Why Game-Based Pedagogy?

My current research has to do with game-based pedagogy, or typically called gamification, in which I engage college freshmen in 100 level composition classes with a multiplayer classroom built on gaming concepts and principles. This interest started a few years ago when I started to brainstorm ideas of how to get students more invested in their education while also being able to reach out to different style learners. At this point in time, I didn’t know that gamification was a thing, but many of the ideas I had (using experience points and issuing classes) were already being used in classrooms around the country. As I started to research this idea, I found that most iterations of game-based pedagogy were very surface level concepts and didn’t sound like a substantial teaching method. As I kept researching, I came across an Ian Bogost blog post called, “Gamification is Bullshit,” and I started to question how both academics and corporations were using gaming concepts. This set me onto a quest that has lead me to this point. Here, you will find how I have reimagined game-based pedagogy for the composition classroom.

Although I am still somewhat new to game-based pedagogy, I have linked gaming and rhetorical concepts together in my composition classes at Eastern Michigan University (WRTG 120 & WRTG121) and have recently presented at the Michigan Council of Teachers of English Conference and the WIDE-EMU Conference at Michigan State University, and I will be presenting at CUNY’s Game Fest in January 2016. Under the direction of Dr. Derek Mueller at Eastern Michigan University’s first year writing program, I have adapted my composition class into a multiplayer role-playing classroom, mixing gaming concepts with rhetoric and composition studies in game-based pedagogy with success. Some of what is discussed here may make more sense if you visit my course website: Game of Comp.

Before I get into the specifics of my course, I want to make it clear why I choose to use game-based pedagogy (GBP) instead of gamification. I use GBP instead of gamification or gamified classroom to emphasize the pedagogy and gaming elements instead of the “–ification” that signifies something formulaic that cheapens the pedagogy. This idea is partially inspired by the thoughts of Ian Bogost’s “Gamification is Bullshit,” where he discusses the shallow corporate model of gamification that uses very few, usually poorly thought out, gaming concepts to amplify engagement. Gamification definitely rolls off the tongue a little smoother, and there is a strong community of educators that rally behind gamification, but until I am more interested in the investment of GBP than the entertainment factor, so I will stick with GBP for the time being.

Game-Based Pedagogy

Inspired by Lee Sheldon’s book The Multiplayer Classroom, I started to do research into serious GBP. Through a mix of research and experience playing video games, I came up with nine key components of GBP: investment (engagement), identity, choice, exposition, reward, collaboration, flexibility, challenge, and reflection. Though several of these components are interdependent, all components must be present in order for students to completely invest into the game-based classroom. To explain how these components are present in the pedagogy, I will briefly explain each.

Investment (engagement). One of the first aspects of GBP and gamification discussed is engagement. I prefer to use the term investment, because it covers both the instructor and students’ investment into the classroom. After hearing several instructors attempt to discuss engagement, I started to ask how it was measured. Most have answered with, “attendance and homework submissions are up,” but I don’t think that is the best way to measure a student’s investment in a course with choice and flexibility as core principles. GBP takes a serious commitment in order for learning to be successful, something the term engagement undercuts significantly.

Identity. The first assignment my students undertake is to create an avatar that will represent themselves in the class/game for the rest of the semester. I preface the assignment with a discussion on identity and how the avatar can be any sex, style, or race they desire, and that the class will serve as a safe environment for all students and avatars. Being represented by avatars allows for the instructor to discuss leaderboards without giving away the actual identity of the students as well as a way of being accepting of identity choices.

Choice. In games, players are always left with a choice, whether it be to take action against a foe, to choose a level or mission, or approach to a challenge. In the classroom, students are often left with little to no choice, but in the game-based classroom, choice is the core of the pedagogy. Students can select their classification (warrior, bard, ranger, or mage); what quests to complete based on potential experience points and gold; how to approach a quest, and whether to attend a session (class). Allowing the student to see aspects of the classroom as choices gives them a stronger identity they can actively choose to embody.

Exposition. When I was trying to come up with an all-encompassing term for narrative elements of the class, I came across Scott Nicholson’s term exposition. In his article, “A RECIPE for Meaningful Gamification,” he explains the narrative elements of game-base pedagogy as: “the development of a meaningful narrative element, and the presentation of that narrative element to the player.” The narrative element of the course is imperative to show the transfer of learned skills, knowledge, and experience from chapter to chapter (units) as well as onto other courses and games.

