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on story-writing tasks? International Journal of Game-Based Learning, 7 (3). pp. 38-50. ISSN 2155-6849

Downloaded from: http://e-space.mmu.ac.uk/622232/

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DOI: https://doi.org/10.4018/IJGBL.2017070104

Please cite the published version

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DOI: 10.4018/IJGBL.2017070104

Copyright©2017,IGIGlobal.CopyingordistributinginprintorelectronicformswithoutwrittenpermissionofIGIGlobalisprohibited.

Can Games Help Creative Writing Students to Collaborate on Story-Writing Tasks?

David Jackson, Manchester Metropolitan University, Manchester School of Art, Manchester, England

ABSTRACT

Storywritingisacomplexsemanticandcreativetask,andthedifficultyofmanagingitismade

greaterbyattemptingtowriteincollaborationwithothers.Thiscomplicationcandeterstudentsfrom

experimentingwithcollaborationbeforemasteringtheirownpracticeinrelativeprivacy.Suchreticence

isinspiteofthefactthattherearemanyclearbenefitstocollaboration.Theseincludepeersupport

andfeedbackforthestudentontheirpractice(Leach,2014;Vygotsky,1978),andthedevelopmentof

collaborativeskillsandexperiencesthatareeasilytransferabletoarangeofcreativecontextsinfuture

(Ravetzetal.,2013).Speciallydesignedgameshavethepotentialtohelptofacilitatecollaboration,

bymakingthedifficultyoftellingastoryasagrouppartofthegame’schallenge.

KeyWoRdS

Collaborative Skills, Creative Collaboration, Creative Writing, Game Based Pedagogy, Story Telling, Story- Writing Games

INTRodUCTIoN

Aplayfulapproachtoproblems(Schell,2008)inherentingameplaycanactivelymitigateasenseof

risk(Bateson,2006)andmarktheactofplayingasapositiveformativeexperienceofcollaboration.

Limitationsreducetaskcomplexitytoo.Playershavetheopportunitytobecomefamiliarwitheach

other’scollaborativeworkingstylesinanenvironmentcontrolledbythegamesrules.However,the

qualityofthetextproducedduringplayisimportanttothelonger-termroleofsuchgamesincreative

writingclassrooms.Ifgamescannotproducemeaningfulstoriesitisunlikelythatparticipantswill

wishtocontinueplayingthematthecostoftheirnormalcreativepractice.

ThispapersharesresearchfrommyPhDthesisshowinghowmyspeciallydesigneddigitalgames

helpedcreativewritingstudentscollaboratemoreeasily.Itmakesreferencetoacollectivecasestudy

ofplay-testingsessionswithdegree-levelparticipantswherethemajorityhadnevercollaboratedon

acreativewritingprojectbefore.Inthecasestudy,studentsreportthatgamesdopromoteasenseof

teamworkbetweenthemandotherparticipants.Theyalsoprovidedopportunityforself-reflection

inawaythatisrelativelyuniquetocollaborativepractice(John-Steiner,2000).Finally,asummary

ofthefeedbackfromanexpertpanelonthequalityofstoriesshowstheeffectofgamerulesonthe

qualityandmeaningfulnessofthestorycreatedduringthegamesinclass.

Project Method Summary

Inordertoexplorethepossibilitiesofgame-basedstorywriting,Idevelopedtwoweb-basedgames

thatformedanonlineplatformStoryjacker(www.storyjacker.net).Thesewereproducedviaan

iterativedesignmethodologywhichinvolvedcyclicalphasesofsoftwaredevelopmentanduser

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testing,primarilywithhighereducationstudents.Designwasalsoinformedbyaliteraturereview

andanalysisoffourotheronlinewritingplatforms.

Creativewritingstudentsweretaskedwithplaytestingtwodifferentonlinegames(Figure1),

Game1andGame2,insmallgroupsofthreeorfour.Game1(Twisted)beginsbyofferingPlayer

1anarrativeoutlineandothercuesdesignedtoinspirethemtowriteastory.Player1thentypes

outthestartofthestorybasedonthesecues.Attheendoftheirturntheyareinstructedtoadda

complication(atwist)forthenextplayer,suchasswitch perspective.Thenextplayer(Player2)must

continuethestoryandrespondtothetwist(i.e.theymustswitchperspectivewithinthenarrative),

beforefinallysettingtheirowntwist(e.g.Figure2).Thegamecontinuesuntiloneoftheplayers

electsforthenextturntofinishthestory.

InGame2(Bamboo),thefirstplayerisofferedinspirationalpromptstobeginastory.Then,

followingPlayerOne’sturn,PlayersTwoandThreeofferalternativecontinuationsoftheplot.Player

Onethenchoosesoneplotlineanddiscardstheother(seeFigure3).PlayerOnemustcontinuethe

Figure 1. Gameplay structures of Game 1 and Game 2

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Figure 2. Game 1 player writes new chapter in response to challenge

Figure 3. Game 2 offers the player two alternative story segment to choose from

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plotlinetheyhavechosenandPlayerTwowritestheiralternative.Thewinnerofthissecondround

ischosenbyPlayerThree.PlayerThreeandPlayerOnewillwritenext,withPlayerTwochoosing,

andsoon.Thegamecontinuesfortenturnsatwhichpointwritersmustfinishthestory.

