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Changing the Game: An Interview on Games and Business with David Edery and Ethan Mollick (Part Two)

The use of Second Life as a platform for consumer advertising and corporate promotion has generated a great deal of buzz in recent years. Now that the dust has started to settle, what do you see as the strengths and limitations of virtual worlds as a platform for brand messages?


The answer depends on the virtual world. But, since you mention Second Life, we'll focus on that. Second Life is, as innumerable news stories have pointed out, simply not a good place for traditional advertising. The world is too large and too sparsely populated for billboards, in general. And unmanned virtual exhibits and structures, no matter how glorious, are simply not interesting to most consumers who visit Second Life to experience the thrill of creating and the joy of interacting with others. Why would anyone choose to walk through an uninhabited virtual
hotel when they can visit remarkably creative and/or otherworldly territories, populated and/or created by individuals like themselves? Why walk past a virtual billboard when you can teleport anywhere in an instant? Low-cost, targeted advertising campaigns that are designed toengage consumers on a personal level, and enlist them as brand agents, are far more effective.

All that said, the virtual hotel news article we referenced previously contains a hint as to the real potential of Second Life for businesses: not advertising, but harnessing user creativity to generate useful business innovations. Several large corporations have started working with the users of Second Life to model new products and test new services. Philips, for example, has been working with users to design new appliances in Second Life. Pontiac gave out virtual versions of its cars and encouraged Second Life users to hack and modify them.

At the end of the day, Second Life is a world created by its users for its users. There's something poetic -- not to mention very sensible -- about enabling those users to create and modify virtual goods that could someday be sold in the real world for millions, if not billions of dollars.

As you note, there is now a rush towards corporate sponsorship of Alternate Reality Games. What factors should a company consider before entering this space?

To date, most ARGs have required a significant financial commitment and tremendous effort to successfully execute, so businesses that are interested in creating an ARG should be sure to work with an expert in the field. That said, an ARG can prove an effective marketing tool, as demonstrated by Audi's Art of the Heist. Visitors who were attracted to audiusa.com by online advertisements promoting Art of the Heist devoted 34% of their page views to "buying indicator" pages - i.e. car configurator, dealer locator, payment, estimator, and request a quote -- which represented a 79% increase in qualification over previous launch efforts. And Art of the Heist resulted in over 45 million PR impressions for Audi, while generating over 10,000 unique leads for Audi dealerships.

Jordan Weisman, one of the inventors of the form, shared with us his well-informed views on the commitment necessary to pull off an ARG marketing project. In his words: "There's a misconception that this form of marketing entertainment has to be cheaper. Well, it's not cheaper. A heck of a lot more effort goes into an ARG than a 30-second TV spot. You have to create a lot more content, and there's a much larger editorial process involved. But the benefits, as opposed to the 30-second spot, are the level of immersion you create, and the level of affection that a person has for the brand and the experience, not to mention the community that grows around the brand and the experience. Those things provide real lasting benefit to brands. And one of the great things about an ARG is that, unlike with a TV spot, you know how engaged people are. You know how many people visited your websites, you know how many people are participating on the message boards - you can quantify things."

All that said, ARGs are poised to become much more than just marketing tools. In Changing the Game, we discuss how ARGs can be used for training purposes, and even for harnessing collective innovation. At this point, there are some
exciting experiments in these areas that are worth examining, but more work is
needed to develop ARGs to their full potential.

Corporate training games have been a huge growth area, even as other kinds of serious games have struggled to get traction. What should the developers of educational games learn from the space of corporate training and conversely, what do educational game designers get right that should be considered more closely in corporate training games?


Educational game designers seem to think more about engagement and the role of fun in games than most corporate trainers. By focusing on how to reach kids, educational game designers seem to become more aware of the "holy grail" of training -- education so entertaining that it proves self-motivating. Ironically, this is also the greatest weakness of many educational game designers. In an attempt to make learning as much like a game as possible, they end up creating the proverbial "chocolate-covered broccoli" -- shoehorning educational content into traditional games. The result is neither fun nor particularly educational.