Reward. Gamers would not risk failure and engage in challenges if there was no reward to claim at the end. Similarly, incremental rewards are important for investment in the classroom. Lee Sheldon states, “a player is always gaining [experience points] when he is victorious. This way of looking at achievement has something to teach us educators. Letter grades – the way we align them as penalties for failure – and how our educational system focuses on achievement learning can hinder student progress” (43). I found that reward in the form of in-game currency as well as experience points is important to keep students invested in the outcome of the class.

Collaboration. Not all iterations of the game-based classroom uses collaboration, but some do in the form of guilds, another link to Lee Sheldon’s incorporation of massive multiplayer online games in the classroom. Allowing the students to work together in role oriented guilds, encourages collaboration among the students that allows gifting of items and in-game currency to other players, among other shared efforts, creating a dynamic of companionship that is not always seen in a normal classroom setting. In their guilds, they write performance reviews after alpha and beta testing (peer review) to ensure accountability, as well as an evaluation of performance in guild projects.

Flexibility. In order to enable the other primary criteria, the GBP must be flexible, both for the instructor and the students. Since the course is intricate by design and requires ample preparation and planning, it seems unforgiving. However, like any game, the course must be well established, but flexible to adhere to the demands and needs of the students. The instructor is expected to be reactionary to the students’ needs, adding and eliminating quests and requirements for raids when needed, as well as support bonus quests for additional learning and experience points. The students need to figure out their identity in the game and how to navigate the rules and structures in play to optimize their learning.

Challenge. The challenging nature of games is what keeps players invested in order to earn rewards, however, the nature of the coursework does not have to be the only challenging aspect of the game-based classroom. The implementation of leaderboards for individuals as well as guilds makes the competition in the classroom more rewarding than a traditional class as students compete for a spot on the top five to earn extra in-game currency and experience. To ensure collaboration, I made my classroom leaderboards have rewards that can be gifted to other students which has resulted in mentorship among top-ranked and bottom-ranked students.

Reflection. Rhetorically, reflection is one of the more important principles in the composition classroom. In gaming, reflection is just as important. Since it is through reflection that we learn what strategies worked and how we can improve, I encourage reflection in the classroom through fast writes as well as debriefs on projects and bug reports on group testing of games in development. This reflection helps reinforce skills learned throughout the course, and allows the student to reflect on failures in order to readjust strategies to approach future problems. Additionally, it is important for the instructor to reflect on the pedagogy, so I have implemented quarterly surveys in the classroom to allow the students to reflect on the pedagogy as well as content of the course. These surveys aid in adjusting course materials to better align with outcomes, as well as give insight into what features of the game-based classroom work better than others.

Course Resources

Most of the research on GBP encouraged instructors of all levels to move towards software such as GradeCraft from the University of Michigan, Rezzly (3DGameLab), Virtual Locker, and ClassCraft to increase the level of engagement in the classroom as well as streamline the needed components for GBP to work. I take issue with these software installations at the college level for one important reason: alienation. At Eastern Michigan University, the student body is socioeconomically diverse, and due to this important principle at our institution, there is an inconsistency of technology ownership and skill among our students, making it near impossible to implement a game-based classroom with these technologies without alienating a large student body. Instead of pushing this burden on the students, I have elected to move towards an instructional method involving a simple Weebly website which hosts all the quest, raid, and class session information needed to succeed in the course. If one of the fundamentals of GBP is to encourage investment and participation, I find it counterintuitive to implement software and technology that in turn becomes exclusionary.

Gaming and Kairotic Opportunity

In addition to just modeling the course after gaming principles, we also study the link between gaming and rhetoric. I link my course to the three common rhetorical principles (ethos, pathos, and logos), but I also introduced my students to kairos and metanoia in order to link gaming and composition. Nearly all composition and speech classes at Eastern Michigan University address ethos, pathos, and logos, but these concepts don’t address timeliness and opportunity, something I believe is immensely important to writing, especially outside of academia. Using Kelly Meyers’ research on kairos and metanoia, I make the connection of timeliness, opportunity, and reflection after missed opportunity to talk about failure and success in gaming as well as composition.

