounds per citi- but there are other sources of house- a mostly pure form of lead. Lead was zen by 1980. hold lead. Your curio cabinet may an attractive material to our ancestors. Leaded paint for residential use contain items of leaded glass. Lead It is lustrous and malleable, like gold was banned in the United States in oxide is added to glass because its and silver, but it has a conveniently 1978, but it is still present in some high refractive index adds a sparkle to lower melting temperature. More older homes and buildings. Lead cut glass. If we look past these items, importantly, lead was cheap. carbonate, or white lead, was used the next greatest quantity of lead may The Romans made extensive use in paint because of its ability to hide be in your computer. The integrated of lead and its compounds for pip- underlying colors. The government circuits and other components are ing, cosmetics, wine goblets, and has estimated that nearly 5 percent of soldered to their wiring boards with ceramic glazes. Lead, however, has a preschool children have had an unac- a solder that is about 60 percent lead dark side. It is a toxic material that ceptable exposure to lead. The lead and 40 percent tin. The lead in this has significant health consequences if limit for paint in the United States is form is fairly safe because the alloying it is inhaled or ingested. It has even now 300 parts per million (ppm). with tin significantly reduces lead’s been conjectured that one cause of chemical activity. Your computer mon- Lead was introduced into gasoline the decline of the Roman Empire was itor is likely to have leaded glass to in the1920s in the form of tetraethyl lead poisoning of its ruling class. Lead protect you from x-rays, but the lead lead (TEL), a compound of lead and would be dissolved into wine from is stable in this form as well because it four organic molecules. TEL causes goblets, and lead compounds were is much like leaded-crystal glassware. gasoline to burn at a slower rate to sometimes intentionally added to wine The real problem is when consumers reduce engine “knock.” The health to improve flavor. You may think scrap their computers for the next problems of TEL were first discovered that the health risk of lead is a recent model, something that happens about among formulation-plant workers, discovery, but the ancients also recog- every three years. If these comput- but only in 1973 did the EPA begin to nized some of the dangers of lead. A ers end up in landfills, acidic ground regulate TEL. TEL is harmful not only peculiar malady caused by ingestion water can leach lead into the aquifer, in itself, but burning TEL in gasoline of lead was named Saturnine Gout, although recent research indicates that also causes a constant deposition of after the Roman god Saturn, who was the EPA estimates for leach rates may lead in solid form as lead oxide along associated with the metal. The word be too high. urban roadways. The lead oxide is saturnine expresses the mental state then tracked into homes to be inhaled More than twenty-million new associated with lead poisoning. or ingested. Another toxic compound personal computers are purchased in Lead was a fairly common com- of lead, lead-bromide gas, is produced the United States each year. A televi- modity metal in the last century, by combustion of fuels containing sion and a CRT computer monitor but its use has declined because of ethylene dibromide. The TEL content contain lead in rough proportion to

6 PHI KAPPA PHI FORUM/VOL. 85, NO.2 SCIENCE & TECHNOLOGY the screen area, and they can contain 215˚ C. This significant temperature report in March 2004 suggests that anywhere from three to eight pounds difference complicates component extending of PCs, typically by of lead. The National Safety Council specifications and manufacturing pro- upgrades, is the best way to reduce (NSC) estimates that a combined total cesses. Furthermore, lead-free solder electronic-waste hazards. of 10,000 televisions and personal fractures more easily than leaded sol- Unfortunately, the spotlight on computers are taken out of service der, which can lead to broken connec- electronic waste makes it appear that each day. The NSC also estimates that tions on circuit boards. this is the major problem. Lead in by the year 2007, about five-hundred According to NSC estimates, less electronic products comprises less than million personal computers will have than 10 percent of electronic waste 1 percent of total lead use. Storage been scrapped in the United States was recycled in 2000. Germany cur- batteries use more than 80 percent alone. According to Collective Good rently requires equipment manufac- of the world’s lead and ammunition International, one-hundred million turers to recycle their products when about 5 percent. Five percent of the cellphones are discarded annually. The returned by consumers. This recycling world’s lead is still used in paints. If EPA estimates that in the year 2000 mandate soon will be applied to the the world really wants to “get the lead more than four million tons of elec- entire EU via the EU Waste Electrical out,” it needs to look past electronic tronic waste were dumped into land- and Electronic Equipment directive. waste. fills, and the trend is increasing. At the end of 2003, PC manufactur- Government and industry are tak- ers in Japan were required to accept ing action on electronic waste. The unwanted household PCs for recy- European Union (EU) Restrictions on cling. Japanese consumers pay about Hazardous Substances (EU RoHS) thirty dollars per computer for this Devlin M. Gualtieri received an undergradu- directive outlaws all but trace quanti- recycling. Japanese industry generally ate physics degree and a PhD in solid state ties of lead, cadmium, mercury, and has been at the forefront of recycling science from Syracuse University. He is high-valence chromium in nearly all efforts that have included recycling currently senior principal scientist with electronic devices. The RoHS direc- washing machines, refrigerators, air Honeywell, Morristown, New Jersey. Dr. tive, which will be in force July 1, conditioners, televisions, and PCs. Gualtieri is a member of the Electronic 2006, specifies a lead limit of 1,000 Some states have not waited for Frontier Foundation, an organization con- ppm, somewhat higher than the U.S. the federal government to act on elec- cerned with technology’s impact on basic limit of 300 ppm for paint. Computer tronic waste. California has added human rights. He has been a member of manufacturers have already begun a recycling fee to all sales of CRT to reduce the amount of lead in their Phi Kappa Phi for thirty years and can be computer monitors. It also has passed products. As early as April of 2004, reached at [email protected]. laws that mirror the EU RoHS and VIA, a major computer-motherboard recycling directives. Recycling elec- manufacturer, introduced the first tronic waste is not cheap. The cost lead-free computer motherboard. of adequately disposing of a PC is Dell Inc. has announced computers about thirty dollars, precisely what meeting the EU RoHS directive, and is charged in Japan, but there is a Dell includes information about its human cost as well. Most recycling in lead-reduction program on its web the United States is exported to other site. Japanese electronics-manufacturer countries, notably China and India, NEC has announced that it will also and environmentalists are concerned meet the lead-free directive. Taking the that we are outsourcing our electronic- lead out of electronic circuits is not waste problem, rather than addressing easy. Whereas the conventional lead- it properly. Recycling merely shifts tin solder melts at about 180˚ C, the the environmental problem to a third- accepted replacement tin-silver alloy world country. A United Nations with minor additions melts at about

Upcoming Issues of the Forum:

Fall 2005: College Athletics

Winter/Spring 2006: Nutrition and Health

Summer 2006: Television

SUMMER 2005 7 Forum on

David Thurmaier

the greatest expressions of the human Whatever Happened to Classical Music? spirit that can teach immeasurable les- sons outside of the classroom. Why read an article in Time magazine this variety of styles, is it any wonder is it that some schools are quick to Irecently reporting that the members why classical music — which requires eliminate music and art programs, but of the St. Louis Symphony had settled some background knowledge for full then keep the sports teams no matter a labor dispute with the orchestra’s appreciation — has slipped under the what the expense? Redoubling our management. After their contract had radar of most Americans? focus on arts education, even if it can expired, the musicians were on strike I would like to propose several be included only one or two days per for nearly two months, returning after ways that we can enlarge the audience week, sends the right message to our the two sides reached an agreement for classical music and change some students. Moreover, it would be ter- on salary and benefits. Jeremy Caplan, of the attitudes that dissuade people rific for artistically inclined parents to the author of the article, also cites from attending a concert or an opera. volunteer their talents in the classroom several other problems with major and The first and most important of these as well; I fondly remember some of minor orchestras in the United States, is not to dumb down the music for my friends’ mothers acting as “pic- including aging audiences and rising the audience. To be sure, everyone ture ladies” in grade school, sharing production costs outstripping endow- enjoys attending a “Pops” concert information on fine art while allowing ment money. These observations seem and humming along with tunes that us to gaze at prints by Picasso and familiar and troubling. Is it conceiv- they know. Indeed, some fine pieces Monet. able that some years down the line, written by celebrated composers the United States could be without A third way to ensure viability for are featured prominently on collec- major orchestras, and even worse, classical music is to teach our aspir- tions entitled “The Greatest Hits of without classical music? ing music majors to be versatile and Classical Music.” However, if this is knowledgeable in all styles. In my own Because I spend the majority of all we do, we help to propagate the teaching, I include a unit on popular my time teaching and studying classi- hackneyed attitude that music exists music that prepares the students to cal music, this thought is particularly only for entertainment. In a recent col- speak intelligently about the structure disturbing to me. I must admit that at umn, music critic and author Norman and mechanics behind an increasingly times I have gazed out at the students Lebrecht explains that “electronic giz- important repertoire. In today’s com- in my classes and wondered what mos and kid soloists” are “gimmicks petitive marketplace, a violinist who they would be doing in ten years; bred of desperation, not a coherent can play the Beethoven concerto on surely not all of them will become approach to cultural crisis.” By con- a Friday night might be asked to par- members of top symphony orchestras, tinuing to play works of high quality, ticipate in a background orchestra for college professors, or even lounge audiences can become acquainted with a popular singer on Saturday night. pianists at the Holiday Inn. Despite music that has survived for hundreds While there is still a place for someone these moments of doubt, I continue to of years and that still moves people. trained exclusively as a classical musi- believe in the power and force of clas- Second, classical music must be cian, attaining a greater facility with sical music and argue that to eliminate viewed as necessary and beneficial to other genres of music can enhance it from our culture would be a dev- our society. This effort should begin and enrich that performer’s experi- astating mistake that is shortsighted, in elementary and secondary schools, ence. Furthermore, audiences might be naïve, and harmful. where a younger audience can be inspired to learn more about classical Americans understandably have cultivated. With continuing tight bud- music after seeing a particular violinist a tepid reaction to classical music. gets and a seeming obsession with in various settings. To that same end, Unlike in most European countries, testing, making room for the arts in classical composers have attracted a this music is not native to the United K–12 curricula has become an ongo- wider and more diverse audience by States; moreover, most of America’s ing battle. It must be made clear to writing music that fuses elements of well-known composers achieved suc- school boards, parents, and the com- other styles. Some notable examples cess only since the twentieth century. munity that fine arts are not merely are composers Steve Reich and Philip Additionally, there is much diversity in frills where kids paint pretty pictures Glass, whose compositions feature the kinds of music found in the United and blow a few screechy notes on influences from non-Western sources States, from fiddle tunes to blues, from the clarinet. Rather, education in the such as African drumming and Indian sacred harp singing to hip-hop. With arts can expose students to some of music, and Christopher Rouse, some

8 PHI KAPPA PHI FORUM/VOL. 85, NO.2 THE ARTS of whose works appropriate elements Endowment for the Arts. The string been around for hundreds of years, of rock-and-roll in a classical setting. quartet spent two years in Jesup, and nobody will forget Mozart or Iowa, where they engaged with the Beethoven any time soon; instead, we A fourth way for classical musi- townspeople by holding an eight- must beat the drum (no pun intended) cians to support their art is to become concert series with guest artists along for its inclusion in our world. I remain more visible in society. Unfortunately, with free music-education classes and positive and encouraged by so many we cannot rely on professional orches- lessons in the evenings. This project creative people who continue to be tras alone to carry the weight of this epitomizes the type of creative think- passionate about their art. Let’s thank endeavor. As an alternative, many ing needed to sustain classical music. them for sharing their talents with us performing arts series are beginning by buying a ticket to the symphony, to emphasize chamber groups over I believe that is the primary mes- opera, or recital. larger and more-expensive orchestras. sage we must take from stories such A smaller ensemble such as a string as the labor dispute in St. Louis. For quartet or a woodwind quintet can classical music to survive in the United be an attractive selling point for ven- States, its advocates must continue ues strapped for cash; while not as the often-frustrating task of educat- David Thurmaier is an assistant professor expensive as an orchestra, they can ing and reshaping audience attitudes. of music theory at Central Missouri State play music of high quality and edu- Like Lebrecht, I strongly disagree University. His musical interests include cate and entertain an audience at the with the argument that we need to Charles Ives, American music of all types, same time. An innovative example of make classical music “relevant” to this approach occurred in 1997, when twenty-first century audiences by spic- and the Beatles. He is also an active com- the Ying Quartet participated in the ing it up with light shows and teenage poser and performer on horn and guitar. Chamber Music Rural Residencies “prodigies” warbling poor arrange- program sponsored by the National ments of “Ave Maria.” This music has

LETTING GO (continued from page 3) Testing, Testing Should I talk as some people do, the disgrace of entire schools and of public education. Besides, there is about houses, jobs, districts that are summarily placed widespread public endorsement of parties and old stories on public “failure” lists. Students current testing practices. Standardized to pour myself are encouraged to flee “failing” pub- testing is quick, efficient, cost-effec- lic schools. Discrediting the public tive, and produces easily codifiable into thin crevices of history? schools paves the way for the semi- data that can be crunched into a If I were not afraid privatization of the school system variety of charts and graphs for pub- of vanishing, I wouldn’t using public funds — hence the pro- lic consumption. No one out there is think to seek a cure. liferation of charter schools, which clamoring for alternative assessment. permit the teaching of special-interest Teachers must become emboldened curricula by special-interest teachers. I could practice for death — to assume a role of advocacy for fair- Parents, responding to media hype, no, maybe let go, unhurriedly assessment practices. Our muttered gravitate to “hope-and-opportunity” forget the cure, protests must become audible. We programs for their children, further the erasure, must become informed and vocal on depopulating the mainstream school behalf of students. Only then will we and leave as a water bird system. Dehumanization of the pub- be certain that we have offered all of might leave an enormous sea lic school teaching force through our students the most beneficial edu- windblown with dark ridges: scripted curricula, obsessive diagnos- cational opportunities possible. And tic testing, over-documentation, and lift out slowly, giant wings that, after all, is our mission. shaking the Earth away. routinized lock-step articulation is already causing teachers to flee the profession, further weakening the ELLEN RACHLIN quality of instruction. If the real intent of high-stakes Andrea Ickes-Dunbar teaches seventh and Ellen Rachlin’s chapbook, Waiting standardized testing were to ascertain eighth grade English and Spanish to a sec- for Here, was published by Finishing individual-student growth toward ond generation of students in a multigen- Line Press, 2004. Her poems have academic excellence, then such test- erational K–8 California public school. She appeared in various journals includ- ing would reflect current constructiv- is convinced that “No Child Left Behind” is ing American Poetry Review, North ist views of knowledge and learning. a misbegotten political agenda that makes Atlantic Review, White Crow, Links, Of course, the cost of highly indi- retirement more alluring than ever! Confrontation, and The Comstock vidualized testing or “authentic-per- formance” assessment is exorbitant. Review. She is an investment profes- Financial considerations outweigh all sional and serves as treasurer of the others in the underfunded real world Poetry Society of America.

