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November 10, 2006
From Serious Games to Serious GamingLast week, I presented a keynote address at the Serious Games Summit held in Washington DC. The event drew together participants from all of the groups which constitute the serious games movement -- educators, activists, entrepreneurs, government officials, military, emergency workers, scientists, therapists, nonprofits, foundations, and doctors. As such the serious games movement is a powerful illustration of what Yochai Benkler has taught us about networked culture -- the ways that it creates new and unexpected points of contact between commercial, amateur, nonprofit, educational, and governmental forces which are shaping the contemporary communications landscape. As I told the group there, it is unlikely that there was very many other circumstances which might result in a military leader, a corporate HR person, and a political activist sitting down to break bread together, yet at the Serious Games Summit, these groups were all trying to see what they could learn from each other. If these folks do their jobs well, there will not be such a gathering in a few years time because each of the subfields they represent will have expanded until they can support their own convening. And indeed, we are already seeing more specialized meetings for those involved in games for health, games for education, and so forth. If you want to see my presentation itself, check out this webcast of the talk.. Much of what I had to say in the first part of the talk was already stated in an earlier post on my blog, Getting Serious About Serious Games. A primary goal of this talk was to suggest how the ideas from Convergence Culture might inform the work of those of us who are trying to produce games for learning. You might see this talk, in part, as a response to some criticisms that Ian Bogost raised about my book -- that it was too invested in commercial culture and didn't have enough to say about noncommercial uses of media. I see these remarks as pointing to ways that the serious games movement might benefit from a greater understanding of concepts like collective intelligence, participatory culture, and transmedia storytelling. Today, I want to pick up on an important theme which ran through the talk -- my goal was to shift the discussion from talking about serious games (as in a product) towards talking about serious gaming (as a process). . Learning as a Process, Not a Product These comments suggest a core misunderstanding about the role games may play in the educational process. We see games not so much as programmes with content that must be delivered but rather as spaces for exploration, experimentation, and problem solving. We do not simply want to tap games as a substitute for the textbook; we want to harness the metagaming, the active discussion and speculation which takes place around game play, as a catalyst for a broader range of other learning activities. Games as Interdisciplinary Spaces
The learning which games foster, in Wright's model, is "undisciplined" in the best sense of the world -- the child is encouraged to pursue their interests where-ever they lead without regard to the way schools divide up content or time. And different kids might pursue different interests side by side within the same game learning from each other. We can read Wright as arguing for multipurpose game environments which are not restricted by the configurations of knowledge we find in school syllabi or textbooks. Second Life looks something like the world Wright is describing -- a space where many different groups are conducting educational experiments of all kinds and where those educational experiences take place alongside a variety of other kinds of experiments in social, political, or economic interactions. We can also see something of the multidisciplinary approach to games and education through the work of Whyville, an online game world set up to get young girls interested in science but which introduced an in game economic system to reward points for participation in the various science activities. The Whyville team has discovered that the economic transactions -- and the production of stuff for trade -- does not simply motivate the other learning activities; they become important sites of learning in their own right, helping girls conceptualize themselves as entrepreneurs as well as scientists. Wright's notion that we might simply annotate a traditional game, providing a series of links to other sources of information which might enhance the game play experience, represents another way of thinking about gaming as a process which is not contained within the game itself. I recall Kurt Squire describing the work he has done with the use of Civilization in high school world history classes; he suggested that he would sometimes catch students coming into class early and "cheating" by scanning through their textbooks for information which might help them perform better in the game. In that sense, the best games encourage us to look for information beyond their borders as we try to solve the problems they contain. Serious Games and Participatory Culture This approach allows us to get a game produced quickly and cheaply by building on the existing framework and programming Bioware had provided. We were even able to reprogram the game in significant ways, such as creating a system for interaction with the nonplayer characters that acknowledged the role of class, gender, race, and political divides in colonial society. Yet, there were other constraints on what we could get the game engine to do which meant that the commercial game left some imprint on the finished title. And we faced more difficulty than we might have imagined getting this game into schools because schools had to buy the existing commercial game before they could play our mods and there was resistance given the "dark arts" themes running through Neverwinter Nights. Ironically, at the present time, most of the games most open for modification almost all have contents which will be objectionable in school settings. Russell Francis, an Oxford University researcher who was working with us on Revolution, pushed this notion of modding one step further -- having students translate their game play experiences into short machinema films which functioned as a kind of in character diary to recount their impressions of what has taken place. We have found this practice extremely valuable in helping students to pull together information from multiple sources to express what they have experienced and learned through their game play. It has also proven very helpful for the design team as we try to understand what features of the game encourage or get in the way of individualized learning. A group of my students, Dan Roy and Ravi Purushotma, have been experimenting with modding some basic platform games -- The Sims 2 and Grim Fandango -- in order to turn them into resources for language learning. The games which are produced for the global market already contain multiple languages inside them: all it takes is the flip of a switch to localized them for different markets. Dan and Ravi have explored the benefits of reprograming these games to allow players to play with them in a foreign language or even mixing and matching English and Spanish language features to provide scaffolding as they are mastering the second language. Some educators have begun to see the game design process itself as a catalyst for learning as can be seen in recent projects by OnRampArts in Los Angeles, Urban Games Academy in Baltimore and Atlanta, or GlobalKidz in New York City. In each of these cases, the educational payoff comes not from playing the game but rather from working through the process of identifying how to transform a body of knowledge into a game play experience for someone else. Katie Salens, Eric Zimmerman, and James Paul Gee are currently collaborating on a new project, Game Designer, being produced for the MacArthur foundation to give young people basic literacy in game design. Here, again, it is the process of game design and not the product of a finished game that facilitates engagement and learning.