In her essay “Metanoia and the Transformation of Opportunity,” Kelly A. Myers explains how it is more than just the guilt that follows a missed opportunity, but ”an active emotional state in which reflection, revelation, and transformation occur and thus expand the opportunities available in the concept of kairos” (“Metanoia” 2). Kairos may be a swift moment that is easily missed, but metanoia “can be engaged in as a process, one in which reflection leads to recognition” of the missed opportunity, resulting in probable change (“Metanoia” 8). Myers explains in her dissertation, “Changes of Mind and Heart: Navigating Emotion in an Expanded Theory of Kairos,” that seizing metanoia could be a conscious decision that is planned in advance to enter the inopportune which requires “an expanded notion of metis and the kairotic moment, one in which there are a variety of viable paths” (“Changes” 188). This inopportune, which she refers to as akairos, invokes emotions, such as fear, confusion, or anger.

I first came across metanoia in Kelly Meyers’s piece, and found it to be relevant to my interests in gaming and rhetoric. In gaming, this missed opportunity can range from a mistimed jump onto a platform to bringing the wrong gear into a battle, all requiring the gamer to reflect on their failure. These failures don’t necessarily have to be catastrophic endings to the narrative of a gamer’s session, however, the missed opportunity, only if acknowledged, can be internalized and analyzed in order to approach a similar situations differently in the next engagement. Oftentimes the choices to be made in a game are complex and incremental, but missing an opportunity allows the gamer to re-vision and re-act (for further reading, click here). Similarly in writing, if the writer reflects on their writing to acknowledge missed opportunities (I’m purposefully not using the word failure), they can see how to approach a similar situation (genre) differently in the future. The reflection process can tie directly into the invention process for future projects, making the metanoic process recursive, instead of end oriented. I require a reflection letter (debrief) from my students after each raid (three in total), as well as a final “bug report” for the entire course, so reflection and invention are repeated throughout the course.

Defining Rule-Based Systems

 Using Jesper Juul’s definition of a game from his article, “The Game the Player, the World: Looking for a Heart of Gameness,” I am exploring gaming and composition based off of Juul’s six criteria that make up a game: “A game is a rule-based formal system with a variable and quantifiable outcome, where different outcomes are assigned different values, the player exerts effort in order to influence the outcome, the player feels attached to the outcome, and the consequences of the activity are optional and negotiable” (35). Using his definition, I have been able to explore rule-based systems and participatory events through the lenses of composition and gaming. After making the systems explicit, issues of agency and subjectivity arise. As a class, we have mapped each criteria onto an aspect of the course and the rule-based systems of writing. After making these aspects of writing and the institution of education explicit through these criteria, many students felt better prepared to approach their education due to the different framing.

Studies in agency all revolve around the idea that “an ability, power, or authority [can] be possessed by a subject or subjects” (Accardi 2). In writing studies, it “suggests a writer is a rational individual, capable of inventing ideas autonomously and pursuing an intention to engage or provoke an audience” (Accardi 2). Helen Ewald and David Wallace take a posthumanist perspective in writing studies and believe agency is not possessed, but instead constructed in the situation (qtd. In Accardi 3). In another posthumanist study, Carolyn Miller suggests a “decentering of the subject-the death of the author//agent-signals a crisis for agency, or perhaps more accurately, for rhetoric, since traditional rhetoric requires the possibility for influence that agency entails” (143). Both humanist and posthumanist theories debate how students, and gamers alike, possess agency and engage with subjectivity, explored more thoroughly by Marilyn M. Cooper.

            Cooper, in her article “Rhetorical Agency as Emergent and Enacted,” explains that agency is “interpellated, a role they can perform or a node they can occupy temporarily” which ties into Bruno Latour’s Actor-Network Theory (423). Thinking through gaming and composition as a network in a rule-based system, we can see that the player/student’s “actions are inevitably structured by the very norms that it attempts to resist” (424). Cooper explains agency in this context “as the process through which organisms create meanings through acting into the world and changing their structure in response to the perceived consequences of their actions” (426). To better understand agency, I want to explore Collin Brooke’s research on ecologies, as well as Latour’s Actor-Network Theory. If I can better articulate the connectivity in my game-based pedagogy I believe I can make better connections between rhetorical principles and composition/gaming studies.

Wrapping Up

This is just a tease of what I have been researching over the past year, but I am reaching out into new theories and reading new approaches to game-based pedagogy all the time. I want to further explore these ideas of agency, subjectivity, and connectivity in relation with composition and gaming, hopefully in a well-supported PhD program. I think I have synthesized a lot of what is currently out there for GBP, however, I know a lot more tinkering must be done.

