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	<title>Valuable Games &#187; Civic engagement</title>
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	<description>join the quest for morally deep games</description>
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		<title>US Deputy CTO Beth Noveck on gaming and open governance</title>
		<link>http://blogs.law.harvard.edu/games/2009/07/16/us-deputy-cto-beth-noveck-on-gaming-and-open-governance/</link>
		<comments>http://blogs.law.harvard.edu/games/2009/07/16/us-deputy-cto-beth-noveck-on-gaming-and-open-governance/#comments</comments>
		<pubDate>Thu, 16 Jul 2009 20:49:40 +0000</pubDate>
		<dc:creator>Gene Koo</dc:creator>
				<category><![CDATA[Civic engagement]]></category>

		<guid isPermaLink="false">http://blogs.law.harvard.edu/games/?p=136</guid>
		<description><![CDATA[The Obama administration is looking seriously into how games and virtual technologies can advance national policy priorities, from energy use to financial literacy to citizen diplomacy, announced White House Deputy CTO Beth Noveck at the United States Institute of Peace&#8217;s presentation, &#8220;Smart Tools for Smart Power: Simulations and Serious Games for Peacekeeping.&#8221; As one of [...]]]></description>
			<content:encoded><![CDATA[<p>The Obama administration is looking seriously into how games and virtual technologies can advance national policy priorities, from energy use to financial literacy to citizen diplomacy, announced White House Deputy CTO Beth Noveck at the <a href="http://www.usip.org">United States Institute of Peace</a>&#8217;s presentation, &#8220;<a href="http://www.usip.org/events/next-generation-simulations-and-serious-games-peacebuilding">Smart Tools for Smart Power: Simulations and Serious Games for Peacekeeping</a>.&#8221; As one of the Obama administration&#8217;s lead personnel on government openness, Noveck focused on citizen collaboration and civic engagement, but as founder of the <a href="http://www.nyls.edu/stateofplay">State of Play conferences</a> at New York Law School, she also spoke to games and virtual worlds in their own right.</p>
<p><a href="http://www.nytimes.com/2009/06/23/technology/internet/23records.html"><img src="http://graphics8.nytimes.com/images/2009/06/23/business/23records-190.jpg" alt="Beth Noveck" align="right"></a>Some of the key areas that the Administration is exploring include:</p>
<ul>
<li>How might web-based games spur development or help to deepen the ties between the US and the Muslim world?</li>
<li>Can games tackle major ed challenges &#8211; learning readiness, dropout rates, literacy, STEM</li>
<li>Topical priorities: STEM, child obesity, adult basic skills, youth entrepreneurship, energy audits</li>
</ul>
<p>As far as the power of games, Noveck mostly focused on virtual technologies, noting that &#8220;seeing oneself on the screen is critical&#8230; When we see <em>our</em>selves &#8211; what does that mean for our ability to coordinate socially? What does it mean for decisionmaking and peacemaking?&#8221; She notes that it&#8217;s &#8220;amazing&#8221; to be able to sit in certain White House meetings where everyone is at least familiar with the concept of <em>World of Warcraft</em>. (No one asked if Obama himself is among them)</p>
<p>Weighing in on a long-standing argument in the &#8220;Serious Games&#8221; movement, Noveck noted that &#8220;serious games&#8221; should neither mean dull nor pedantic. She does state, as do many educators speaking to learning, that there ought to be many means of civic engagement as there are people who want to engage, so that there&#8217;s not just one single path to getting involved.</p>
<p>Noveck also spoke to strategies for how the government can undertake these initiatives, specifically, how to foster partnerships or other mechanisms (contests?) and how to measure impacts and outcomes. One recurring issue whenever White House technology is discussed is how the government can afford to take the risk of experimentation, especially given that gaming is considered highly risky (thus the need for the &#8220;serious games&#8221; appellation). One of the strategies is likely to foster &#8220;copycats&#8221; who improve upon the rudimentary experiments that the White House fosters, which Noveck says is already happening. At a minimum, there is hope that the CTO&#8217;s office can be a hub of innovation where civic-minded people and organizations can gather to share innovative ideas and make them happen &#8212; perhaps even, Noveck suggested in answer to a question, a &#8220;center for gaming.&#8221; (&#8221;Let&#8217;s talk,&#8221; she said to the questioner).</p>
<p>Related posts:</p>
<ul>
<li><a href="http://blogs.law.harvard.edu/games/2009/04/21/video-games-and-democratic-participation/">Video Games and Democratic Participation</a></li>
