Archive for the 'Cross-Media' Category

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

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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.

How to curate video games and interactive media?

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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.)

Newsweek on morality in video games

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I missed this article from a month ago: Videogames with a Social Conscience. It paints with the broad strokes you’d expect from a national general-interest publication, but it does zoom in on one title, Far Cry 2:

But just as soon as the game begins, the protagonist contracts malaria. The player must then choose whether to work with one faction or the other, or with the local church, to get the medication he needs. Conditions in the country continue to deteriorate over the course of the game. The sniper rifle is still the most fun part of playing, and the moral questions of right and wrong are not exactly central, but they’re there.

The piece then skips on to the marquis Game for Change, Peacemaker, which is a shame because there’s a lot more that could have been said about the diversification of first-person shooters into areas of moral complexity.

Budget games largely lack human engagement

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Budget Game, New YorkNancy Scola of TechPresident recently excoriated a budget calculator put out by NY Governor Patterson, primarily on the ground that it’s “more a dull-edged hatchet than a scalpel” and ignores revenue options. Strangely, though, she ignores the glaring fact that the tool is painfully meaningless to any normal taxpayer. Never mind how ugly it is (though that matters); its numbers are not only grossly general but also inhumanly abstract.

Scola also mentions the Obama-Biden tax calculator, which presents an interesting contrast. It, too, is a calculator — raw numbers stacked up — but it has the distinct engagement advantage of being about your money. Its designers don’t need to provide context or background; presumably, you know exactly what another $1,000 in your pocket would mean.

Such lame attempts at public education (or, as Scola argues, “pretend participation”) ignores the basic problem that for most taxpayers, issues of government taxes and spending are emotional, not rational, and not because we are innumerate but because such systems are too big and too remote for most of us to comprehend. This is a point that Prof. Henry Jenkins makes in his essay, “Complete Freedom of Movement,” which contrasts the play spaces of boys and girls. Whereas a game like Sim City allows players to mold physical territory, in girls’ games and stories like Harriet the Spy “the mapping of the space was only the first step in preparing the ground for a rich saga of life and death, joy and sorrow – the very elements that are totally lacking in most simulation games.”

Stated differently: cutting $10M from the state’s Department of Mental Health means something real for real human beings. The essence of a true public policy debate is to capture human reality in the discussion, not abstract it into numbers. (To those who argue that this would merely lead to an exploding debt, it’s up to deficit hawks to describe the issue as compelling drama, not formal logic).

Budget Game - MAA different contrast can be made with the Massachusetts Budget Calculator Game, Question 1 edition. As in the original version of this spreadsheet game, each top-level line item is explained with ample text — which requires players to be both numerate and literate. This “game” is no better than Patterson’s effort — except that the point isn’t really to balance the budget. The point is to show just how absurd repealing the budget is. It turns out that it’s pretty much impossible to eliminate the income tax without destroying practically all of the Massachusetts government, which an overwhelming majority of voters ultimately agreed was reckless. Rhetorically, then, the Globe’s budget game was less a simulation and more an exercise in futility, much like the message embedded in Ian Bogost’s “editorial games” for the New York Times.

Budget HeroBut what about a game that actually helps the player understand a budget and make difficult tradeoffs? Possibly the best example out there is Budget Hero from American Public Media. (Read Ben Medler’s review). Among its stronger features is the ability to choose particular values that your budget should maximize (e.g. “national security” or “energy independence”). As your budget fulfills those values, the corresponding “badge” fills up. It’s a relatively elegant way to convey the idea that budgets aren’t just abstract numbers but expressions of our collective social values — moral and meaningful choices writ large. It also doesn’t hurt that the design is colorful, noisy, and generally attractive.

Most intriguingly, Budget Hero also compares your results with peers (assuming, as Medler points out, that the players are truthful). It’s a step in the right direction towards an engaged and informed public dialog.