SUMMER 2005 9 James P. Kaetz

IN THIS ISSUE process of creating a computer game. and about classroom practices. Gee Skinner describes the careful planning identifies sixteen principles of learn- probably have said this before in and teamwork that it takes to put ing in video games that, he argues, if Ithis space, but it is worth repeating: together a computer game, includ- adapted to the classroom would make I love computers. I love what they ing those who conceive of the idea, learning the invigorating experience it can do and what they allow us to manage the project, the coders, the ought to be. do. When I became editor just twelve artists, and so on. Donald Marinelli Finally, we offer an article that years ago, the World Wide Web was then tells us how he went from being recently appeared in the New York still in its infancy. If we wanted to a professor of drama to co-direc- Times and which we thought was contact a potential author and did not tor of Carnegie Mellon University’s worth reprinting. Seth Schiesel writes know where that author was located, Entertainment Technology Center. In about the America’s Army video our only recourse was to call the pub- the process, he relates what he has game, a free online game that essen- lisher of the author’s book, a process learned from designers and players of tially serves as a recruiting tool for the that often resulted in ignored voice- games, how he had to open his mind Army. Schiesel follows game develop- mail messages or a refusal to provide to a world view very foreign to his ers as they experience real training that information. Now, one can sim- own. exercises to get the feel of battle so ply put the name in a search engine John Borland and Brad King next that they can improve the realism of and invariably find a Web site at the tell us about the world of Alternate the game. author’s university or organization Reality Games (ARGs), the descen- that will have all the contact informa- dants of games such as Dungeons and tion that we need. In rare cases, we Dragons. Borland and King talk about AWARD RECIPIENTS have even located authors simply by how tens of thousands of people all searching in a nationwide telephone across the world will communicate e sure to recognize and celebrate database. Admittedly, this ease of find- and work cooperatively to solve Bthe many recipients of Phi Kappa ing out information via the Internet is puzzles and reveal a game’s secrets Phi’s awards programs for 2005, a little frightening, too — but it does — a reality almost completely unlike beginning on page 46. Recipients of make our lives easier. the stereotype of the bloodshot-eyed the Graduate Fellowships, Awards All that said, before we decided gamer sitting in isolation in front of of Excellence, Literacy Grants, Study to do this issue I knew virtually noth- a screen for hours on end. Elizabeth Abroad Grants, and Promotion of ing about computer/video games. I Sweedyk and Marianne de Laet then Excellence Grants are all featured. am not even a good pinball player, so describe the course they have created You will not see a more impressive you know that my skills in the few to encourage women to participate in group of students, volunteers, and fac- computer games that I have tried are developing and using computer games. ulty anywhere else, nor will you see a abysmal. Yet when I see other people As they point out, gamers and game more generous set of awards from any play them, I am absolutely fascinated development have been primarily male other honor society. by their realism, and I envy the skill domains, and attempts by the industry and patience that it takes to master to create and market games to women APPRECIATIONS them. Because video games are often often have depended on flawed and seen as the “bad guys” in the com- simplistic gender stereotypes. ll of us here at the Forum puter world, the purveyors of mindless In the next two articles, we turn want to say thanks to our two violence, we decided to go beyond the A to some academic and educational Professional Writing practicum stu- surface impression by letting some of aspects of computer games. Mohan dents for the Spring 2005 semester, the people who work with, create, and Rajagopalan and David I. Schwartz Staci Wilson and Jennifer Shifferd. teach the creation of such games tell discuss the difficulty of creating a Jennifer and Staci provided us with us about their experiences. The result game-design program and curriculum fresh eyes and new perspectives as has been an issue in which we have all at a university. Because designing a they read, edited, and proofed for us. learned quite a bit about games and game is a true multidisciplinary effort, Their help was greatly appreciated, those who play and create them. figuring out how to construct such a and we wish them good luck and To lead off, Jon Skinner of degree and where to house it in the future success as they both graduate Southern Methodist University’s university are difficult problems to and head to the larger world. Guildhall program (described as “an resolve. Then, in perhaps the most Enjoy the issue — and leave your- intensive eighteen-month certificate thought-provoking article in this issue, self some time to play! program in digital-game develop- James Gee talks about what video ment”) takes us through the complex games can teach us about learning

10 PHI KAPPA PHI FORUM/VOL. 85, NO.2 Jon Skinner The Layperson’s Guide to Creating a Computer Game

wrote this article to provide some insight into the pro- cesses behind creating computer games. The computer- Igames industry is huge; it generates more revenue each year than the movie industry. It is spreading into almost all walks of life — you can now play games on your mobile phone; on portable consoles such as the GameBoy, PSP, and Nintendo DS; on the Internet; on home consoles and on PCs. We are now seeing numerous television advertise- ments for games, something that was previously unheard of. Games are now being used in a variety of situations; not only are they considered entertainment, but they also are being used in such diverse fields as medicine (games allowing cancer patients to “attack” cancerous cells while they are undergoing treament, games allowing psycholo- gists to help people understand and overcome phobias) and the military (the game America’s Army has been devel- oped to train personnel in field tactics before live exercises) [See article on page 38]. Some games take only a few months to develop, where- as other games can take as long as five years. Although game developers have their own methods for the develop- ment cycle, they all have the same basic progression: 1. Concept and Research 2. Documentation and Prototyping 3. First-Playable 4. Alpha 5. Beta and Quality Assurance 6. Gold Let’s examine each of these stages, explaining what they are and how they all come together to form the whole.

SUMMER 2005 11 THE LAYPERSON’S GUIDE TO CREATING A COMPUTER GAME

CONCEPT AND RESEARCH

ne of the hardest things about game design is find- Oing an idea that is fun yet original in some way. Because so much of the game industry is (sadly) mar- keted towards the young male population, a plethora of games features guns, cars, blowing things up, or combinations thereof. Some games, however, break the mold — a recent excellent example is Katamari Damacy (Playstation2). It appeals to a wide variety of gamers, casual to hardcore; it is very simple in design, yet the gameplay is very engaging. So we start with a game idea. This idea has to be fleshed out in several different areas — the overall goal, the individual goals for each level, character progres- sion, storyline. We need to decide if the game will be singleplayer or multiplayer; do we want people to play alone, or do we want players to interact in groups over a medium such as the Internet? This is a major decision that can lead to problems further along in the develop- ment cycle if the wrong choice is made. Not only do we need to define what the gameplay DOCUMENTATION is, we also need to determine where the game will be AND PROTOTYPING played — on arcade machines, on home consoles, on home PCs, on mobile phones, or on the Internet. Each ften the bane of game devel- of these areas has different and very specific limitations Oopers’ lives, documentation for how the game will run. Mobile-phone games are is at the core of bringing a game traditionally less graphically complex than those played together. Everything about the on a home console, but the gameplay is designed to be game must be written down to the same as if the game were being played on a home provide a standard base from console or PC. which all of the developers can work; without this standard base, Once this technical decision is made, a team is departments or teams within a assigned to research different aspects of the game company could create assets that such as the core-gameplay mechanics, what kinds of cannot be placed together in the limitations the game may need to keep within or work game. around, and how easy it will be to create custom con- tent. If the game is an Intellectual Property (IP), such Several different types of docu- as working with the Marvel Comics franchise, there mentation are used: are defined and explicit instructions for adhering to the • The Level Design Document, IP. Deviating from these instructions can result in the used by level designers (some- project being canceled, so every effort must be made to times called content designers), ensure compliance. details each level within the One final decision made at this stage is choosing the game: how each level should team that will be needed to develop this game. Team play, the goal of each level, leads, the people who will manage each specialization what the player should do every (Art, Level Design, Programming) are assigned. Their step of the way. Drawings of job is to maintain constant contact with the members of all game levels are contained their department, ensuring that development is proceed- in this document, from high- ing at the required pace and quality. They also com- level outlines to low-level detail municate directly with the game designer, the person drawings of specific gameplay holding the overall vision of the game. areas. It shows lighting, sound, environment, puzzles, and storyline or plot progression — every detail about each level.

12 PHI KAPPA PHI FORUM/VOL. 85, NO.2 THE LAYPERSON’S GUIDE TO CREATING A COMPUTER GAME

FIRST-PLAYABLE

verything before this stage has been At this stage, hardly any custom Epreproduction, a preparation for assets have been created, so the game the actual creation process. With First- may not graphically resemble the final Playable, the first generation of the product. It usually contains place- game engine and game assets is created. holder graphics that the artists and level Not all game functions will be imple- designers created very quickly as substi- mented, only the features necessary to tutes for the proper assets to be created core gameplay. It uses the research and at a later stage. prototyping from previous stages, and First-Playable is also the time that it allows the developers to see the game the previously designed pipelines are put in action. Is the game working as it is to use. Does the process for bringing a designed to? Do the game mechanics character into the game work efficiently, function as they should? Is this game or can it be refined? going to be fun to play?

• The Technical Design Document is used by groups could hold the vision of the game within the programmers. It contains code snippets, themselves; discussion and contact between team examples of how to write and use every rou- members were extremely easy. However, with tine in the game. It details how specific game development teams sometimes reaching two systems work (such as player health or how hundred people scattered throughout the entire the game physics are used). Flowcharts are a country (or even different countries), the ability great help here, as they show how the differ- to quickly discuss and alter a design has been ent game systems interact at a high level. lost. With these documents, the group has a clar- ity and singularity of vision. It is entirely possible, • The Art Bible is for artists. It contains the for example, to outsource the Art Bible to anoth- concept drawings for all game assets, refer- er company, which will then be able to create ence images, details of how characters are assets that match the game’s needs and vision. animated, scale charts (so that all assets are in correct proportion to each other), and so Throughout this documentation phase, proto- on. It is constantly referred to by both level typing of all the systems and pipelines has hap- designers and artists when creating assets for pened. Often multiple applications are used to the game. create all the content for a game, and there needs to be a seamless method of bringing all of these These three separate documents are then separate assets together into a form that can be brought together into one big master document used by the game. If these pipelines and meth- called the Game Design Document, which has ods do not exist before production begins, huge a twofold purpose. If the company takes on delays could occur at later stages. new employees, they are given the Game Design Document to read, and they should then under- Delays in production are usually fatal to a stand everything about the game being made. It project. Publishers want to see constant progress also serves as a reference during the game-cre- with their product, and if a game falls too far ation process; if a change is being debated, such behind in production, the publishers may move as altering a character design or a gameplay the game to another developer or cancel the mechanic, the change can be examined in the project altogether. Of course unforeseen delays context of the whole game. always happen during production, but this docu- mentation phase is designed to prevent the major- Why are these documents created? In the ity of problems that could arise. early days, development teams were tiny — sometimes fewer than five people. These small

SUMMER 2005 13 THE LAYPERSON’S GUIDE TO CREATING A COMPUTER GAME

ALPHA

ften called “process complete,” at this stage the core game is essentially Ofinished. Gameplay mechanics are implemented according to the Game Design Document and have been tweaked or altered to ensure that the game is enjoyable to play. It has built on the lessons learned during prototyping and First-Playable, often directly implementing those prototyped ideas into the First-Playable game. At least one of every custom asset has been created and brought into the game. Why only one? First, it demonstrates that the pipelines (both depart- mental and game-related) are all working correctly. Second, it is more efficient. If assets are created that do not match the game vision, time could be wasted reworking those assets. In an industry where time is money, every game com- pany strives to develop and use the most efficient processes possible during development.

BETA AND QUALITY ASSURANCE a department designed specifically to test the games that it is publishing. Other companies eta is where the game is 95 percent fin- use external testing, providing the game to an Bished. It is regarded as “content complete” outside company, which then provides regular — all custom assets have been finished and feedback. implemented into the game. The gameplay Multiplayer and singleplayer games system is constantly being refined, but it is often require different methods of testing. just that — refinement. No major changes Because of the different basic-game dynam- should be needed at Beta, as most problems ics between the two types, multiplayer games should have been encountered and dealt with can require much more testing than single- in the previous stages. player games. For example, id Software has Reaching Beta often can be the longest provided a downloadable demo of its game stage of development, as it relies on all cus- Quake3Arena on the Internet. Instead of tom content being created. Platforms have using a company or department to test the different specifications for content; an artist software, which could have a maximum working on a mobile-phone game might need of maybe a hundred people, the company one week to draw a two-dimensional ani- allowed the entire world to play the demo mated character, whereas a modern-console version and find problems with the game. or PC-game artist can often take two to three This was a very intelligent move by id months to create and fully animate a charac- Software, as it also generated prerelease inter- ter. est in the game. This stage is also where professional Although testing probably has taken place quality-assurance (QA) testing takes place. during the entire development process, this Companies differ on their approach to QA, stage is where the game is tested to the break- and it sometimes depends on the game being ing point. Previously the game has used either developed. Some companies prefer internal placeholder graphics or has not had all game- testing, an approach taken by large publishers play systems implemented; at this step, it is such as Activision or UbiSoft. Activision has nearly final.

14 PHI KAPPA PHI FORUM/VOL. 85, NO.2 THE LAYPERSON’S GUIDE TO CREATING A COMPUTER GAME

GOLD

his final stage is what all developers long for. The game is Tconsidered finished; the content is complete, game mechan- ics are complete, and as many problems as possible have been resolved. The game is delivered to the publisher, which then distributes and markets it. I hope this article has lifted the curtain of mystery from the process of game development, or at least pulled back a corner of that curtain. Making games is not all fun; it involves a lot of hard work and extreme dedication from each individual. Working on a game that takes five years to complete can be very trying, as there is almost a year between each major milestone. But there are huge per- sonal rewards in creating something that people enjoy playing, and it is for this reason (not purely monetary ones, as many people believe) that we devote so much time to giving other people enjoyment.

Jon Skinner is a professor of Level Design at The Guildhall, Southern Methodist University. The Guildhall at SMU is an intensive eight- een-month certificate program in digital-game development. The curriculum was designed by expert teachers working with leaders in the gaming industry to provide students with a solid foundation in game development. Visit the program at http://guildhall.smu.edu.

SUMMER 2005 15 16 PHI KAPPA PHI FORUM/VOL. 85, NO.2 I STILL DON’T QUITE GET IT

still don’t quite get it, even though I have lived that adolescents of my generation discussed V-8 ver- with and taught aspiring video-game developers sus V-6 engines. The fast cars of our adolescent fanta- Isince migrating from the Carnegie Mellon School sies have been replaced by fast processors; the tie-dye of Drama eight years ago to serve as co-founder of T-shirt has given way to a color palette on a comput- the then-new Entertainment Technology Center. “It” er monitor that can render six million shades of color. is the whole social dynamic of interactive video games That reality, however, is secondary to the fact that the as a pinnacle expression of individual personality and computer is flat-out capable of rendering colors we social intercourse in young people of the twenty-first cannot even detect. I mean, how much cooler can you century. get than that? This generation might be the first mod- ern one capable of embracing the unknown and the When I gave up my position as Associate Head of unseen on a par with prehistoric tribes. Carnegie Mellon Drama, the nation’s oldest degree- granting drama program and an eminently famous Observing gamers for the past six years has one, I did so with the intention of helping the nascent opened my mind to the possibility of, well, anything. art and entertainment form called “video games” to Among the technological marvels of interactive game become more than the equivalent of a digital comic play that I really enjoy are “physics engines.” These book. My aim was to help it aspire towards nothing are computers capable of sustaining and implement- less than artistic achievement. Falling through the ing whatever the internal physics of an imaginary looking glass and entering this wonderland, I found world might happen to be. For example, let’s drag that everything about this form of entertainment race on Venus. With the right physics engine, every- seemed mired in contradiction and irony. Eventually, thing we do in our race will embody and reflect the it dawned on me that contradiction and irony are physical, chemical, and gravitational laws of Venus. among the highest qualities of great works of art and I used to get excited when I saw a chart telling me literature, something I know quite a bit about. how much I would weigh on Jupiter, Mars, or the moon. Forget that now, unless you are content with a IN LOVE WITH DIGITAL Paleolithic level of wonder and satisfaction. Then, there’s the phenomenon of MMORPGs. n ongoing source of professorial glee for me is Oh — sorry about the acronym. Nowadays, every- Ato observe how today’s students are enamored thing is an acronym. MMORPG stands for Massively of all digital technology. Like the three-eyed aliens in Multiplayer Online Role-Playing Game. After saying Toy Story who are transfixed by an arcade crane, the that aloud once or twice, you can see why we are youth of today ogle at and are in awe of every new all willing to speak in acronyms. You just need to technological advance. They engage in conversations get your acronyms straight. For instance, when I say about graphics-engine capabilities in the same way that a HUD is part of an RPG, I do not mean that

SUMMER 2005 17 I STILL DON’T QUITE GET IT the Department of Housing and Urban Development and you can even dispense with the fruit-salad anal- is using Rocket-Propelled Grenades! I mean that a ogy. Video games are all about the bar scene in the “heads-up display” is part of a “role-playing game.” first Star Wars movie. You want multicultural? Well, you have it in spades, thanks to The Sims and myriad Massively multiplayer games give us the seemingly other related video games. oxymoronic reality that one’s nerdy child, huddled away slaying dragons on the Internet, may actually It is ironic that MMORPGS might be the first be a real, live, fully functioning social human being truly individualized yet inherently social experience with more friends across the globe than we could ever of the twenty-first century. It is normal nowadays have imagined or that we have ever had. You see, in for strangers to gather around computer monitors worlds such as Everquest or Star Wars Galaxies, your and walk away as friends, without ever meeting in child is playing not against the computer, but rather person. The notion of playing by yourself “with against other players logged on simultaneously across others” used to be a sure sign that something was the globe. These other players, like your child, have not quite right with you. Today, it is anything but. I created characters with psychological and physical still recall the world before the scourge of Attention artistry, oftentimes on a par with an accomplished Deficit Disorder (ADD). Now I preside over a genera- playwright or portrait artist. It is now commonplace tion with this “gift.” Indeed, the “deficit” has been to find players selling their “virtual personae” on redefined, as “lots of attention, to lots of things.” eBay. This practice of selling avatars is becoming a It bespeaks of a new DNA, conveying the ability new kind of Christie’s art auction. to multitask everything. Video games in turn have taught me to love and accept ADD — in fact, to wear By the way, these are worlds, not games. A world it proudly, almost as a badge of honor. is a persistent imaginary environment that continues to exist, even after the individual player has departed the playing field. No one quite knows what “winning NEW REALITIES the game” really means. Because belonging to these worlds requires monthly subscription fees, companies ere is an example of twenty-first century mul- are in no rush for the players to declare victory and Htitasking that literally changed my life. I recall leave triumphant — or worse yet, to be slaughtered walking past two of my students as they worked even more quickly and leave in dejection. at their desktop computers. I noticed that both had Instant Messaging windows open and were chat- As a fairly spiritual person, I was taken aback tering away — well, “clacking” away — on their at first when students referred to one whole genre keyboards. Ever the dutiful professor (Neanderthal of video games as “God games.” These are games throwback, as it would turn out), I stopped and where the player literally functions as a deity. The snidely commented about this dubious multitasking Sims is the best example. In The Sims, the complete and obvious wasting of time. Well, it is true that hell range of human behaviors has been modeled and hath no fury like a young person misunderstood. made available to the characters created by the player. Outraged, they informed me that they were talk- “Creations” have specific human attributes and can ing to each other, discussing the program that they be made as intelligent, dumb, crafty, unsettled, scat- were working on. I was informed — no, educated terbrained, creative, wealth-driven, passive, sexy, or — that rather than having caught them wasting time, astute as desired. The player/God then gets to watch I misapprehended the situation. I was informed that them make their way in their world. Instant Messaging each other while seated side-by- Or not. I have seen way too many Sims worlds side was in actuality a logical, rational decision that where the particular human “deity” in charge func- allowed these students to strengthen their bond of tioned more like a god from Greek mythology. friendship while accomplishing the work task at Content to strike down hubris-enamored humans hand. Indeed, had they stopped typing and turned with either agoraphobia, dominant antisocial atti- towards each other to ask that same question ver- tudes, or, cruelest of all, major bladder problems, the bally, that would have been the true waste of time. To deity often responds with uproarious laughter. The them, this was as obvious as the noses on their faces. ancient Greeks were right! To me, it was a twenty-first-century epiphany. Yet, I do not think that I had ever felt so utterly stupid and The next generation of The Sims will come close ancient. I could not have felt more reactionary had I to emulating actual human DNA. And while this chastised them for passing notes to each other. might result in some bizarre genetic engineering on the human level, it should at least result in a greater You cannot play video games without starting to appreciation for the wonder of random pairing. Let’s believe in reincarnation. Players die and come back to face it, homogeneity has lost its luster in everything life repeatedly in games and, in the best karmic fash- but milk processing. Forget the melting-pot imagery, ion, they strive to learn something from the previous