<li><a href="http://blogs.law.harvard.edu/anderkoo/2008/11/16/mybarackobamacom-2008-game-of-the-year/">My.BarackObama.com &#8211; 2008 Game of the Year</a></li>
</ul>
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		<item>
		<title>Video games and democratic participation</title>
		<link>http://blogs.law.harvard.edu/games/2009/04/21/video-games-and-democratic-participation/</link>
		<comments>http://blogs.law.harvard.edu/games/2009/04/21/video-games-and-democratic-participation/#comments</comments>
		<pubDate>Unknown, 30 Nov -0001 00:00:00 +0000</pubDate>
		<dc:creator>Gene Koo</dc:creator>
				<category><![CDATA[Applications]]></category>
		<category><![CDATA[Civic engagement]]></category>
		<category><![CDATA[Politics]]></category>
		<category><![CDATA[Systems-thinking]]></category>
		<category><![CDATA[games for change]]></category>
		<category><![CDATA[political games]]></category>
		<category><![CDATA[transparency]]></category>

		<guid isPermaLink="false">http://blogs.law.harvard.edu/games/?p=111</guid>
		<description><![CDATA[As President Obama recognized in his Open Government Directive, transparency is only the first step towards a more vibrant democracy. The bigger problem has always been fostering widespread participation. After all, one of the most vexing problems facing today’s government – regulatory capture of an agency by special interests – flourishes despite, or perhaps even [...]]]></description>
			<content:encoded><![CDATA[<p>As President Obama recognized in his <a href="http://www.whitehouse.gov/the_press_office/Transparency_and_Open_Government/">Open Government Directive</a>, transparency is only the first step towards a more vibrant democracy. The bigger problem has always been fostering widespread participation. After all, one of the most vexing problems facing today’s government – <a href="http://en.wikipedia.org/wiki/Regulatory_capture">regulatory capture</a> of an agency by special interests – flourishes despite, or perhaps even because of, the openness of the administrative state. The rulemaking process is open to the citizenry, but the public just doesn’t care – at least not to the degree of special interests.</p>
<p>The response from civic society is to proliferate an alphabet soup of their own special interest groups, from the AARP to the NRA. These organizations serve two vital functions: (1) developing expertise and (2) aggregating collective interest, primarily through membership dues (money) as a proxy.</p>
<p>We’ve reached the limits of this corporate, civil-society-as-special-interest, system. New, digitally networked communities suggest a more fluid and inclusive model of public participation. And, I argue, video games are worth studying for their ability to help us overcome the twin problems of expertise and collective action.<br />
<span id="more-111"></span><br />
<strong>Games for crowdsourcing:</strong> Projects like <a href="http://images.google.com/imagelabeler/">Google Image Labeler</a> illustrate how a well-designed game can harness collective intelligence to do productive work. The small amount of work you’re doing for Google is matched by an equally small motivational reward (a score and the fun of playing). While an interest in the project’s goals might lead you to the Image Labeler in the first place, continuing participation is driven by the game, not charity.</p>
<p>If public participation in, say, legislation or regulatory rulemaking faces a similar interest-aggression challenge, the solution might entail a good Web interface that draws on game design principles. Imagine, for example, <a href="http://www.watercoolergames.org/archives/000956.shtml">Pork Invaders</a> redone as a real-world game, with players poring over legislation to zap pork while preserving legitimate spending. (More on how games can also help define “legitimate spending” in a bit).</p>
<p>Perhaps a game-based front end can have enough mass appeal to aggregate across a broad population, which would be a change from the way we currently divide the public into narrowly-defined interests. This would require the platform be built and marketed to a general audience. I can easily see this falling into the purview of emerging journalism.</p>
<p><strong>Games for values discernment:</strong> Special interest groups not only develop expertise, but also make judgments on behalf of their constituents. There are several reasons why citizens might delegate their power in this way – lack of expertise, lack of time (see above), but perhaps most of all a reluctance to make difficult decisions. Because the American lawmaking process is adversarial, with groups like the NRDC battling the coal lobby, we citizens often express policy preferences by picking our proxies. Lost in this system is our opportunity – perhaps our need – to weigh difficult decisions ourselves.</p>