The corporate training market has typically proven less concerned about stereotypical "fun," and instead has invested more in simulations in which learning happens naturally. Simulations like Virtual Leader, the leadership training simulator, end up being fun because the player gets to experiment with the role of leadership. Similarly, the Beer Game (a system dynamics simulation) is engaging because it is played as part of a team, in a competitive environment. Both Virtual Leader and the Beer Game teach valuable lessons in interesting ways because they allow exploration and experimentation, and encourage team interaction -- not because they ape traditional video games. Educators should think more about how to encourage interesting exploration and interaction, rather than combining time tables with first person shooters, or hiding multiple choice examinations beneath the thin veneer of a "trivia game."

Some of the most interesting sections of the book deal with the use of games as a means of collecting user innovation and tapping collective intelligence. To what degree is this section speculative? What work is already being done in this space?


We wouldn't call it speculative, but we would say that this is the very cutting edge of the serious games movement. While there are only a few examples to speak of, they have proven very successful. In particular, Luis von Ahn's work on "games with a purpose" has been published in a number of important journals, and von Ahn won a MacArthur Genius Grant for his work. One game of his, the ESP Game, encourages players to voluntarily identify random images on the Web in a way that computers simply aren't capable of doing on their own. Many people play the ESP Game for over 20 hours a week, and over 20 million image labels have been harvested in just a few years; the equivalent of several million dollars of free labor. Professor von Ahn estimates that just 5,000 people playing The ESP Game for a month - a tiny number, compared to the active populations of many gaming websites - could label every image on the Web.

Other efforts include Fold.it, a game designed to help its creators identify the optimal shape of proteins. Fold.it players are already proving to be of great help, and interestingly, many of the top players are not biologists, or even people with a strong academic background in biology.

You may also have heard about the X2 Project (which has evolved into Superstruct, the forecasting game.) Efforts like these show how ripe this area is for future work!

For more on Changing the Game.

DAVID EDERY is the Worldwide Games Portfolio Manager for Microsoft's Xbox Live Arcade, and a research affiliate of the MIT Comparative Media Studies Program. He is a regular speaker at game industry events such as GDC, has published numerous articles on the topic of game development and the business of games, and maintains a personal blog called Game Tycoon.

ETHAN MOLLICK studies innovation and entrepreneurship at the MIT Sloan School of Management, where he is also conducting a large research project on the game industry. He has consulted to companies ranging from General Mills to Eli Lilly on issues related to innovation and strategy, and has worked extensively on using games for teaching and training, including on the DARWARS project of the Defense Advanced Research Projects Agency.

Changing the Game: An Interview on Games and Business with David Edery and Ethan Mollick

Editor's Note: The election has come at a particularly intense moment in my life. I plan to run a more extensive reflection on the role that media played in shaping and responding to the outcome but I have not been able to write it yet. I expect to post it early next week. For the moment, let me say that this early "Obama Boy" could not be more delighted with the outcome but fears that all of the "transformational" language got used up on tuesday night, leaving us with no new adjectives to throw out there.

barack_obama_burnout.jpg

Around the Comparative Media Studies Program, there's been considerable discussion over the past few weeks about the decision of the Obama campaign to advertise in an Xbox 360 game, Burnout Paradise. The topic is the perfect intersection between our researchers focused on games, branding, and civic media, and reflects an ongoing conversation we've been having on the blog and elsewhere about Obama as the candidate for all platforms. If convergence culture can be described as a world where every image and idea flows across the maximum number of media platforms, acquiring meanings and value and attracting new participants at each step along its trajectory, Obama's people have embraced the full range of new media -- from mobile phones to social networks, from virtual worlds to video games -- in their effort to reach and mobilize young voters.

Hoping to get some further insights into this story, I reached out to David Edery and Ethan Mollick, the authors of a newly released book, Changing the Game: How Video Games Are Transforming the Future of Business. Both Edery and Mollick are alums of MIT's Sloan School of Mangement; Edery was involved with us while still a graduate student, was briefly on our staff, and has continued to be an affiliated researcher on our Convergence Culture Consortium since he has graduated. As experts on current trends around games and advertising, I was curious to see what they would have to say about the Obama ads:

The Obama campaign's decision to advertise within the Xbox 360 game Burnout Paradise is notable for being, to our knowledge, the first time a presidential candidate has ever taken advantage of advertising opportunities within a retail video game. The ads appear as billboards by the roadside, and contain the message "Early voting has begun" and "voteforchange.com" in addition to Senator Obama's photograph.