18 PHI KAPPA PHI FORUM/VOL. 85, NO.2 I STILL DON’T QUITE GET IT incarnation and not to repeat the mistakes that they Perhaps the greatest, but little-appreciated, made in that previous life. What’s more, they actively achievement of games can be found in the fact that crave the desire to stop time, to rewind, to do over today’s young people may very well have the most that last dumb move, that wrong decision, that way- incredible manual dexterity of any generation. Forget ward step on their character’s journey through his or bulging biceps and bodybuilding competitions. Have her imaginary existence. you seen the thumbs on these kids? It is a proven fact that the U.S. military finds young game players There is something very appealing and encourag- to make better soldiers, not just because their minds ing about young people acknowledging, through have been trained by the ceaseless extermination of game play, that getting it wrong, making a mistake, alien races hell-bent on world domination but also downright “screwing up,” is indeed part of the game because these kids have trigger fingers on them that play of life. It might be my own imagination, but I would have made Wild Bill Hickock jealous. find game players to be a very forgiving lot in their real-world incarnations. It is as if their brief lifetimes So, while I still don’t quite get it, I do know that as interactive video-game players have given them I admire it. I admire it in the same way that I admire enough experiences to recall doing many stupid math geniuses, or sculptors, or engineers. I have things that they have come to regret. Lord knows, I believed all of my life that each one of us has been was raised believing there is no “reset” or “pause” endowed with special gifts. The imagination and logic button in life. Looking back on fifty-one years on this to craft a is as much a gift as the ability planet, however, makes me wish that I had put more to draft an award-winning screenplay. Furthermore, faith in second, third, fourth, or even fifth chances. it just might be a gift to be able to consider, contem- plate, and act upon the myriad possibilities inherent Another potentially shocking reality of the vir- in a nonlinear imaginary world. The fact that I am tual universe is the ability that it gives kids to live rather bad at video games does not bother me at all, alternate realities to their current incarnations. In no more than knowing that my acting would never days past, we called this daydreaming. I always imag- win a Tony Award. The gift for me is being in a posi- ined myself as manager of the New York Yankees. tion within my university to help make young peo- Well, now I can be the manager of those very same ples’ dreams come true. I consider this a tremendous Yankees, albeit in a virtual major league. Not only gift, and I am loving every minute of “it.” that, but it is no longer me against the machine — or to be more historically accurate, dice and paper base- ball cards. The graphic quality of today’s video games will make you believe that you are in the dugout at Yankee Stadium, waiting for Mariano Rivera to close Donald Marinelli, PhD, is professor of Drama & Arts out the ninth. Management and Co-Director of the Carnegie Mellon University Entertainment Technology Center.

Copyright Matthew Henry Hall. Reprinted by permission. www.matthewhenryhall.com SUMMER 2005 19 HIBISCUS

Freed from winter sidewalks sheeted with ice, we revel in the heat and the hibiscus blooming along roadways south of Miami: not the brash red of a stop sign, but cheek-flush, that pink.

While you drive, bemused, I wriggle into shorts, slough off shoes and socks. Once again, maybe forever . . . toes bare as Eden.

I like to sweat, you tell me. It reminds you of summers on the shore, your father home from the war.

You promised me the Everglades and I imagined something lush and Amazonian, not the browned flatland we cruise by car, driving from waterhole to waterhole, alligators lying near the surface, their scaly backs like old logs floating in the shallows.

They fool me every time, until I catch an eyeball shifting, a snout yawning as if to say, my what luscious toes you have, my dear, what generous cheeks. Backing off, I will myself to think of hibiscus, its frills defining edge, its fragile insouciance. CLAIRE KEYES

Claire Keyes is the author of The Aesthetics of Power: The Poetry of Adrienne Rich. Her poems and reviews have appeared in Calyx, Orbis, and poetrymagazine.com, among others. Her chap- book, Rising and Falling, won the Foothills Poetry Competition. Professor Emerita at Salem State College, she lives in Marblehead, Massachusetts.

20 PHI KAPPA PHI FORUM/VOL. 85, NO.2 teve Peters was home with his wife in Las Vegas “What about ‘I love bees’?” his wife suggested. last year when the Federal Express delivery truck They tried going to Ilovebees.com. The site was brought a sticky envelope to his door. S transparently amateurish, apparently dedicated to a It was addressed to ARGN — the Alternate young woman’s beekeeping hobby. Reality Gaming Network of Web sites that Peters “My wife said, ‘I don’t think this is it,’” Peters had helped found not long before. “A new game,” he remembered later. “Then the black box came up, thought. More than one would-be “puppet master” and she said, ‘Steve, I think you better take a look at had started a game by sending him cryptic mail. He this.’” brought the bulky envelope inside and tore it open. Inside was a plastic bear-shaped jar of honey. It had That black box, the first contact with what pur- leaked in transit and was warm from the July after- ported to be an taking over the noon heat. beekeeping site, was the beginning of a months-long “” (ARG) culminating in the He showed it to his wife, and they both noticed release of ’s 2 video game. Before the bits of black suspended inside the honey. A clue it ended, it would draw tens or even hundreds of to something? They strained the honey through a col- thousands of people into its mix of puzzle-solving, ander and found black letters left behind. A few min- fractured storytelling, and collective detective work, utes spent rearranging them as an anagram revealed and it would set a milestone in a new genre of online no obvious message: EVIL something. SLEEVE . . . gaming.

SUMMER 2005 21 BEES, ARGS, AND THE BIRTH OF THE COLLECTIVE DETECTIVE

Peters and his wife immediately got online and This confluence of events in the early 1970s set asked other people whether they had gotten their an unmistakable stamp on early electronic gaming. own honey bears. Nobody in the small ARG commu- The first computer networks were riddled with games nity had. He posted pictures and began studying the called Dungeon, Oubliette (French for dungeon), “I Love Bees” Web site. Other messages emerged: text and the like, often written by players for fun and encoded subtly inside pictures and source code for distributed for free. The first online multiplayer game the site that was far too sophisticated for the amateur was written in and dubbed the Multi-User or “grassroots” project he had initially anticipated. Dungeon, or MUD. All were written by commit- Something big was at work. ted D&D players and wore their influence on their sleeves. A week later came the rumors. Somebody had seen the Ilovebees.com address flashed at the end of a The 1980s saw an explosion of computer games theater advertisement for . New people started on the Apple II and other platforms as a commercial finding their way to the ARGN “Unfiction” bul- medium, and many of the top sellers were role-play- letin boards where Peters’s community was already ing-based games such as Richard Garriot’s Ultima. discussing the “Haunted Apiary.” Finally, the video In the 1990s, a new fast-paced type of shooter game’s trailer was posted online, and it was con- game, exemplified by the nightmarish worlds of id firmed. Microsoft was behind this one, which meant Software’s Doom and Quake, took off. But these money, sophistication, and very likely the team that too were created by dedicated D&D players John had created The Beast, the original ARG associated Carmack and John Romero. Indeed, Quake is named with Stephen Spielberg’s movie A.I. after a character in the developer’s long-running D&D game. The game was on. The biggest movement in the late 1990s, which TRANSFORMING REALITY, continues today, was the massively multiplayer online game, where tens of thousands of players OR UNRAVELING TRUTH? might simultaneously play in virtual worlds that exist whether or not an individual player is online. The ames have always been about altering reality in most popular worlds have developed full-fledged Gsome small, adventurous way. Chess is simu- economies, mythologies, and communities that are lated warfare; baseball an escape into a society where uniquely their own. explosive glory is possible with the swing of a bat; Halo 2 a sci-fi epic that lets players join in saving the ARGs draw on all of these predecessors without world. being identical to any of them. Much of their organi- zation has been drawn from video games — a puzzle ARGs take these adventures and let them bleed is solved or a task is completed to progress to the out of living rooms, off the television screen, and into next stage. Instead of points, players are rewarded everyday life. They are built around puzzles found with another segment of story or another puzzle to online or in your local newspaper’s classified section, solve. and they might make you answer your phone in the middle of the night to unlock a new clue. What is unique to the medium is the sense of com- munity participation — the “collective detective” They are a blend of improvisational theater, sto- made up of anywhere from a few stalwarts to thou- rytelling, and old-fashioned detective work. At their sands of people collaborating to figure out what is best they create a seductive sense of that happening. In a very real sense, the players, who are makes virtually everything — every Web site, every connected by Internet Relay Chats (IRC), Web-site license plate on a passing car, every chance encounter bulletin boards, Short Message Service (SMS) mes- on a London street corner — a potential part of the sages, and midnight cell phone calls are themselves game. the medium of these games. An ARG is a modern version of a role-playing “The Internet basically is about searching for game that has dispensed with knights and elves and things and gossiping, and we invented a way to tell instead asks players to play themselves — as if they stories that are about searching for things and gossip- were suddenly transported into a time and dimension ing,” said Sean Stewart, the novelist who, along with where the game’s story was truth. director , created I Love Bees and its prede- And like most video games, they trace their roots cessor game, The Beast. back to Gary Gygax and Dave Arneson, the creators of Dungeons & Dragons, the game that introduced role-playing to a generation of kids coming of age just as the computer industry was taking off.

22 PHI KAPPA PHI FORUM/VOL. 85, NO.2 BEES, ARGS, AND THE BIRTH OF THE COLLECTIVE DETECTIVE

PLAYING WELL WITH OTHERS that, players had to set up an intricate communica- tion network with strangers. or the hardest of the hardcore players — and do The chain typically would be one person man- not be mistaken, these people can be anyone you F ning the pay phone and using a cell phone to contact know — solving the problems posed by these games another player sitting in front of a computer ready nearly becomes an obsession. But it cannot be done to transcribe the riddle. The riddle would then be alone — that is the point of the games. sent to a chat room filled with other players. Once Jason Barbacovi, a Seattle-based writer, was one of the message was sent down the line, it would need to the early Bees players, who collectively dubbed them- be solved and sent back up the line to the computer selves the “Beekeepers.” In early August of 2004, 220 operator, who would then give the original player the numbers labeled as “axons” appeared on the “I Love correct answer, which needed to be repeated to the Bees” Web site, and like other players, Jason instantly actor on the other end of the phone. began trying to find meaning in the list. Within min- The phone calls and riddles were deeply integrated utes, they had figured out that these were Global into the complicated plot of time travel, , Positioning System (GPS) codes, and just a few min- and damaged artificial intelligences and could only be utes after that, Excel spreadsheets appeared online finished and solved through the players’ actions. with locations plotted around the United States.

Meanwhile, a new countdown on the site had THE ORIGIN OF THE ARG begun that simply said, “Axons go hot.” Players — including Barbacovi, who found four t was early in 2001 that these games were born. locations near his home and work — began scouting II Love Bees director Lee remembers sitting in the the locations looking for clues as to what made those Microsoft office of another long-time game maker, particular places special. After some fine-tuning by , when the phone rang. “What if that the puppet masters, gamers figured out that the GPS was the game calling you?” Weisman said. locations pointed to pay phones, a move that started The two had been struggling to find a way to cre- one of the most interesting, and obsession-inducing, ate a new kind of gaming experience, something that parts of the game. could immerse thousands of people in a collective When the axons went hot (dubbed “enhottenat- scavenger hunt. They looked to the Michael Douglas ing” by players), the phones began ringing. At first, movie, The Game, for inspiration and even back players simply had to respond to the phone calls to the “” theories, which led people to with words of the day. The tense Beekeepers some- scour the Beatles’ albums for clues to the assumed times clashed with outsiders who were trying to use conspiracy to hide Paul McCartney’s death. the phone for more ordinary purposes. Barbacovi They got their chance when Dreamworks Pictures remembers one moment when the word of the day called. The studio wanted a unique promotion to go was “Apocalypso.” “There was a guy loitering by along with Spielberg’s A.I. Weisman and Lee sug- the payphone with me, and when it rang, I grabbed it gested an online mystery that filled in the movie’s like I was waiting for a call (which I was) and mum- back story, and they hired novelist Stewart to write bled what probably sounded like ‘Apocalypse’ into the story. the receiver,” said Barbacovi. “He gave me a really funny look, and for a second I was worried he was The result was The Beast. It was comprised of going to go get a cop or something.” hundreds of Web sites with thousands of pages, con- taining puzzles that required knowledge of everything Eventually, the “Axons Go Hot” game segment from sixteenth-century lute tablature to microbiology. became a study in extraordinarily efficient decentral- They hid clues in the most unlikely places, figuring ized communications. Once players found their way that someone would stumble on them eventually. to the phones, they were asked to do increasingly more-difficult things. Initially, one person would “We were placing a bet that we could put an ad in show up at the phone, receive a call, and listen to a newspaper in Uzbekistan, and some kid in Iowa will riddle (which was read by live actors). The players be analyzing it that afternoon,” Stewart said. “That’s would have forty-five minutes to solve that riddle what the Internet means.” and have the answer ready, sometimes at another pay In every case, the players delivered. Indeed, the phone thousands of miles away, to unlock the suc- power of the “collective detective” caught the cre- cessive elements of the story that moved the game ators off-guard. They had started The Beast with forward. what they expected to be three months’ worth of As the game wore on, that time dropped to a puzzles and story. The players solved it all in a day. seemingly near-impossible forty-five seconds. To do What emerged was improvisational storytelling on

SUMMER 2005 23 BEES, ARGS, AND THE BIRTH OF THE COLLECTIVE DETECTIVE the run, with Stewart and Lee drawing elements from the games are really designed to win publicity for the the players’ discussions and theories and integrating associated products, rather than to sell the products them into the game, always just one small step ahead to the players. of the players themselves. “Bees was not just a typical marketing ploy; it was I Love Bees was their next venture after leav- a game in and of itself, a very high-quality, fulfilling ing Microsoft and starting a new company called experience with excellent writing,” Peters said. “I dedicated to the work. Microsoft never got the feeling that I was just being manipu- wanted a game based around the Halo 2 world, and lated into buying a product because they never men- they were happy to deliver. Others tried similar proj- tioned the product. If they had mentioned it, it would ects, but with less success. Game giant Electronic Arts have driven people away in droves.” launched its own ARG in mid-2001 called Majestic, That’s not to say there is not crossover. Salt Lake but because its plot revolved heavily around terrorist City “Beekeeper” Matthew Freestone says that activity, it was canceled post-9/11. his Halo 2 clan — a team that plays and practices together — was drawn in large part from people who STILL IN THE HORSELESS-CARRIAGE STAGE met playing I Love Bees. He said that Bees appealed to a wider audience than did ordinary video games, t is an open question whether ARGs can develop but that the two games shared some attractions. into a long-lasting medium. Stewart and Lee are I “I Love Bees seemed to attract people who searching for a format that is not so heavily puzzle- weren’t even gamers,” Freestone said. But the com- based. Simply sending people though varying sets munity aspect of Bees did carry over to the Halo of obscure cryptographic-decoding exercises is not game. “It has been my experience that with team enough to sustain peoples’ interest forever, they think. games it is far more important for people to work The community of players itself is helping to together than to be good players,” he said. expand and sustain the genre, however. In between For now, ARG progenitors Lee and Stewart are Stewart and Lee’s efforts have come a number of still digesting the lessons of their first two big games “grassroots” games, developed and played by the and watching the development of Perplex City and ARG players, as well as a handful of smaller games others. They see ARGs as being at a turning point, funded by corporations. ready to break through to a larger audience and to As with any amateur productions, these have been evolve into a genuinely new blend of art and gaming. met with mixed reviews. But they are getting bet- What ARGs will look like five years from now, they ter. In early 2005, a new, well-funded effort called are not sure. Perplex City launched, run by some of the original “I really believe that we are in the equivalent of players in The Beast and funded by venture capitalists the film industry of 1903,” Stewart said. “We’ll look as well as other initially unknown business partners. back and see this as the horseless-carriage stage.” The idea of the game was to be self-sustaining finan- cially rather than serving as a marketing device, its “We have no idea what the answers are,” Lee authors said. added. “We’re in a wonderful situation.” “If they succeed, we’re going to be very happy for them. And completely envious,” Stewart said. To the players, the marketing aspect of the games John Borland and Brad King are co-authors of Dungeons has been largely moot, however — OOG, or “out and Dreamers: The Rise of Computer Gaming Culture of game,” and thus to be evaluated separately. If a from Geek to Chic, published by McGraw Hill/Osborne well-written story of a rogue artificial intelligence just Media. Borland is a senior writer at Cnet News.com; happens to be associated with an Xbox game, well, King is editor of MIT’s Technology Review Web site. so be it. Many of the players believe that they are not the ones being marketed to in the first place, that

