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	<title>Valuable Games &#187; Systems-thinking</title>
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	<link>http://blogs.law.harvard.edu/games</link>
	<description>join the quest for morally deep games</description>
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		<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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		<title>Budget games largely lack human engagement</title>
		<link>http://blogs.law.harvard.edu/games/2008/11/11/budget-games/</link>
		<comments>http://blogs.law.harvard.edu/games/2008/11/11/budget-games/#comments</comments>
		<pubDate>Wed, 12 Nov 2008 01:26:31 +0000</pubDate>
		<dc:creator>Gene Koo</dc:creator>
				<category><![CDATA[Applications]]></category>
		<category><![CDATA[Cross-Media]]></category>
		<category><![CDATA[Quick Review]]></category>
		<category><![CDATA[Systems-thinking]]></category>
		<category><![CDATA[budget]]></category>
		<category><![CDATA[policy]]></category>
		<category><![CDATA[policy game]]></category>
		<category><![CDATA[spreadsheet game]]></category>

		<guid isPermaLink="false">http://blogs.law.harvard.edu/games/?p=80</guid>
		<description><![CDATA[Nancy Scola of TechPresident recently excoriated a budget calculator put out by NY Governor Patterson, primarily on the ground that it&#8217;s &#8220;more a dull-edged hatchet than a scalpel&#8221; 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 [...]]]></description>
			<content:encoded><![CDATA[<p><a href='http://blogs.law.harvard.edu/games/files/2008/11/budgetgame-ny.png'><img src="http://blogs.law.harvard.edu/games/files/2008/11/budgetgame-ny-150x150.png" alt="Budget Game, New York" width="150" height="150" align="right" /></a><a href="http://www.techpresident.com/blog/entry/33077/ny_gov_paterson_s_budget_calculator_a_case_study_in_pretend_participation">Nancy Scola of TechPresident</a> recently excoriated a <a href="http://www.reducenyspending.gov/calculator/rnys_calculator.html">budget calculator</a> put out by NY Governor Patterson, primarily on the ground that it&#8217;s &#8220;more a dull-edged hatchet than a scalpel&#8221; 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.</p>
<p>Scola also mentions the <a href="http://taxcut.barackobama.com/">Obama-Biden tax calculator</a>, which presents an interesting contrast. It, too, is a calculator &#8212; raw numbers stacked up &#8212; but it has the distinct engagement advantage of being about <strong>your</strong> money. Its designers don&#8217;t need to provide context or background; presumably, you know exactly what another $1,000 in your pocket would mean.</p>
<p>Such lame attempts at public education (or, as Scola argues, &#8220;pretend participation&#8221;) 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, &#8220;Complete Freedom of Movement,&#8221; which contrasts the play spaces of boys and girls. Whereas a game like <em>Sim City</em> allows players to mold physical territory, in girls&#8217; games and stories like <em>Harriet the Spy</em> &#8220;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.&#8221;</p>
<p>Stated differently: cutting $10M from the state&#8217;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&#8217;s up to deficit hawks to describe the issue as compelling drama, not formal logic).</p>
<p><a href='http://blogs.law.harvard.edu/games/files/2008/11/budgetgame-ma.png'><img src="http://blogs.law.harvard.edu/games/files/2008/11/budgetgame-ma-150x150.png" alt="Budget Game - MA" width="150" height="150" align="left" /></a>A different contrast can be made with the <a href="http://www.boston.com/news/politics/2008/specials/budget_game/">Massachusetts Budget Calculator Game, Question 1 edition</a>. As in the original version of this spreadsheet game, each top-level line item is explained with ample text &#8212;  which requires players to be <strong>both </strong>numerate <strong>and </strong>literate. This &#8220;game&#8221; is no better than Patterson&#8217;s effort &#8212; except that the point isn&#8217;t really to balance the budget. The point is to show just how absurd repealing the budget is. It turns out that it&#8217;s pretty much impossible to eliminate the income tax without destroying practically all of the Massachusetts government, which an <a href="http://www.boston.com/news/local/massachusetts/articles/2008/11/05/voters_reject_income_tax_repeal/">overwhelming majority of voters</a> ultimately agreed was reckless. Rhetorically, then, the Globe&#8217;s budget game was less a simulation and more an exercise in futility, much like the message embedded in <a href="http://blogs.law.harvard.edu/vvvv/2007/05/28/review-food-import-folly-editorial-game/">Ian Bogost&#8217;s &#8220;editorial games&#8221;</a> for the New York Times.</p>