<p>Polls are one way to gauge the will of “the people.” But, I think, a well-designed game can also surface citizens’ policy preference, perhaps in the same way that psychologists uncover our cognitive biases through various sleights-of-hand. I’m not suggesting that we trick citizens, but rather couch difficult policy questions in a way that our puny brains can comprehend. (Evolution has left us with a finely-tuned sense of face-to-face morality but not large-system morality; we tend to reach for big-picture comprehension through small-picture metaphors).</p>
<p>Imagine, then, a <a href="http://kittenwar.com">Kittenwar</a> type of game in which players pick between two interests until a ranked-order list of priorities shakes out. Or, better yet, players distribute resources among different interests, and the game illustrates – in the compelling manner unique to video games – the results of funding a project at various levels. (Underfunding food stamps, for example, might show children becoming malnourished). <a href="http://blogs.law.harvard.edu/games/2008/11/11/budget-games/">Budget Hero</a> provides a prototype of this kind of game, but it remains too abstract for players to really understand the consequences of choices. We need games that make policy accessible to the masses, not just fun for the wonks.</p>
<p>The amount of subjectivity inherently built into these games will make their design even more controversial than that of polls. (See this fascinating piece in the NYT Magazine on <a href="http://www.nytimes.com/2009/04/19/magazine/19Science-t.html">environmental decisionmaking</a>). But I take for granted that there is no way to construct neutral questions, as the authors of Nudge point out. Confronting citizens with a pile of numbers and data merely biases their responses in a very different way – and arguably, not in one that highlights their core values. If we are to have true citizen participation that results in a more representative democracy, then we must be bold in rethinking the way we ask people to participate.</p>
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		<slash:comments>20</slash:comments>
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		<item>
		<title>Do Wii bowl alone?</title>
		<link>http://blogs.law.harvard.edu/games/2009/02/12/uncivil-games/</link>
		<comments>http://blogs.law.harvard.edu/games/2009/02/12/uncivil-games/#comments</comments>
		<pubDate>Thu, 12 Feb 2009 16:30:40 +0000</pubDate>
		<dc:creator>Gene Koo</dc:creator>
				<category><![CDATA[Civic engagement]]></category>

		<guid isPermaLink="false">http://blogs.law.harvard.edu/games/?p=106</guid>
		<description><![CDATA[Once upon a time, video game arcades functioned as a third place, a Starbucks for teens and tweens, mostly boys, but also girls and adults. With rising prosperity, we could afford not only consoles that beat the pants off did the arcades&#8217;, but also bigger living rooms to store new piles of gaming hardware. Fifteen [...]]]></description>
			<content:encoded><![CDATA[<p><a href='http://flickr.com/photos/gwen/3095564209/'><img src="http://blogs.law.harvard.edu/games/files/2009/02/3095564209_1d53492bc0_m.jpg" alt="//flickr.com/photos/gwen/3095564209/" align="right" class="alignright size-medium wp-image-107"></a>Once upon a time, video game arcades functioned as a third place, a Starbucks for teens and tweens, mostly boys, but also girls and adults. With rising prosperity, we could afford not only consoles that beat the pants off did the arcades&#8217;, but also bigger living rooms to store new piles of gaming hardware. Fifteen years ago it would be hard to imagine Rock Band succeeding on the scale that it did, simply because many of us lacked the space for its peripherals. Today, dance pads, balance boards, drum kits, and all of that assorted game cruft is part of middle American life.</p>
<p>Clearly games did not become anti-social: we buy Rock Band because we want to play with friends. Rather, as play withdrew into the privacy of our homes, it became uncivil: while we strengthen relationships with our friends, we&#8217;re less likely to invite strangers to our homes to fill in the missing bass role, or jump into a quick round of Mario Kart.</p>
<p>Or perhaps not. For one thing, some games have found a niche in that consummate third place, the bar. Although rarely front and center, Guitar Hero is sometimes there in pubs where Centipede used to be. And of course, we might say that civil society has become virtual: what has done more to bring people into voluntary associations in this century than the MMO? And finally, of course, I shouldn&#8217;t wax nostalgic about the virtues of the archaic arcade. I quite recall them being dismal places.</p>
<p>Still, perhaps as Americans turn away from (or are turned out of) McMansions and run out of money and space for bulky video game hardware, perhaps we&#8217;ll see some renaissance of the arcade concept &#8212; game nights held in that third place between public and private.</p>
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