Thank you for reading through some of my research. If you have any questions or concerns, I would love for you to start up a conversation. Reach out to me at cstuart7@emich.edu or christuartmail@gmail.com.

Selected Works Cited

Accardi, Steven. “Agency.” Ed. Paul Heilker and Peter Vandenberg. Keywords in Writing Studies. 1st ed. Boulder: Utah State UP, 2015. 1-5. Print.

Bogost, Ian. Persuasive Games: The Expressive Power of Videogames. Cambridge, MA: The MIT Press, 2010. Print.

Juul, Jesper. The Art of Failure: An Essay on the Pain of Playing Video Games. 1st Edition, 1st Printing edition. Cambridge, Mass: The MIT Press, 2013. Print.

Cooper, Marilyn M. “Rhetorical Agency as Emergent and Enacted.” College Composition and Communication 62.3 (2011): 420-49. Web.

Juul, Jesper. “The Game, the Player, the World: Looking for a Heart of Gameness”. Level Up:

Digital Games Research Conference Proceedings Ed. Marinka Copier and Joost

Raessens (2003): 30-45. Web. Oct 2015.

Kinneavy, James L. “Kairos in Classical and Modern Rhetorical Theory.” Rhetoric and Kairos: Essays in History, Theory, and Praxis. Ed. Phillip Sipiora and James S. Baumlin. Albany, NY: State U of New York, 2002. 58-76. Print.

Miller, Carolyn R. “What Can Automation Tell Us about Agency?” Rhetoric Society Quarterly 37.2 (2007): 137-57. JSTOR. Web. 1 Nov. 2015.

Myers, Kelly A. “Changes of Mind and Heart: Navigating Emotion in an Expanded Theory of

Kairos.” ProQuest Dissertations Publishing, 2008. Web.

—. “Metanoia and the Transformation of Opportunity.” Rhetoric Society Quarterly 41.1 (2011): Web. Oct 2015.

Nicholson, S. (Forthcoming). A RECIPE for Meaningful Gamification. To be published in Wood, L & Reiners, T., eds. Gamification in Education and Business, New York: Springer. Available online at http://scottnicholson.com/pubs/recipepreprint.pdf

Sheldon, Lee. The Multiplayer Classroom: Designing Coursework as a Game. 1 edition. Austrailia ; Boston, Mass: Cengage Learning PTR, 2011. Print.

Sicart, Miguel. Play Matters. Cambridge, Massachusetts: The MIT Press, 2014. Print.

 

Haynes -“Armageddon Army: Playing God, God Mode Mods, and the Rhetorical Task of Ludology”

“Armageddon Army: Playing God, God Mode Mods, and the Rhetorical task of Ludology” – Cynthia Haynes

MLA Reference: Haynes, Cynthia. “Armageddon Army: Playing God, God Mode Mods, and the Rhetorical Task of Ludology.” Games and Culture 1.1 (2006): 89-96. Web. 22 Nov. 2015.

Abstract (From Source): Scholars are witnessing a dramatic confluence of faith, politics, and gaming. On the stage of this war theater, the players are indistinguishable, the simulations just one mission removed from real war. One is immersed in war as game, the other in war as eternal battle. The military has invested millions in developing games as strategic communications tools, hiring real soldiers and officers as consultants to ensure optimal realism in game play. Now that the harmonic convergence of faith, politics, and computer games has been graphically (and brutally) realized, specifically, made real in the dueling holy wars—ours and theirs (jihad)—what now? This article proposes a game modification of the god mode of the game, America’s Army, as a critical response to the  reality of war and the use of computer games as military recruitment tools.

Keywords: rhetoric, ludology, gaming,  war, military, immersion, mods, war on terror, America’s Army

For further reading:

Eskelinen, M. “The Gaming Situation.” Game Studies, 1.1 (2001). Retrieved from: http://www.gamestudies.org/0101/eskelinen/

Frasca, G. “Ludology Meets Narratology: Similitudes and Differences Between (Video)Games and Narrative.” Ludology.org. Retrieved from: http://www.ludology.org/articles/ludology.htm

 

Quotes from Text

“To answer the question why game studies now, we must also engage in perceptions management” (91).

“Now that the harmonic convergence of faith, politics, and computer games has been graphically (and brutally) realized, namely, made real in the dueling holy wars – ours and theirs (jihad) – what now? What do academics DO with this now?”(91).