<p><a href='http://blogs.law.harvard.edu/games/files/2008/11/budgethero.jpg'><img src="http://blogs.law.harvard.edu/games/files/2008/11/budgethero-150x150.jpg" alt="Budget Hero" width="150" height="150" align="right" /></a>But what about a game that actually helps the player understand a budget and make difficult tradeoffs? Possibly the best example out there is <a href="http://marketplace.publicradio.org/features/budget_hero/">Budget Hero</a> from American Public Media. (<a href="http://lcc.gatech.edu/~bmedler3/?p=34">Read Ben Medler&#8217;s review</a>). Among its stronger features is the ability to choose particular values that your budget should maximize (e.g. &#8220;national security&#8221; or &#8220;energy independence&#8221;). As your budget fulfills those values, the corresponding &#8220;badge&#8221; fills up. It&#8217;s a relatively elegant way to convey the idea that budgets aren&#8217;t just abstract numbers but expressions of our collective social values &#8212; moral and meaningful choices writ large. It also doesn&#8217;t hurt that the design is colorful, noisy, and generally attractive.</p>
<p>Most intriguingly, Budget Hero also compares your results with peers (assuming, as Medler points out, that the players are truthful). It&#8217;s a step in the right direction towards an engaged and informed public dialog.<a href='http://blogs.law.harvard.edu/games/files/2008/11/budgetgame-ny.png'></p>
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		<slash:comments>3</slash:comments>
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		<title>G4C2008: Jim Gee vs. Eric Zimmerman</title>
		<link>http://blogs.law.harvard.edu/games/2008/06/03/g4c2008-jim-gee-vs-eric-zimmerman/</link>
		<comments>http://blogs.law.harvard.edu/games/2008/06/03/g4c2008-jim-gee-vs-eric-zimmerman/#comments</comments>
		<pubDate>Tue, 03 Jun 2008 21:00:55 +0000</pubDate>
		<dc:creator>editorial staff</dc:creator>
				<category><![CDATA[Events]]></category>
		<category><![CDATA[Systems-thinking]]></category>

		<guid isPermaLink="false">http://blogs.law.harvard.edu/games/2008/06/03/g4c2008-jim-gee-vs-eric-zimmerman/</guid>
		<description><![CDATA[Gee: &#8220;World of complex systems that is biting us, and biting us bad.&#8221; e.g. peak oil =&#62; biofuel =&#62; no water / no food =&#62; failed states =&#62; end of global economy
Zimmerman: industry (19th century), information (20th), the Ludic Century (21st century systems)
Gee: Games not terribly good at delivering information, but at novel experiences: seeing [...]]]></description>
			<content:encoded><![CDATA[<p>Gee: &#8220;World of complex systems that is biting us, and biting us bad.&#8221; e.g. peak oil =&gt; biofuel =&gt; no water / no food =&gt; failed states =&gt; end of global economy</p>
<p>Zimmerman: industry (19th century), information (20th), the Ludic Century (21st century systems)</p>
<p>Gee: Games not terribly good at delivering information, but at novel experiences: seeing the world in new ways. <span id="more-55"></span>Can we do as well as the commercial sector in seeing the world differently? Games also as arch problem-solving spaces &#8212; essentially a continuous assessment.</p>
<p>Zimmerman: what do we mean by &#8220;games for change&#8221;? What are the design strategies? Sim as &#8211; a <em>procedural </em>representation of a system.</p>
<p>Gee: once you see that a game is a model, you can look behind it to critique the model.</p>
<p>Zimmerman: but not necessarily a good model of everything &#8212; they are fundamentally computational, logical. but if the influence is limited to the critique&#8230; how is that acceptable for games when not so for film?</p>
