One of the most exciting things that the Open Government Initiative has brought to the federal government is a newfound appreciation for video games as a persuasive and educational medium. (No doubt in part because of Deputy CTO Beth Noveck’s background in games and virtual worlds). Earlier this month, Secretary of Agriculture Tom Vilsack announced the Healthy Kids Game Challenge, and notice and comment on the design of the contest is now open on the Open Government blog here:

Innovations for Healthy Kids Game Challenge: Help Design for Success

Again, the USDA is seeking comments on the contest design itself. The post directs commentators to four main areas of focus:

  1. Target Audience
  2. Timeline
  3. Criteria for Success
  4. Outreach

I hope the Serious Games / Games for Health / Games for Change community will weigh in on these questions. I’ve posed my own response, which I’ll repost below:

2. Timeline: I encourage the USDA to consider dividing the Challenge into a two-stage funnel. The first stage would focus on game design, where the goal is to flush out as many good ideas as possible. The second stage would then focus on implementation, perhaps with the rules of the Challenge refined as a result of what is learned from the first phase.

This two-phase process recognizes that people with good game design or education concepts may not also have game development skills (nor would good game developers necessarily understand either nutrition or education). The community of game-developing educators, as Joey C. previously pointed out, is quite small. Insofar as this Challenge intends to generate innovative thinking, maximizing the number of participants by lowering the barriers to entry should be a top priority. The wide end of a two-stage funnel should be so large that even the schoolchildren who will one day play the game could themselves enter the Challenge.

In theory, online collaboration between educators and game developers would overcome the challenge of missing skills I have identified. In practice, however, collaboration of this nature is very difficult to foster online, especially in the context of a contest where trust is difficult to build. The transaction costs of teamwork on something as complex as game development are so high that even assembling a concept, never mind a working prototype, is prohibitive to most people working together. The USDA may wish to talk with the Knight Foundation’s efforts to build teams among competitors in that Foundation’s annual challenge if the idea of online collaboration remains appealing.

3. Criteria for Success: As my co-author and I discuss in our forthcoming book chapter, Video Games for Prosocial Learning (Ethics and Game Design: Teaching Values Through Play), transference is a major obstacle in educational games, or any educational effort. Certainly two possible criteria of a successful game design could be cognitive learning or attitudinal change. However, demonstrating transference between that learning and actual behavioral change – the ultimate goal of the intended video game – is much more difficult to measure and achieve.

Therefore I encourage the USDA to also include direct behavioral shaping as a possible criterion of success in the Challenge. For example, Nintendo’s Wii Fit does not ask players to “learn” about flexibility, but rather engage in physical activity that will increase flexibility. Likewise, hybrid cars’ miles-per-gallon gauges shape drivers’ behavior through a game-like interface (the Honda Civic even shows a virtual forest growing as the driver’s MPG results improve).

A game that incorporates actual player behavior, rather than assuming transference between learning and behavior, is much more likely to succeed in its goals in a measurable way.

Weigh in with your own comments.

My heroes meet: Will Wright and E.O. Wilson

NPR’s Open Mic featured a fascinating discussion between two of my personal heroes, Will Wright and E.O. Wilson. Their overlap, naturally, was in ants, which were a personal fascination of mine since very young. I remember with great fondness that my roommates bought me SimAnt as a gift during my freshman year of college (it was also one of the few games for Mac back then), and I played the heck out of it, even though it wasn’t a terribly deep game.

Wilson is typically far-sighted in seeing video games as pointing the way to better education. While he imagines this future teaching centered on virtual reality, I continue to believe the greatest hope for learning will be in teaching systems-thinking, something that Wright has excelled at doing.

For Wilson, the greatest unanswered question in biology is “the origin of altruistic social behavior.” I suspect this question is what drew me to my interest in ants as a child: how these animals work together as a social organism to accomplish incredible tasks. And again this is the kind of concept that’s best conveyed via a video game – complex interactions among many small parts, as well as the ability to switch perspectives to take the point of view of one of those parts. I’d love to see Wright take on this grand task that Wilson has laid out: can altruism be the basis of a fun, exciting, blockbuster game?

Read/listen to the story: Ant Lovers Unite! Will Wright and E.O. Wilson on Life and Games.

Gamers with Jobs’ ongoing discussion on morality in games

Interesting chat in last week’s Gamers with Jobs Conference Call instigated by a listener email on the “trend” towards moral choices in recent games (especially Infamous for PS3). The caller wondered if games should offer better rewards for “good” or “evil” choices, which generated a great discussion among the podcasters. Julian “Rabbit” Murdoch noted/complained that in games, “evil” is often the quick and easy path, while “good” often coincides with patience (and larger long-term rewards). His observation makes me wonder whether such gameplay implicates not so much morality (right vs wrong) than virtue – specifically, the virtue of patience. This particular approach to virtue is particularly interesting given that video games have a reputation as tools of twitchy, instant gratification.