“The study of games in academic contexts…must be augmented by rhetorical criticism, and by that I mean reading games studies rhetorically as well as reading game studies ludologically. In so doing, we must keep in our mind’s eye the pockmarked, acned faces of those young people marching straight into the violent confluence of games, politics, and religion, with no god mode available in Iraq or anywhere else U.S. troops are deployed in the Global War on Terror” (91).

“In the game America’s Army, the non-American (insurgent, combatant, terrorist, whatever you want to call him or her) killed by Americans is (on the surface) the goal of the game. but it cannot account for the same effect when one of its own ranks is non-American and also killed by Americans. In other words, does not factor into the narrative options, or into the combat outcomes, the Third World subject who serves our country with his death: the scapegoat par excellence” (91-2).

“Arguably, the fine line between war games and real war is not structured semantically…it is, however, rendered ludologically. In other words, the line does not share a thematic kinship with the line between combat training and real combat; it does, however, share in the thin line between game play and morality play, which (I argue) is squarely in the purview of ludology; understanding the game as game, understanding the play as moral (or not), but always (in the end) understanding war as play” (92).

“Basic training is a serious game with war functioning rhetorically as the synecdoche of these collective genres of play: massive multiplayer game, role-playing game, first-person shooter, 3-D action/adventure, strategy game, SIM, and )most accurately) a god game.” (92).

Further Questions:

What are the soldiers’ perspectives of god mode and how that plays into their perceptions of basic and the warrior ethos?

What are the perceptions of soldiers in other cultures? Do they also think of this as ludic?

 

Rhetorics in Permadeath: A Case Study of “XCOM:Enemy Unknown”

Short Title: Rhetorics in Permadeath: A Case Study of “XCOM:Enemy Unknown”

Long Title: Kairotic Moments and Metanoic Reflections:Timing and Reflection of (Missed)Opportunity in XCOM: Enemy Unknown

Keywords: Gaming, Rhetoric, Metanoia, Kairos, Permadeath, XCOM, Reflection, Opportunity, Video Games, Failure

            All gamers are well acquainted with failure, but it is those that reflect on that failure to approach a challenge in a different way that makes them a successful gamer. In most games, failure takes the form of a character death, but it is the seemingly unavoidable “game over” screen that haunts gamers at every turn. Although the “game over” screen is seen less often in the modern era of gaming, it has been replaced with a less severe “defeat” or “you lose” screen that brings the player back to a previous save or the start of a level. The rhetorical principles of kairos (timing) and metanoia (reflection on missed opportunity) help explain the process a gamer goes through after experiencing an unfavorable outcome. The appropriate disposition to this failure is to try again, but this isn’t always the case in gaming. More “hardcore” games have a “permadeath” feature which emulates the reality of death; once a character dies, they cannot return to play. Matthew S. Burns, a game designer and composer, said on his Twitter account, “Here in video games we invented a new word, ‘permadeath,’ to describe what in real life is called ‘death’” (Burns). Death has rarely held permanence in gaming, and play in extension, though permadeath, and the following reflection, is essential to the learning process of a gamer.

           Permadeath is not a new concept, however, as it was the model for video gaming in arcades and the first couple decades on consoles for years. Alexander R. Galloway, an assistant professor of media ecology, explains how earlier games were “defined by a structure of, play for a short time, die, play again for a short time, die” (qtd. in Glater). The key to this structure is “short time.” In the 1980’s and 1990’s, players would complete, or attempt to complete, games  in one ambitious sitting, however, games since the 2000’s could take hundreds of hours, are increasingly complex, and often have a respawn component that allows the player to continue with the game, even in failure. This was due in large part by the implement of “save” features, but also technological advances in data capacity. The balance of complexity, difficulty, playability, and realism of a game can produce “hardcore” modes that amp up the difficulty in a game, often times having a permadeath component.

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       For the scope this essay, by game, I mean video games, and more specifically, ones in which “the player exerts effort in order to influence the outcome, the player feels attached to the outcome, and the consequences of the activity are optional and negotiable” (Juul). Jesper Juul’s definition of gaming, only the latter part of the definition is listed here, is contested as to whether all his criteria have to be present in a game or not, but in order for permadeath to be a successful element of a game, these later elements must be present. With permadeath, the player has agency and attachment to the outcome, which increases the implications of a character’s death. When an opportunity presents itself, the player must in turn choose the precise moment to act, otherwise, they will miss the opportune and potentially fail.

