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rationale

Philosophy/Design Rationale

What is this game?

GameMaven is a tool for gamers, rather than a game. It is designed to be distributed virally amongst gamer communities, to enhance the thinking through, representation, and communication of game strategies through the provision of a common, visually clear, interactive natural language. This language would be based on the concepts and techniques of Systems Thinking, a powerful means of analyzing the problems and communicating the character of complex systems. Systems Thinking is not simply a technical skill, but is a humanistic discipline which sees itself as ideally the instinctive mode of rational discourse for a lively community of debate.
The philosophy of GameMaven is that the lively communities of debate already exist in games culture, and we need only to provide the interface and conceptual toolkit of Systems Thinking as aids to understanding games strategies as the analysis of complex systems, in order for young people to enthusiastically adapt Systems Thinking as a natural language.
Further applications would be for the professional games development community and in the teaching of games design.

Why create this tool?
Most current systems thinking software aimed at the younger audience have little scope for supporting systems thinking as a community-based natural language framework.
Where does the tool look like?
A interactive, icon based virtual workspace for the collaborative diagramming of systems concepts as related to games. Relationships and flows are dynamically rendered, and there is the capacity to customize the visual details of the tool to match the graphics associated with a particular gaming communityi.

What platform does the tool run on?
GameMaven is primarily aimed at the PC, as direct accompaniment to online game communities. It could be accessed as a stand-alone application, or be a component of a website forum/chatroom.

What is the goal of the tool?
To aid players in communicating and discussing strategies for a variety of games both online and offline.
To create Systems Thinking communities out of game communities.
To encourage Systems Thinking as an applied natural language amongst young people.
To create a bridge between the games development and design community and the Systems Thinking community.

What is different about GameMaven?
It is unlike any systems thinking or systems modeling software currently out there ñ it is unique in tapping into the cultural power of the gamer communities, and in treating popular video games themselves as complex systems. Most educational systems thinking software are either abstract, somewhat austere modeling tools intended to work in a classroom setting, or base themselves around the formal simulation of scientific or management issues which have limited relevance for the younger audience


Who is the target audience? How will they learn through playing the game?
Our target audience are young gamers who frequent game communities. They will learn Systems Thinking through using GameMaven to support their discussion in game communities. Another key audience would be the game design community ñ professional developers, and game design educators (for use in game design classes, such as within CMS Games-To-Teach itself)


Describe the Controls

A visual, interactive WIMP environment which supports collaborative use of systems thinking concepts through movable icon-based construction of models.

 

 

Games-to-Teach Project
MIT Comparative Media Studies