Followingthedesignphase,aselectionofthestoriesthathadbeenproducedduringStoryjacker

testingwerethenratedandcommentedonbyanexpertreadingpanel,madeupoffourcreativewriting

academicsfromhighereducationinstitutes(HEI)andtwoliteraryindustryprofessionals.Thepanel’s

ratingsandcommentsinformafinalanalysisofthevalueofstoriesproducedbythegamesinanHEI

creativewritingclassroomsetting.

defining Creative Collaboration

Inordertounderstandthenatureofthechallengefacedbystudentslearningtocollaborateoncreative

writingprojectsitisnecessarytodefinecreativecollaboration,especiallyasitoccursinalearning

context.IfweacceptthedefinitionputforwardbyMoranandJohn-SteinerinCollaborative Creativity

(2004),creativecollaborationisthehigheststandardofworkingtogetherinacreativecontext,involving

anintricatebalanceofcollaboratorqualitiesto‘realiseasharedvisionofsomethingnewanduseful’

(p.12).Itissuchasharedvision,theysay,thatdifferentiatesitfromcooperation,whichsimplyimplies

‘theconstraintofasharedpurpose’;orworkingtogether,whichonlyimplies‘coordinationofeffort’.

However,thedefinitionofcollaborationisproblematicandimpractical.Itsuggeststhatproofof

collaborationisthatitproducessomethingnewanduseful,orthatcollaboratorshaveasharedvision

ofsomethingnewanduseful.Thissuggeststhatcreativeinteractionsthatstartoutspeculativelyor

playfullyandendvariouslywithusefulandoriginal,orsillyandderivativeworksareonlycreative

collaborationsinthecaseoftheformer.Inthecasestudy,studentsdescribeasenseofcollaboration

inwritingtogetherregardlessofoutcome.GabrielleIvinsonoffersalessrestrictivedefinition,stating

thattheartstudent‘sittingsilentlydrawinginalifedrawingclass’isinvolvedincollaborationwith

theartisticcommunitythatinventedlifedrawing,herartschoolandevenherfamily(Ivinson,2004,

p.96).Ifthisgenerousconceptualisationofcollaborationiscorrect,whatisitwetalkaboutwhen

wediscusscollaborationwithinthisarrangement;wheredoescollaborationstartandfinishwhen

threecreativewritingstudentscollaboratetogethertoplayawritinggame?

Infact,creativewritingclassroomsmaybeparticularlyencouragingofcollaboration.Heather

LeachinThe Road to Somewhere(2014)outlinesthecollaborativecreativeculturethatcreative

writingpedagogyrelieson.Whilstengagedonacreativewritingcourseoneisreliantonothersfor

‘ideas,feedback,timetowriteandmotivation,butaboveall…permissiontobeawriter’(p.90).All

thoseinagivengroupsharethesedependencies:writersoffertheirpracticalsupport‘inexchange

forthesame’frompeers(Leach,2014,p.92).Whilstitisnotnecessarilythecasethateveryglib

commentonastudent’sworkbyanotherconstitutesactivecollaboration,itisstillclearthatstudents

studyingandworkingwithinacreativewritinggroupsharethe‘jointpassionateinterestinanew

problem,artformorsocietalchallenge’thatJohn-Steinerconsiders‘crucialtocollaborativesuccess’

(John-Steiner,2000,p.189).

Certainly,whentestingStoryjacker,collaborativegamesplayedinuniversityclassroomsand

otherlearningspacessucceededinfosteringproductivecollaborationwithcreativewritingstudents

aftergamesplayedorconvenedonlinehadfailed.Inadditiontothecollaborativecontractdescribed

byLeach,playersenjoyedcommunicatingwitheachother.Infact,MaartenDeLaatandVicLally

(2004)useamodelofgradualgroupdevelopmentoverthelifetimeofacollaborationthatbegins

withdialogueandfamiliarisationandfinisheswithacomplicatedsynthesisofviewpoints.During

theprojectplaytests,incaseswherewriterswerealreadymorefamiliarwithworkingwitheach

other,seriousdebatewaseasierandwherewriterswerelessfamiliar,casualandhumorousgroup

conversationonbroadtopicswheretherewascommongroundprevailed.Thisallsupportsthenotion

thatelementsoutsideofcollaborativeintentshouldbeconsideredinfluentialwhendefiningtheextent

towhichitiscollaboration.

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Learning outcomes of Collaboration

Previousresearchpinpointsmanyoftheimportantcharacteristicsthatcanbeconsistentlyobserved

intheworkofcreativecollaborators.Forexample,AmandaRavetz,AliceKettleandHelenFelcey,in

theirbookCollaboration through Craft(2013)describetheactionsofanycreativecraftasabalance

ofcertaintyandrisk.Collaboration,statetheauthors,isoftenanunderminingforceinthebalance

betweenthesetwo,andcancauseaworktofaileitherbyprecipitating‘anentropicrestrictionofideas

andforms’throughatendencytowardstoomuchcertitude,orpoor-qualityworkthroughanindulgence

intoomuchuncertainty(Ravetz,Kettle&Felcey,2013,pp.5-6).Duringtheproject,evidenceofthe

formerwasdocumentedincomplaintsfromexpertreadingpanellistsaboutoverrelianceonclichéd

imageryinsomestories;andthelattercanbefoundintheformofabreakdownofcoherencein

somestories(evidencedinfeedbackfromthereadingpanelbelow).Incollaboration,makersmust

transposetheirnormalconsiderationsofriskandcareintonewcontexts,‘involvingfrictionthatmay

gobeyondthemaker’sexistingskillset’(Ravetz,Kettle&Felcey,2013,p.6).Inotherwords,the

makerwhogoesintocollaborationwithaskillsetrelatedtothetaskmustlearntoadapttheircreative

knowledgeandextendit.