       When we think of failure, we often think of a loss or inability to complete something. According to the Oxford English Dictionary, to fail is to “become exhausted, come to an end” or to “prove deficient upon trial,” (“fail”). A common misconception of failure is that it is a final step or end result instead of a process which can possess other opportunities. To better understand the process of failure, the rhetorical concepts of kairos and metanoia can be used to show how this process is recursive and how opportunity is dealt with. Kairos is a well-known rhetorical principle often used to explain fleeting opportunity, but the lesser known principle of metanoia is important to the discussion of failure and gaming. In her essay “Metanoia and the Transformation of Opportunity,” Kelly A. Myers explains how it is more than just the guilt that follows a missed opportunity, but ”an active emotional state in which reflection, revelation, and transformation occur and thus expand the opportunities available in the concept of kairos” (“Metanoia” 2). Kairos may be a swift moment that is easily missed, but metanoia “can be engaged in as a process, one in which reflection leads to recognition” of the missed opportunity, resulting in probable change (“Metanoia” 8). In gaming, this missed opportunity can take the shape of a mistimed jump onto a platform, disengaging instead of engaging an enemy, or bringing the wrong gear to a battle. These failures don’t necessarily have to be catastrophic endings to the narrative of a gamer’s session, however, the missed opportunity, only if acknowledged, can be internalized and analyzed in order to approach a similar situations differently in the next engagement. Myers explains that “If kairos is seized, a person is carried down the path of that particular opportunity, but if the moment is missed, the path(s) of metanoia remain — paths that bring opportunities richly variegated with reflection, regret, transformation, and repentance” (“Metanoia” 11). Myers doesn’t give many tangible examples of kairos and metanoia at work in her essay, which leaves the process of metanoia and the events leading to it open to interpretation, making the application of these rhetorical principles to gaming fruitful.

       To explore the effects of permadeath on the player, I will explain the process of kairos and metanoic XCOM_Logoreflection by analyzing the 2012 remake, XCOM: Enemy Unknown. XCOM is a turn-based tactical video game where the player moves characters within a squad across a board to accomplish various objectives, including eliminating all alien threats. Each move must be planned and executed with precision, otherwise the player risks the permanent loss of their characters. While XCOM is not unique in this approach to turn-based games, the game is often called unforgiving and grueling in its attempt at realism. Nearly every decision, every move, alters the looming kairotic moment when combat is initiated, as well as the moments of opportunity to take action within ever changing combat situations. One moment of hubris or miscalculation can result in the death of a squad mate or the complete loss of a team, resulting in a complete failure of the mission and game. XCOM makes the player think about their actions and then immediately engage in metanoia in order to succeed. To explain how these moments work in the game, I will explain how decisions in a single session engage in kairos and metanoia.

XComGame 2015-10-25 17-53-44-00
My squad going into the missing. Most named after friends and family.

       Using the principles of Myers’ work, in order to acknowledge metanoia, the player must bring previous knowledge and wisdom to the immediate situation which grants them the ability to act, reflect, and progress. In order to have this situational awareness, there must be persistent training and experience (skill) as well as observations in the moment (intuition) which is balanced through metis (“Metanoia” 12). She explains metis as the “strategic navigation” of a moment with a balance of “skill and intuition” (“Metanoia” 12). No matter if the kairotic moment is seized, missed, or engaged in unexpected ways, they can be anticipated and navigated through the principle of metis (“Changes” 177). As someone who has played through hundreds of missions in XCOM, I bring skills and intuition to my gaming sessions that new or inexperienced players would not have, although the looming danger of the death of one of my characters (many named after friends and family) makes me a cautious player. I command my squad to move in small increments because I know enemies are hidden outside my line of sight (something that has been learned through experience). If you are too cautious, the threat may hinder your progress or success by killing those in which you must save, or your soldiers may not be able to get to an optimal vantage point in time for combat. The initial moves of your squad are to get a feel for the terrain of the board and serves as the staging for attack, anticipating the kairotic moment of an attack or reveal of enemy locations. Depending on a player’s strategy, their definition of a kairotic moment, or the opportune moment,  would be different.

XComGame 2015-10-25 18-16-33-79
Action Report: Sniper Dead. Two Wounded.