The message on the billboards seems to indicate that the Obama campaign was hoping to achieve a very specific outcome: give young adults who support Obama, but who perhaps lack the drive to vote, a nudge in the direction of the ballot box. More interestingly, the Obama campaign may also have been hoping to send a subtle message to gamers and young adults in general: "this is a candidate who understands technology and new media, isn't afraid of it, and doesn't intend to demonize it." If the latter was indeed a part of the campaign's strategy, it worked out brilliantly, because the Burnout/Obama advertisements received a tremendous amount of mainstream and game industry press. Whether you played Burnout or not, if you're a highly engaged gamer, odds are you heard about the Obama ads.

So in-game advertising and US presidential politics have converged. Is this a particularly important milestone for the in-game advertising industry? Perhaps, and perhaps not. After all, plenty of Fortune 500 companies have beaten the Obama campaign to this milestone, and are in fact experimenting with games and advertising in far more interesting ways. But there's no doubt that this *is* an important milestone for the game industry in general. It suggests that a US presidential candidate has recognized, for the first time, that gamers are an important voting group.

As they note, businesses have been using games as platforms for branding, advertising, and corporate training ever since the first platform games were released. Changing the Game offers a cogent overview of the thinking shaping current corporate strategies for deploying games as well as offering some thoughtful and forward looking recommendations about how companies can be even more effective in deploying these new media platforms towards their interests. There are plenty of lessons here which will also be helpful to those developing serious games or otherwise using games for pro-social ends. And there's much here that needs to be understood by the media literacy community if it wants to help young people understand how branding impacts the games that they play.

In this two part interview, the authors share their insights about games and advertising, the use of games as platforms for training, the value and limits of virtual worlds for corporate purposes, and the potential of games as tools for gathering collective intelligence and sparking user-based innovation.

The central premise of your book is that there are significant benefits for companies that recognize that games can be "more than just a diversion." What do you see as the primary rewards of integrating work and play? How do we confront a tendency in our culture to see play as the opposite of meaningful employment?

The primary reward of integrating work and play is happier, more effective employees. The problem is that when most people hear that claim, they immediately assume you're making the old, tired argument that games are good solely because taking a break from work is good for productivity. While many studies have purported to prove the latter, the latter is not what we are focused on.

In Changing the Game, one of our major arguments is that games can be used, not as breaks from work, but as enhancements to work. There's ample evidence that games can be used to cost-effectively train employees and to motivate them. We found great examples in the health care industry, the high tech industry, and (not surprisingly) the military, to name a few. And as we note in the book, it's rather remarkable how many managers struggle to maintain acceptable productivity levels when they control an employee's paycheck, while many game developers have found ways to make *us* pay *them* for performing tasks that seem remarkably like work. (We really don't want to know how many hours we personally spent crafting virtual armor and other items in World of Warcraft...)

Fortunately, great examples of the constructive power of games are starting to find their way into every corner of American life. Public schools are bringing Dance Dance Revolution machines into their gyms to combat the obesity epidemic, and millions of Americans are bringing Nintendo's Wii Fit into their homes. Educators are hearing about the incredible sales of games like Brain Age and realizing that maybe play and education *can* go together. These things have little to do with work, so we don't spend much time discussing them in the book, but they are helping to change the way people think about games, in general, so they certainly merit mention!

You open the book with some acknowledgment of some of the social policy debates surrounding games, including a consideration of video game violence and media effects. Many media reformers use the analogy to advertising to explain why they believe that games may have negative impacts on the people who play them. If advertisements may shape consumer behavior, they argue, games must have an influence on players. As someone who has reviewed the research on the impact of advertising on consumer decision making, how would you respond to this analogy?


What many media reformers don't understand is that games are powerful advertising (and educational) tools in large part because they can be used to communicate a persuasive message or lesson to a *highly involved* audience. People playing video games are not passive, mindless zombies... on the contrary, they are quite consciously engaged. They have to be; otherwise, how can they win the game? Anyone who doubts this should pick up an Xbox 360 controller and try to play a stereotypical first person shooter (like Call of Duty 4). These games are incredibly complex -- most first time players have trouble just figuring out which buttons to press, much less successfully navigating the entire game. Winning many video games is anything but easy.