Insomecontexts,suchasformsofcopywriting,soapscriptwritingandjournalism,collaboration

isoftenthenorm.However,asRavetzetalpointout,forotherwritingpractitioners‘collaboration

isatemporaryexcursionandthelearningthatresultsfromcollaborationissomethingtobeused

backwithintheirestablishedpractice’(Ravetz,Kettle&Felcey,2013,p.13).Indeed,itmaybe

inpartthetemporalityofcollaborativepartnershipsthatimbuesthemwithasenseofexploration

andexamination.Itsdifferencesalsoinformwhatwelearn:collaboration‘impingeson’notionsof

individualitythatweusuallytakeforgranted.Thewriter-as-maker‘whoisdependentonpossession

[ownershipofwork]’but’paradoxicallyalsodependentonothersfortheirself-constitution’through

collaborationbecomesopentoherowninherent‘fluidityandrelationality’(2014p.9).Inotherwords,

thecollaborationthatisatworkineveryactoflearningthattheindividualundertakes,themediation

byothersofeverythingfromourfirstwordtotheacquisitionofadvancedtechniquesforstorytelling,

ismademoreexplicitduringcollaboration.Thismightbebecauseitmirrorstheformativeroleof

collaborationinearlylearning,documentedLevVygotsky.Heobservedthatgrouplearningprecedes

individuallearninginchilddevelopment,specificallyasgroup play:

[A] child first becomes able to subordinate her behaviour to rules in group play and only later does voluntary self-regulation of behaviour arise as an internal function. (Vygotsky, 1978, p. 90)

ForVygotsky,groupplayisafundamentalactivityintheprocessoflearning.Inplay,rulesare

enactedcollectivelyuntiltheyareinternalisedbyeachoftheplayers.

Games and the Creative Writing Pedagogy

Writinggamesasexercisesareacommonfeatureofcreativewritingclassesandworkshops.InThe Cambridge Introduction to Creative Writing,DavidMorleyexplainsthereasonwhywritinggames

aresoimportanttocreativewritingasalearningmethod:theyareawaytodevelopandmaintain

writingskillsbysimulatingnormalcreativewritingprocessesinafocusedandconcisemanner:

Writing creatively can feel a little like working out logistical, even mathematical, challenges. Writing games provide this elegant calculus in taut form. (Morley, 2007, p. xiv)

InMorley’sdefinitiongamesareawayofsimulating‘therealthing’,awayofpractisingforan

importantpiece.Thecomplexityofcreatinganextendedworkofcreativewritingrequiresthatitbe

produced‘instages,aspassages,scenesandstanzasandeachstagerequiresseveraldrafts.Writing

gamesclonethisprocess,andareoftentruetothenaturalrhythmofliteraryproduction’(Morley,

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2007,p.xiv);theformofwritinggames,oftenshortandfocused,isnotatoddswiththeprocessof

writinglongerworkbecausetheselongerworksareoftenproducedthroughaseriesofshortand

focusedburststoo.Morleypositionsthegamesintheplacethattheyweresituatedinmyowncreative

writingeducation:asapracticefortherealpieceofworktocome.

InHazelSmith’sThe Writing Experimentsheexplainsherhighereducationteachingofcreative

writingas‘systematicandbasedonstep-by-stepstrategies’.Thepremiseissimilartothatofthe

Storyjackergames:‘youdonothavetohaveanideatostartwriting,butyoucangenerateideasby

manipulatingwords’(Smith,2005,p.3).Playingwritinggamesisrearticulatedhereas‘engaging

withlanguage-basedstrategies’whichwhenabsorbeddeeplyenoughcanrenderallwords‘triggers

forwriting’.Thispowerofcreativegenerationshenotes,stemsfromthefactthatwordsarepolysemic:

theycanconjureupmanyassociationsatonce.Smithoffersanumberofwordassociationactivities

thatcanhelpthewriterproducenewandinterestingcombinationsandasaresultnewideasand

directionsoftravelinwriting.

Challenges of Creating Collaborative Story-Writing Games

When considering story-writing games, what complicates this notion of fun as a productive

motivationalstrategyistheadditionofadifficult-to-defineliteraryproductandacollaborative- creativeprocess.Anygamethatexcitesplayerstowritemeaningfulfictionmustsurelycombinetwo

motivationalelements:motivationtoplaythegameaswellasthemotivationtocreatemeaningful

stories.StorygamedesignerJamesWallissuggestsmotivationtocreatestoriesemanatesfroma

naturaldesireforresolution;‘yourimaginationseesapatternofeventsandresolvesitintoastory’

(2007,p.69).Thebalancingofthisstory-makingmotivationwithnormalgamemotivationrequires

agamewhichis‘bothfunandcreatesasatisfyingstory’(Wallis,2007,p.70);itrequireswhathe

terms‘story/game balance’(p.73).

