Jenova Chen part 2: character vs. moral education

Posted March 20th, 2012 by Gene Koo
Categories: Applications, Games for Social Change, Morality, theories of

Yesterday I posted a transcript of Jenova Chen’s interview on Joystiq in which he discussed how his attempt to create a cooperative game failed and his subsequent conclusions about designing for moral behavior. This sparked some good discussion that I’ll try to recap here.

Here’s one exchange that transpired on Facebook:

Kristen Maxwell: At SXSW 2 years ago i asked Warren Spector about Ultima V’s ethical/political underpinnings and why we don’t see that kind of allegorical use of the medium… he copped out and said that games shouldn’t teach an agenda. Neil Stephenson did a similar dodge at GDC Austin this year when i asked him about the lack of subversive lessons in games (his book Diamond Age is about the transformative power of a subversively-themed game/learning device a poor girl accidentally receives). He said that it wasn’t in games’ interest to promote such an ideology.
Matthew Weise: There is no such thing as a game that has no ideological underpinnings. Politics are everywhere, especially in places where we pretend there are not.
Maxwell: Their dismissal said to me “we’d rather everyone remain ignorant of what thee games are teaching than take responsibility for it”

By contrast, Bart Simon of Concordia’s TAG writes, “Is that really the response to the situated morality of action that we want to take as game designers… to ‘make players see and feel what’s right’? Do we really want to come off being so paternalistic? Not just in interviews but in the actual design?”

While Simon proceeds to argue for a “label on the box” (“this game is designed to make players see and feel what’s right …according to the designer”), Maxwell and Weise point out that authorial values are embedded into games whether we like it or not (and whether we know it or not). Game developers create worlds in which, by design of the rules, what is ‘right’ and ‘wrong’ is at least suggested or incentivized if not enforced. This doesn’t take volition or free choice out of the hands of the player – at a minimum, players can always (rage) quit – but it certainly argues against the idea that developers can claim moral neutrality when they create their games. Unconsciousness, perhaps, or ignorance – but not neutrality.

But what of the project of moral education itself? Simon jumps to a critique of how Chen realized the moral vision of Journey:

The fact remains that while Journey is a fairly ‘on the rails’ experience in which one sometimes gets the feeling of being railroaded (I did ‘ooh’ and ‘ah’ and shed a tear all at the right moments I assure you) the opposite condition of some mythical realm of free choice and even handed moral deliberation most certainly does not exist.

Elsewhere, Sam Gilbert agreed that “it’s not really a moral game if you don’t have a choice in the matter. The multiplayer interaction is really sweet and pleasant, and you feel good about yourself and about others when you’re able to help each other, but it’s pleasant because it’s extremely limited. There are no moral dilemmas or sacrifices involved–you’re just sort of forced to be nice to each other.”

And thus emerges the ongoing tension between character education (instilling desirable habits) and moral education (deepening moral reasoning). Having not played Journey, for want of a PS3, I can’t personally evaluate whether it succeeds as a character education tool. If you walk away “feel[ing] good about yourself and about others,” then perhaps it does. But the lack of moral choice in the game would detract from its value in moral learning, except perhaps as a foil for discussion (as in this blog post!).

To flip this conversation around… character education seems to be the more intuitive way to think about video game (im)morality, at least among laypeople. Many of the critiques of violence in games concern themselves with how players repeatedly perform bad acts, rather than whether they’re making immoral or unethical decisions within a biased system. I wrote about this with Prof. Scott Seider several years ago.

Jenova Chen on morality in games

Posted March 19th, 2012 by Gene Koo
Categories: Development, Morality, theories of

The Joystiq Show #028 pulls off a coup of an interview of Jenova Chen, who offers some pretty profound thoughts in response to Alexander Sliwinski’s “So what did you learn from creating Journey?” question. The answer, basically, is that he discovered some possible truths about the interrelationship between morality and the systems within which we operate:

So my biggest lesson learned is that human behavior may appear to be a bad moral behavior, but it’s not really their fault; they’re just following their instinct. It is the designer who creates the system who has the responsibility to moderate the right behavior you want. By providing feedback for the things you want to see and by providing zero feedback on the things you don’t want to see, you can actually quite control the moral value in the game…. It’s really the system that’s defining the people’s behavior, rather than that person himself is better or worse.