At any rate, our point is that because gamers are quite consciously processing gameplay -- because they are NOT mindless zombies -- they are not being "brainwashed." And this is apparently what the British Board of Film Classification (BBFC) determined after performing their own extensive study of video games, in which they noted: "far from having a potentially negative impact on the reaction of the player, the very fact that they have to interact with the game seems to keep them more firmly rooted in reality. People who do not play games raise concerns about their engrossing nature, assuming that players are also emotionally engrossed. This research suggests the opposite; a range of factors seems to make them less emotionally involving than film or television."

All that said, we prefer not to simply cite research in a situation like this, because critics of video games have their own body of (in our opinion, questionable) research to respond with. So why not stick with the cold, hard facts? The U. S. Secret Service recently examined each of the 37 non-gang and non-drug-related "targeted" U.S. school
shootings and stabbings that took place from 1974 through 2000, including infamous incidents such as the Columbine massacre. They found that there is no "profile" of a school shooter. In fact, only 1 in 8 of the perpetrators studied by the Secret Service showed any interest in violent video games. Given that in the same time frame, the vast majority of school-going males were playing video games, how can critics continue to claim any sort of correlation between games and school violence?

What factors are leading towards the increased interest in advergaming and product placements in games?

Put simply, it's getting harder and harder for advertisers to reach their target audience with traditional advertising. Games are an increasingly popular medium that is well-suited to carry (and to be) advertising, so why wouldn't advertisers by interested?

What does marketing research tell us about good and bad approaches to integrating brands into games?

We wrote two whole chapters on that, so it's difficult to boil down into a couple paragraphs. Rather than tackle every point, let's address the most important one. As we noted earlier, it all comes down to a question of involvement. When a person is highly involved in an aspect of gameplay, they are thinking very actively about it, and they aren't likely to forget it later on. In such situations, an advertisement really needs to not only make sense within the context of the gameplay, but to fundamentally enhance the gameplay experience and communicate a useful message to the player. Otherwise, what you get is an annoyed player whose experience is disrupted, and who therefore forms negative associations with the brand.

Imagine that you're watching a James Bond movie. Q tells Bond that he's got a great new car for him. They walk into the secret lab, and a shiny Ford Pinto is waiting there. That's an example of a product placement not fitting into the context of the entertainment media. But let's take this further. Imagine instead that the car is a sporty BMW. That's more like it! But what if the sporty BMW never broke 30 miles an hour during the entire movie? That would be an example of not communicating a useful message. The idea here is that you have a highly involved gamer on your hands. They are actively processing the information you are putting in front of them, and they probably aren't going to forget it. So, not only should you be extremely careful not to put
something in front of them that simply doesn't make sense (the Ford Pinto), but you should also make sure that what the player can do with your product placement actually communicates a message you're interested in communicating as an advertiser.

Conversely, there are moments in gameplay that are not highly involving. When players run past a billboard in a virtual sports stadium, they are focusing on the action in the stadium (i.e., an offensive play in a football game) -- they are not focusing on the billboard. The football game is highly involving; the billboard is not. Those low-involvement advertisements -- which we call "peripheral" advertisements -- are a good place to put simple ad messages like logos and short slogans. These advertisements don't have the ability to convey a complex, persuasive message that
consumers will generally recall, but they do have the ability to simply increase our familiarity with a brand, and that has its own significant benefits.

DAVID EDERY is the Worldwide Games Portfolio Manager for Microsoft's Xbox Live Arcade, and a research affiliate of the MIT Comparative Media Studies Program. He is a regular speaker at game industry events such as GDC, has published numerous articles on the topic of game development and the business of games, and maintains a personal blog called Game Tycoon.

ETHAN MOLLICK studies innovation and entrepreneurship at the MIT Sloan School of Management, where he is also conducting a large research project on the game industry. He has consulted to companies ranging from General Mills to Eli Lilly on issues related to innovation and strategy, and has worked extensively on using games for teaching and training, including on the DARWARS project of the Defense Advanced Research Projects Agency.

Playing Columbine: An Interview with Game Designer and Filmmaker Danny Ledonne (Part Three)


In making the film, you are choosing to tell your own story, yet you are also interviewing some of your harshest critics. Watching the film, I kept wondering about the dynamics of some of those interviews. What was it like to interview the organizers of Slamdance or Jack Thompson or the Columbine survivors about their reactions to your work?