If,asWalliscomments,thisbalanceis‘noteasytoachieve’(ibid.),itmaywellbetodowith

theeffectthatcompetitionhasonourabilitytobecreative.AstudybyTeresaM.Amabile(1983)

concludedthatthenatureofwhatmotivateswritershasadirecteffectontheircreativity.Thetest

usedindividualswhoidentifiedthemselvesas‘activelyinvolvedincreativewriting’(Amabile,1983,

p.393).Writerswereaskedtowriteapoembeforeandafterataskaskingthemtorankreasons

forwritingfromapredeterminedlist.Thestudyfoundthatifawriterinthetestwasgivenalist

andaskedtorankextrinsicreasonsforwriting,forexample‘youknowthatmanyofthebestjobs

availablerequiregoodwritingskills’(Amabile,1983,p.396),thentheyweremorelikelytowritea

lowerqualitysecondpoem,comparedtoacontrolgroup.Thosewhoweretoldtofocusonandorder

intrinsicreasons,‘youfeelrelaxedwhenwriting’or‘youliketoplaywithwords’(Amabile,1983,p.

396),hadslightlybetterresultsthanthecontrolgroup,whohadunaffectedmotivations.Itmightbe

inferredbythisthattheroleofagamethataimstogetthebestoutofacreativewriteristoheighten

thisintrinsicmotivationforwritingandreading,ratherthanattemptingtorewardoutputorclosely

tieperformancetooutcome.

Thesestudiessuggestthatinsituationswherestudentsareattemptingtobecreative,theiroutput

isverysensitivetothefeedbackofpeersandthedesignoftheirenvironment.AstheStoryjacker

testsindicate,surroundingsandthesocialconfigurationofplaycanhaveasmucheffectonwriters

asthegameitself.Whilstfuncanbeheightenedbycreatingasatisfyingchallengeoranobjectiveit

isimportantthatthatobjectiveisnotextrinsictothecreativewriter’scorereasonsforwriting,orit

willinhibitandnegativelyaffectthequalityoftheiroutput.

CASe STUdy FINdINGS

Duringtheprojectthreegroupswereobservedusingtheplatform:creativewritingstudents,students

onothercreativeartscoursesandpublishedauthors.Over60playtesters,mainlycomprisingHEI

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representedbythecreativewritingstudent(CWS)group.Thesestudentswerefromvariouscohorts

andrepresentedbothpostgraduateandundergraduatecoursesontwoseparateuniversitycampuses.

Thecasestudydocumentsbothonlineandclassbasedtesting.Feedbackandreactionstothegames

werecapturedviasurveyandobservationalmethods,aswellthroughthestoriesthestudentsproduced

duringthelessons.

Problems with distance Play Testing and Creative Writers

Duringtheearlyphaseoftheproject,itprovedverydifficulttoengagewithcreativewritingstudents

asplaytesters.Earlyprototypesweredesignedtobeplayedonlinewithremoteplayers.Twopilot

playtestingplanswithcreativewritingstudentsfailedanditwaschallengingtogainanyinsightinto

themotivationsofnon-participants.However,ratherthanattributingthislackofengagementtothe

studentstestingthework,Iputthisproblemdowntoafundamentalflawinmytestingmethodology:I

hadbeguntestingwithremoteparticipantsatastagewhenTracyFullertoninAPlaycentric Approach to Creating Innovative Games(2014)recommendsplayingwith‘confidants’whilstpresentsothat

thedesignercan‘explainthegametothemtobeginwith…becausetheprototypewilllikelybe

incomplete’(p.250).PlayingwithadiverseandremotetargetaudienceisreservedbyFullertonforthe

fourthandfinalrefinementstage(Fullerton,2014,p.252).JeremyGibsonissimilarinhisdescription

ofanexpandingcircleofplaytesters,fromyourself,totrustedfriendsoutwards.Theoutermostring

ofthisplaytestinggroupisonlinetesting.Headvisesthatthegame‘shouldbeinbetaphasebefore

youattemptthis’(Gibson,2014,p.150)because‘thereislittleornoaccountabilityforactionsor

statements’onlineGibson,(2014,p.147).Adoptionofclassroom-basedworkshopsprovidedbetter

insightofwhatcouldbecausingproblemsforremotetesters.Thosewhoattendedthefirstsessions

weremotivatedinpartbymeetingupandsocialisingwithotherwriters.Thisnotionisreinforcedby

observationsbyHeatherLeach(2014)aboutcreativewritingpedagogyintheliterature.

