Introduction to the Workshop and Educational Goals
Henry Jenkins III
For the past five years, the MIT Comparative Media Studies Program has worked with Sony Imageworks and various local games companies to produce a workshop on Transforming Traditional Media Content into Nonlinear and Interactive Formats. The course, in the MIT context, runs intensively - essentially 9-5 for five days during a week in January. Our students include undergraduate students from MIT and Wellesley College, graduate students, visiting scholars, staff, and other members of the MIT Community. While we offer a limited amount of academic credit for participating in the program, most of our students opt to do it purely on a volunteer basis.
The workshop has two basic components - a design competition where teams conceptualize and present their approaches to adopting an existing media property into a game and a series of lectures designed to provide them with the background knowledge they need to complete this task. The contest provides greater motivation for students to pay attention to the information presented through the lectures and to apply it to the specific challenges of conceptualizing their games.
Some aspects of the workshop take advantage of the unique resources of MIT, yet we believe that the basic structure of the workshop could be adopted by local teachers at the high school level. We have had several high school aged students in the past and they have done as well or better than their older counterparts. In any case, the content of the workshop has adjusted slightly each year to reflect the available faculty and their interests. We are going to try through this section of the Education Arcade site to provide you with the background information and resources you would need to try this project in your own school or community.
Educational Goals
This workshop emerged from a series of conversations that Henry Jenkins and Alex Chisholm had with more than 50 different companies, large and small, which might be interested in hiring Humanities-trained media studies students upon their graduation. We were consistently told that while Liberal Arts students are highly desired in the workshop because of their mental flexibility and breadth of background knowledge, they often lacked some core skills that would make them ideal employees. Among those things most often identified were leadership experience, teamwork, communication skills, brainstorming and problem solving skills, competitiveness, and the experience of carrying a project through to completion. So, one important thrust of the workshop was to give our own graduate and undergraduate students training and experience in these areas.
Team leaders are selected from our own graduate students or undergraduate majors. In the case of a high school, they could be selected from upperclassman and (after the first year) students who had performed well in the previous competition. These students are given some additional training in leadership, brainstorming, and communication skills so that they can insure the success of the workshop as a whole.
At the same time, the workshop was designed to expose students to the basic building blocks of computer and video games - introducing them to current industry trends, technological opportunities of the current game systems, the tools the industry uses to select and develop potential properties - storytelling, genre, character, emotion, space, game play, community building, violence and ethics, gender and generational factors, visual elements, and sound track. Students are introduced to these ideas through the lectures and then apply them to their team projects. The judging criteria for the competition are designed to insure that all of the key concepts get applied.
A third educational goal here involves encouraging students to analyze the key components of an existing media text. Students need to think deeply about what aspects of those texts are essential to defining the 'world' of the story and to insure the audience's recognition and pleasure. Any adaptation involves maintaining certain core features while changing other nonessential features to reflect the specific nature of the medium in which the work is being presented and increasingly, to offer consumers an expanded experience of the 'world' of the story. One reason why we ask students to work with existing properties is that this workshop is designed to foster the analytic skills that we introduce to students through our existing courses on film, literature, or television.