Do Wii bowl alone?

Posted February 12th, 2009 by Gene Koo
Categories: Civic engagement

//flickr.com/photos/gwen/3095564209/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’, 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.

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’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.

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’t wax nostalgic about the virtues of the archaic arcade. I quite recall them being dismal places.

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’ll see some renaissance of the arcade concept — game nights held in that third place between public and private.

Newsweek on morality in video games

Posted February 6th, 2009 by Gene Koo
Categories: Cross-Media, Games for Social Change

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.

Games for Change releases “Toolkit”

Posted January 26th, 2009 by Gene Koo
Categories: Development, Games for Social Change

Games for Change today unveiled a set of talks and tutorials that help organizations figure out whether and how games can advance their core mission. It’s called the Games for Change Toolkit, made possible by AMD.

What do video games leave out?

Posted January 22nd, 2009 by Gene Koo
Categories: Gaming, theories of

Randy Smith’s talk last night, Games are Art (and what to do about it), at Postmortem triggered a few thoughts I wanted to throw out there briefly. Here’s the first one:

In exploring the nature of art and different art forms, Randy looked to McCloud’s Understanding Comics to identify “closure” (the interstitial space between frames) as a unique feature of the comic medium. He then posed the question of what made video games unique. It struck me that what each medium can be defined by what each one leaves out; for example, comic books’ closures leave out what is between the frames – that is for the reader to fill in. Performance media cannot convey inner lives the way literature can (Wonder Years style voiceovers notwithstanding); it’s for the actors to interpret that inner life and for the audience to infer it from their performances. Literature, for its part, leaves to the imagination how its characters look or sound, which generates that little bit of shock when a book is translated to film. (Harry Potter provides a great example: the movies’ cast probably overrides the books’ illustrations probably overrides Rowling’s text).

So my question is: what do video games leave out for the player to fill in? Or better: what is best for video games to leave out?

The virtual and the real Washington, DC

Posted January 18th, 2009 by Gene Koo
Categories: Opinion & Advocacy, Politics, Quick Review

Having so recently finished Fallout 3 (review coming soon!), I found myself contrasting images from today’s concert at the Lincoln Memorial with that same location in the virtual, post-apocalyptic Washington DC portrayed in Fallout. The game had generated some minor controversy when its marketers plastered the real Metro Center subway station with ads that included an image of a bombed-out Capitol Building. (Metro Center appears in the game as well).

Update: Here are contrasting images related to yesterday’s Inauguration:
The Mall in Fallout and in real life

The Fallout series satirizes the Cold War and in particular the aesthetics and politics of the 1950s, as seen through the lens of the Regan era (it was inspired by the 1988 title, Wasteland). And it’s cynical in a late Cold War, 99 Luftbalons kind of way, depicting both government and society as dysfunctional, greedy, and selfishly tribal. This was politics à la mode, but the hundreds of thousands gathered today around the Reflecting Pool attest to a new zeitgeist, one that makes the old cynicism seem out of place.

After our likeness : “Spore”

Posted January 3rd, 2009 by Gene Koo
Categories: Detailed Review

In Will Wright’s Spore, your task is to take a primordial life-form and evolve it to stand upright, form tribes, and ultimately traverse space. If this sounds complicated and ambitious, it’s because it is: Spore is a veritable five-course meal of a title – five “phases,” each built around a different game genre, all packed into one box. You start out in phase one helping a single microbe become the big fish in a little pond, and you wind up in phase four directing a civilization to conquer the world. The corresponding gameplay also progresses from arcade to shooter to strategy. Whether Wright is mapping the history of video games onto biological evolution or vice versa, in his universe life began when a seminal meteorite plunked into a receptive pond, and video games began with a coin dropping into Pac Man.

Read the rest of this post »

Torture in WoW

Posted December 9th, 2008 by
Categories: Uncategorized

some interesting news coming out re: a torture-based quest in the new WoW expansion.

what does this imply about teaching (or being unable to teach) abstract values in a gaming world?

Will there be a desensitizing effect?  I’m curious as to how we’d test for one.

An interesting idea – I don’t know enough about WoW to know if it is possible- would be to have a related quest be to save the prisoner and stop the torture.

Commentary here
 http://www.youhaventlived.com/qblog/2008…

–Later update–

and here’s some follow-up from WIRED, arguing for what I think is a pretty good rough analogy with our “games to teach values” discussion from early last summer where we mused on using WoW to teach tolerance.

Our Fair City: using games to scaffold real-world interventions

Posted November 25th, 2008 by Gene Koo
Categories: Applications, Games for Social Change

Our Fair CityRecently I’ve taken an interest in turning real world actions into gameplay, using MyBO as an example. While other games we’ve discussed have focused on “moral learning,” this class of games instead aims to shape or nudge behavior through game-like features.

Well, I’m now working on one such game that would support civic activism, particularly on location-based issues. It emerged out of a campaign to turn Boston into a “Fair Trade City” by convincing local stores and institutions to offer Fair Trade products like coffee, chocolate, and bananas. Because the campaign uses teams to build public support and to persuade stores, it seemed natural to frame the campaign as a game in which the rules scaffold valuable actions. For example, teams win points for identifying stores that already carry Fair Trade and for persuading new stores; however, it costs points to “claim” a store for persuasion, which they can also accumulate by signing on supporters. (Essentially, we want to model the idea of gathering up enough supporters to “attack”

Despite the fact that the software is only 40% complete, participants seem really motivated by it. We’re now seeking funding to launch the project, and would really appreciate any suggestions or feedback you might have on the concept. Our Knight Foundation application is publicly available for comment, and it can use your ideas. Or feel free to contact me directly. I’ll try to post more about the game design and how it intertwines with the real-world goals of the campaign.

U.S. military making big gaming research buy

Posted November 24th, 2008 by
Categories: Uncategorized

Hi, everyone.

I come across these stories with some frequency, and Gene asked me to share them.

Enjoy!

–AH

“GRAFENWÖHR, Germany — The Army has created a video game unit and will invest $50 million over five years on games and gaming systems designed to prepare soldiers for combat.”





In July 2006, Hal Halpin founded the Entertainment Consumer Association, an advocacy group to champion consumer rights and issues. Since that time, the organization has done its part to give gamers a voice on a variety of issues and has gone out of its way to highlight — and with the help of its members — defeat unconstitutional state and federal anti-consumer legislation all over the United States.

re:  promoting compassion

Empathy for pixels

Posted November 20th, 2008 by Gene Koo
Categories: Empathy, Quick Review

Intriguing quote in recent Escapist review of Multiwinia:

In some crucial ways, Multiwinia’s sound design establishes a stronger emotional connection with the on-screen carnage than some gory AAA first-person shooters. Perhaps simplicity breeds empathy, but in any case I felt more guilty sending mobs of rudimentary sprites into the teeth of rapid-fire gun turrets than I ever have realistically gibbing an opponent’s face with a flak cannon.

Are we supposed to feel empathy for casualties in FPS’s? And is sound design effective in Multiwinia because of novelty or because of something more primal than visuals?