Intests,theStoryjackergamesonlyworkedwellwithrelativelyhighlevelsofsupportprovided

byafacilitator.Inallfacilitatedclassroomenvironments,studentsworkedhappilyingroups.Players

preferredthissupportiveenvironment:whenofferedachoiceforafollow-upsession,groupsexpressed

apreferenceforclass-ratherthanweb-basedactivities.Thisultimatelysupportedthefindingsfrom

studiesthatshowthatcollaborationcannotoccurwherethereisnottheopportunitytoestablisha

sharedlanguageandaims,tofostertrustinanopenandcommittedprocess(Storey2004).Inaddition,

trendsofparticipationonlineshowthatitisalwaysaminoritythatparticipateactivelyincreative

activitiesonline(Nielsen,2006;Goodier,2012),sothatlargenumbers(farlargerthantypicalclass

sizes)arerequiredinordertoguaranteeenoughself-motivatedparticipation.

Therewasanexpectationthatthecreativewritingclassroomandculturessurroundingitwould

offereffectivesupportforthekindofexperimentalcreativewritingpracticesStoryjackerexhibited.

Thisappearedtobethecase:studentsrespondedwelltotheplatformandunderstoodandappreciated

thegameasaprocessformakingstories.Creativewritingstudentsgenerallysawtheapplicationof

thepolysemicandrandomresponsemethodsasawaytopractisetheirwritinginthemannerofthe

writinggamesdescriptionbyMorley(2007)intheliterature.

However,whereastheideaofwritingusingpromptsandothergame-likedeviceswerefamiliarto

them,theideaofcollaboratingonapieceofwritingwasnot.Infact,thecreativewritingstudentplay

testersinvolvedintheprojecttypicallyhadlittleornoexperienceofcollaborationoncreativewriting

projects.Inasamplegroup,fifteenofthenineteentestershadnevercollaboratedonacreativewriting

projectbeforeandconsideredtheideaofitnovelandrewarding.Intheirfeedbackwasevidenceof

twotrendsinexperience.Somereportedthatthegamespromotedasenseofcreativeteamworkthey

hadnotencounteredbeforeascreativewritersandwasfun:

Good fun to collaborate with others.

Working collaboratively meant our ideas bounced off one another, which sparked inspiration.

Working with like-minded people helped to create an enjoyable experience.

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Inotherstudents,thegamesencouragedamoreintrospectiveeffect,leadingthemtoreflecton

discoveriesabouttheirownworkingpracticesinfeedback.

[R]eally interesting to help see what people think of my characters.

It was fun to see all the ways that people respond to and expand on your ideas.

I enjoyed being challenged as a writer and also seeing my own piece evolve.

Inthiscase,personalinsightsbystudentsintotheirownworkcameaboutasaneffectof

collaboratingwithothersontheirwriting.InthecreativecollaborationcasestudiesofVeraJohn- Steiner(2000)shenotedthata‘long-termcreativecollaborationcanactasamirror…:achanceto

understandone’shabits,styles,workingmethodsandbeliefsthroughcomparisonandcontrastwith

one’scollaborator’(p.189).Itappearsthatevenintheseshort-termcollaborations,similarself- reflectioncanbeachieved:notinspiteofcollaborationbutbecauseofit.

Gameplay and Collaborative Story-Writing

Humour, Play, and the Mitigation of Risk in Collaboration

TheStoryjackergameshelpedpeoplecollaborateonstory-writingtasks.Theamountoffunplayers

reportedhavingwasconsistentlyhighacrossallgroupsandoverthecourseofthetestingcertain

conclusionscouldbedrawnabouttheelementsthatmadethegamesentertaining.Humourwasoften

presentinboththestoriesthatparticipantswroteintheformofjokesandfarcicalplotstructures,

andevidentintheirreportingoftheirownapproach.Participantssawthisasawayoflimitingtheir

exposuretobeingjudged.Asinothercreativitystudies(Cade,1982;Holmes,2007),humourdidnot

seemtodistractfromthetask.Insteaditfosteredaneasyrelationshipbetweenplayersandallowed

thegroupstoenjoywhattheyweredoingtogether.

Ontworeportedoccasions,humorousnarrativestrategiesbyplayersproducedinappropriate

stories,involvingderogatorydepictionsofgroupssuchastheelderly.Whatisaglib,sarcasticstrategy

forcomedyinarelativelyquick-firegamesuchasGame2,wheresurprisingandoutrageousplot

twiststhrive,doesnotalwaystranslatewellforstoryreaders.Readersareusedtoconsideredtexts

publishedonlyafterauthorshavehadtheopportunitytoconsidertheirjokesandanyoffensethey

mightcause.Therewasnoclearrelationshipbetweenhumourandthemarksofthepanellists(there

issomewell-judgedhumourinallofthehighestmarkedstories).However,textstheyreportedas

displayinganunsavouryhumourweremarkedpunitively,withlowscoresinallcategories.

WhenpeopleplayedGame2,therewasacomplementarystrategytohumourreportedthatalso

helpedtonavigatecollaborativevulnerabilities:theplayerwhosegoitwastochoosewouldpick

theplayerwhohadbeenoverlookedoneormoretimesintherecentrounds,eveniftheywerenot

thebestoption.TheuseofBateson’sconceptofmetacommunicationgoessomewaytoexplainthis

phenomenon.Metacommunicationinplaydenotesasenseofdistancefromanyseriousfunction

todemonstratethatthis is play,inordertomitigatethreat(Bateson,2006,p.318).Anon-game

collaborationmightdemandonlythebestoptionregardlessofcollaboratorandeverychoicemade

bytheplayerswouldbeanegativeassessmentoftheloser’swritingability.Insteadplayersoptedto

fosteralow-threatcollaborationthroughtheirgesturesofplayfulness.Thedistancedattitudedenoted

bylaughtercouldalsobecharacterisedasawaytocommunicateasenseofplay,inthewaythat

Batesondescribes.

