Abstracts
Abstract
In 2010, the World Bank launched Urgent: Evoke, an alternate reality game. Conceived in response to the demands of African universities, the game was designed to promote the World Bank Institute’s vision of positive global change through social innovation, and made substantial use of Web 2.0 tools such as blogs, personal profiles, and social networks. This article offers a case study of Urgent: Evoke, divided into four sections: first, the potential to use video games as citizenship education tools is discussed; second, the unique game genre (alternate reality games) into which Evoke falls is explained and some possible uses of this genre in higher education are examined; third, the functioning of the Evoke game world is explained; and fourth, the results of the Evoke educational project are assessed. The case study concludes with some commentary on Evoke’s ideological message, which those less sympathetic to capitalism may view as problematic.
Keywords:
- alternate reality games,
- Web 2.0,
- higher education,
- educational project,
- evaluation
Résumé
En 2010, la Banque mondiale a lancé Urgent Evoke, un jeu en réalité alternée. Créé en réponse aux demandes d’universités africaines, le jeu a été conçu pour promouvoir la vision de l’Institut de la Banque mondiale d’un changement mondial positif par l’innovation sociale. Il fait un usage important des outils du Web 2.0 tels que les blogues, les profils personnels et les réseaux sociaux. Cet article est une étude de cas d’Urgent Evoke en quatre parties : premièrement, le potentiel d’utilisation des jeux vidéo comme outils d’éducation à la citoyenneté est évoqué; deuxièmement, le type unique de jeux (jeux en réalité alternée) dans lequel se classe Evoke est expliqué et les utilisations possibles de ces jeux dans l’enseignement supérieur sont examinées; troisièmement, le fonctionnement de l’univers du jeu Evoke est expliqué; et quatrièmement, les résultats du projet pédagogique Evoke sont évalués. L’étude de cas se termine par des commentaires sur le message idéologique d’Evoke qui peut apparaître problématique à ceux qui sont moins favorables au capitalisme.
Mots-clés :
- jeux de réalité virtuelle,
- Web 2.0,
- etudes supérieures,
- projet pédagogique,
- évaluation
Download the article in PDF to read it. Download
Appendices
Bibliography
- Alternate reality game. (2012, August 26). In Wikipedia. Retrieved from http://en.wikipedia.orgGoogle Scholar Search this bibliographic reference on Google Scholar
- Askwith, I. (2006). This is not (just) an advertisement: Understanding alternate reality games. Cambridge, MA: MIT Convergence Culture Consortium. Retrieved from the author’s website: http://www.ivanaskwith.comGoogle Scholar Search this bibliographic reference on Google Scholar
- Barab, S., Dodge, T., Tuzun, H., Job-Sluder, K., Jackson, C., Arici, A., … Heiselt, C. (2007). The Quest Atlantis project: A socially-responsive play space for learning. In B. E. Shelton & D. Wiley (Eds.), The educational design and use of simulation computer games (pp. 153-180). Rotterdam, Netherlands: Sense. Google Scholar Search this bibliographic reference on Google Scholar
- BBC News. (2007). £100,000 prize for digital hunter.Retrieved from: http://www.bbc.co.uk/news/technologyGoogle Scholar Search this bibliographic reference on Google Scholar
- Bogost, I. (2007). Persuasive games: The expressive power of videogames. Cambridge, MA: MIT Press. Google Scholar Search this bibliographic reference on Google Scholar
- Bogost, I. (2011). How to do things with videogames. Minneapolis, MN: University of Minnesota Press. 10.5749/minnesota/9780816676460.001.0001 Google Scholar Search this bibliographic reference on Google Scholar
- Bonsignore, E., Hansen, D., Krauss, K., & Ruppel, M. (2011). Alternate reality games as a platform for practicing 21st century literacies (Research Report HCIL-2011-18). College Park, MD: Human-Computer Interaction Laboratory (HCIL). Retrieved from HCIL website: http://www.cs.umd.edu/hcilGoogle Scholar Search this bibliographic reference on Google Scholar
- Connolly, T. M., Stansfield, M., & Hainey, T. (2011). An alternate reality game for language learning: ARGuing for multilingual motivation. Computers & Education, 57(1), 1389-1415. doi:10.1016/j.compedu.2011.01.00910.1016/j.compedu.2011.01.009 Google Scholar Search this bibliographic reference on Google Scholar
- Curry, K. (2010). Warcraft and civic education: MMORPGs as participatory cultures and how teachers can use them to improve civic education. The Social Studies, 101(6), 250-253. doi:10.1080/0037799090349387910.1080/00377990903493879 Google Scholar Search this bibliographic reference on Google Scholar
