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Games for Change conversation with Zimmerman and Thompson

One commenter nicely harmonized these two presentations as both calling for games to be games, but in many other respects Zimmerman and Thompson were coming at this question from opposite directions.

Zimmerman’s approach resonated with me: he identified “systems thinking” (which I recently found critical to modern legal practice) as a key affordance of games that most G4C developers are overlooking. He provoked the audience to aspire for better games with examples of genre-changing works (A People’s History of the United States, Maus). While he rejected my terminology in the Q&A session, I continue to see his appeal as for a level of sophisticated artistry in gaming. (When you use the Pulitzer prize-winning Maus as an example, it seems implied). To me this is not marginalizing but rather valorizing such efforts: at its best, art and literature call humanity to greater aspiration.

In answering his question (“Where are all the good games for change?”), Zimmerman points to Electrocity (which he prefers to pronounce to rhyme with “atrocity”) as a nascent example of what could be.

Thompson took the opposite tack by starting with “grassroots” (what some might consider “lowbrow”) games — games he compared with graffiti, raw responses to a raw world. Critiquing designers’ apparent preference for sim games — and specifically taking aim at SimCity for setting the bar for all G4C ever since — Thompson suggested that quick, dirty, to-the-gut games are what’s needed. Rather, he held up WTC Defender (can’t seem to find it, but here’s an article about its removal) as an ideal type of this genre. It’s a provocative point, but I don’t buy that WTC Defender is a game for change, nor that it’s a good model for the G4C movement to build off. It’s readable as a G4C only using Thompson’s interpretation: that, because the player is bound to lose eventually, it’s critiquing the notion that we can defend ourselves through military might. Perhaps that’s true if you can frame the game properly (Food Import Folly uses the manic quality of classic games to make a similar point), but even so the point is a relatively naive one.

In an age of increasing complexity, polarized debates such as those that would be engendered by games like WTC Defender can add fuel to the fire, generating more smoke to obscure the difficult issues we face. If existing games for change suck, it’s not because they are too earnest, but because they aren’t fun. Irony can take the sting out of poor execution, but irony provides only a single note at a time when social change demands an entire range. Yes, we need spoofs, satires, and parodies to discomfit the powerful, but we also need subtlety, complexity, and even earnestness to point the way to a new future.

G4C presentation: Where are all the good games for change?
G4C presentation: Grass Roots Gaming
G4C presentation: Zimmerman / Thompson Q&Q

Games for Change panel : the Teen Scene

Panelists include young people from: Global Kids, Computers for Youth, McKinley Technology HS, and Bronx River Art Center, moderated by Barry Joseph, Global Kids.

This panel comprised the young people that many G4C developers want to reach: it was remarkable hearing from the youth themselves. The discussion focused heavily on using the game design process, rather than games themselves, as the program driver. To the extent that educational interventions work best with personal involvement, teaching, and mentoring, this all makes sense. I think the question for G4C is whether the games themselves can educate/change, and the degree to which they can do so in a scalable and low-cost way.

G4C panel : The Teen Scene (54:29, 51MB)

Games for Change panel : Market-sector Impact

Panelists Alex Chisholm ([ICE]3 Studios); Eric Brown (ImpactGames); Stephen Friedman (mtvU); moderated by Heather Chaplin (Smart Bomb: The Quest for Art, Entertainment, and Big Bucks in the Videogame Revolution).

An interesting panel that, among other topics, played with the question of how games could get funded under different for-profit, not-for-profit, and non-profit models. I would have liked to have heard more about plugging G4C into existing commercial properties, or as Heather had suggested last year, subverting existing commercial games.

G4C panel : Market-Sector Impact (42:39, 40MB)

Games for Change panel : Virtual Activism

Panelists: Susan Tenby (TechSoup); Evonne Heyning (Amoration); Jeska Dzwigalski (Linden Lab); moderated by Beth Kanter.

This panel focused almost exclusively on Second Life but didn’t touch what I felt to be the most important issue facing not just Games for Change but the entire realm of online activism: translating “awareness” into action. The mention of Camp Darfur brought to mind Ethan Zuckerman’s critique of Second Life from a year ago.

We tackled the question of achieving offline activism through online involvement at this morning’s breakfast. I’m trying to find a wiki or something where we can post notes from that discussion.

G4C panel : Virtual Activism (54:30, 51MB)

Games for Change keynote : Chris Melissinos (Sun)

In the next few posts I’ll be publishing audio recordings from the 4th annual Games for Change festival with some commentary from myself when I have any.

Keynote speech by Chris Melissinos, Chieg Gaming Officer at Sun Microsystems (June 11, 2007).

Dred Scott reanactment, final cut

The Dred Scott reanactment machinima that Charlie Nesson envisioned debuted at last week’s Internet & Society conference:


Dred Scott’s Second Life

Bernhard Drax did a tremendous job filming, scoring, and editing together this clip. AudioCaseFiles supplied outstanding voice talent.

Charlie’s vision for this project was to do for legal text what graphic novels did for literature: open up new possibilities for drama, engagement, learning, and understanding. I hope this segment will prove a first proof-of-concept for that vision.

IS2K7 and the copyright grand bargain

Floating in the air of last week’s Internet & Society 2007 conference was the whiff of a grand bargain between universities and the content industry: publishers give clear and broad fair use clearance (“transformative use”), and universities help publishers crack down on piracy (“consumptive use”). If such a bargain is truly in the works, it presents to me a Necker-cubish appearance.