Mapping Labrynth At the start of the game, the player spends some time designing and customizing their pet and then, the pet runs away, disappearing into a drainage pipe. Pursuing the pet, the player finds herself in an underground world full of threat and mystery. Along the way, they begin to suspect that the ambiguous meat products on sell may come from harvesting pets, creating a strong goal of rescuing not only one's own beloved pet but also freeing all of the other captured creature.
Each of the game's puzzles encourages new modes of thought and problem solving which can eventually be named and explained in the classroom but which seem simply part of the process of working through the game level. Here's how Drzaic described some of the thinking which has gone into the design of puzzles for the game: When we first pitched our vision of what would constitute a good educational game to middle school math teachers we were met with some skepticism as to how this model of video game learning would help them meet the stringent information goals of NCLB [No Child Left Behind]. There was a dominant idea that the best kind of educational game is the kind that has overtly demonstrable math value along the tones of Math Blaster. While many educational games do subscribe to the Math Blaster flash-card based model, that was not the type of learning we were going for. We want to make the kind of thinking that sticks with you, not rote memorization.
The games are designed to be persistent so that the player can log in from multiple locations -- from the computer in the school library, through a handheld device, or through their home computers, integrating game play and problem solving across the day. The game involves a partnership between Maryland Public Television, the MIT-based Education Arcade, the federal Star Schools program, and Fablevision, a commercial game developer which will take our student's designs and turn them into a finished game which will be distributed to the public. One of the most vexing challenges facing academic game developers has been the last mile problem -- how to move from prototypes to products which get into the hands of teachers, parents, and students. With this project, we think we have a plan which will translate our conceptual prototypes into a reality. The game taps many aspects of contemporary gaming culture -- the customization of characters, the use of forums to share advice about mastering games, the process of experimentation and puzzle solving -- as central features of its pedagogical process. For Scot and his team, this is not about designing a serious game so much as it is about creating something which will encourage serious gaming. 2 CommentsHenry Jenkins is the Provost's Professor of Communications, Journalism, and Cinematic Art at the University of Southern California. Until recently, he served as the co-founder of the Comparative Media Studies Program at the Massachusetts Institute of Technology. More about Henry Jenkins is available here. |
This morning I read an article about you in the San Diego Union Tribune and was very intrigued by your experience at the cineplex in rural Georgia. If you could tell me more about the reactions you got from the town folk as you walked into Snakes On A Plane with a snake around your neck, I would greatly appreciate it. AMAZING!
-Lisa
lisacomrie@gmail.com
here's the description I wrote for the blog at the time:
7 p.m. Sunday show at a multiplex in Snellville, GA (Near where my brother and sister-in-law live).
Attendence was sparse -- there were perhaps 20 people in the theatre, overwhelmingly African-American, and mostly there, it would seem, to see Samuel R. Jackson.
Hoping to get into the spirit of the event, I wore a large rubber snake around my neck. As I got out of my car, one couple laughed and said they knew what movie I was there to see and gave me a thumbs up, indicating that they had just seen the film and really enjoyed it. I got not the slightest glimmer of recognition from the folks at the ticket booth.
The audience's response throughout was disappointingly lifeless. My wife and I seemed to be the only ones laughing. When Jackson delivered his most famous line, I started applauding and the rest of the theatre joined me. My wife whispered to me to say she wasn't sure they knew why they were clapping. Most of them left before the end credits music video which also repeats this line. My wife said that the folks she followed from the movie into the women's room weren't talking about the film at all.
I got into a little banter after the movie with a few folks who appreciated the snake.
We very much enjoyed the film but were disappointed by the lack of an audience response. As I said, it's hard to tell what drove these folks to the theatre but it sure wasn't an event for them.