Some Takeaways from #TvsZ 6.0

The #TvsZ game ended last night, after a weekend of furious activity on all the teams involved to complete the final “mission” that pulled together all sorts of strands of stories, media and collaborative principles. Unfortunately, I was out of the house for much of the afternoon and left the curating of my team’s mission to others. I did create a “myth” story for our team (#DragonBovines) as a comic, in hopes that I could at least contribute something. Others wrote myth tweets, too.
The Myth of TvsZ

But I continue to think about the take-aways from a social media game like #TvsZ and what literacies and skills come to the surface. These are merely my own reflection points:

  • A game played in real time across a social media network like Twitter means that many players missed much of the unfolding of the game, and that’s OK. Unless you were jacked to your screen for 48 hours, elements of the game went by you or pieces got completely missed. Realizing that there is no way to know everything is not a weakness but a strength of the game (and thankfully, the administrators were around most of the time to clarify rules.)
  • The need for collaboration and team-building trumped mostly everything else. This is built into the dynamics and flow of the game itself, as you begin by recruiting for a team and then work forward from there. Much of the play was recruiting, resisting and helping teammates as membership shifted across the board.
  • Some literacies that I noticed: writing in short-form, collaborative story writing, media awareness and media creation, hyperlinks as text, collaborative practice, rules negotiations, remixing content, and other skills that I am still mulling over.
  • You don’t quite realize the extend of connections until you get a glimpse of something like the Tagsexplorer that was set up for the game. Check it out. That’s when you get to pull back and glimpse some of the writing and connecting that was going on, as all of those strands reach out and represent connections. Pretty amazing. And the tool is perfect for getting a real idea of activity in a game like this, which can often feel fleeting in the moment.

TvsZ tagexplorer

I will be curious to see how the discussions unfold in the undergraduate classes that were playing the game across the world, and what the students saw in the game. One question should be: did playing TvsZ have value beyond just playing the game itself? What was learned about the self and about connected learning practices?

It may be a game, but TvsZ is always more than just a game.

Peace (in rest mode),
Kevin

PS – here is a collection of comics from our team, as curated by NanaLou.

 

Why I Played Twitter vs. Zombies (3)

tvsz3 timeline
This weekend, the third iteration of the Twitter-based hashtag game called Twitter vs. Zombies took place, and I joined in when I could. I was part of the first iteration last year, never knew about the second earlier this year, and only heard about the third iteration from a friend in DS106 … on Twitter, of course.

The game is a bit difficult to explain, as the rules shift as the game progresses but essentially it is a large, virtual game of tag. Some of the main ideas are:

  • Twitter becomes the “game board” where the action takes place;
  • Hashtags — such as #bite and #dodge — are the actions that players take in the game;
  • The goal of the game: Zombies try to turn all humans in zombies, and humans try to avoid getting turned into zombies;
  • Players begin as humans and then become zombies, and then maybe back to humans;
  • The game unfolds over three days of activity;
  • Collectives of humans seek to outrun zombies, who also work in teams to get the humans;
  • The moderators add new rules and twists to the game once or twice a day;
  • Sense of humor required.

But even that list of my own understanding of the Twitter vs. Zombies game doesn’t do it justice.  When we think about how to leverage the possibilities of the Web and its various spaces for collaborative and interactive experiences, this kind of game is what we are talking about. Think about an interactive experience that unfolds over a number of days, in which people who don’t know each other must collaborate, and be creative, to accomplish a goal … that’s really what Twitter vs. Zombies is all about, for me.

Plus, I had a blast playing it. And I created comics, Vine videos, word clouds, music mixes and more as a way to add my own media touch into the game atmosphere.

Twitter vs Zombies 3

Last time I played, I think I wrote about wondering how this sort of uncentered game experience might translate into the classroom. Not as Twitter vs. Zombies, perhaps, but some variation of it in which our students are engaged in a global gaming structure that requires deftness, creativity and collaboration. I’m still wondering about that.

I want to thank the moderators of the weekend’s game. Even though I got bitten and turned into a Zombie early in the game (I was teaching on Friday when the game began) and never got an antidote from anyone to turn back to human (and by Sunday, I was ready — I just couldn’t announce it … or could I have?), I had a blast, popping in and out of the action as our busy family life allowed. Engaging in Twitter vs. Zombies reminded me again of the many ways that technology and the connected world can transform how we think about learning and playing.

Peace (coming out of the darkness),
Kevin