- Design in Africa. (2008). Innovation in Africa tips.Retrieved from http://designinafrica.wordpress.comGoogle Scholar Search this bibliographic reference on Google Scholar
- Egenfeldt-Nielsen, S. (2007). Educational potential of computer games. London, UK: Continuum. Google Scholar Search this bibliographic reference on Google Scholar
- Evoke. (2010a). Who created evoke, and why? Retrieved 10/15, 2012, from http://blog.urgentevoke.net/2010/03/09/who-created-evoke-and-why/Google Scholar Search this bibliographic reference on Google Scholar
- Evoke. (2012b). 5 secrets of the evoke network. Retrieved 10/15, 2012, from http://www.urgentevoke.com/page/how-to-playGoogle Scholar Search this bibliographic reference on Google Scholar
- Evoke. (2010c). Episode 1: Social innovation. Retrieved 10/15, 2012, from www.urgentevoke.comGoogle Scholar Search this bibliographic reference on Google Scholar
- Evoke. (2010d). Investigate episode 1: Social innovation. Retrieved 10/15, 2012, from http://blog.urgentevoke.net/2010/01/28/investigate-episode-1-social-innovation/Google Scholar Search this bibliographic reference on Google Scholar
- Evoke. (2010e). Mission brief Urgent: Evoke episode 001: Social innovation. Retrieved 10/15, 2012, from http://www.urgentevoke.com/page/social-innovationGoogle Scholar Search this bibliographic reference on Google Scholar
- Evoke. (2010f). Mission objective: Learn. Retrieved 10/15, 2012, from http://www.urgentevoke.com/page/social-innovation-learnGoogle Scholar Search this bibliographic reference on Google Scholar
- Evoke. (2010g). Mission objective: Act. Retrieved 10/15, 2012, from http://www.urgentevoke.com/page/social-innovation-actGoogle Scholar Search this bibliographic reference on Google Scholar
- Evoke. (2010h). Mission objective: Imagine. Retrieved 10/15, 2012, from http://www.urgentevoke.com/page/social-innovation-imagineGoogle Scholar Search this bibliographic reference on Google Scholar
- Evoke. (2010i). Evoke agent profile: Kirstin McNeill. Retrieved 10/15, 2012, from http://www.urgentevoke.com/profile/23fsypqdowphtGoogle Scholar Search this bibliographic reference on Google Scholar
- Evoke. (2010j). How to earn EVOKE awards, scholarships, mentorships. Retrieved 10/15, 2012, from http://blog.urgentevoke.net/2010/01/24/the-evokation-how-to-earn-evoke-awards-scholarships-mentorships/Google Scholar Search this bibliographic reference on Google Scholar
- Evoke. (2010k). Evokation prizes. Retrieved 10/15, 2012, from http://blog.urgentevoke.net/2010/07/22/evokation-prizes/#more-878Google Scholar Search this bibliographic reference on Google Scholar
- Evoke. (2010l). What went right, what went wrong: Lessons from season 1 of EVOKE. Retrieved 10/15, 2012, from http://blog.urgentevoke.net/2010/07/26/what-went-right-what-went-wrong-lessons-from-season-1-evoke1/Google Scholar Search this bibliographic reference on Google Scholar
- Evoke. (2010m). What about the homeless? Retrieved 10/15, 2012, from http://www.urgentevoke.com/forum/topics/what-about-the-homelessGoogle Scholar Search this bibliographic reference on Google Scholar
- Evoke. (2010n). Episode 1: Water Shortage. Retrieved 10/15, 2012, from www.urgentevoke.comGoogle Scholar Search this bibliographic reference on Google Scholar
- Flanagan, M. (2006). Making games for social change. Artificial Intelligence and Society, 20(4), 493-505. doi:10.1007/s00146-006-0048-310.1007/s00146-006-0048-3 Google Scholar Search this bibliographic reference on Google Scholar
- Gaber, J. (2007). Simulating planning: SimCity as a pedagogical tool. Journal of Planning Education and Research, 27(2), 113-121. doi:10.1177/0739456X0730579110.1177/0739456X07305791 Google Scholar Search this bibliographic reference on Google Scholar
- Gamesforchange.org. (2011). 2nd annual Games for Change awards. Retrieved fromhttp://www.gamesforchange.orgGoogle Scholar Search this bibliographic reference on Google Scholar
- Gaydos, M. J., & Squire, K. D. (2012). Role playing games for scientific citizenship. Cultural Studies of Science Education, 7(4), 821-844. doi:10.1007/s11422-012-9414-210.1007/s11422-012-9414-2 Google Scholar Search this bibliographic reference on Google Scholar
- Gee, J. P. (2003). What video games have to teach us about learning and literacy. New York, NY: Palgrave-MacMillan. Google Scholar Search this bibliographic reference on Google Scholar