From one perspective, universities would be agreeing to help the RIAA and MPAA reap profits in exchange for something to which they already have every right — fair use of copyrighted works for educational purposes. Looked at this way, the publishing industry is holding education hostage and asking for file-swapping royalties as ransom.

From another perspective, both parties are simply asking for logistical help. Universities want a copyright/fair use “clearinghouse.” Publishers want help tracking down individuals who swap files illegally. The issue of abstract rights (right to fair use, right to profit from copyright) is secondary to the practical ability to enjoy those rights.

Either way you look at it, the two parties (broadly speaking) are engaged in a negotiation, and universities can do quite a bit to strengthen their hand. Perhaps the easiest and most important thing they could do is to establish a legal defense fund and begin pushing back the boundaries of fair use, which are shrinking because of general counsels’ risk aversion. An insurance policy would balance that risk aversion and put the initiative back into universities’ hands to define fair use by their own interests.

Dred Scott Machinima production notes

Last month, the Charles Hamilton Houston Institute for Race and Justice hosted a conference marking the 150th anniversary of the Dred Scott decision, including a re-argument of the case. Fresh from his efforts to conduct mock trials in Second Life, Charlie Nesson came up with the idea of shooting a machinima version of the reargument — essentially the video version of a graphic novel. The idea was to boil the ideas down to their essence and in a format easily accessible to the general public.

AudioCaseFiles agreed to provide professional voice acting for the project, which our videographer, Bernhard Drax, would stitch together with the video.
Dred Scott machinima 1
We ended up not having the time we needed to pull a full argument together, but this is probably just as well, as without lip-synching, dialog-heavy Second Life machinima can be pretty drab.
Dred Scott machinima 2
Above: My avatar (made up of randomized parts) addresses the jury. One of the features of this jury box is that everyone sits in exactly the same position. It probably makes for unanimous decisions.

Review: “Food Import Folly” editorial game

As I mentioned in my last post, as the world becomes more complex, our need to understand it through new media that can convey complexity grows. I was excited to learn that the New York Times is now publishing Persuasive Games‘ “newsgames” — a casual game about the FDA’s role in food inspections. This historic arrangement puts games smack on the editorial pages of the nation’s paper of record*… an amazing coup for Ian Bogost’s crew at Georgia Tech.

Food Import Folly new game screen

The game itself is relatively simple: the idea is to use your two food inspectors to inspect incoming shipments or to research the origins of food contamination. Each activity takes a certain amount of time. The purpose of inspecting a container is to interdict contaminated food:

Food Import Folly instructions - inspections

If contaminated food slips through, researching the contamination can identify what food caused the contamination. This suggests that the next few batches of that same food are likely to also be contaminated.

Food Import Folly instructions - research

There are five different types of food. Clearing each year (level) requires the player to deploy the two inspectors intelligently, inspecting different food types and then concentrating on contaminated food until they become safe again. (Then another food type will get contaminated). The strategy is very simple, and the pace of the game accelerates significantly at each year/level.

Food Import Folly instructions - gameplay

As a game “Food Import Folly” provides maybe 10-15 minutes of entertainment. It also, as its name suggests, offers a critique of the current funding and staffing of FDA inspection services. As the opening screen describes, the amount of food that the FDA inspects has gone from 2 to 9 million shipments since 1997 to today, yet the FDA’s budget remains essentially the same.

“Food Import Folly” is a great marriage of traditional and interactive advocacy media. My wish for the genre — besides expansion — is that they add more nuance and sophistication to the editorial pages. Nowadays, good editorial cartoons distill difficult issues and feelings into a pithy and “truthy” image. By contrast, the power of interactive media is to emphasize complexity, systems, and decision-making. FIF touches on strategic decision-making, but its core mechanic turns, ultimately, on twitch reflexes. Still, its madcap quality — not unlike Lucy’s chocolate factory — makes the point nicely. I’m eager to see what directions Persuasive Media will take its games in the coming months.

* Times Select required — now free to anyone with a .edu email address.

Games: conveying complexity, simply

Recently I was listening to one of those meta-media shows (you know, where the media talk about the media) and how scientists are finally learning to tell the story of global warming in a way that makes sense to the public. It struck me that mainstream media just can’t handle complex, multivariate stories that involve probability and uncertainty. And that’s a serious problem in this increasingly multivariate world.

Where traditional story-driven media fail, games offer a new way to convey the complexity of reality without dumbing down. For example, telling the “story” of global climate change has generally taken the form of “It’s getting hot in here!” and “Watch out for hurricanes!” Such stories don’t really convey the idea of probability and chance well — global warming refusniks seize on probability as proof of non-proof. Worse, they mask the very real, and difficult, fact that fighting climate change involves disruptive changes to our economies.

Contrast the typical gamer’s understanding of, for example, a Real-Time Strategy (RTS) game. RTS fans deeply internalize the concepts of opportunity cost, leverage, and investment. Put too many resources into your “town,” and your opponent will rush you with a cheap military. Put too much into your military, and you stunt your economic growth. Such games convey not merely complexity, but the concept of a system.

The rcent NY Times article, Why Work is Looking More Like a Video Game, uses “game” in a variety of ways but ultimately describes this capacity to convey complex systems in an approachable manner. Flat text is a terrible way to describe, discuss, and make decisions about the complex issues we face in the modern work world. Games have emerged as the most viable medium for understanding an increasingly multivariate, probabilistic world.

More on this in my next post…