G4C2008: Sandra Day O’Connor keynote

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From the Games for Change conference program: “Justice O’Connor is working on several projects to foster national dialogue about the judiciary in our system of government. She has brought together experts at Georgetown Law School and Arizona State University to create Our Courts, which will be an online interactive civics curriculum for middle school students.”

Bob Kerrey’s introduction: we must reinforce “both the ideas and the commitments necessary to make democracy work… Being critical is not critical thinking”

Sandra Day O'Connor“I’ve become increasingly concenred about vitriolic attacks… on judges — that judges are activist… Now I always thought that an activist judge is someone who gets up in the morning and go to work.” “Public education is the only long-term solution to preserving an independent judiciary and the system of government we have.”

“The politicians are slowly learning how to communicate with and inspire the next generation — not only through rallies, speeches… young people are getting engaged with civic life through the Internet… and through these mechanisms young people can have leadership roles through tools that belong to their generation. First we need to engage young people that government has real impact on their lives, and that they can have a real impact on government.”

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G4C2008: unveiling the “corporation for public gaming”

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This is a Really Big Deal: Joan Ganz Cooney Center at Sesame Workshop is launching a new initiative around gaming; Dr. Michael Levine presented the new project.

Target audience: elementary kids, not as young as Sesame audience. How to blend affordances of digital media.

Signature programs: Research Innovation Fund (how new media applications can accelerate children’s learning), Cooney Prizes for Excellence in Digital Media (recognizing “half baked” ideas), Cooney Fellows Program, Advocacy & Dissemination Program.

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Berkman@10 / WGBH workshop wrapup

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"Evaluation" Working Group
Yesterday afternoon about 40 participants of the Berkman@10 conference met up to workshop a proposed WGBH transmedia TV show / online game. WGBH Project Director Blyth Lord set the scene with an overview of the project’s goals:

The series will show kids how to think more deeply and creatively about the world they live in, and to make choices based on what they discover.
We have three curricular objectives:

  1. To develop in children an understanding of systems and the pathways to environmental sustainability
  2. To model and encourage positive attitudes and scientific inquiry skills
  3. To connect children to nature

With that set of goals in mind, the workshop broke up into small teams to tackle the project’s big questions. Our brainstorms after the break…

(Big props to Shenja van der Graaf and all the conference organizers at Berkman; Gary Goldberger of Fablevision; Josh Diaz, Eitan Glinert, Marleigh Norton, Peter Rauch, Doris Rusch, and Jaroslav Svelch of GAMBIT Game Labs; Sam Gilbert of the Goodplay Project; and especially Blyth Lord and Marisa Wolsky of WGBH for making this workshop possible!)

- Gene Koo

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Berkman@10 workshop to feature WGBH transmedia video game

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Berkman @ 10We’ll be running a very exciting workshop at the upcoming Berkman @ 10 Conference, where participants will have the opportunity to work on a proposed WGBH transmedia TV show / video game.

when

Friday, May 16
3:15-4:45 (This session will extend into coffee hour)

where

Langdell South

what you’ll do

After project leads from WGBH present the basic goals of the show, we will be breaking up into small teams to brainstorm game designs that will advance the presented goals. We’ll reconvene to hear these ideas and give each other feedback. We’ll then break up a second time to hash out the ideas further, and present our final suggestions.

who will be there

Our team of “valuable gamers” from MIT and Harvard will be facilitating the discussions, but more importantly, we’re looking forward to YOU joining in!

find out more

Latest information posted to our wiki.

Persepolis for Xbox 360? (cross-post from GAMBIT blog)

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…In light of something as moving and personal as Persepolis, the idea of playing a game that dealt with repression and revolution like Just Cause did made me recoil. My initial revulsion at the game’s shallowness came surging back even more intense than before. Disgusted, I asked myself why it seemed impossible to make a game that dealt with social upheaval the way Persepolis did…

Read more on the GAMBIT blog

– Matthew Weise

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