In that same podcast, Rabbit also emphasizes that it makes more sense to tie the consequences of moral choices to story outcomes, much more so than game effects like upgraded weapons or skills, although the distinction can be blurry. (The example he gives is villagers giving you critical information in gratitude for helping the village). This division between gameplay and story illustrates the continuing incapacity of games to make stories into games, which I argue is because remains an absence of a social physics engine which would make such gameplay as fun as throwing objects around using existing physics engines.

All that Jazz: Major Minor’s Majestic March

Major Minor's Majestic March

Major Minor's Majestic March

At the dawn of the music game genre, Parappa the Rapper set standards for original art style and gameplay that today’s Guitar Hero cohort has yet to match. Here was a game that valued your creativity, awarding you points for not just mastering rhythmic patterns, but stringing them together in novel flows. Parappa took the feature that make arcade games so attractive, this remixing of set patterns, and married it to its natural partner, music.

The result was no less jazz than hip-hop, and by comparison today’s music games are Simon Says with plastic guitars. Music was meant to be made, not recited, after all. Rock Band lets you pretend to make music; Parappa pointed the way to game consoles as musical instruments. If anyone was to offer an alternative to the narrowing of the music game genre into karaoke with points, it would be the original Parappa team – developer Masaya Matsuura, artist Rodney Greenblatt, and studio NanaOn-Sha, with the long-awaited spiritual sequel Major Minor’s Majestic March.

Sadly, while MMMM retains the hand-drawn charm and nutty characters of Parappa, its gameplay goes in entirely the opposite direction, amounting to little more than keeping the beat with a Wiimote. Gone is the creative license to mete out freestyle flows; instead you’re reduced to a human metronome.

Even that small premise might offer some dose of fun – kids, after all, seem to have an innate ability to rock a hot beat. But MMMM‘s rigid interface sucks the soul out of the rhythm. Sure, not everyone daydreams of being a drum major, but those who do probably don’t imagine themselves just pumping their fist up and down (a gesture uncomfortably in an unfortunate similar to an obsene gesture). And even such an activity as robotic as this might still offer a bit of amusement if it didn’t also demand such precision. Deviate from an exact up-down path and your band members split like groupies in a drug bust.

Like their peers in this generation, the creators of MMMM have lost the spirit of improvisation. (Wii Music lets you re-arrange public domain tunes, but the activity isn’t very natural, nor much of a game). Rock Band drum solos are about all you’ll find these days in terms of freestyle play in music games.

“Flow” – a state of selfless, almost meditative immersion – describes the most absorbing aspect of game-playing and music-making alike. Guitar Hero and Rock Band made this connection so successfuly that they have changed pop culture itself. But what of the pleasures of musical creativity? A few months ago I watched the Princeton Laptop Orchestra performing with synthesizers controlled by a modified joystick (a “joyful noise” indeed!). It didn’t sound like jazz, nor did it look like an arcade game, but it shared the improvisational qualities of both. In so doing, PLOP inherits from Parappa the possibility that game hardware can function as musical instruments. Sadly, the direct descendant of Parappa instead illustrates why, in games as much as in music, it don’t mean a thing if it ain’t got that swing.

Games for Change Boston – workshop wrapup

Games for Change - BostonAt this year’s Independent Game Conference – East, the Boston chapter of Games for Change ran a prototyping workshop with some 30 conference participants. The goal: brainstorm game concepts addressing one of the three issues targeted by our three participating nonprofits: Teach for America, Mercy Corps, and the Boston Foundation‘s youth violence initiative. Participants generated a wide range of concepts ranging from learning puzzles to augmented reality and game design challenges. Just as interesting, goals ranged from educating players to fostering community to shaping real-world behaviors.

For our next act, Boston Games for Change will host a gamejam to move one or more of these basic concepts into a working prototype. In the meantime, we’ll be representing at the 6th Annual Games for Change Festival in New York, May 27-29. Register now!

Video game interfaces for real-life war

XBox sniper controls?

XBox sniper controls?

As war becomes increasingly virtual, will it also become increasingly inhuman and thus inhumane? PW Singer lays out issues related to this question at TED, posted recently, in which he specifically cites Grand Theft Auto as evidence that “we do things in video games we wouldn’t do face-to-face.” He quotes one soldier who specifically says, “It’s like a video game.” Yet Singer also acknowledges that Predator Drone pilots apparently suffer higher rates of PTSD than their on-the-ground counterparts.

Will video game interfaces make what Singer terms “cubicle warriors” cold-blooded killers? Right now these remote-controlled robots largely borrow hardware interfaces from video games — see the image linked from this FOX News story or check out minute 10:30 in Singer’s talk. But what happens if and when they begin borrowing software interfaces from games as well? (The remote-control systems do already feature crosshair targets — but video games had first taken that from real guns.) Is an Ender’s Game scenario — when the soldier doesn’t even realize he is fighting a real battle — possible?