24 PHI KAPPA PHI FORUM/VOL. 85, NO.2 Perfect Parent is a first person shooter con- ceived by Eric Hall and Faith Dang and developed by Z Sweedyk, Sean Bouchard, Faith Dang, Siobhan Shier, and Robin Schriebman.

uring the last twenty years, computer and them — we have developed a new course on gender video games have become a huge commercial and computer games that combines cultural criti- Dmarket. But as the computer-game industry cism of games with game-building exercises. Our has grown, it has spawned a gender gap — a gap course mixes theory and practice — computer sci- that shows up in the demographics of computer-game ence and cultural analysis. With this course we aim players and designers alike. Games are, for the most to bring together men and women from a variety of part, built by and for men. And when the industry disciplines and with different levels of expertise in does target girls and women, it usually fails miserably. the development of digital technology. We seek to provide budding game designers and builders with We should care about this, for it is often through the tools of cultural criticism. Most importantly, we games that boys and men become proficient with want to interest women in game-building — because computer technology. The gender gap in computer- we believe that their involvement will lead to better game play results in a gender gap in computer literacy games. (AAUW). Furthermore, computer games are a source of enormous pleasure for men; women are arguably missing out. Finally, computer games have become WHY WOMEN DON’T PLAY COMPUTER GAMES a powerful cultural force; as compelling, interactive, and immersive environments for story telling, they ommon wisdom has it that women do not play have the potential to reshape perspectives, norms, and Ccomputer games. Or do they? Actual numbers values. If such a reshaping is taking place, women are much higher than one might guess: almost 40 need to have a voice in this process. percent of all computer/video-game players are female (The Electronic Software Association), and for online So why is it that women do not play computer games the number is more than 50 percent (Taylor). games? Can we — should we — build games for If these statistics surprise you, think Bejeweled, think women? If so, what would these games be like? And Solitaire, think online Bridge. These are the games would women play them? To explore these questions that women play; these are the games that they play — and the assumptions and values that we bring to a lot.

SUMMER 2005 25 WOMEN, GAMES, AND WOMEN’S GAMES

But Bejeweled, Solitaire, and Bridge do not spring advertisers are seeking a passion for “real” games. to mind when we think “computer game.” Our stu- And so it is that gaming culture reproduces itself. dents — who are, after all, the experts on computer It is this culture that sets games apart from games — tell us that Bejeweled, Solitaire, and Bridge other types of technology and other types of media. are not “real” computer games. Yes, these are games; Gaming culture is unquestionably a male domain. It yes, these games are played on computers — but real is “male,” as in the opposite of “female.” We mean computer games they are not. What, then, makes this in the sense that the culture dichotomizes gender a computer game “real”? Is it a matter of cost and to the extreme. Conventional “real” games imagine revenue? Is it a matter of genre? Is it game play, or gender as two fixed and stable categories that stand graphics, or technical complexity? in stark contrast to one another. As a consequence, it We know “real” games when we see them: Grand is hard to conceive of the relation of games and gen- Theft Auto, Halo, Half-Life. These games offer rich, der without resorting to stereotypes. “Real” games three-dimensional (3D) worlds, complex technology, value “victory over justice, competition over col- and intricate game play. They are expensive and time- laboration, speed over flexibility, transcendence over consuming. They are games that gamers play. But empathy, control over communication, and force over what matters is not so much what these games are, facilitation” (Bruner, Bennett, and Honey). And with but what they do: these “real” games make gamers. gender so dichotomized, men become the norm, while They act as rites of passage into the gaming world. women default to being the “other”(Consalvo), the “Real” games are the material objects around which “ab-normal” (Tarvis). this gaming culture organizes; they are the objects by It is not easy to be the other. Still, women do which the culture defines itself. These games embody choose to venture into the world of gaming. The the shifting and unarticulated aesthetic of the gam- women in our class, for example, do play “real” ing community — and it is embracing this aesthetic games. They play these games in spite of the fact that that makes one a player in this community. But as the most of their girlfriends do not, in spite of the scarcity gaming culture defines “real” games it also defines of female avatars, in spite of hackneyed portrayals of what does not count as “real.” The misperception women as objects to be rescued, in spite of the fact that women do not play computer games stems from that they do not normally fantasize about going to the fact that the gaming culture does not consider the battle in a chain-mail bikini. Women venture into the games that they do play as “real.” world of gaming in spite of the constant reminders of their otherness. They do so because they love play- BOYS’ TOYS ing games and, especially, because they love to play “real” games (Taylor). What is not clear is whether omputer and video games have not always been these women can be, or want to be, full citizens of Ctoys for boys. In 1972, Magnavox marketed the the gaming culture — a culture in which they are first home console, the Odyssey, as a family-entertain- configured as the other by definition, by exclusion, ment device. Early games such as Pong were gender and by default. neutral; they bear far less resemblance to present- day “real” games than they do to games such as GIRLS’ GAMES Bejeweled. But the evolution of computer games went hand in hand with advancements in computer graph- n 1996, Mattel released Barbie Fashion Designer, ics. The power of computers to create fully interactive which sold more than a million units. By gam- three-dimensional worlds was seized by technology I ing culture’s standards Barbie was not really a developers to create worlds that realized their fanta- game and, most certainly, it was not a “real” game. sies. These developers were men; their fantasies led to Nevertheless, it had a profound effect on the industry. game formulas that are highly gendered. It suggested that, contrary to conventional wisdom, Today, men spend more money on computer girls would play on computers. The games industry games than they do on music (The Detroit News). responded with a “pink” games movement, scram- The huge growth in the sale of computer games has bling to turn out games that would appeal to girls. come about because of the boys who started playing None of these games were able to reproduce the suc- games in the early 1980s and who never stopped. cess of Barbie. Within a year or two the industry had Boys are inducted into gaming culture at an early backed off, deciding that “Barbie was a fluke,” and age and remain loyal members as they grow up. that girls would not play computer games after all The industry recruits new game designers from their (Graner Ray, 2004). ranks. “A passion for games” is often explicit in job Barbie was indeed a fluke: the popularity of advertisements, and it goes without saying that the Barbie Fashion Designer reflects girls’ interest in Barbie — not their interest in computer play. But to

26 PHI KAPPA PHI FORUM/VOL. 85, NO.2 WOMEN, GAMES, AND WOMEN’S GAMES conclude that girls — and by extrapolation women Problematizing gender opens the way for new — will not play computer games would be too hasty. kinds of games: games that offer the possibility of act- Rather, we should ask why girls did not want to play ing against stereotype, games that play with conven- these particular games. It might be that these were tional stereotypes to make them ironic and “strange,” just not very good games. In trying to build games games that act as cultural critique. that would appeal to girls, “pink” game designers construed girls’ games as the opposite of boys’ games ALTERNATIVE GAMES (Glos & Goldin). Emphasizing justice over victory, collaboration over competition, flexibility over speed, o build these games, we need designers who can empathy over transcendence, communication over query gender stereotypes as they are building control, and facilitation over force, these games may T games. This is where a course such as our Gender have lost some of their tension, their challenge, their and Computer Games comes in. edge. In their first game-building exercise in the course, Gender differences exist. As both the literature and teams of students experimented with gender con- incredulous parents report, there are — particularly notations in games. They discovered that it is much at a young age — differences in play styles and game easier to build in gender signifiers than to avoid them preferences between boys and girls. But differences and that it requires thoughtful processing to eschew do not necessarily translate into opposites. While the suggestion of gender in characters and design. In most girls do not play American football, they do another game-design exercise they were asked to take not necessarily want its reverse. They do play soccer gender critique a step further and to design a game — which is not opposite, but different. “Pink” game that plays with, and undermines, gender expectations. designers missed this point: they concocted a girly antithesis to boys’ games, rather than This second exercise yielded inter- coming up with an alternative that girls esting game variations. Perfect Parent wanted to play. is a first-person shooter in which the player, a James Bond-like character, is WHAT DO WOMEN WANT? pulled out of retirement after twenty years to face an old arch-nemesis. The game is about balancing the battle ho knows? There is no collec- against the arch-nemesis with cell- tive, shared aesthetic that captures W phone calls from the protagonist’s “women’s desires.” But while there is no teenage children, who demand everywoman, research in the area of women attention in increasingly intru- and computer games all too often takes for sive ways. granted that such a collective desire exists, again dichotomizing gender at the outset. Helpless Kittens is an Such research reinforces gender stereotypes on-line role-playing game in rather than problematizing them. which players can choose their avatar from a list of Problematizing these stereotypes means stereotypes: for example, to investigate whether the assumptions that one can choose to be a we make about what women like and do feminist or a chauvinist. not like are based on actual preferences, For each of these a series or whether these preferences are already of roles signifies — and informed and mediated by the stereotypes ironicizes — increasing themselves. In other words, it means to power. understand gender dichotomization as an Agent 808 and text message from James. effect of — among other things — computer From Perfect Parent game by Faith Dang Galen is a retelling games, rather than taking them for granted as and Eric Hall, artwork by Faith Dang. of the story of Perseus characterizations of women and men. It means and Medusa from the to acknowledge that some women and not all perspective of Perseus’s men enjoy violent computer games or hyper-sexual- eleven-year-old sister, Galen. This tile-based adventure ized female characters. (As one of our students said game, in the style of King’s Quest, casts Perseus as a in a class discussion: “I don’t mind if they are hyper- bumbling fool whose mistakes must be rectified by sexualized, but please don’t make them so stupid.”) Galen. Onlookers credit Perseus with the solutions And it means to realize, as Graner Ray observes, that — and so the game explains how the character of the “girls and women are a market, not a genre” (Graner hero gets made. Ray, 2005).

SUMMER 2005 27 WOMEN, GAMES, AND WOMEN’S GAMES

While these games are just a start, they point to Glos, Jennifer and Shari Goldin. “An Interview with Brenda new directions. Each of them represents a thought- Laurel (Purple Moon).” In Cassell, Justine and Henry Jenkins. From Barbie to Mortal Kombat. Cambridge, MA: ful examination of gender-related issues in games, an The MIT Press, 1998. examination that required the participation of both women and men. Graner Ray, Sheri. Gender Inclusive Game Design. Hingham, MA: Charles River Media, Inc., 2004. Graner Ray, Sheri. Post to women_dev maillist. (2005). CONCLUSION IGDA White Paper on Casual Games. e may not know what women want, but we do Wknow that there are richer and more diverse Taylor. TL. “Multiple Pleasures: Women and Online Gaming,” games to come. We know that these games will in Convergence, Vol. 9, No. 1, pp 21-46, 2003. appeal to both women and men. We know that they Tavris, Carol. The Mismeasure of Women. New York: will disrupt rather than solidify gender stereotypes. Touchstone, 1992. We also know that they will be imagined by creative and insightful designers much like our students — maybe even our students — and that many of them will be women. Teaching our course in Gender and Computer Games has been a remarkable experience. Our stu- dents’ passion for gaming, combined with their intel- ligence and creativity, has informed and reformed our INFATUATIONS views of what computer games can and will be. We thank them all. follow your infatuations down the street ring them up at the dead of night

shove your mind like the burst seed This work is supported by NSF Digital Society & of a dandelion into their hands Technologies grant IIS-0416364. your mind that refuses to close Elizabeth Sweedyk is the Clare Boothe Luce Assistant its eyes like wheels spinning spokes Professor of Computer Science at Harvey Mudd College. speak the raucous language of sharp rain Marianne de Laet is an assistant professor of Anthropology and Science, Technology, and Society at burns your mouth Harvey Mudd College. with ecstatic tongues drunken breath

For Further Reading doves with half open wings AAUW Educational Foundation, Commission on Technology, do their sticky steps the scent Gender, and Teacher Education. Tech-Savvy: Educating moist cobblestones trail through Girls in the New Computer Age. Washington, DC: AAUW open doors in the dark (2000). Brunner, Cornelia, Dorothy Bennett, and Margaret Honey. CATHERINE NEUHARDT-MINOR “Girl Games and Technological Desire.” In Cassell, Justine and Henry Jenkins. From Barbie to Mortal Kombat. Cambridge, MA: The MIT Press, 1998. Catherine Neuhardt-Minor has work forth- Consalvo, Mia. “Hot Dates and Fairey-Tale Romances: coming in POETRY: The Portable Workshop Studying Sexuality in Video Games.” In Wolf, Mark, J.P. by Jack Myers, Chelsea, and Owen Wister and Bernard Perron. The Video Game Theory Reader. New Review. Her work has won many conference York: Routledge, 2003. prizes and has been published in Peregrine, The Detroit News (2005). for the Lullwater Prize, the Lullwater Review. The Electronic Software Association. http://www.theesa.com/ pressroom.html (2003).

28 PHI KAPPA PHI FORUM/VOL. 85, NO.2 ot so long ago the idea of learning to create video games in college classes Nwas outrageous. If you were a student then, thinking about following your passion for creating games, even if you managed not to be laughed at, ridiculed, or otherwise dis- paraged, you were unlikely to receive much guidance. Other than vague notions that you should probably learn how to program, no one really had much advice to offer.

SUMMER 2005 29 GAME DESIGN AND GAME DEVELOPMENT EDUCATION

Now, it takes only a quick look at the “Schools” frivolous for some time to come. Meanwhile, propo- section of Gamasutra.com to see that the situation nents of game development in academia will have to has changed dramatically. Gamasutra, a popular campaign all the harder. site featuring game-industry news and articles on all Perhaps the most profound obstacle to incorporat- aspects of game development, now lists more than ing game development at the college level is one that three hundred schools that provide game-develop- is too often overlooked: game development is heavily ment courses. Academia now takes seriously what and inextricably interdisciplinary. Game develop- students have been demanding for years: instruction ment is not programming. Nor is it 3D modeling in the creation of video games. and animation. It is not writing. It is not filmmaking. And why shouldn’t it be taken seriously? Games It is not artificial intelligence, game theory, human- are a juggernaut of entertainment. Figures vary, but it computer interaction, interactive art, adaptive music, is generally accepted that the North American inter- or any of the other diverse components of game cre- active-entertainment industry is as big as, if not big- ation. Game development encompasses a vast array ger than, the North American film industry. Games of disciplines, making it very difficult to find the right are now ubiquitous in popular culture. More than 40 place and way to offer game courses. percent of U.S. households own some kind of game This dilemma should not be taken lightly. It is far system. Kids now spend more time playing games too easy to place game development within the con- than watching television. Mobile phones feature full- text of computer science without a second thought. color polyphonic games as a matter of course. The Certainly it was once true that a game was devel- latest heated debate about the best game system rages oped almost entirely by a couple of programmers, over the various handhelds that you can throw into but nowadays game-development teams can include your backpack. Live orchestral concerts featuring upwards of fifty people, including designers, artists, exclusively video-game music play to packed houses. producers, and others who have nothing to do with Video-game franchises regularly spawn books, com- coding. Unless a school is lucky enough to have a ics, cartoons, action figures, board games, card department capable of encompassing all the aspects games, and, for better or for worse, feature-length of development, game creation does not properly films. The addictive popularity of massively multi- belong in any one field, other than its own. And player online games is so well understood that such generally, creating a new department proves at best games are featured in the Sunday comics. impractical.