I decided early on that making a film about this topic was not merely a matter of editorializing my own perspective. When I told people I was making a documentary, many imagined a bombastic, Michael Moore approach of framing the story with my narration, maintaining a strong on-camera presence as the "main character," or generally centering the film on me. Frankly, I found the debates this subject matter engages to be far more interesting than my own opinions on it; I filmed many of the presentations I gave during this time and cut out almost all the material as more exciting, articulate ideas arose during other interviews.

Many of the interviews with my harshest critics were not conducted by me at all. I knew that in order to conduct a more impartial interview, I would be better served by having other filmmakers sit down with Parents Television Council president Tim Winter, Denver resident Roger Kovaks (who initially ousted my anonymity after being outraged by SCMRPG) or anti-videogame activist Jack Thompson. Often times I prepared the questions myself and watched the footage with great interest as their points of view were very insightful as I began to reflect on my own. If given the chance, I recommend everyone take the opportunity to interview their most outspoken critics!

My interview with Slamdance Film Festival director Peter Baxter was very challenging because he seemed rather disinterested the entire time. It seemed to me that every question I asked was met with the phrase, "well like I just told you..." as though I was simply not listening. When Brian Crecente of Kotaku interviewed Peter, he reported much the same experience: "I spent forty-five minutes on the phone trying to get him to answer the question of 'why.'"

During this interview, while Peter would shower videogames as a "powerful" art form with praise, he seemed generally disengaged from his own decision to pull SCMRPG and questioned the effectiveness of other game developers protesting his decision by boycotting the festival. He more or less deferred to legal advice he'd received and a court of law that he imagined would ruin his festival (never mind that no legal threat--specific or vague--was made of Slamdance in connection to SCMRPG).


The film draws some parallel between your game and others about current events, ranging from what sounds like a pretty exploitative game about the Virginia Tech Shooting as well as games about Waco and Darfur. Are all of these games equally valid? What criteria should we use to determine whether they represent appropriate or meaningful responses to the events they depict?

In my eyes, all games are equally valid insomuch as they offer us opportunities to evaluate their game rhetoric. That means that I can think critically about Tetris as well as Manhunt. As protected speech in this country, both games should enjoy the same open discourse in a pluralistic society. How much time I choose to spend playing either of these games is up to me as a media consumer--hopefully a well-informed one. I think the best way to illustrate how I would answer this question is to give you a specific example.

Recently there was a game released by a young Australian man called Muslim Massacre. The title had obvious reference to mine so I wanted to play the game and evaluate it using my own admittedly biased criteria. I did not find the game itself overtly offensive as I read the game as satire--much in keeping with a film like Team America: World Police which I enjoyed immensely. I projected my own political views onto the game when I determined it was an effective videogame caricature of US foreign policy and the US media's representation of Muslims.

As one might predict, the game came under immediate scrutiny by the Western and Arab cultures. I emailed the game's creator after reading a letter of apology he posted in response. However, the game's creator replied to my email indicating that the apology was fake and designed to offend and dupe more people. This, to me, eroded the credibility of the game developer; he was less interested in socially-engaging discourse from his work and more interested in executing a juvenile stunt with a videogame as its central function. While that many invalidate the game developer, I still see the same initial value I held in the game itself; Muslim Massacre remains valid to me because I can identify with the cultural criticism it represents to me--whether the game's creator meant it or not.

This is why my film raises the point of authorial intent. In some ways, it is irrelevant whether I made SCMRPG to create a dialogue, make money, encourage school shooters, gain attention for myself, or to save the whales. The game stands on its own as a valid expression--free for interpretation and conjecture. I believe that my decision to stand behind the game, author an artist's statement, and argue for its value in the press has helped my credibility as a multimedia artist. The game stands alone, however--as all cultural artifacts ultimately do when we engage them.



In the film, Jack Thompson talks about the backlash against him in the games blogosphere as a threat to his own free expression rights. What similarities and differences do you see between the responses to Thompson and the responses your game has received from some of his allies?