Full transcript follows…
Read the rest of this post »

Games, Badges and Learning

Posted March 7th, 2012 by Gene Koo
Categories: Applications, Gaming, theories of

David Theo Goldberg’s recent post, Badges for Learning: Threading the Needle Between Skepticism and Evangelism, is a worthwhile overview of the current thinking on what role “badges” might play in promoting better learning. He summarizes the debate within the learning sciences over badges as the age-old conflict between Kantianism and utilitarianism and tries to strike a middle ground:

Badges in short are a means to enable and extend learning. They need not be behavioral lures so much as symbols of achievement, expressions of recognized capacity otherwise overlooked. As with any means they can be mistaken for ends in themselves, but there is nothing intrinsic to badging that will inevitably make them so. And dismissing them out of court because they just might motivate learning for questionable reasons, as Cathy Davidson rightly suggests, is to do so at the peril of a good deal of learning they do well to prompt, promote, even proliferate.

Of course, all of this could just as easily be said about grades – don’t some children pursue “A”s as an end in themselves, while others simply enjoy learning, while others (too many) actively disdain good grades? To ignore the fact that badges have some intrinsic attraction for players-cum-learners is to miss one of their main strengths. Of course, that attractiveness can wear off over time, especially if players begin to sense that the badges are being used for not-fun purposes (say, grading).

In our experience with badges – and gamification in general – at iCivics we’ve found a substantial increase in player engagement with our learning games. Just look at the simplest metric, average time on site, and how it leaped after we added badges, points, and other gamification elements:

Effect of gamification on average time on site

Last month (February 2012), average time-on-site was 7:20 as compared with 5:40 in February 2011. That’s a 29% increase in time spent interacting with our games and other resources! It excites me to contemplate what might players be learning in the extra 1:40 that gamification helped create.

In videogames, badges (or “achievements”) can serve extrinsic functions such as summarizing complex stats down to something developers can analyze and use to tweak their games.* But to leap that far ahead in learning games seems premature to me — there is so much more we should be exploring in terms of how badges can motivate learners to experiment or try new things. Badges have been key tools for game designers who want to increase replayability, or who simply want players to experience more of the game they so painstakingly created.** And if our goal is to foster learning, isn’t there something great about rewarding exploration and experimentation when so much of the rest of our society instead punishes failure?

* See the latter half of this analysis of the psychology of badges on IGN by Rick Lane.
** See, specifically, the “Skate this Way” and “Uncharted Territory” purposes of achievements in this thorough Gamasutra piece on achievement design by Mary Jane Irwin.)

Al Gore getting into climate change games?

Posted December 8th, 2011 by Gene Koo
Categories: Development, Games for Social Change

After keynoting this year’s Games for Change conference, Al Gore has been rather quiet about whether his Climate Reality Project was going to start adding games to its arsenal of change agents. Well, it seems the effort was in stealth mode, and they’re getting ready to go public.

Read my former colleague Nicole Haber’s blog entry wondering what the “gold coin” is to motivate a change in our national dialogue about climate change: If the earth is our princess, what is your gold coin?

Canadian Civic Engagement Game

Posted November 29th, 2011 by Gene Koo
Categories: Civic engagement, Quick Review

I just learned about Persuasion – the Game of Civic Engagement, which is put out by CTO, the Ontario Educational Communications Authority. In it, your avatar walks around a neighborhood and chats people up about a civic issue facing that neighborhood. It looks like the main mechanic for the game involves clicking on neighbors, which spreads information. Apparently, when enough information is spread, you have a better chance of making the civic change you want. (Interesting model of social change).

iCivics has a similar civic engagement game, Activate, which has a different model of social change, one that involves awareness-raising, fundraising, and pressuring officials.

What games can teach us about justice

Posted November 19th, 2011 by Gene Koo
Categories: Gaming, theories of, Politics

One decade ago, Edward Castronova woke economists up to the fact that virtual worlds like Everquest contain legitimate economies, and suddenly everyone was talking about them as living economic laboratories. I’m interested in how such worlds can cast light on our political economies, and particularly the question of what’s fair and what’s just.

This NPR Planet Money podcast (“From Harvard Economist to Casino CEO“) about how Caesars Entertainment Corporation’s CEO, a former Harvard Business School professor, Gary Loveman, uses empirical data to shape the gaming experience. Yes, this is “gaming” as in gambling, but the relationship to Farmville and World of Warcraft is more than semantic. Just like WOW and other online games, modern casinos have access to a deep amount of data about user behavior through their rewards cards. But unlike Blizzard, Caesars cannot tweak its formula to guarantee particular results — for example, making sure that newbies win enough to keep them coming back. They can know who all the flailing newbies are, though, and dispatch employees to make things right for them (e.g. comp them some extra coins, dinner, or a limo). As Loveman observes, the goal is to comfort the newbies who fall into the low “long tail” of gambling returns.