OBSTACLES TO GAME-DEVELOPMENT PROGRAMS HOW DO YOU SET UP THE PROGRAM ? n short, games are big. And universities know it just ne might argue that categorizing courses is, well, as well as everyone else does. So, what is an institu- I academic. Is it not the content of the courses tion of higher learning to do? Offer game-develop- O that matters, rather than the particular departments ment courses, naturally. But it is not quite that simple. involved? Even if you ignore the significant logistical Game development as a cohesive industry is problems with any effort that lacks a department, extremely young and as an academic discipline cer- the categorization issue is, in truth, a content issue. tainly in its infancy. That means there are virtually With all the varied aspects of game development, no textbooks, no set curriculum, and no experienced what does one actually teach in a game-development teachers. Conventions of terminology and instruction course? have yet to be established. No benchmarks have been A direct approach would be to create many offer- set for what students should know before or after ings, each covering a specific development topic in a taking a game-development course. The schools that specific discipline: Game Programming, 3D Modeling do have such courses are generally forced to figure for Games, Game Design, Artificial Intelligence in things out as they go. Games, Game Animation, Network Programming for And institutions themselves often demonstrate Games, Art Design in Games, Narrative in Games, internal resistance. Although many schools have Scoring Music for Games, and so on. embraced game creation as a legitimate and worth- This approach has a couple of problems. The while endeavor, it is still a hard sell for many acade- first is that such specific courses are valuable only if micians. Most professors did not grow up playing offered along with a vast array of similarly specific games, and many view them as a distraction from courses. Otherwise, the richness of development is more worthwhile pursuits. Without sincere support not fully appreciated. But most schools just starting from the faculty, emerging game-development efforts their game-development offerings are not in the posi- will be sunk before they ever set sail. Without ques- tion to offer so many new courses all at once. Even if tion, games will have to battle the stigma of being

30 PHI KAPPA PHI FORUM/VOL. 85, NO.2 GAME DESIGN AND GAME DEVELOPMENT EDUCATION they were, it is still risky to launch any new endeavor other industry, the game industry constantly and rap- at that scale. idly evolves. Standards, practices, and technologies change from one year to the next. Specific techniques The second and more important problem is that learned in college probably will become obsolete by none of these individual courses provides a complete the time that students graduate. The only hope is to context in which to create a game. Programmers can- provide to students the solid theoretical foundations not develop games without artists, and vice versa. within their disciplines that will allow them to adapt Even more so than in most disciplines, practical expe- with each paradigm shift. riences are critical to game-development education, and insular courses simply cannot provide that. Therefore, a good game-development course should not teach mastery within each discipline but Schools must offer a more encompassing game- rather should expect it from its students. It should development course — a practical course in which rely on strong existing courses in those disciplines to students of different disciplines can come together to prepare students to create games. In fact, expertise create games. Other courses may provide some spe- in each discipline is absolutely critical in an inter- cialization, but at the core must be a unified course. disciplinary team. The most difficult aspect of any Programmers, artists, designers, producers, musicians, interdisciplinary student project is effective commu- writers, and everyone else should be joined in the nication between the students in different areas. The same environment, working to make fully realized only way to express the capabilities and limits of your games. discipline’s contribution to a project is to have a deep Well, this approach is problematic as well. The understanding of that discipline. most obvious problem is the feasibility of providing adequate instruction in so many different areas in the THE KEY TO A SUCCESSFUL COURSE context of a single course. Even armed with a large, diverse, and well-coordinated teaching team, it still hat then, if not specific instruction within each is not clear as to how to deliver the instruction. With field, should a game-development course teach? such a varied audience, most topics would be unsuit- W It should not focus exclusively on a practical project, ed for most students. Intricate animation techniques as that exacerbates the problems of obsolescence of would be lost on programmers, just as sophisticated techniques. Some amount of specific instruction is search algorithms would be lost on artists. One might useful, but the course needs a cohesive lecture series conceive of an elaborate scheme, alternately unifying of relevance to the whole class. There needs to be the students from different disciplines and separating instruction that is not specialized to any one disci- them into sections based on a complicated, multi- pline but still aids students in applying their special- threaded lecture schedule, but this scheme quickly ized skills. becomes overwhelming and impractical. The key is game design. THE CURRICULUM SOLUTIONS The job of game designer is without question the “sexiest” in the industry. When kids dream of mak- he solution for how to provide such diverse ing games, they dream of being able to take all of Tinstruction in a single course is, ironically, not to those game ideas in their heads and make them into provide it at all. real games that people can actually play. They dream of being designers. Designers get to come up with Recruiters in the game industry will tell you that the ideas, have the most creative control, and get the what they look for when they hire new college gradu- most credit. It is definitely a great, sought-after job. ates is a solid education in a core discipline. They want their programmers to have knowledge that you But most game developers are not designers. can get only from a rigorous computer-science degree. Design is difficult, demanding, and extremely com- They want their artists to have the traditional skills petitive. And even among the select few who get to that you can get only from a comprehensive art pro- be designers, the truly great game designers — the gram. They tend to be unimpressed with overly spe- ones who can innovate, the ones who understand the cialized game-development programs. In every case, subtleties that make one game fun but another game they will tell you that there is no substitute for a seri- routine — are extremely rare. It is not hard to list ous degree program within a specific discipline. skills that a designer must have, but it is very unclear as to how to find, train, or hone those skills. No one Trying to teach programming for games, or mod- really knows where great designers come from. eling for games, or writing for games, or any other techniques specifically for games generally does the So why should a game-development course focus students a disservice. Certainly game developers do on the most difficult, least understood, and most employ specialized techniques. But more than any select job in the industry? Because design is the soul

SUMMER 2005 31 GAME DESIGN AND GAME DEVELOPMENT EDUCATION of game development. It drives, guides, and binds all to process those new tasks. If developers understand other aspects of game making. All development tasks design well, designers can communicate the changes have the overarching goal of meeting the vision of the quickly and effectively, and the other developers can designer. Every development decision is motivated by communicate with each other, filling in the inevitable design. gaps created by the rapid iterative process. Overall development time is dramatically reduced. Games That the fundamental training of a designer is are made both better and faster when everyone has a such a mystery is actually a blessing for academia. It good sense of design. means that, in some sense, every student is equally eligible for game-design instruction. All the students An encompassing game-development course really in a game-development course will have their own should be an interdisciplinary game-design course. game ideas, their own dreams of making the perfect The course not only should teach design principles game. In the industry, very few developers have any but also have practical game-development projects. design control. But in the context of a game course, By learning design, students will enhance their exper- with development teams much smaller than for the tise within their own disciplines and be better able to typical commercial game, every student can have the communicate with team members in other disciplines. opportunity to contribute to the design. The design They will learn the skills to supplement traditional of the game can be a collaborative effort among stu- courses in their field; once in the industry, even as dents from each discipline — programmers, artists, nondesigners, they will be able to adapt to the chang- writers, musicians — each experts in their disciplines, ing demands of the game industry. each having a say in the design. Eventually, in the process of teaching game-design This experience cannot be replicated in the indus- courses, both academia and the game industry are try. Development teams are too large for such collab- bound to start unraveling the mysteries of design. We oration, schedules and publishing deals too rigid for will develop the terms, principles, and techniques that experimentation, and the financial risks too high for will allow the industry to push design frontiers and creativity. But this kind of experience is exactly what create new kinds of games. Schools will start produc- creates outstanding game developers. With a course ing great designers right out of college. We will start that brings together students from different disciplines seeing greater variety and quality in games as publish- to make games and that also teaches design principles ers become more willing to take risks with this new to everyone, all students learn the fundamentals of wealth of talent. design and how design applies to their particular We will figure out game design. And once we do role. An understanding of game design is what allows — once designers have the tools to break new fron- good developers to adapt to the ever-changing indus- tiers and all developers have the design sense to fol- try. Technologies and techniques may change, but low them there — games will be much better than we design principles will remain the unchanging core of can imagine. Games are just getting started, and the development, the anchor around which developers best is yet to come. can adapt. The need for developers to adapt occurs even within the scope of a single project. Because it is vir- tually impossible to know if a game is fun without Mohan Rajagopalan is an instructor of game design at actually playing it, games are developed using an Cornell University and an expert gamer. His current iterative process. A prototype will be designed, imple- favorite activity is collecting bananas in Donkey Kong mented, and then playtested. Using the feedback from Jungle Beat. playtesting, the developers will redesign the game and then implement and test it again. This cycle continues David I. Schwartz is the director of The Game Design until the developers achieve the game that they want Initiative at Cornell and a lecturer of computer science. to make. Potentially, the game can change dramati- One day soon he will finally defeat Metroid Prime. cally at each iteration. These changes create new and unexpected tasks for every developer at every phase. Visit our Web site at http://gdiac.cis.cornell.edu. Without an understanding of design principles and the reasons for those changes, developers will be slow

32 PHI KAPPA PHI FORUM/VOL. 85, NO.2 James Paul Gee Good Video Games and Good Learning

played my first video game four years ago when my six-year-old son, Sam, was playing IPajama Sam: No Need to Hide When It’s Dark Outside. In Pajama Sam, child “superhero” Sam goes off to the “Land of Darkness” to find and capture “Darkness” in a lunch pail and thereby alleviate fear of the dark. Darkness turns out to be a big, lonely softie who just needs a playmate. I wanted to play the game so that I could support my son’s problem-solving. Though Pajama Sam is not an “educational game,” it is replete with the types of prob- lems that psychologists study when they study thinking and learning. When I saw how well the game held Sam’s attention, I wondered what sort of beast a more mature video game might be. I went to a store and arbitrarily picked a game, The New Adventures of the Time Machine. Then again, perhaps it was not so arbitrary, as I was undoubtedly reassured by the association with H. G. Wells and literature.

SUMMER 2005 33 GOOD VIDEO GAMES AND GOOD LEARNING

As I confronted the game, I was amazed. It was Left out of the context of biology as activity, biologi- hard, long, and complex. I failed many times and had cal facts are trivia. to engage in a virtual research project via the Internet So, ironically, just as in part what you learn when to learn some of the things that I needed to know. All you successfully play a good video game is how to of my Baby-Boomer ways of learning and thinking play the game, so too, what you learn when you learn did not work, and I felt myself using learning muscles biology should be how to play that game. However, that had not had this much of a workout since my for both video games and biology, it is not a case of graduate school days in theoretical linguistics. “anything goes” — this is not a permissive “progres- As I struggled, I thought: Lots of young people sivism” writ large. You must inhabit the identity that pay lots of money to engage in an activity that is the game offers (be it Battle Mage or field biologist), hard, long, and complex. As an educator, I real- and you have to discover what the rules are and ized that this was just the problem our schools face how they can best be leveraged to accomplish goals. — how do you get someone to learn something long, Perhaps the word “game” rankles — some use “sim- hard, and complex, and yet still enjoy it? I became ulation” instead. However, keep in mind that a game intrigued by the implications that good video games such as Full Spectrum Warrior is a game when I buy might have for learning in and out of schools. And, it off the rack, but it is a serious learning tool when a I also played many more great games such as Half- soldier “plays” the professional-training version. Life, Deus Ex, Halo, Elder Scrolls III: Morrowind, Rise of Nations, and Legend of Zelda: The Wind LEARNING PRINCIPLES Waker. Good video games incorporate good learning o, let’s take a brief look at some of the learning principles, principles supported by current research in Sprinciples that good games incorporate (Gee 2003, cognitive science (Gee 2003, 2004). Why? If no one 2004, 2005). could learn these games, no one would buy them, and yet players will not accept easy, dumbed-down, 1. Identity or short games. At a deeper level, however, challenge No deep learning takes place unless learners make and learning are a large part of what makes good an extended commitment of self. Learning a new video games motivating and entertaining. Humans domain, whether it be physics or furniture-making, actually enjoy learning, though sometimes in school requires the learner to take on a new identity: to you would not know it. make a commitment to see and value work and the world in the ways in which good physicists or good A QUESTION OF CONTENT furniture makers do. Good video games capture play- ers through identity. Players either inherit a strongly efore I talk about learning in games, I must deal formed and appealing character — for example, Solid Bwith the “content” question. People are prone to Snake in Metal Gear Solid — or they get to build a say, in a dismissive way, “What you learn when you character from the ground up, as in Elder Scrolls III: learn to play a video game is just how to play the Morrowind. Either way, players become committed game.” Ironically, we actually find here our first good to the new virtual world in which they will live, learn, learning principle. Some people think of learning and act through their commitment to their new iden- in school — for example, learning biology — as all tity. Why should the identity of being a scientist and about learning “facts” that can be repeated on a writ- doing science be less appealing? ten test. Decades of research, however, have shown 2. Interaction that students taught under such a regime, though they may be able to pass tests, cannot actually apply their Plato in the Phaedrus famously complained that knowledge to solve problems or understand the con- books are passive; you cannot get them to talk back ceptual lay of the land in the area that they are learn- to you in a real dialogue the way that a person can ing (see Gardner 1985). face-to-face. Games do talk back. In fact, nothing happens until a player acts and makes decisions. A science such as biology is not a set of facts. In Then the game reacts, giving the player feedback and reality, it is a “game” that certain types of people new problems. In a good game, words and deeds are “play.” These people engage in characteristic sorts of all placed in the context of an interactive relation- activities, use characteristic tools and language, and ship between the player and the world. So, too, in hold certain values; that is, they play by a certain set school, texts and textbooks need to be put in contexts of “rules.” They do biology. Of course, they learn, of interaction where the world and other people talk use, and retain lots and lots of facts — even produce back. them — but the facts come from and with the doing.

34 PHI KAPPA PHI FORUM/VOL. 85, NO.2 study. and thecurriculumthatthey should help“write”thedomain which theylive—inschool, Players help“write”theworldsin to buildingwholenewgames. scenarios in characters determine howthegamewill beplayed. distinctive attributes thatplayerschoose fortheir lems indifferent ways.Inarole-playing game,the and manygoodgamesallow playerstosolveprob- styles. Gamesoftenhave different difficultylevels, to fittheirlearningandplaying way oranother, customizeagame tion, andfailure. much lessspaceforrisk,explora- made. Schooltoooftenallows feedback abouttheprogressbeing find theboss’s patternand togain uses initialfailuresaswaysto new levelofproblems),theplayer thing. Facinga“boss”(thatis, fact, inagame,failureisgood explore, andtrynewthings.In thereby encouragedtotakerisks, game whentheyfail.Playersare ers canstartfromthelast-saved consequences offailure;play- in from buildingnewskateparks them. Suchmodificationsrange are made,andplayerscanmodify of thesoftwarewithwhichthey many gamescomewithversions many others.Atahigherlevel, in aworldthattheysharewith through theirownuniquechoices create differentvirtualcareers WarCraft tiplayer gamesuchas for eachplayer. Inamassivemul- is, bytheend,adifferentgame as make. Anopen-endedgamesuch take andthedecisionsthatthey games bytheactionsthatthey simplest level,playersco-design not just“readers.”Evenatthe consumers; theyare“writers,” 5. Customization 4. RiskTaking 3. Production

Tony Hawk Elder ScrollsIII:Morrowind Players canusually, in one Good videogameslowerthe Players areproducers,notjust , thousandsofpeople Age ofMythology orcreatingnew World of ,

learner’s interests, desires,andstyles. real intersections betweenthecurriculum andthe school shouldnotjustbe about self-pacing,but risk-taking principleabove. Customizedcurriculain Players caneventryoutnew styles,thankstothe G OOD V IDEO G AMES S UMMER

AND G 20 35 2005 OOD L EARNING

Copyright Matthew Henry Hall. Reprinted by permission. www.matthewhenryhall.com GOOD VIDEO GAMES AND GOOD LEARNING

