Friday, November 02, 2007

Elearning, Machinima and the Law 

One of the great take-aways of Learning 2006 for me was Machinima. Now there's some IP follow-up that is due for anyone considering using Machinima content for training. I think machinima is a powerful, effective and low cost alternative technique to "from scratch" 2D/3D animation, graphics and video production for e-learning. However, as always, one needs to be respectful of intellectual property (IP). A blog posting that I recently found is a good reminder of that.

But first, a little background. In February of 2007 I posted some information on machinima when I was fortunate enough to snag Tom Crawford as a guest speaker for an Adobe eLuminary web seminar titled Machinima: When Video isn't Video [description at bottom of page here, direct link to recording here (free registration req'd)]. By the way, Tom did the best job I have ever seen of formatting/encoding machinima clips for use inside Adobe Connect, but that may be a whole other seminar topic.

Since then I have been openly wondering about using imagery and recorded screen captures of Flight Simulator X and other tools for training. Hopefully, Microsoft and other vendors will make their IP policies clearer regarding this use case. It seems the use case for the elearning developer is not to use game storyline, but to co-opt it as a graphics or animation generator. I'm really not sure how this plays into their IP policies.

In August of 2007, Mark Methenitis of The Vernon Law Group posted some informative discussion and commentary on Microsoft and machinima on his blog Law of the Game. from the original post, Microsoft's New Content Usage Rules: A Small Step for Machinima

Microsoft has set forth an interesting new content policy, found here, that seems to be giving the non-profit machinimist a break. In fact, I would go as far as to say this is really what needed to be done, but only addresses half of the issue.

The rules boil down to this: You can use the following games:

  • Age of Empires (all versions)
  • Flight Simulator (all versions)
  • Forza Motorsport (all versions)
  • Halo: Combat Evolved, Halo 2, and Halo 3 (when released)
  • Kameo
  • Perfect Dark Zero
  • Project Gotham Racing (all versions)
  • Rise of Nations (all versions)
  • Shadowrun
  • Viva Piñata

to make machinima, provided you put the following disclaimer on it:

[The title of your Item] was created under Microsoft’s “Game Content Usage Rules” using assets from GAMENAME, © Microsoft Corporation.

The blog entry goes on to list the rules Microsoft requires (which you really should read from the Microsoft Xbox.com page), but I prefer Mark's witty Carlin-esque summary.

Consider these the 7 Deadly Sins of Microsoft Machinima. In short, they are:

  1. Hacking
  2. Obscenity
  3. Profit
  4. Audio
  5. Other IP
  6. Fanfiction
  7. Piggybacking

When using machinima techniques, I doubt that corporate trainers will ever intend to hack, cuss, directly profit, pirate audio, abuse IP, craft fan fiction or support derivative works (piggybacking), BUT even the best of intents doesn't mean that use for corporate training is legally acceptable to the IP owners. I hope that Microsoft will clarify the IP issues regarding use of game-generated images or image sequences for non-game corporate training purposes at the upcoming Microsoft DevCon 2007 or the related/co-located AvSim 2007 conference & exhibition.

In an interesting and relevant turn, the AvSim 2007 conference features guest speakers including both Capt. Mark Feuerstein, the Project Pilot for Boeing Commercial Airplanes’ 747-8 program and commercial pilot and flight instructor, Erik Lindbergh– grandson of Charles and Anne Morrow Lindbergh. I wonder what their thoughts on training "fair use" might be.

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Tuesday, September 11, 2007

Cheat This Book- Gadgets, Games & Gizmos 

I'm barely in "Gen-X." I'm about 12 years too young to truly appreciate the Abbie Hoffman reference I just made. I'm about 12 years too old to be a real "gamer." Nonetheless, here I am in my 40's staying up late to write a book report on Gadgets, Games and Gizmos for Learning by Karl Kapp. Sorry Mom.

I apologize to my mother, my beloved late-night term-paper typist, but NOT to you dear reader. This book is pretty good. I am going to apply a little gamer style that I learned from the book and mix it up with a little of my own Yuppie Yippie geezer pre-gamer culture jamming of my own. (Whew, too much social anthropology to parse there, no wonder one of the reviewers/contributors has a background in Anthropology.)

Learning Designer/Developer Cheating Tips for Gadgets, Games and Gizmos for Learning: Tools and Techniques for Transferring Know-How from Boomers to Gamers

  1. Use the Corporate Card to buy it. It's expensive, but you'll come-off like a super-genius. Plus you'll want to share this book with co-workers and clients. Boomers will be able to throw down some gaming terms, and understand what makes gamers tick. Gamers will even gain some insight into Boomers.
    Bonus tip: Independent consultant like me? Buy it anyway and "Stick it to the man." It's fun, even if you are "the man."
  2. Read Chapter 1 first, and read it all. Well, duh. It's like doing the tutorial at the start of a game, you'll get further faster. This chapter has a lot of the background and research references that helped shape the book.
  3. Jump to Chapter 5, it's about cheats Why? 'Cause one man's cheats is another man's job-aid (or performance support tool). Besides this whole post is a cheat, right. Don't hate the playa, learn to game the gamers.
  4. Now skip to Chapter to Chapter 10, it's about the coin You're going to need budget or at least time to do some interesting games, get some gizmos, design networked social learning and generally do other cool stuff. Chapter 10 gets right to the new math of explaining that not just playing, but designing games is critical and worthwhile. You'll need to justify this stuff.
    Bonus tip: Now go back and read the "Workplace Implications" from Chapters 2-4 and 6-8-- they'll have some good fodder for the Exec Summary of that budgeting proposal.
  5. Refine and Polish Go back and skip around, read more in any order... don't be so linear dude. Refresh some basic ISD in Chapters 2-3 and re-orient it to games and gamers. Think about recruiting them in Chapter 9. Think about how you obtain, train and retain across the board for boomer and gamers alike.

Not exactly a book report, but hopefully an interesting stop on this virtual book tour. I like the book for the anecdotes, data and scenarios. Those are things that resonate with me and I find memorable, repeatable and applicable. Right there at the front (p. 16-17), Karl pulled together a nice chart of the attributes of the games and gamers across 4 "generations" of gamers from Gen I Pong and Odyssey to Gen 4.0 Halo, The Sims and GTA3. I'm starting to use bits from this table like a mini Meyers-Briggs assessment for quickly sizing up and adjusting to gamers. Check out the book on Amazon, or do a little more recon and learn more about it via the current virtual book tour that is underway.

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Saturday, June 16, 2007

Managers Who Are Gamers Do Well in Business 

From a recent Businessweek online edition:
Talk Show:
According to a new study by IBM (IBM ), some multiplayer games teach skills needed to manage a modern multinational.

The computer giant hired software maker Seriosity to watch people play hundreds of hours of games where leadership is required. IBM also surveyed more than 200 players among its own managers. The finding: Those immersed in online worlds linking millions of participants, such as World of Warcraft, get good at gathering information from far-flung sources, assessing risk, and moving quickly to the next challenge. IBM says the study, to be released on June 15, shows such games could be 'management flight simulators' for those trying to lead global teams.

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