Interface design isn’t quite the same as “codelaw” — that is, embodying laws in code — but in some ways it’s even more powerful, and therefore more potentially insidious. Many of the examples of choice-shaping that Thaler and Sunstein cite in Nudge are, in fact, interface innovations. But if interfaces can dehumanize, can they also re-humanize? Video games are not known for their emotional range, but I agree with those who believe that’s a matter of historical accident, not destiny. If video games can evoke authentic emotion, can we infuse it into our military software interfaces? The fact that Predator drone pilots suffer PTSD suggests that a digital screen need not cripple our humanity.

(Thanks to colleague Ed Popko for flagging these to my attention!)

Boston Games for Change workshop at IGDC-East this Thursday

Independent Games Conference East
Boston is proud to be hosting this year’s Independent Games Conference-East, and the Boston chapter of Games for Change is running a special workshop, “Change the World with Games.” The workshop brings together NGO leaders and game developers to discuss and take action on games for social change:

Non-Profit Organizations could be using games to communicate their mission fast, far, and wide. This workshop aims to demonstrate the potential of games to inform and motivate a wide audience. Attendees will work in small groups, directly with NPOs, to design mission-based games. Representatives from three local NPOs will be on hand to explain their missions and participate in the brainstorming. Attendees will choose one of the three missions as the theme for their design challenge, and work collaboratively over 45 minutes to design and share ideas. Game design experience is not necessary. Creativity is!

Register for IGDC now.
Use these discount codes:

  • VIP: IGCEVIP09 10% OFF
  • IGDA: IGDAIGCE09 10% OFF
  • STUDENT: IGCE09EDU 50% OFF

Peter Molyneux on good and evil

In this in-depth interview with Gamasutra (May 1), game developer Peter Molyneux explains how he approaches offering players deep moral choices:

PM: What’s fascinating about it is that when we thought about good and evil, it’s so tempting to say, “Well, good is saving lives, and evil is hurting lives and killing people.” But actually, I think where the real emotion comes is when you really start testing people.

If I said to you, “Your family is over there. What would you do to save them?” “Well, I would do anything.” “Really? Would you really do anything? Would you actually kill a thousand people to save your family? And what does that say about you?”

I think, finally, that decision made people think, because it forced them to think, “My goodness, my natural reaction is of course I’d save my family. Of course I would save the people I love.” But actually, when it comes down to it, would you? Would you sacrifice everything for that very selfish act of having what you want? There are a lot of philosophical questions that come up in your mind when you’re doing that.

David Nieborg had written an excellent review of Fable 2’s moral dimensions earlier.

How to curate video games and interactive media?

Mediatheque as ball turretA recent trip to Boston’s Institute of Contemporary Art made me wonder how museums might curate video games and other digital media. The challenge is fitting an interactive and often social medium into the traditionally hands-off and reserved context of most art museums. As might be expected, the ICA resolves this tension by shunting most digital media off into a separate, youth-oriented space. (American museums seem to assume that adults like to stand aloof from art, which baffles me).

Hanging underneath the cantilevered body of the museum is the “Mediatheque,” a digital cockpit reminiscent of a WWII bomber ball turret. It currently houses some 16 Macs through which patrons can access digital exhibits and a refreshingly current social-tagging and discussion feature. But as the picture below of a girl multi-tasking on her mobile phone illustrates, culture is racing ahead faster than installations.

Digital native goes digitally native

In some ways a gallery of video games would face similar challenges as a museum of film – truly appreciating a game may take hours. Aggressively curating the selection to highlight particular aspects of the game – art, sound, and most of all gameplay – can help solve this, but the curator then runs into serious software issues. Taking an “excerpt” out of a game is nothing at all like doing the same for film – how might the exhibit highlight only one of the later levels in Super Mario Bros., for example? Then there are the hardware challenges, especially for more recent games that cannot be played or emulated on the PC.

Inside the MediathequeAssuming that the technical issues can be resolved, how might a good curator assemble the collection? Some of the easier organizing logics would be historical, perhaps starting as early as the “Cathode Ray Tube Amusement Device.” One important segment might attempt to define “video game,” perhaps highlighting board games, sport, and film for comparison. Another angle might focus on video game assets such as art or audio; yet another would be to highlight major genres.

But most important of all, a proper video game exhibit must get to the heart of a game’s interactivity. The full art of video games surfaces when the act of engaging them reveals something about the human condition – whether it’s about yourself or your relationship to the world. Many of these might have to be small indie games, with an emphasis on “small.” Putting Super Mario Bros. next to Braid might demonstrate some of the conventions that the latter challenged, but won’t really help the player experience obsession (one of the major themes of Braid), at least not within an acceptable time frame. So a significant amount of “telling” will, I’m afraid, have to be done.

The picture of the girl on her mobile reminds us that any exhibit would do well to think beyond the four corners of the screen. As with the ICA’s innovative tagging system, it might even be possible to create an interactive exhibit that integrates the rest of the museum. (Museum as ARG, anyone?)

I would love to hear other ideas for how one might go about exhibiting video games qua video games. Thoughts?

(btw, Rochester’s Strong Museum of Play will soon be opening one of the largest video game exhibits in the world. I’m curious how they’re tackling the challenge.)