6. Agency of experiences they refer to — that is, to the sorts of actions, images, or dialogues that the words relate Thanks to all the preceding principles, players feel to (Barsalou 1999; Glenberg 1997). This gives the a real sense of agency and control and a real sense of words situated meanings, not just verbal ones. And, ownership over what they are doing. Such ownership indeed, words have different situated meanings in dif- is rare in school. ferent contexts (consider “The coffee spilled, go get a 7. Well-Ordered Problems mop” versus “The coffee spilled, go get a broom”). Games always situate the meanings of words in terms Research has shown that when learners are left of the actions, images, and dialogues that they relate free to roam in a complex problem space — as they to, and show how they vary across different actions, sometimes are in permissive “hands-on” environ- images, and dialogues. They do not just offer words ments — they tend to hit on creative solutions to for words. School should not either. complex problems, but these solutions do not lead to good hypotheses about how to solve later, even easier 11. Pleasantly Frustrating problems (Elman 1991). In good video games, the Thanks to many of the principles above, good problems players face are ordered so that the earlier games stay within, but at the outer edge, of the ones are well built to lead players to form hypotheses player’s “regime of competence” (diSessa 2000). That that work well for later, harder problems. It matters is, they feel “doable,” but challenging. This state is how the problem space is organized — that is why highly motivating for learners. School is often too games have “levels.” Equal attention needs to be paid easy for some students and too hard for others, even to how to order problems in a rich immersive space in the same classroom. in a science classroom, for example. 12. System Thinking 8. Challenge and Consolidation Games encourage players to think about relation- Good games offer players a set of challenging ships, not isolated events, facts, and skills. In a game problems and then let them solve these problems such as Rise of Nations, for instance, players need until their solutions are virtually automatic. Then the to think of how each action taken might affect their game throws a new class of problems at the play- future actions and the actions of the other players ers, requiring them to rethink their now taken-for- playing against them as they all move their civiliza- granted mastery, learn something new, and integrate tions through the ages. In our complex global society, this new learning with their old mastery. In turn, this such system thinking is crucial for everyone. new mastery is consolidated through repetition (with variation), only to be challenged again. This cycle 13. Explore, Think Laterally, Rethink Goals has been called the “Cycle of Expertise” (Bereiter & Scardamalia 1993); it is the way anyone becomes My schooling taught me, as it did many other an expert at anything worth being an expert in. In Baby Boomers, that being smart is moving as fast and school, sometimes the poorer students do not get efficiently to your goal as possible. Games encour- enough opportunity to consolidate, and the good age a different attitude. They encourage players to students do not get enough real challenges to their explore thoroughly before moving on; to think later- school-based mastery. ally, not just linearly; and to use such exploration and lateral thinking to reconceive one’s goals from time to 9. “Just-in-Time” and “On Demand” time. This process sounds just like what many a mod- ern high-tech, global workplace wants (Gee, Hull, & People are quite poor at dealing with lots of words Lankshear 1996). out of context; that is why textbooks are so ineffi- cient. Games almost always give verbal information 14. Smart Tools and Distributed Knowledge either “just in time,” that is, right when players need and can use it; or “on demand,” that is, when the The virtual character or characters that one player feels a need for it, wants it, is ready for it, and manipulates in a game — and many other aspects can make good use of it. Information should work of the game world — are, in reality, “smart tools.” the same way in school. Characters have skills and knowledge of their own that they lend to the player. For example, in Full 10. Situated Meanings Spectrum Warrior, the soldiers whom the player con- trols know how to move to and to take various for- People are poor at learning what words mean mations in battle. Thus, this information is something when all they get is a definition that spells out what it the player does not have to know. What the player means in terms of other words. Recent research sug- must know is when and where to order each forma- gests that people know what words mean and learn tion so that the soldiers can move safely from cover new ones only when they can hook them to the sorts to cover. The knowledge that it takes to play the

36 PHI KAPPA PHI FORUM/VOL. 85, NO.2 game is distributed among the player and the soldiers. For a more extended discussion of games and learning In a massive multiplayer game, players work in teams see “Video Games and the Future of Learning” by David where each member contributes his or her distinctive Shaffer, Kurt Squire, Richard Halverson, and James Paul skills. The core knowledge needed to play the game is Gee at http://www.academiccolab.org/iniatives/gapps. now distributed among a set of real people and their html. smart virtual characters. Smart tools and distributed knowledge are key to modern workplaces, though not always to modern schools. REFERENCES 15. Cross-Functional Teams Barsalou, L. W. “Perceptual Symbol Systems.” Behavorial and Brain Sciences 22.4 (1999): 577–660. When players play a massive multiplayer game Bereiter, C. & M. Scardamalia. Surpassing Ourselves: An such as World of WarCraft, they often play in teams Inquiry Into the Nature and Implications of Expertise. (parties) in which each player has a different set of Chicago: Open Court, 1993. skills (say a Mage, a Warrior, or a Druid). Players Cazden, C. “Performance before Competence: Assistance to must each master their own specialty (function), Child Discourse in the Zone of Proximal Development.” because, for example, a Mage plays quite differ- Quarterly Newsletter of the Laboratory of Comparative ently from a Warrior, but they also must understand Human Cognition 3.1 (1981): 5–8. enough of each other’s specializations to integrate diSessa, A. A. Changing Minds: Computers, Learning, and and coordinate with the others (cross-functional Literacy. Cambridge, Mass.: MIT Press, 2000. understanding). Furthermore, in such teams, people Elman, J. Incremental Learning, or the Importance of Starting are affiliated by their commitment to a common Small. Technical Report 9101, Center for Research in endeavor, not primarily by their race, class, ethnicity, Language, University of California at San Diego. San Diego: or gender. These latter are available as resources for CA, 1991. the whole group if and when they are needed and if Gardner, H. The Unschooled Mind: How Children Think and and when the player wishes to use them. Again, such How Schools Should Teach. New York: Basic Books, 1991. forms of affiliation are commonly demanded in mod- Gee, J. P., G. Hull, & C. Lankshear. The New Work Order: ern workplaces, though not always in modern schools Behind the Language of the New Capitalism. Boulder, Co.: (Gee 2004). Westview, 1996. Gee, J. P. Situated Language and Learning: A Critique of 16. Performance before Competence Traditional Schooling. London: Routledge, 2004. Good video games operate by a principle just the Gee, J. P. What Video Games Have to Teach Us About reverse of most schools: performance before compe- Learning and Literacy. New York: Palgrave/Macmillan, tence (Cazden 1981). Players can perform before they 2003. are competent, supported by the design of the game, Gee, J. P. Why Video Games Are Good For Your Soul: Pleasure the “smart tools” that the game offers, and often, and Learning. Melbourne: Common Ground, 2005. too, the support of other, more advanced players (in Glenberg, A. M. “What Is Memory For?” Behavioral and Brain multiplayer games, in chat rooms, or standing there Sciences 20.1 (1997): 1–55. in the living room). Language acquisition itself works this way. However, schools frequently do not. They often demand that students gain competence through reading texts before they can perform in the domain that they are learning. So the question that I leave you with is not about the use of games in school — though using them is a good idea — but this: How can we make learning in and out of school, with or without using games, more game-like in the sense of using the sorts of learning principles that young people see in good games every day, when and if they are playing these games reflec- tively and strategically? Figuring out how to achieve this goal is a worthwhile endeavor.

James Paul Gee is the Tashia Morgridge Professor of Reading at the University of Wisconsin-Madison.

SUMMER 2005 37 Camp Guernsey, Wyoming Rather than evacuating a crew of aid workers, the Army detachment was shepherding a few dozen The seven-vehicle United States Army convoy set programmers, designers, and marketers who have out from grid coordinate EG223785 just after 1:30 been working on one of the Army’s latest recruit- p.m. on Feb. 8, bound for an improvised landing ing tools: a computer game called, simply enough, zone a few miles southwest. Intelligence reports indi- America’s Army. Rather than the mountain passes of cated that enemy forces equipped with small arms, Afghanistan, the convoy was traversing the equally rocket-propelled grenades, and mortars were active in rugged terrain at this remote Army base one-hundred the area. miles north of Cheyenne, which is sometimes used to The convoy’s hulking five-ton trucks bore ner- train Special Forces units. vous civilians in need of evacuation. As the convoy America’s Army lets users play soldier online, bounced along snow-dusted trails and high plains, band together with other Internet warriors, and battle Clayton Montgomery, a wiry twenty-four-year-old enemies in detailed ten-minute scenarios that the known to his colleagues as Monkey, swiveled from Army says are more realistic than any other game. It side to side. “Anyone spot any Opfor?” he said, using is available free for downloading at americasarmy. shorthand for opposition forces as he scanned the com. (A retail version for console systems will be looming ridges. released in the summer.) “I have the feeling they’ll see us first,” said anoth- Since its introduction on July 4, 2002, America’s er passenger, Randy Brown. Army has registered about 4.7 million users, and on He was right. At 2:25 p.m., as the convoy pushed a typical day more than 30,000 people log on to the slowly through a wooded ravine, the air erupted with game’s official servers, in addition to the thousands automatic-weapons fire. Green smoke wafted through who play in unofficial leagues. That makes it one of the truck’s open sides. Through the haze, the camou- cyberspace’s more popular combat games. Since the flaged ambush team could be seen behind boulders game’s release, the Army’s civilian developers have and brush as the convoy’s machine-gunners returned released updates on the Web every few months. Now, fire. the Army is beginning to use the game’s technology to help train its own people. The fight was over in a minute, and the convoy rushed toward the landing area. Soon two Black The Army regularly sends soldiers to advise the Hawk helicopters were swooping through canyons, project’s civilian designers, who are Pentagon contrac- carrying the evacuees to safety. tors. But when it comes to making the game realistic, nothing compares to sending programmers to the There were no casualties. That was probably Army. So twice a year the Army sends the design- because the ambushers and the convoy guards were ers to play war games for a few days in what it calls shooting blanks. But the guns were real. The helicop- Green Up events. ters and the trucks were real. The subzero wind chill was real. “The whole idea is for the designers to get a feel of what it’s like to be with soldiers, what they do for

38 PHI KAPPA PHI FORUM/VOL. 85, NO.2 ON MANEUVERS WITH THE ARMY’S GAME SQUAD a living, what it sounds like, what it feels like, even As they took apart assault rifles, shot with simu- what it smells like,” said Col. Casey Wardynski, who lated and real weapons, peered through night-vision dreamed up America’s Army as the director of the goggles and rode on military vehicles, it seemed Army’s Office of Economic and Manpower Analysis that at least some of the developers were feeding an at West Point. “You can’t put a lot of that into the underindulged part of themselves. game, but the experience helps make the game more “This whole experience kind of makes me wish I realistic.” had joined,” Mr. Blattner said between rifle training The Army has no detailed figures on the game’s sessions. “Essentially I’m very much a cynic, and in success in encouraging young men and women to my job being cynical comes in handy because as a enlist, but a 2003 survey indicated that the game, Q.A. manager I have to question everything. But the which costs the Pentagon about $6 million a year, is people I see in the military genuinely believe and feel more effective at delivering the Army’s messages to that they are doing the work of good.” His age and young people than the hundreds of millions of dol- physical condition would be barriers to enlistment lars a year the Army spends on advertising, Colonel now, he said, and besides, “I’m not good at following Wardynski said. orders.” Just about every Army recruiting station stocks Mr. Montgomery, aka Monkey, a 3-D level copies of the game, and some recruiters are organiz- designer, often appeared more military than the sol- ing America’s Army tournaments. The game’s lat- diers. Walking out of the mess hall about 7:15 a.m. est update, to be released online shortly, is called swathed in camouflage and a black balaclava and Firefight. The focus of the update is adding adminis- face mask, and draped with numerous pouches and trative tools to streamline online tournament play. straps, he looked ready to infiltrate enemy lines. The way the Army sees it, the game’s appeal is Maj. Randy Zeegers, a Special Forces commander rooted in its realism. And the Green Up events are an who has been the main liaison between the project important way of instilling it. As James Cowgill, a and the operational Army (he is scheduled to return designer of the project, said as he braced for another to Afghanistan at the end of the month), called Mr. potentially tongue-severing pothole in the back of the Montgomery the Ninja. truck: “It’s the new Wyoming dude ranch. You go on “These guys are passionate about their work, and a convoy and get ambushed.” you can see that in how seriously they take it,” Major Zeegers said. “It’s their way of contributing to the THE SOLDIER’S LIFE war effort.” Rea M. K. Giner-Sorolla, forty-two, a quality- trapped into a bucket seat and wearing earplugs assurance manager and the only woman on the game to protect him from the Krakatoan roar, Erich S development team, had a different perspective. A. Blattner, thirty-four, the game’s quality-assurance director, could not make himself heard as the Black “I never considered joining the military,” she said Hawk helicopter lifted off from a landing zone. in the back of a five-ton truck on the way to observ- ing an airdrop from a C-130 cargo plane. “For me, But it was easy to read his lips and the teeth that this is a look into a different way of life, and I think showed through his broad smile. this is where I differ from some of the boys on the “You can’t buy this!” he shouted into the din. team. I’ve enjoyed firing the weapons, but I’m more interested in seeing how these Army men relate to one It isn’t often you can elicit expressions of pure another, how they behave and work together.” wonder (tainted by hints of queasiness) from a dozen adults packed in close quarters. Racing them barely Aside from the atmospherics and surrogate sol- fifty feet above the spectacularly coarse Wyoming diering, the developers came away with a lot of con- landscape in a military helicopter at more than one- crete information. Toward the end of the summer hundred miles an hour is a good way to do it. they hope to release a module called Special Forces: Overmatch, which will allow gameplay as a member A couple of the developers indicated that they of the Green Berets. Many of the vehicles they rode were attracted to the job largely because the Army and weapons they fired will appear in the game. probably wouldn’t go out of business any time soon (as small game companies do all the time). But for The elements they took from the mountains were many of the programmers, artists, and designers, more subtle. One developer said he wanted to add working on America’s Army seemed a way to indulge a jostling video effect when the players were in the their yen for things military without the boot camp. back of a truck. After spending a few minutes under the targets at a 100-meter firing range, another devel- oper said he would change the “whizzing” sound

SUMMER 2005 39 ON MANEUVERS WITH THE ARMY’S GAME SQUAD effect when a bullet passed by to a more realistic in motion capture suits to record the latest urban “crack” that emulates the miniature sonic boom that assault techniques, they reviewed the game’s latest a military round really creates. mission assignment documents to ensure that they conformed with Army argot. When they were not “The players may not notice each thing, but this recording video clips that will be used to explain vari- trip will find its expression in the game’s overall real- ous Special Forces roles to the game’s players, they ism,” said Michael J. Aubuchon, known as Ace and were engaging in arcane exchanges with the develop- the game’s twenty-nine-year-old associate producer. ers about the latest Army hardware. But even realism has its bounds. For all of the “In the next-generation version of the game we’re olive drab trappings, there was no pretense in going to have the new 249,” Mr. Aubuchon said to Wyoming that the game experts were actually experi- Sergeant Davidson, referring to a type of machine encing combat conditions. The designers (and accom- gun. “And it will have the new Picatinny Rail on top, panying journalists) had to get up early, but at least but do you know if that uses the ACOG?” they had beds. The weather was cold, but a morning session planned for the obstacle course was canceled ACOG is the Advanced Combat Optical Gunsight, because of icy conditions. but it is apparently not best suited for the 249. Likewise, while the equipment and uniforms in the “Well, the ACOG is used mostly on the M4, not game are designed with maximum realism in mind, on the 249,” Sergeant Davidson replied. “On the 249 the same approach does not apply to other aspects you would normally use an M145,” another kind of of the military experience, such as death and injury. gun sight. In contrast to other popular computer games, in In a few minutes, the sergeant moved on to com- America’s Army limbs are never blown off. Instead, paring an informal Army training video on demoli- wounds are marked by a puff of red smoke. Maimed tion techniques, set to Jimi Hendrix’s “Voodoo Chile” foes never writhe or scream in agony. and AC/DC’s “Back in Black,” with the explosives- “We have a Teen rating that allows thirteen-year- charging animations in a recent version of the game. olds to play, and in order to maintain that rating “Ah, so it’s more of a pulling motion than a twisting we have to adhere to certain standards,” said Chris motion, is that right?” Mr. Aubuchon asked the ser- Chambers, a retired Army major who is now the geant. project’s deputy director. “We don’t use blood and The emphasis on technical minutiae is all part of gore and violence to entertain. That’s not the purpose what Mr. Chambers called the game’s mandate to of our game. But there is a death animation, there is “strategically communicate the Army’s values to the a consequence to pulling the trigger, and we’re not American public.” sugarcoating that aspect in any way. In the game, if players try to run off on their own “We want to reach young people to show them rather than work with their team, they will almost what the Army does, and we’re obviously proud of surely lose. If players consistently kill civilians or their that. We can’t reach them if we are over the top with own teammates, they end up in Leavenworth. violence and other aspects of war that might not be appropriate. It’s a choice we made to be able to reach “We don’t expect that a young person is going to the audience we want.” play the game and run out and join the Army,” Mr. Chambers said. “That was never the point. We want THE WORK IS IN THE DETAILS the game to help us form a more long-term connec- tion with the young person.” he search for that audience begins on the bluffs of Tthe Monterey Peninsula in California, where the America’s Army development team is based. Except for its location in a former military hospital protected From on the Web. ©The New by guards, the office may resemble that of any other York Times Company. Reprinted with permission. game company. The shades are usually drawn, so as to block out any possible glimpses of the Pacific Ocean and so the designers can better view the gar- gantuan computer monitors before them. The week before the Wyoming event, Major Zeegers and Sgt. First Class Doug Davidson, another Special Forces soldier, spent a few days reviewing the game team’s latest efforts. When they weren’t encased