Reading Panel Feedback on the Value of the Stories to Readers

Duringtheevaluationstageoftheproject,thereadingpanelreviewedaselectionofthestorieswritten

bythegames.Inthefeedbackthatfollowedtworesponsescouldbeidentified.

Twopointsofviewpolarisedfeedbackandwereexplicitlyreferencedbythreeofthepanelists

(Table1),nearlyalwaysinjuxtaposition:

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• The Writer-as-Reader (Referred to as the Reader-Writer, or Writer):Inallcases,thewriter- as-readercouldfindsomethingvaluableeitherinthetakingpartinthesegamesasexercises,as

satisfyingtheirinterestinstorytelling,ortoinspiremore experimentalapproachestotheirown

practice.EspeciallythroughtheleftoverfragmentsintheGame2presentation,Panelist3sees

thepotentialityofworlds that we might write ourselves into, through, out of.Thisisnotonly

reading,butthinkingofwritingwhilstreading.

• The Story Reader (Referred to Variously as ‘the “Lay” Reader, Non-Writer or Reader):

Thestoryreadertakesamoreabsoluteposition:forthemtherewasasuccess imperative,which

dictatedthatthestoriesshouldsucceedinmakingsenseandinofferingasatisfyingending.From

thissecondreader’sperspective,itwasfeltthatstoriesmainlyfailedtohitthemark.Aswellas

thetextsoftenfailingtosucceedasstories,thosepresentationalelementsthatmadereadingthe

gamestoriesinterestingtothewriter-as-reader,suchasin-gamechallengelabelsandcomparative

texts(Figure4andFigure5)weakenedtheexperienceofthestory.

Figure 4. An example of the multiple story lines presented to the reader of a Game 2 story

Figure 5. Prompts pop up when the reader moves their cursor over the text

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Forthosepaneliststhatusedthisterminology,theextenttowhichtheytookupthesepositions,

eitherasatypicalstoryreaderoraswriter-as-readergenerallyinformedtheirscoresandresponse

tothetext:thelowestscorer,Panelist1,explicitlypositionedthemselvesasastoryreader,(‘forme

asareader’and‘fromareader’spointofview,Ifind…’).Thehighestscorer,Panelist2,explicitly

positionedthemselvesasawriterorreader-writer,(‘AsawriterI’minterestedin…’and‘Asareader- writer,thesetalesenableusto…’).

BothpositionsfindampleagreementinRolandBarthes’S/Z(1990).Init,heidentifiesthereaderly

andthewriterlyastwotypesoftext,astwowaysofunderstandingtext.Thereaderlyexperienceisa

productoftheusualdivorce‘betweentheproducerofthetextanditsuser’(1990,p.3).Inthereaderly

model,thereaderis‘plungedintoakindofidleness–heisintransitive;heis,inshort,serious:…

insteadofgainingaccessto…thepleasureofwriting,heisleftwithnomorethanthepoorfreedom

eithertoacceptorrejectthetext’(1990,p.4);asnotedabove,forpanelistsasstory-readers,stories

eitherhit the markordidnot.Incontrastthewriterlytext‘isourselveswriting,beforetheinfinite

playoftheworld…istraversed,intersected,stopped,plasticizedbysomesingularsystem’(1990,

p.5).Barthesnotionofliteraryappreciationinvolvesembodyingthewritertobringthepossibilities

ofthetexttolife:any‘typologyoftexts’can‘belinkedonlytoapractice…ofwriting’(1990,p.6).

EvidenceofgameplayinthepresentationofStoryjackertextsnotonlypromotesamoregame-like

appreciationofthestory;italsoseemstoclarifythelinktothepracticeofwritingbydocumenting

eachstageofthewrittenprocess.

Thefindingsfromreaderandplayerfeedbackpointtooverlappingnarrativesingamestories:

distinctelementsbeyondthestoryitselfthatdrawoutanddocumenttheprocessofwritingfor

participatingstudents:

• Evidence of a Performance:Partofwhatobstructsthegametext’stransitiontobecominga

draftofastoryistheresidueleftbyitsownperformance:thatself-consciouselement(Norwood,

2010)thattellsofitsliveorigins.Inclassroomwritinggames,thisnarrativeelementtendedto

Table 1. Response as story reader vs. writer/reader

Writer-as-reader response Story reader response

‘…asaworkshopexerciseIcouldseeityieldingreal

benefitstothewriters’(Panellist1) ‘…asareaderitwasaratherforced,derivativeand

introspectiveimitationofthekindsofcollaborative/online

authorshipthatarealreadyoccurring’(Panellist1)

‘…Ifoundthisinterestingassomeonewhoisinterestedin

thecraftofstorytellingandwriting…’(Panelist2) ‘…itmightweakentheexperienceofthestoryfora‘lay’

reader(Panelist2)

‘AsawriterI’minterestedinthe“possibilities”anddon’t

viewthisstoryaseitheraworkinprogressorafinished

collaborativenarrative-ratheritinspiresmetobemore

experimentalwithmyownapproachtostory-building.’