<p>Gee: but modding as part of the game &#8212; increasingly design is built into the play. a great way for meta-understanding</p>
<p>Zimmerman: range of strategies &#8212; information, simulation, design, interest (e.g. SimCity)</p>
<p>Gee: also, preparation for future learning &#8212; &#8220;failure&#8221; now may prep for future success. <strong>motivation</strong>.</p>
<p>Zimmerman: and also changes in behavior, beyond the player and the game system to the larger context. whether the subject matter or the gameplay.</p>
<p>Gee: future of game designers will be community designers.</p>
<p>Zimmerman: single-player game as a historical anomaly</p>
<p>Gee, channeling Jenkins: It&#8217;s a baby boomer attitude to take the game out of the context of convergent media.</p>
<p>Zimmerman: challenge of games that aim to break the frame and relate to the world &#8212; games like Pokemon that catch on are hard to design backwards; games are often emergent.</p>
<p>Gee: some things that one might learn is that Pokemon and Yu-Gi-Oh are systems with blank spaces for people to fill in (both the social/community and also the story)</p>
<p>Zimmerman: danger of G4C is that they&#8217;re &#8220;heavy,&#8221; &#8220;pedantic&#8221; &#8212; understanding play is the seeds of efficacy. Always a structure to play <em>against</em>.</p>
<p>Gee as Portal fanboy: &#8220;The game is designed to change the way players approach, manipulate, and surmise the possibilities in a given environment&#8221; &#8212; marketing description of <em>Portal</em>. Game offers you a tool to look at the world in a different way.</p>
<p>Zimmerman: Portal points out the difficulty. <em>Portal </em>succeeds because it&#8217;s a fictional, self-contained world. The unsolved problem: translating what we know about a closed system of a game into the kinds of issues we want to tackle within these games.</p>
<p>Gee: Learning sciences point to people learning best when triggering emotion. Perhaps the real win for social issue games.</p>
<p>Gee: We&#8217;ve reached the limit of realism in games. Japanese anime games are deeper emotionally because they are semiotic spaces &#8212; raising questions like what constitutes you as human? Get a lot of mileage out of using art assets, not realism.</p>
<p>Gee: Games as documentary of your story.</p>
<p>Zimmerman: Game industry chasing cinema &#8212; &#8220;cinema envy&#8221; &#8212; we should seek pleasures unique to games.</p>
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		<title>Soul of the Machine: Awakening the moral conscience of impersonal systems</title>
		<link>http://blogs.law.harvard.edu/games/2008/05/15/soul-of-the-machine/</link>
		<comments>http://blogs.law.harvard.edu/games/2008/05/15/soul-of-the-machine/#comments</comments>
		<pubDate>Thu, 15 May 2008 17:30:28 +0000</pubDate>
		<dc:creator>editorial staff</dc:creator>
				<category><![CDATA[Decision-Making]]></category>
		<category><![CDATA[Gaming, theories of]]></category>
		<category><![CDATA[Morality, theories of]]></category>
		<category><![CDATA[Systems-thinking]]></category>

		<guid isPermaLink="false">http://blogs.law.harvard.edu/games/2008/05/15/soul-of-the-machine-awakening-the-moral</guid>
		<description><![CDATA[Ever since Ultima IV showed us how computer games might embrace virtue, I&#8217;ve longed for similar titles with moral depth. Over a year ago, Kent Quirk awoke me to the power that computer games offer and why they are so important right now. At a local Games for Change meetup, Kent showed off Melting Point, [...]]]></description>
			<content:encoded><![CDATA[<p>Ever since <a href="http://en.wikipedia.org/wiki/Ultima_IV">Ultima IV</a> showed us how computer games might embrace virtue, I&#8217;ve longed for similar titles with moral depth. Over a year ago, <a href="http://cognitoy.com/bios.html">Kent Quirk</a> awoke me to the power that computer games offer and why they are so important right now. At a local <a href="http://gamesforchange.org">Games for Change</a> meetup, Kent showed off <a href="http://www.cognitoy.com/meltingpoint/">Melting Point</a>, a game about climate change. What impressed me about Melting Point was that Kent wasn&#8217;t proselytizing for a particular policy or worldview but rather hoping players would understand the interplay of complex systems (climate and economy) and make up their own minds about what, if anything, we should do about it.</p>