40 PHI KAPPA PHI FORUM/VOL. 85, NO.2 LAGNIAPPE ...... I Am a Teacher Terry Palardy

ur school principal was approaching retire- in committees of power-seeking constituents; their ment, and his model of service leadership was efforts are spent researching and complying with Oa tall order to fill. Nearly forty applicants grant requirements and budget strategies, govern- responded to the job posting, sending résumés, tran- ment mandates and reporting forms; their energies scripts, and glowing letters of recommendation within are expended in cyclical conflicts and compromises. their packets. It is inspiring to read through those They work very hard, with great personal determina- pages and see what leaders are doing in education. tion and commitment, to provide the best possible The committee of parents, teachers, and administra- learning environment for students. Despite their best tors interviewed eight top candidates, chosen by a efforts to connect with those students, though, the reading committee. I participated in reading résumés few minutes that they might have for such personal (I am very good at weeding through paper) but elect- interactions inevitably limit the lasting impressions ed not to sit and interview: I learned long ago that that they can make on young, individual minds. every candidate comes to the table wanting to please, Teaching, in comparison, is full immersion — with and my style as a teacher is to respond positively and teammates who share high standards and faith in the receptively to someone who is trying to please me. students; with a wide variety of excited, enthusiastic This approach works very well in my classroom with students and their daily activities and emotions; with my students but serves only to muddy the waters in leaders who share ideas and thoughts; with theories interviews. You see, I would want to hire them all, and practices and successes and mistakes and resolu- sure that we could make room for everyone, grow- tions — all of which have profound implications in ing with them and adding something to their lives. young lives and in our future. You can imagine the difficulty that could cause at the table. I love my job. I did not find a teaching posi- tion until I was in my thirties, and I have struggled I did smile when I was asked why I had not through many learning curves and cyclical changes applied for the position; it echoed the question some- within this career. But I know that what I do, I do one had asked me three years ago when I had not well, with honesty and with heart, old-fashioned as applied for the assistant superintendent’s position. that might sound. And the wonderful thing is, I do it The reasoning behind the question was that “You’ve in a building that I truly love, a place where I am the taught so many subjects, at so many levels, in differ- norm, surrounded by colleagues who do the same. ent settings — you would have the credibility that Mother Teresa is quoted as having said: “We can do our faculty demands of the person in charge of the no great thing, only small things, with great love.” K-12 curriculum.” I answered quickly, without much Every day, every hour, I have a chance to do small depth; I said simply that my family commitments pre- things, one at a time, with and for so many. cluded the increased time and responsibility that an administrative position would demand. One of the greatest compliments I have ever been given came to me recently. We were leaving the teach- I missed an opportunity then — not the opportu- ers’ lunch room, having talked about retirements and nity to apply for the administrative position, but the position shifts in the building. Someone asked me chance to explain why I intend to stay in the class- whether I would stay with the English curriculum room. In truth, my family has normalized the amount advisor/teacher position, or move back to math. We of time that I spend at home on school work; my were interrupted at that point by another teacher husband and son often pitch in and help when I am who had stopped a few of our students for running in swamped with the record-keeping pieces of respond- the hall. I asked the boys why they thought running ing to a hundred young writers. My choice to stay in might not be okay in the corridors and, being eleven- teaching is not really a question of time. It is a ques- year-olds, they answered in unison, “We’ll get in tion of who I am — a teacher. trouble.” I said, “Exactly right — at least, that’s the Although many new administrators claim to be right answer for an eleven-year-old. Rules are impor- “lead teachers,” most administrators are truly encum- tant; people who break rules have consequences. But bered by the offices that they hold. The buzzword in wait, aren’t you having a birthday next week? You’re the résumé packets is “stakeholders” — the many- almost twelve? I can tell you, then, because you’re faceted population that consumes an administrator’s ready for it — or can you guess what the twelve-year- time and attention. Their days and evenings are spent old answer is?” The boy smiled, and said that yes,

SUMMER 2005 41 LAGNIAPPE he thought he knew: that someone else could be hurt if he ran into them, and even if someone THE LADYLIKE COUGH didn’t get hurt, it just wasn’t a safe place to run, even if he didn’t get caught. His buddy, not yet This is the ladylike cough, discreet near twelve, looked at him with a serious expres- in the hand or the lace hankie. sion and asked me if he were right. I asked him in return if he thought his friend could be right, This is the cough that hates to interrupt — and he said yes. I told him that he was probably ready, then, too, to think like a twelve-year-old. it tiptoes out of the hall to wait in the lobby; The boys walked on to class, and the teacher it swallows itself. who had been asking me which subject was my passion said, “Never mind — I can see that you This isn’t the editorial cough that poses don’t need a content area to define you — you a wordless critique complete with the look — just teach, wherever, whatever.” you know that look, Our assistant principal has worked for many years as a co-leader in this building and has nor coughs from my baby sister’s room gained a familiarity with the community and an where I made it my job to be certain understanding of the goals and vision and mis- she breathed. sion of this school. Before appointing him as our new principal, our superintendent reviewed This isn’t my geriatric dog gagging. the search committee’s findings and met with the finalists. She then held table discussions for faculty, parents, and students to ensure that This isn’t the raggedy man waiting outside our chosen candidate was the right leader. She the Thriftway for change and coughing asked the tough, probing questions: Are we rec- inside the rain. ommending him because his longevity invites loyalty? Are we afraid of change? The answers If the man and his smell step into this poem, provided her with a steady review of the innova- I’ll hand him two quarters and try not to hold tion that he has supported, of the extension of my breath. our enrichment programs that he has enabled, of the collaboration that he facilitates, and of the thoughtful, respectful guidance that he has pro- I’d like to think I’d give him this whole wedge vided in his seventeen years in our school. With of sharp white cheddar and my beautiful loaf his continued leadership, this school will con- of nine-grain bread. tinue to be the safe, successful center for learning that our leaders have nurtured. And as for me — I’d like to believe I’m telling you the truth well, my family is my first commitment — and each year, this school is more a part of my family just like I’d like to believe I can’t be stuck than ever before. I care deeply about the leader- coughing in jail or an alley or deep ship of our school; I am happy that he is a per- son who cares just as deeply. He is one whom I in the yellow mud of a refugee camp. can respect, and trust, and follow, a person who will respect and trust me to do what I love to do, Some of us are born with lace hankies. what I strive to do well: I teach. Some of us only think so.

Terry Palardy is a middle school teacher in Massachusetts and also is a former “Forum on PENELOPE SCAMBLY SCHOTT Education and Academics” columnist. Penelope Scambly Schott is the author of The Perfect Mother and two book-length narrative poems, Penelope: The Story of the Half-Scalped Woman, about an early New Jersey settler, and most recently, The Pest Maiden: A Story of Lobotomy. She now lives in Portland, Oregon.

42 PHI KAPPA PHI FORUM/VOL. 85, NO.2 Glenn P. Marcel. Chasing Elvis. Arlington, VA: The (which happens to take place by Invisible College Press, LLC, 2004. 261 pages. $14.95. the very spot where her father died twenty-two years before), Mel is hasing Elvis is a funny, clever book by Glenn drawn into the case that he was Marcel, who happens to be the husband of Kathy C then pursuing. In the meantime, Marcel, Chapter Liaison director in Phi Kappa Phi’s another series of events eventually headquarters at Louisiana State University. This is points Lannie Drees, one of the now Marcel’s second published novel. From the opening slightly older California girls (lead- pages, Chasing Elvis is a comic romp with a couple ing an aimless life of shopping and of mysteries thrown in to boot; it is a delightful book boredom), toward Tennessee, too. that is worth a look. In the space of just a few days, loves A warning: Early printings of this novel have some are kindled, secrets are revealed, serious editing flaws that for an English major like me and Elvis “sing-alike” contests are are hard to ignore. All too frequently, a truly egregious won as the two plot lines collide error appears that grates on the nerves — for example, and resolve to a couple of surprising “shuttered” when the author means “shuddered,” endings. “waived” when he means “waved,” and so on. Such While I do not want to try to errors appear much too frequently in a book that is make Chasing Elvis out to be the great American novel, it otherwise well-written and tightly plotted, and the publisher does have some interesting motifs. The most interesting of of the book did the author a profound disservice by not these is one of missing fathers. Mel Vaughn’s father left her having had a good copy editor proofread the manuscript at an orphan as a result of his Elvis fixation (Mel’s mother died least once before it went to press. As I understand it, subse- when she was born, the result of still another Elvis-related quent printings of the book will eliminate most such errors. situation, and the cause of Adam Vaughn’s quest). Obediah Nevertheless, you fellow grammar-sticklers out there, be pre- Felton, the mayor of Moscow, Tennessee, and Mel’s even- pared for a few discordant notes if you end up with one of tual lover, also is without a father. Lannie Drees likewise has the earlier printings. never known her father, and her mother’s death sets Lannie The book opens in 1982, five years after Elvis Presley’s on the trail of a mysterious songwriter that ultimately leads untimely demise, with a comical scene as a supposed Elvis her to Mel and Obediah. In another way, this novel also impersonator and would-be bank robber bungles his way is about redemption and peace, as several characters find through a robbery, yet pulls it off despite his own incompe- direction and purpose as the plot unfolds. And it all revolves tence. A Memphis police officer, Adam Vaughn, on leave to around the death of that somewhat dubious American icon, pursue his own obsession with finding out if Elvis is truly Elvis Presley. dead, begins following up leads related to the robbery and Above all, this is a hilarious book. From the bungled rob- is killed in a freak car accident; he leaves behind his five- bery, to the wild Bigfoot chase in the American northwest, to year-old daughter. The next chapter flashes forward to 1999, the oddballs and hangers-on who have made their livings in where we meet two drugged-out and promiscuous California life by signing autographs and telling their stories at Elvis fes- high school girls, products of largely absentee, wealthy par- tivals such as the one in Moscow (even if their connection to ents working in the entertainment industry; the girls discuss the King is peripheral at best), Chasing Elvis offers characters the sorts of things one would imagine drugged-out, promis- and situations that amuse and intrigue. cuous high school girls discuss. This apparently incongru- ous chapter is the beginning of a second, separate plotline So go pick this book up, and have some fun with it. It is that Marcel alternates with the main plot, the two of which available only in paperback, and it can be found online at become inextricably intertwined as the book dashes to its Amazon.com if you cannot find it at your local book store. climax. Rumor has it that some of these same characters will be appearing in a sequel (okay, no rumor — Glenn Marcel has Flash forward a few more years, to the “present day.” told me he is working on one). I for one am looking forward Melissa “Mel” Vaughn, the five-year-old left an orphan to getting reacquainted with them. after her father’s accident, is now grown and a reporter for Weird Magazine, a supermarket tabloid that specializes in alien abductions, Bigfoot sightings, and “Elvis is Alive” sto- ries. Through a series of sometimes unfortunate, and always amusing, events (including a hilarious hunt for Bigfoot in the Pat Kaetz is the editor of Phi Kappa Phi Forum. northwest), Mel also ends up on the trail of Elvis. Attending an annual Elvis festival for Weird in Moscow, Tennessee

SUMMER 2005 43 ICARUS IN FLEETWOOD

It lay there in the roadbed surrounded by boys, Letters to the Editor all mumbling reverentially, heads hung low as if they had just driven their cruisers back into childhood to come face-to-face with its most elemental taboo. FORUM ON EDUCATION & ACADEMICS I was sure what it meant — it was a summons, served houghts after reading “2005: The in the infinity of a glimpse, cheek flush up on the cold road, TYear of Languages” by Jennifer burst umbilicus meandering underneath in a ribbony Stolpa [“The Human Brain,” Winter/ scribble down the macadam. The purity of its bearing Spring 2005]: Perhaps some day a second language will be taught in our made its sleep seem purer than the cops’ stuporous huddle elementary schools and beyond. Little or my own puny stab at what may or may not have happened. ones learn so easily. It would be nice to read in the Looking up, I saw that he’d flung himself, really flung original language, go to a theater or himself in enormous effort out and upwards toward movie and not have to read the sub- a receding sun in spite of what his father may have said, titles, understand a foreign newscast or a speech, read a foreign newspaper. in spite of what his mother may have thought, in pure, full faith. How much more enjoyable is a visit to another country if you can speak I have seen the dead in homes with velour chairs, the language? in hospitals, in nursing homes, propped up in parlors, Considering the size and depth in my own house, and I know what that’s like. He, of our educational institutions, we though, was the deadest, a quick end to a brief flight should be awash in linguistics, but obviously this is not the case. How by a man heading nowhere but down. many of our ambassadors and diplo- mats to foreign countries speak the language of the country to which they FRED YANNANTUONO are assigned? Fred Yannantuono was born in Yonkers, New York. He studied Henry V. Neumayer, Sr. Latin and Greek in high school and literature and psychology Louisville, Kentucky in college. He has work appearing or forthcoming in numer- ous publications including Borderlands: Texas Poetry Review, Brooklyn Review, CQ: California Quarterly, The Chrysalis Reader, Eureka Literary Magazine, Flyway, and Georgetown Voice.

PAPER_WALUIGI’s Short Video Game Glossary: Console: a home video-game system. Examples: the Nintendo Role-Playing Game. Examples: World of Warcraft, GameCube, the XBOX, and so on. Everquest II. Fanboy: one who blindly promotes a single video game com- Mario: the famous Nintendo guy. Example: what?! You pany or console. Example: Me. need an example?! Katamari do Mashi [Damacy]: a PS2 exclusive with a really Shigeru Miyamoto: If there was such a title as “Ultimate odd concept. Translated it means “Clump of Souls.” Lord of Video Game Creating,” it would belong to him. He created many well-known Nintendo charac- Nintendo: a Japanese video game company that has been ters and series such as Mario, The Legend of Zelda, around since 1889. They produced the first popular home and so on. video game system. Video Game: those newfangled doohickeys that young RPG: Acronym for Role-Playing Game, where the player whippersnappers warp their minds with. It’s been men- assumes the role of a character. Dungeons and Dragons is tioned in this issue a few times. Examples: The Legend an example of a non-video game RPG. of Zelda series, the Mario games, Halo, Katamari do MMORPG: Acronym for Massively Multiplayer Online Mashi, and on and on.

44 PHI KAPPA PHI FORUM/VOL. 85, NO.2 TRYING TO SEPARATE RUMORS FROM SACRED SECRETS

You must follow the footsteps of Eve past the natural history of distractions, into all the extraordinary

circumstances that make up the sounds of history. You will meet those who believe they bring thunder

by dancing and making music on wooden flutes, oracles who claim you have sins they can dissolve

through incantations and the blessing of bread, seers and clairvoyants who will tell you details of your past

life on Atlantis or who to marry, for pennies on the dollar. You will meet a plethora of folks who believe they were

put on earth to tell others how to live. Look deeply into their lives. Forgive them and move on. You must learn

from the language of the cells, old age and the dreams of insects. Listen to the voice within. It knows

the meaning of everything, the big picture, what was written in your bones long before you were born,

the original prayer that took you from the gates of the first dream to the land where you had to learn to make the devil

dance alone, speak in your own voice, let the body take ascendance, and learn the hard way about how people fall in love.

FREDRICK ZYDEK

Fredrick Zydek has published five collections of poetry. Holmes House Publications recently released his collection titled Dreaming on the Other Side of Time, and T’Kopechuk: The Buckley Poems is forthcom- ing from Winthrup Press. His poetry also has appeared in The Antioch Review, Cimmaron Review, The Hollins Critic, Nimrod, Poetry, Praire Schooner, Poetry Northwest, Yankee, and others.