Caesars’ approach to resource allocation has interesting implications for what a just distribution of resources might entail in a larger game – the game of our real economy. After all, Caesars isn’t providing a safety net for losers because they care — they do so because it’s good for business. Companies like Blizzard and Zynga are similarly tweaking their rules constantly to ensure maximum profitable participation rates. How might what they are learning inform the way we think about the rules of our political economy? Can game worlds – whether Caesars Palace or Azeroth – provide a Rawlsian space to experiment with different notions of “justice”?

Transmedia PBS project on Arab Culture and Islamic history launches

Posted October 19th, 2011 by Gene Koo
Categories: Cross-Media, Quick Review

THE 99PBS has launched a new film, Wham-Bam-Islam (a bit unfortunately named, IMHO) to teach viewers about the values of moderate Islam. The film supports an existing comic book series, “THE 99,” and — more interesting to me — in turn is supported by a game, Hunt for the Noor Stone.

Hunt for the Noor Stone seems to be a fairly straightforward adventure-style game, typical of most transmedia projects, which is well-executed but not really replayable. Then again, the film itself is also a one-shot deal, so the game needn’t have a long tail of replayability.

The game was developed by Playwala, which roughly means “play business” in Hindi.

What’s so special about badges?

Posted September 15th, 2011 by Gene Koo
Categories: Practice

I’m here at the launch of the 4th Digital Media and Learning Competition, “Badges for Lifelong Learning,” and listening to the ways in which badges might be superior to traditional grades. The major leap seems to be capturing informal learning in a quasi-formal way that, until now, was only relayed explicitly via resumes or accidentally via Google searches. But it seems that there’s also a spectrum of assessment techniques that flows from totally rigid to totally open, along which badges are more flexible (nimble?) than grades but more formal than pure text:

(Quantitative, simple, rubric-based)
*
Points
*
Grades
*
Badges
*
Tags
*
Free assessment
*
(Qualitative, rich, unstructured)

Ethics and Game Design : teaching values through play

Posted April 14th, 2010 by Gene Koo
Categories: Applications, Gaming, theories of, Morality, theories of

I’m proud to announce that the book to which I’d contributed a chapter, Ethics and Game Design: Teaching Values Through Play is finally published! My co-author Scott Seider and I contributed the chapter, “Video Games for Prosocial Learning,” a broad overview of how video games fit in the tradition of prosocial education. (I guess it was so broad that the chapter was thrown into the “Situating Ethics and Games” intro section to the book).

I’m excited, too, that several of my colleagues from Harvard/MIT back when we were writing this chapter are also in featured — Jaroslav Švelch and Sam Gilbert. I’m looking forward to reading their contributions. And I really want to thank our ringleader, Karen Schrier, for bringing this eclectic group of scholars (and, in my case, pseudo-scholars) to put the whole project together.

Of course I hope people will get the word out about the book, and that libraries will go and buy it, but if you’re not interested in shelling out $132, I’m making available an earlier draft of our submitted chapter here:

Download Video Games for Prosocial Learning by Gene Koo and Scott Seider.

Abstract: In this chapter, we consider the capabilities video games offer to educators who seek to foster prosocial development using three popular frameworks: moral education, character education, and care ethics. While all three of these frameworks previously considered literature and film as helpful tools, we suggest that video games are unique from these other media in the multiple levers through which they can influence the worldview, values, and behaviors of players. Similar to literature and film, video games possess content — plot, characters, conflict, themes, and imagery — with which participants interact. Unlike other media, however, video games scaffold players’ experiences not only via narrative and audio-visual content but by the rules, principles, and objectives governing what participants do. Moreover, many video games possess an ecosystem that impacts players’ interpretation of the game itself — for example, on-line hint guides and discussion groups as well as the opportunity to play in the company of peers in either physical or virtual proximity. We consider opportunities and challenges presented by each of these unique facets of video games for fostering the prosocial development of participants.

Would love any feedback on this chapter, on the book, or on the entire concept of games and ethical learning!

Posted December 29th, 2009 by Gene Koo
Categories: Development, Opinion & Advocacy

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.