       Once a squad encounters the enemy, your choice and deliberate actions either give the player an advantage, or it can reveal the opportunities that were missed and the player now has to deal with the repercussions. Realizing the player has missed an opportunity, the subsequent metanoic reflection advances the player’s understanding of the situation, rebalancing their metis, and opens the path to re-action, or taking advantage of a new opportunity, in the future. Due to the unknown locations of enemies, it is easy to move a player into a vulnerable position, even if experience tells you that it could be an ideal position. In my match, I was assaulting a downed alien ship by fanning my squad out across the front of the vessel because experience told me that the enemy was typically in or behind the ship. I moved a sniper and assault soldier to the left of the ship on higher elevation, only to find out that five strong enemies were lurking under the hill where my two guys were now exposed. Due to the game being turn-based, I was powerless and my sniper was killed (permadeath) instantly. I quickly analyzed the situation; using metanoia to rethink my actions and see the different paths available to me with the least amount of risk. Being aware of the situation is of the utmost importance to the gamer, and by noticing the missed opportunity, I was able to reflect, recalculate, and react to ultimately overcome a bad situation.

tactical grid
Showing tactical grid. Blue is one action point. Yellow would be a “dash” and cost two action points.

       Once the scenario was over, I engaged in metanoia to reflect on the actions that lead up to the kairotic moment in which I was not able to properly negotiate. Engaging with “metanoia requires that a person look back on past decisions in order to move in a new direction. It calls for a larger process of re-vision in which a person is constantly revising and revitalizing understanding” (“Metanoia” 11). In a game, players are required to reflect on previous decision in order to make conscious choices to lead to a desired outcome. Oftentimes the choices are complex and incremental, but missing an opportunity allows the gamer to re-vision and re-act. Instead of “dashing” into that location, which uses up my allotted action points, I should have moved within my one action point range and deployed defensive techniques. This miscalculation helps to reinforce the importance of metis in a game that engages in permadeath. Even though my actions were intentional, the resulting death of my sniper was due to an inopportune move. But what if I knew the enemy was there and I moved my sniper to that location in order to draw out the enemy because that was the only way I saw possible to win? Would this be seizing akairos instead of kairos? Is it still a missed opportunity if it were intentional?

       Myers explains in her dissertation, “Changes of Mind and Heart: Navigating Emotion in an Expanded Theory of Kairos,that seizing metanoia could be a conscious decision that is planned in advance to enter the inopportune which requires “an expanded notion of metis and the kairotic moment, one in which there are a variety of viable paths” (“Changes” 188). This inopportune, which she refers to as akairos, invokes emotions, such as fear, confusion, or anger. Would sacrifice of a game piece, like losing a pawn in Chess, be the conscious decision to seize an inopportune moment and metanoia in order to create a “variety of viable paths?” In the case of XCOM, you sometimes have to potentially sacrifice a character to draw out enemies or to cause them to take action when you deem appropriate. Is this taking kairos away from your opponent? An akairotic moment can be to take advantage or invoke emotion, but it can also be a strategic play to become successful. The player would not know that this opportunity or path exists if they do not have the appropriate balance of metis and situational awareness to recognize the looming kairotic choices.

       A gamer has to think in the moment as well as strategize for the future, and the dynamics of permadeath ensure the gamer is constantly moving through the recursive dynamic of metis, kairos, and metanoia. Permadeath makes the player conscious of kairotic situations and forces them into metanoic reflection in order to recognize failure and success as part of a recursive cycle. According to Juul’s definition, failure is always a component of a game, but it is what the player does with failure that shapes their experience with the game, as well as what skills will transfer from the game to real life.

Works Cited

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to describe what in real life is called ‘death’.” 22 Jan. 2013, 7:32 p.m. Tweet.

“fail, v.” OED Online. Oxford University Press, September 2015. Web. 26 October 2015.

Glater, Jonathan D. “50 First Deaths: A Chance to Play (and Pay) Again.” The New York Times 4

Mar. 2004. NYTimes.com. Web. 25 Oct. 2015.

Juul, Jesper. “The Game, the Player, the World: Looking for a Heart of Gameness”. Level Up:

Digital Games Research Conference Proceedings Ed. Marinka Copier and Joost

Raessens (2003): 30-45. Web. Oct 2015.

Myers, Kelly A. “Changes of Mind and Heart: Navigating Emotion in an Expanded Theory of

Kairos.” ProQuest Dissertations Publishing, 2008. Web.

—. “Metanoia and the Transformation of Opportunity.” Rhetoric Society Quarterly 41.1 (2011):

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XCOM: Enemy Unknown. Windsor: 2K Games, 2012. Computer software.

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