- Jang, Y., & Ryu, S. (2010). Exploring game experiences and game leadership in massively multiplayer online role-playing games. British Journal of Educational Technology, 42(4), 616-623.10.1111/j.1467-8535.2010.01064.x Google Scholar Search this bibliographic reference on Google Scholar
- Jansen, E. H. (2010, March 23). What about the homeless? [Online forum comment]. Retrieved from Evoke Discussion forum: http://www.urgentevoke.com/forumGoogle Scholar Search this bibliographic reference on Google Scholar
- Kahne, J., Middaugh, E., & Evans, C. (2009). The civic potential of video games. Retrieved from MIT Press website: http://mitpress.mit.eduGoogle Scholar Search this bibliographic reference on Google Scholar
- Kim, J., Lee, E., Thomas, T., & Dombrowski, C. (2009). Storytelling in new media: The case of alternate reality games, 2001-2009. First Monday, 14(6). Retrieved from the journal website: http://journals.uic.edu/ojs/index.php/fm10.5210/fm.v14i6.2484 Google Scholar Search this bibliographic reference on Google Scholar
- Lenhart, A., Kahne, J., Middaugh, E., Rankin-Macgill, A., Evans, C., & Vitak, J. (2008). Teens, video games, and civics. Retrieved from the Pew Internet & American Life Project website: http://www.pewinternet.orgGoogle Scholar Search this bibliographic reference on Google Scholar
- Lobo, D. G. (2007). Playing with urban life: How SimCity influences planning culture. In F. von Borries, S. P. Walz, & M. Böttger (Eds.), Space time play. Computer games, architecture and urbanism: The next level (pp. 206-213). Boston, MA: Birkhäuser.Google Scholar Search this bibliographic reference on Google Scholar
- McGonigal, J. (2003). ‘This is not a game’: Immersive aesthetics and collective play. In Proceedings of the Fifth International Digital Arts and Culture Conference. Retrieved from the Conference website: http://hypertext.rmit.edu.au/dacGoogle Scholar Search this bibliographic reference on Google Scholar
- Moseley, A. (2008). An alternative reality for higher education? Lessons to be learned from online reality games. In Proceedings of the Association for Learning Technology Conference 2008. Retrieved from the author’s website: http://moerg.wordpress.comGoogle Scholar Search this bibliographic reference on Google Scholar
- Neys, J., & Jansz, J. (2010). Political internet games: Engaging an audience. European Journal of Communication, 25(3), 227-241. doi:10.1177/026732311037345610.1177/0267323110373456 Google Scholar Search this bibliographic reference on Google Scholar
- Piatt, K. (2009). Using alternate reality games to support first year induction with ELGG. Campus-Wide Information Systems, 26(4), 313-322. doi:10.1108/1065074091098464610.1108/10650740910984646 Google Scholar Search this bibliographic reference on Google Scholar
- Raphael, C., Bachen, C., Lynn, K.-M., Baldwin-Philippi, J., & McKee, K. A. (2010). Games for civic learning: A conceptual framework and agenda for research and design. Games and Culture, 5(2), 199-235. doi:10.1177/155541200935472810.1177/1555412009354728 Google Scholar Search this bibliographic reference on Google Scholar
- Sutter, J. D. (2010). Online game seeks to empower Africa.Retrieved from the Tech section of CNN website: http://www.cnn.com/TECHGoogle Scholar Search this bibliographic reference on Google Scholar
- Steinkuehler, C. A. (2005). Cognition and learning in massively multiplayer online games: A critical approach (Doctoral dissertation). Available from ProQuest Dissertations and Theses database (UMI No. 982810331)Google Scholar Search this bibliographic reference on Google Scholar
- Szulborski, D. (2005). This is not a game: A guide to alternate reality gaming. Macungie, PA: New Fiction.Google Scholar Search this bibliographic reference on Google Scholar
- The Beast (game). (2012, August 22). In Wikipedia.Retrieved from http://en.wikipedia.orgGoogle Scholar Search this bibliographic reference on Google Scholar
- Wallace, N. P. (2010, May 17). ReBuffalo Evokation [Blog post]. Retrieved from: http://www.urgentevoke.comGoogle Scholar Search this bibliographic reference on Google Scholar
- Whitton, N., & Hollins, P. (2008). Collaborative virtual gaming worlds in higher education. ALT-J, Research in Learning Technology, 16(3), 221-229. doi:10.1080/0968776080252675610.1080/09687760802526756 Google Scholar Search this bibliographic reference on Google Scholar
- Whitton, N., Jones, R., Wilson, S., & Whitton, P. (2012). Alternate reality games as learning environments for student induction. Interactive Learning Environments. Advance online publication. doi:10.1080/10494820.2011.64168310.1080/10494820.2011.641683 Google Scholar Search this bibliographic reference on Google Scholar