(Panelist3)

‘Howmuchitmightaffecthowanon-writerwould

respondisdifficulttoimagine.’(Panelist3)

‘Asareader-writer,thesetalesenableustoglimpse

fragmentsofworldsthatwemightwriteourselvesinto,

through,outof.Evenifweneverchoosetodevelopany

ofthesealternativeapproachesinanygreatdetail,the

factofhavingexperimentedwiththembringsanew

understandingtoourownprocesses.’(Panelist3)

‘Asa“reader”thereisthesuccessimperative-doesthe

storymakesense,istheviewpointconsistent,istheending

satisfying?’(Panelist3)

‘Ithinkthisstruckmeasavaluableworkshop/craft/

disciplineexerciseforthewriters…asIsayithasmany

otherbenefitswhichIcouldimaginemakingitwellworth

awriter’swhiletoengagewith.’(Panelist1)

‘…fromareader’spointofview,Ifindthestoriesmainly

failedtohitthemark,andIthoughtthetransparent,

painstakinglyaccountablecollaborativeprocessmainly

obstructedmyengagementasareader…’(Panelist1)

(12)

ofstoryeventswiththeeventsinvolvedinconstructingthestory(someonewhispersinmyearin

Figure6isanactualeventduringplay).Thisisarelativelyexclusivereference,whichprimarily

targetsitsaudienceattimeofwriting:theotherplayers.Traditionally,fictionreadersasan

audienceareseparatedfromthewriterbyindustrialprocess,fixingthemasother,anexternal

targetforthereaderlytext(Barthes,1990).ThisisnotthecaseinStoryjackergames.Students

arephysicallyclosetoeachothersocanoftenreadwhatiswrittenpriortopublicationandjust

afterpublication.Theyarebyturnthenitswriters,furtherblurringthereader-writerboundary.

• Evidence of the Game:Whilstswitchingbetweenwritingandreadingrolesoccurs,nodoubt,

withinanywritingprocess,i.e.IwriteforamomentandthenreadbackwhatIhavewritten,the

Storyjackermultiplayergameexternalisesanddrawsapartthenormalread-writeprocessesof

compositionasaseriesofmarkedeventsstructuredasplay:separatemovesbyopposingplayers.

Thisisdenotedmostobviouslybychallenge-textmarkers(Figure5)thatdescribethetypeof

playandplayersinvolvedinproducingthespecificepisode.Thenarrativeofplaythatthesetext

elementsinform,inturnaffectsthestorytext.ThechallengemessageinFigure5notonlytells

meaboutthewritingevent,italsoprovidesaciphertodecodethestorytextthataccompanies

it.Aswellaspositioningthewriterinthetext,thereforeallowingeasieraccesstoawriterly

appreciationofthetext(Barthes,1990),theserecordsofthegamealsoelicitinthereadera

senseofdebateanddivergencemoretypicaltogamesandtheirpost-mortems,suchasinAlan

Aycock’sobservationsabouttournamentchess(1983)when‘numerouspreviouslysilentlines

ofplay…arespoken’(Aycock,1993,p.21).Inthisway,thestudentasreaderplaysoutmany

possibleotherstorylinesfromtheonethatoccurred,exhaustingthestory‘alongseveralseams’.

IntheGame2,evidenceofstorysegmentsrejectedinthegamesometimesledtocomments

aboutpreferredalternativeplotlinesbythereadingpanel.

• Evidence of Single-Phase Development:Duringthetests,studentstreatedthestoriesproduced

asfinalpieces.Thereisalsonointerfaceintheplatformthatallowswriterstoedittheworkafter

submission.Thismeansthatgamesoftenfeaturetypographicerrors(e.g.theunfinishedword

‘f’inFigure6).Bythesamedegree,itoffersuneditedaccesstothefirstdraftsofexperienced

andnovicewritersalike;somethingthatreadingpanelliststhoughttobeusefulasapointof

reflectionforcreativewritingstudents.

Themeaningfulnessofanystorytextispotentiallyexpandedorchangedbyincludingthe

descriptionofitscreation:newmeaningsarefoundbyaframingofthetextwithsurroundingtextsor

paratexts,asexplainedbyStevenJonesinThe Meaning of Video Games(2008).Whatmakesthese

game-basedstorytextsdifferent,however,isthepermeationofthegamenarrativeparatextwithin

thestorytextitself.Itoffersstudentsandstaffreviewingthegamestoriesasenseofthatstoryasa

documentofthecreativeprocessandasatoolforlearningaboutcreativewritingandcollaboration.

Figure 6. An example of both self-conscious prose and typographic errors

(13)

CoNCLUSIoN

Thisstudyunderlinestheimportanceofcollaborativeworkinginthecreativewritingclassroomandthe

rolegameshavetoplayinintroducingcollaborativestrategies.TheStoryjackergamesreviewedinthis

paperofferedcreativewritingstudentparticipantsanintroductorycontextforwritingcollaboratively

thattheyfoundfuntoengagewith.Inaddition,studentsreportedspecificlearningoutcomesrelated

totheircollaborations.Someparticipantsreportedthattheyhadapositivefirstexperienceofwriting

aspartofateam(despitebeingincompetitionwitheachotherinthegame).Otherswereableto

reflectonthewaythatfellowstudentsincorporatedtheirwritingintoongoingnarratives.Thisgave

themnewperspectiveswithwhichtodeveloptheircreativewritingpractice.