<p>This made me realize that computer games can merge two important features &#8212; player choice and systems-modeling &#8212; to achieve something even more powerful: nurturing <strong>morally aware systems-thinking</strong>. In other words, I began to see games as a tool to enable people to see that the complex systems around us &#8212; whether global trade or ocean ecosystems &#8212; have moral consequences, and that we aren&#8217;t just idle observers but actors both within and over those systems.</p>
<p>And it&#8217;s at this very moment in human history that we, as a species, <em>must</em> learn to see ourselves as moral agents within systems.</p>
<p>Never before has humanity had the power to destroy each other and the world as we know it, whether in clouds of radiation or of carbon dioxide. Never before has so much of humanity been at the mercy not of human tyrants and local lords but of machine code and faraway tribunals. The world, as Max Weber predicted, is becoming an iron cage of systems and bureaucracies beyond human ken.</p>
<p>It&#8217;s beyond our common understanding because <em>homo sapiens</em> didn&#8217;t evolve to naturally grasp large, complex systems but rather small networks of people. As psychologists are steadily <a href="http://blogs.law.harvard.edu/games/2008/01/15/the-science-of-morality-a-laypersons-primer/">learning</a>, scruples aren&#8217;t merely nice but actually hard-wired into our brains. Ask someone whether it&#8217;s right to push a big man in front of a runaway train to save the lives of five bystanders, and parts of our brains begin firing to tell us, &#8220;no.&#8221; But ask whether it&#8217;s OK to throw a switch that decides between the fate of a man on one track versus that of five on the other, and those same neurons stay quiet.</p>
<p>So our genetic code instructs us to treat our face-to-face relationships as potentially moral, but our innate moral sense may not extend into our systemic or mediated relationships. Bringing chicken soup to our sick neighbor strikes us as self-evidently virtuous, but shaping our nation&#8217;s health care policy &#8212; not so much, at least not until it begins affecting us personally. Viewing policy as a structure that embodies collective morality is learned, not instinctual.</p>
<p>Computer games offer at least two possible responses to our collective human predicament. First, they can open players&#8217; eyes to the moral implications of systems by experimenting with them and witnessing the results. Games might offer moments of reflection and of epiphany, connecting personal morality with systemic awareness. A player might see how tweaking health care policies affects a family&#8217;s lives, or how environmental regulation could shape the destiny of a polar bear. Games might lead people to begin to see a soul within the machine.</p>
<p>And perhaps systems might begin to learn lessons from game design. Why must the computer systems that exercise more and more control over our daily lives be morally inert? If computer games &#8212; mere software &#8212; can lead players to <a href="http://www.mobygames.com/forums/dga,2/dgb,5/dgm,22882/">weep</a>, perhaps the mechanization of our world needn&#8217;t be soulless. If a global society demands that our interpersonal relations become abstracted into an iron cage of systems, can&#8217;t we re-envision such systems as a purposeful tool for realizing our collective moral vision?</p>
<p>Computer games won&#8217;t solve the problems that face humanity and our planet. But media, from cuneiform to newspapers to film, have always assisted humanity to reach new levels of moral self-realization and galvanize moral action. How fortuitous it may prove that computer games with their unique capacity for choice and systems-modeling should arise at this critical juncture of our evolution.</p>
<p><em>- Gene Koo</em></p>
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