SUMMER 2005 45 Zeeshan Ahmed Katie Bruno Emily Elarde Nandita Gatla Nicole Gugliucci University of University of Texas- University of Illinois- University of Illinois Lycoming College Southern California Austin Urbana-Champaign at Chicago

Thomas Baker Kristen Carey Joseph Faiella Sravanya Gavini Mohamad Halawi Indiana University of Villanova University United States Military University of Alabama- University of Houston- Pennsylvania Academy Birmingham University Park

Nicholas Ballor Deanna Cettomai Joseph Finckel Neil Gibson Steven Heffner Michigan Tech The Ohio State Plattsburgh State California State Appalachian State University University University University-Fresno University

Allison Bigelow Miraj Desai Raymond Foltz Anthony Gregory Jessica Heier University of Maryland Miami University The Citadel Purdue University Kansas State University

Elaine Brown Delyan Dimitrov Samuel Ford Andrea Grimes Jan Hrabovsky Northern Arizona Shippensburg Western Kentucky Northeastern North Georgia College University University University University & State University

46 PHI KAPPA PHI FORUM/VOL. 85, NO.2 2005 Graduate Fellowship Recipients

Aja Johnson Rachel Lim Sze-Ling Ng Vanessa Russo Trevor Thompson Elon University Samford University Michigan State University of Tulsa United States University Naval Academy

Ezekiel Kimball Brandon Litzner David Nguyen Katherine Sparks Allison Thorp University of Southern Wichita State California State Montana State West Virginia Maine University University-Los Angeles University Wesleyan College

Rachael Langston Michael Lorence Jennifer Ogg Lauren Stewart Robert Todd Texas Tech University Virginia Military University of University of Kansas North Carolina State Institute Tennessee-Martin University

Lindsey LaBoon Irene Ma Mark Oshida Sterling Swallow Katherine Uyhazi University of Florida University of New Brigham Young Brigham Young The College of Mexico University University-Hawaii New Jersey

Marlana Li Rushda Majeed Erin Rooney Skeetora Taylor Patrick Valentino University of Utah Eastern Kentucky Wesleyan College University of Arkansas- Montclair State University Little Rock University

SUMMER 2005 47 2005 Graduate Fellowship Recipients continued

Jana Vandegrift Timothy Weisman Kathleen Agres Travis Cotton Rachel Giannini Berea College University of Evansville Carnegie-Mellon Texas A&M University California State University University-Fullerton

Curtis Voss Ashley White Alison Antes Jason Curry Jennifer Gibson North Dakota State Virginia Polytech Institute Indiana State Clemson University Ball State University University & State University University

Peter Vu Carol White Angelica Balsamo Jennifer Davidson Ashley Glade East Tennessee State University of Millikin University Youngstown State Iowa State University University Tennessee-Knoxville University

Rex Watkins Jordan Williams Kevin Bauerle Heather Edvenson Ryan Gordon Utah State University South Dakota State Louisiana State Coe College Western Illinois University University University

Brett Weed Brandon Yuan Jonathan Beever Maureen Foley Drew Hall East Carolina Oregon State University of Maine University of North University of Nevada- University University Florida Las Vegas

48 PHI KAPPA PHI FORUM/VOL. 85, NO.2 2005 Award of Excellence Recipients

Denise Harbaugh Candice Luebbering Roscoe Mutz Shea Robison Amelia Swanson Millersville University Truman State Washburn University Boise State University University of University Wisconsin-Madison

Sarah Hashemi Elizabeth McCune Keiko Odashiro Brian Ross Jennifer Vandeveer University of Puget Central Washington Eastern Oregon University of Alaska- Ohio Northern Sound University University Anchorage University

Heather Kaiser Sarah Mathis Erin Oneida Erin Schultz Lauren Ware Wright State University of North University of Florida State University University of Delaware University Texas California-Davis

Alethea Kimmel-Guy Julianna Morrison Mark Portolese Takara Shourot Amy Winkler Ohio University University of Illinois Wesleyan James Madison Southern Illinois Wisconsin-Milwaukee University University University-Edwardsville

Stefanie Lockwood Daniel Mosel Joseph Reidy Eric Shows Klif Wommack University of Nebraska Wesleyan Kennesaw State Mississippi State University of North Massachusetts University University University Carolina-Charlotte

SUMMER 2005 49 Partners for Progress Achieving Together Nancy E. Harris Rachelle E. Toomey Elon University Troy University Provides Andrews Elementary School with Designed to work with the Troy Housing additional leveled-guided reading sets and Authority in meeting the educational and student volunteers from Elon. social needs of children ages five to sixteen who are living in public housing by enhanc- ing the library facilities of the after-school Legacy for Literacy program, purchasing/installing educational Mary Waibel-Duncan software for the children to use, and provid- Bloomsburg University of Pennsylvania ing student volunteers to act as mentors and Creates a children’s library at a local shel- tutors. ter for children who have been exposed to domestic violence and/or sexual assault. Baby TALK Cynthia N. Fletcher Adult Literacy Tutor-Training Iowa State University and Tutoring Program Supports a partnership with pediatricians Peter Meyers by targeting the six-month well-child North Carolina A&T State University check-ups for infants and children as a “teachable moment” for literacy. Will plan, promote, and participate in training community volunteers to serve as tutors to adult learners in the community. Stillwater Hispanic English- Camping for Literacy and Language Initiative Communication Aaron T. Christenson Oklahoma State University Andrea Bilello University of Maine-Orono Services provided by SHELI include English Will use two summer-camp settings to placement testing, instruction, academic address the needs of two different special advisement, community orientation, and child populations — hearing, visually impaired care among recent immigrants and migrants or multihandicapped children. from Mexico and other parts of Latin America. Seeds For Success Eric S. Rhind United States Military Academy In cooperation with Big Brothers/Big Sisters, Cultural Literacy for serves the community through a school-based English-Language Learners mentoring program in which cadets spend one David W. Worley to two hours a week at a local middle school Indiana State University engaged in one-on-one mentoring of under- privileged children. Designed to bring Indiana State University Phi Kappa Phi members’ love of learning to adult students in the Vigo County Public Born to Read Library’s English as a Second Language pro- Misty R. Clifton gram by providing facilitated programming Southeast Missouri State University with related free books that focus on cul- tural, financial, and family-literacy skills. Will purchase Little Golden Books to be distributed to parents of newborns to encourage them to read to their babies.

50 PHI KAPPA PHI FORUM/VOL. 85, NO.2 2005 Literacy Grants Recipients

CAPCR – Oak Park Cares Mayor Reads Initiative Literacy Arts Scholars Danna M. Gibson Mary E. Anderson Columbus State University California State University — Sacramento. Phi Kappa Phi chapter volunteers read to Brings CSUS faculty and students into the at-risk children and engage them in inter- public schools and grassroots community action (coloring pictures, activity sheets, organizations as mentor-tutors to increase question/answer, role play) about the literacy among youth in a low-income, story that they have just read. crime-congested Sacramento neighbor- hood. Tennessee State University/ARP Literacy Project Learn and Serve the Community Maximiano Rivera with Phi Kappa Phi Tennessee State University Patricia Kalivoda Purchases books that will be read to chil- University of Georgia dren by student volunteers in the Honors Program and then given to the children to Computer-literacy program for Latino take home as their own. students and adults to provide valuable computer-literacy training, conducted by UGA and Phi Kappa Phi members. The Booked Literacy Program Amber T. Thom University of Utah A Town and Gown Grant will purchase educational materials Living History used by community-volunteer tutors who Diane G. Smathers work one-on-one with prisoners. Clemson University Phi Kappa Phi undergraduates tape and summarize interviews with retired Clemson Write On! Creative-Writing University faculty and retired Clemson-area Initiative business and community leaders to show- Richard J. Holden case the growth, development, and interface University of Wisconsin-Madison of a university and a community through written and oral presentation. Program pairs Phi Kappa Phi members with third- through fifth-grade students at a Madison elementary school to participate in creative writing and other literacy-related activities.

Youngstown State University English Festival Sandra W. Stephan Phi Kappa Phi Literacy Kits Youngstown State University for Even-Start Families Promotes literacy among junior high and high Odena I. Harper Indiana State University school students by having them attend the English Festival on the YSU campus in April, where they Even Start provides children from six weeks to will participate in a variety of competitions, work- seven years-old the opportunity to participate shops, and presentations and have the opportunity in an early-childhood educational program, to meet, listen to, and talk with authors of some of while their parents attend classes to prepare for the Festival books. their GED or to obtain their high school diplo- ma. The Literacy Grant will provide books and materials for literacy kits to be given to fami- lies during bimonthly home visits.

SUMMER 2005 51 2005 Study Abroad Recipients

Andrus Ashoo Andrea Boh Andrew Coughlin Amber Flynn University of Mississippi University of North Carolina State University Indiana University of Amman, Jordan Wisconsin-Eau Claire Lima and Cuzco, Peru Pennsylvania Scotland Beth Shean Valley, Israel

Rachel Baer Katie Bumgardner Michelle Culbertson Michelle Foard Coe College Indiana State University East Carolina University Truman State University Grenoble, France Segovia, Spain Argentina Greece & Italy

Jill Bannink Rachael Bush Christopher Deal Steven Fortune Grand Valley State University Indiana State University Iowa State University Indiana State University Jamaica New Zealand Madrid, Spain Chambery, France

Kelly Bastow-Cox Meredith Camp Nicole Faschingbauer Tammy Hauck East Carolina University University of Georgia University of Kennesaw State University England Cadiz, Spain Wisconsin-Eau Claire Grenoble, France Dalkieth, Scotland

No Photo Available

Melanie Charrier Elizabeth Fielder Steven Hawley Southeastern Louisiana University University of Nebraska Lycoming College Rome, Italy, Greece, and Turkey at Kearney Cuenca, Ecuador Seville, Spain

52 PHI KAPPA PHI FORUM/VOL. 85, NO.2 2005 Study Abroad Recipients

Edward Hsu Joshua Mastenbrook Lindsay Rosenquist Breckyn Westbrook University of Illinois Michigan State University Wesleyan College University of Georgia at Urbana Champaign Panama Berlin, Germany , Italy Versailles, France

Rebecca James Jessica Morgan Katherine Spencer Danielle Winter Western Kentucky University Southwest Missouri North Georgia College Arcadia University Chile and Argentina State University and State University Granada, Spain Preston, England London, England

Holly Kennin Ashley Nelson Adrienne Stolwyk Andrea Ziffer University of California State Kansas State University Coe College Wisconsin-Eau Claire University-Chico Queretaro, Mexico Landau, Germany Scotland Florence, Italy

Lucas Loureiro Krystal Plomatos Hannah Swecker Columbus State University Florida State University West Virginia University Oxford, England Valentia, Spain Paderno del Grappa, Italy

Megha Makam Danielle Richardson Jenna Tajchman University of Illinois Kansas State University Kansas State University at Urbana-Champaign Jacunda, Brazil Prague Heredia, Costa Rica

SUMMER 2005 53 2005–2006 Promotion of Excellence Grants

State of North Carolina The Creatively Engaged Undergraduate College Campus Research Symposium — Wright State University Dr. George T. Barthalmus Honors Institute North Carolina State University Dr. Susan Carrafiello Wright State University A statewide annual undergraduate-research symposium for fifty-three state and private Establishes a creatively engaged campus as a universities in North Carolina is planned for model for learning that links scholarly and four hundred participants across all disci- civic engagement through an interdisciplinary plines. approach to classroom learning, a scholarly conference, and a community project.

University of Southern California Spring Recital Series Interdisciplinary Learning Dr. Valerie Stern Experience University of Southern California for Students & Faculty A recital series designed to provide USC Dr. Veronica Watson & Dr. Yaw Asamoah Indiana University of Pennsylvania music students with performance opportuni- ties, as well as to bring free classical-music The College of Humanities and Social Sciences concerts to the public. will provide an interdisciplinary student sym- posium and offer development workshops to train and support faculty in interdisciplinary, collaborative teaching methods. Elmhurst College Honors Program Retreat & Cultural Experience Dr. Mary Mulvaney Elmhurst College Strategies to Promote Excellence in Alabama College Students An overnight retreat for first-year Honors Program members and a program-sponsored Dr. Janis Beaird University of West Alabama campus-wide cultural experience will enhance the existing curricular components of the A student conference will provide a forum in Elmhurst College Honors Program. which students from Alabama’s colleges and universities can share their current research and gain information about graduate school, including opportunities in Phi Kappa Phi.

54 PHI KAPPA PHI FORUM/VOL. 85, NO.2 New Phi Kappa Phi New Member Benefit ! E-zine now Available Phi Kappa Phi invites you to post your résumé online at www.phikappaphi.org. The The first issue of the Phi Kappa Phi résumé database is available to active mem- bers through the secure server portion of the E-zine has been posted at Web site. All you will need to get started is www.phikappaphi.org/ezine.shtml. your member number and password. Member résumés will be made available at no charge to It features articles on traveling employers seeking top-quality candidates for abroad, the job search, and fitness, available positions. Employers will be able to as well as member profiles, the Phi search for potential candidates in several ways, Kappa Phi Bookshelf, and links of including field of study, experience, and region. interest to all members. Make a career connection today! www.phikappaphi.org/career.shtml Check it out today!

Announcing Phi Kappa Phi’s Premier Webinar

Become a “Friendly Pest”: Networking Tips for Students and Young Professionals Tuesday, August 2, 2005 1:00–1:45 p.m. Central Time

Presented by Laura Pennino, Founder and CEO WWebinarsebinars of Pennino and Partners • It’s easy to participate — all you will et a crash course in professional net- need is a phone and computer with Gworking from expert business develop- internet connection. ment and business communications consultant, Laura Pennino. Strong networking skills can give you an edge and set you • It’s convenient — participate from apart from an ever-growing field of qualified job seekers. Laura your computer at work or at home Pennino has coached thousands of students and young profes- in your pajamas and fuzzy slippers. sionals on how to land coveted entry-level positions and success- fully advance in their careers. • This is an opportunity for you to “connect” with other Phi Kappa Phi Register now to participate in Phi Kappa Phi’s premier members nationwide on a topic of Webinar. This opportunity is FREE to active (annual dues paid) common interest. Phi Kappa Phi members. Registration is limited to the first fifty participants. To learn more and to reserve your “seat,” visit • FREE access for active members to www.phikappaphi.org/webinar.shtml. experts who normally charge a high- Note: Laura Pennino also will have an article on networking priced consulting fee. in the second issue of the Phi Kappa Phi E-zine, out in October.

SUMMER 2005 55 Show your pride of affi liation with ORDER BY PHONE 1.800.804.9880, ext. 10 HOURS: M–F, 8:00 a.m.– 4:30 p.m. Central Time ORDER ONLINE www.phikappaphi.org

1 /3 Off APPAREL G

A. T-SHIRT Offered in white and navy, this 100% cotton Hanes T features an embroidered Society name and Greek letters. Available in unisex sizes S–8X. For sizes 2X and 3X, add $3. For larger A sizes please call for pricing. (1 lb.) (White) Item #APP10 . . . $17 H (Navy) Item #APP11 . . . $17

SWEATSHIRTS Only $19.50 Two styles available, both in unisex sizes S–1X. B. Grey crewneck sweatshirt made of ACCESSORIES 43% cotton/57% polyester features distinctive navy and white appliqué PEN SETS logo. (1 lb.) K. Blue marbleized pen and letter opener in attractive case is an ideal Item #APP31 . . . $42 gift for the new initiate. (.5 lb.) Item #ACC70 . . . $20 C. White crewneck sweatshirt made of B C 50% cotton/50% polyester with embroidered L. Handsomely engraved black pen, pencil, Society name and logo. (1 lb.) and letter opener set is sure to become a Item #APP30 . . . $34 ΦΚΦ keepsake. (.5 lb.) Item #ACC71 . . . $25

D. LONG-SLEEVE T-SHIRT M. CANVAS SADDLEBAG 100% heavyweight cotton T-shirt is pigment dyed Made of durable canvas and embroidered with and features the Society name and Greek letters in the ΦΚΦ logo, this zippered saddlebag deep navy blue and gold embroidery. Reinforced makes an ideal carry-on item for those seams and collar help shirt retain its shape wash ΦΚΦ travelers. Includes separate stor- after wash. Available in unisex sizes S–XL. (1 lb.) age areas for pens, disks, calculators, Item #APP12 . . . $22 D or business cards; as well as two additional outside pockets, carrying handle and shoulder strap. Now avail- E. FLEECE JACKET able in two colors! (1.3 lbs.) Navy jacket has a full length zipper with hood (Blue) Item #ACC12 . . . $24 featuring the ΦΚΦ embroidered logo. (2 lbs.) (Black) Item #ACC13 . . . $24 Item #APP70 . . . . . $49 N. COFFEE MUG F. FLEECE PULLOVER Navy blue and white 12 oz. ceramic coffee mug is Pullover zips from chest to chin featuring the perfect for everyday use. (1 lb.) ΦΚΦ embroidered logo. (2 lbs.) Item #ACC20 . . . $7 Item #APP71 . . . . . $46 E G. BUTTON-DOWN COLLAR TWILL SHIRT Q. LICENSE Made of 100% ringspun combed cotton twill with detailed embroidery PLATE FRAME work, this long-sleeve shirt offers both style and comfort. Perfect for Die cast metal license plate holder both offi ce and weekend attire. Available in white and navy, and in features a chrome frame and the men’s and women’s sizes S-XL. (2 lbs) ΦΚΦ Greek letter monogram on a (White) Item #APP60 . . .$29.0029.00 Now Only blue background. 12”x 6”. (2 lbs.) (Navy) Item #APP61 . . .$29.00 $19.50 Item #ACC21 . . . $15 H. PINPOINT OXFORD SHIRT R. BRONZE PLATED PAPERWEIGHT Sure to be an offi ce standard! This white, long-sleeve pinpoint weave Handsome and functional, the Phi Kappa Phi hand- shirt features an embroidered Phi Kappa Phi logo and is available in crafted paperweight features an antique gold fi nish men’s sizes: S (14 1/2 x 32/33), M (15 1/2 x 32/33), L(16 1/2 x 34/35), and is embossed with the Society seal. Backed with XL(17 1/2 x 34/35) and women’s sizes: 4 - 20. (2 lbs) velvet. 3” diameter. (1 lb.) (White) Item #APP40 . . .$27.0027.00 Item #ACC22 . . . $10 (Blue) Item #APP41 . . .$27.00 Now Only $19.50 GREEK LETTER CHARMS S I. BASEBALL CAP Vertical Greek letter charms are crafted in sterling Made of durable, wheat-colored canvas and embroidered silver and 10K gold. (1 lb.) with the ΦΚΦ logo, this baseball cap makes an ideal pres- S. Sterling Silver Charm — Item #JE24 . . . $16 ent for any ΦΚΦ member. (.5 lb.) T. 10K Gold Charm — Item #JE25 . . . $32 Item #ACC11 . . . $15 T