Therearealsobenefitsforstudentswhoreadthroughthegames,withoutnecessarilyplaying

them.Theplayfulpresentationoftextdoesnotprovideanuninterruptedstoryreadingexperiencebut

itdoesofferfreshperspectivesonthewritingprocessthatcanpotentiallystimulateandinspirestudent

writers.Theevidencethatastorycouldhavebeenwrittenanotherwayorthatitwasonlywrittenin

acertainwaybecauseofgame-basedrestrictionsreportedlyencouragesthereadertoreflectonthe

processandeventofwritingratherthansimplythequalityofthestory.Thisoffersnovelinsightsinto

storywritingthatcannotsoeasilyoccurinnormalwritingpractice.Thestoriesthatareproducedcan

highlight,forexample,theimportanceofredraftingincreatingnarrativecoherenceandtheawesome

divergenceofendingsthatfellowstorywritersenvisagefromthesamestorybeginning.

Itisnotclearwhetherthereisanongoingbenefitforstudentstoengagewiththesetypesof

multiplayerwritinggames,oncetheyprogressintomoremeaningfultypesofcollaboration(orreturn

tomoreindividualisticwritingpracticeswithlessonslearnt).Thisisespeciallythecasegiventhat

readersas readersdonotappeartowhollyenjoythetextsproducedbygamessuchasthosetested

butratherseethemasfertilegroundsforwriterlycontemplation.Furtherworkisneededtoclarify

theroleofgamesinhighereducationcreativewritingclassroomsandthecollaborativeprojectsthat

couldfollow.

(14)

ReFeReNCeS

Amabile,T.M.(1983).MotivationandCreativity:EffectsofMotivationalOrientationonCreativeWriters.

Proceedings of the Annual Convention of the American Psychological Association,Anaheim,USA.

Aycock,A.(1993).Derrida/Fort-Da:DeconstructingPlay.Postmodern Culture,3(2).

Barthes,R.(1975).The Pleasure of the Text.Farrar,StrausandGiroux.

Barthes,R.(1990).S/Z.Blackwell.

Bateson,G.(2006).ATheoryofPlayandFantasy.InK.Salen&E.Zimmerman(Eds.),The Game Design Reader: A Rules of Play Anthology.Cambridge,Mass.:MITPress.

Cade,B.W.(1982).Humourandcreativity.Journal of Family Therapy,4(1),35–42.doi:10.1046/j..1982.00575.x Fullerton,T.(2008).Game Design Workshop: A Playcentric Approach to Creating Innovative Games.CRCPress.

Gibson,J.(2014).Introduction to Game Design, Prototyping, and Development: From Concept to Playable Game with Unity and C.Addison-WesleyProfessional.

Holmes,J.(2007).MakingHumourWork:CreativityontheJob.Applied Linguistics,28(4),518–537.doi:10.1093/

applin/amm048

John-Steiner,V.(2000).Creative Collaboration.OxfordUniversityPress.

Leach,H.(2004).WritingTogether:GroupsandWorkshops.InR.Graham,H.Newall,H.Leach,&J.Singleton

(Eds.),The Road to Somewhere: A Creative Writing Companion.Basingstoke,Hampshire,NewYork:Palgrave

Macmillan.

Moran,S.,&John-Steiner,V.(2004).Howcollaborationincreativeworkimpactsidentityandmotivation.In

D.Miell&K.Littleton(Eds.),Collaborative Creativity: Contemporary Perspectives(pp.11–25).London:Free

AssociationBooks.

Morley,D.(2007).The Cambridge Introduction to Creative Writing. Cambridge Introductions to Literature.

Cambridge:CambridgeUniversityPress.doi:10.1017/CBO9780511803024

Norwood,T.(2010).TheWritingofPerformance.InR.L.Clapham(Ed.),(W)readingPerformanceWriting:A

Guide.LiveArtDevelopmentAgency(LADAStudyRoomGuides).

Ravetz,A.,Kettle,A.,&Felcey,H.(2013).Collaboration through Craft.A&CBlack.

Schell,J.(2008).The Art of Game Design: A Book of Lenses.Taylor&FrancisGroup.

Smith,H.(2005).The Writing Experiment: Strategies for Innovative Creative Writing.Allen&Unwin.

Storey,H.,&Joubert,M.M.(2004).TheEmotionalDanceofCreativeCollaboration.InD.Miell&K.Littleton

(Eds.),Collaborative Creativity: Contemporary Perspectives.London:FreeAssociationBooks.

Vygotsky,L.S.(1978).Mind in society: The development of higher psychological processes.Cambridge,MA:

HarvardUniversityPress.

Wallis,J.(2007).MakingGamesThatMakeStories.InP.Harrigan&N.Wardrip-Fruin(Eds.),Second Person:

Role-playing and Story in Games and Playable Media.Massachusetts:MITPress.

References

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