John Bruce Thompson, disbarred attorney at law, is an interesting fellow. I find his self-fueled conviction fascinating--so much so that I made a music video about his crusade entitled When Jack Thompson Talks to God that can be found on YouTube. Jack was so enamored with this video that he called my phone at 5am on a Sunday morning demanding that I call him back (so he could threaten me and tell me that I'm "messing with the wrong guy.") What a charming voicemail, indeed.

What Jack and I share is the experience of being a controversial public figure--one that includes receiving hate mail, death threats, and assaults on our characters by people who will never know us. Some of his criticism in the film is directed at the immature antics against him--people who oppose Jack's point of view and see fit to mail sex aid products to his wife. He has also carved himself a unique cornerstone as the arch-nemesis of game culture (or at least its bumbling court jester).

Generally Thompson and I are not attacked by the same people; often I can imagine that those would have sympathy for Jack's position are the ones emailing me with clear information as to how quickly I am going to Hell. Similarly, I have won support from those who imagine that I have created a headache for people like Jack Thompson. To put this in general demographic terms, Jack Thompson is attacked by gamers and I am attacked by their parents.

Unlike Thompson, I do not feel entitled to press and don't use it to establish my professional credentials (Jack Thompson predictably introduces himself as the man who predicted Columbine on the Today Show and appeared on 60 Minutes twice). Also unlike Thompson, I do not believe I am on a personal mission from God to accomplish my goals.


What advice would you have for other game designers who find themselves in
similar controversies in the future? What do you wish you had known going into
this struggle that might have changed how you approached things?

At the end of my documentary, I try to provide just such advice. Let me summarize it here:

1. Do not be afraid of controversy. It can be a useful tool to spread your message. Just make sure you have a message. You will gain respect from people for standing behind what you believe in.
2. Stand behind your creative decisions. While some people will always call you "pretentious" or "vapid," articulate your intentions and design choices. It may not change everyone's mind, but it will challenge them to think more carefully about their suppositions.
3. Welcome allies and actively form new ones. I slowly discovered that for every email I received from an angry person, there were ten more that silently supported my efforts even if they could never take up such an effort themselves.
4. Take creative risks. There are boundaries on all fronts to push with regard to the creation of media. If you don't push them, someone else will. If you are a creative person and really love what you do, ask yourself what impact you want to leave on the world.

I read that "well-behaved women rarely make history." That is not just true for women.

Playing Columbine: An Interview with Game Designer and Filmmaker Danny Ledonne (Part Two)

The film suggests that generating controversy is a tribute to the artistic accomplishments of the game. Is this to suggest a bad or banal game couldn't generate controversy? To what degree is the controversy about the subject matter of the game rather than its execution, given the fact that the film also tells us that many of the critics have never played Super Columbine?

Controversy generated for its own sake is a pointless exercise that is soon forgotten and rarely culturally impactful. While some charge SCMRPG with being just that, the inclusion of a discussion forum--augmented by an artist's statement and my commitment to defending the project--is a testament to the ongoing discourse I sought to create. What makes SCMRPG an important cultural discussion point is that it is, by your own admission, a "perfect storm" for discussing matters of videogame violence, representation of real events in digital culture, and the future of videogames as an expressive medium.

I do think that the polarizing effect the game has on people (those who play it and those who do not) indicates its overall cultural value. Very little of social impact has been received with universal praise. The polemical presentation of the game certain denotes controversy as an aesthetic choice. Ours is a culture where so often the only way to be heard outside the established information channels is by being provocative and challenging social taboos. In some ways, the act of being offended is really one of being intellectually challenged--by encountering an unfamiliar or difficult idea. Some people handle this challenges better than others; we see those that are easily offended as the very same who rally to censor media and regulate creative expression. I have no problem with the allegation that SCMRPG is a "bad game" since it works outside the expectations of what a "good game" is supposed to be. But I would hardly call SCMRPG "banal," Henry.

The controversy around SCMRPG is largely one of the subject matter and not its execution. Only when I give talks at game design schools am I taken to task for my design choices. For example, the Associated Press, Christian Science Monitor, or Parents Television Council were not complaining with:

"Why did you hide a book in the upstairs classroom that you need to complete the last part of the game? I had to start over!"

"The hallway is really hard to sneak through. I couldn't even tell those were security cameras until my friend showed me!"

"The graphics suck, noob."

Instead, the mainstream press attacked the very notion that a game like SCMRPG could exist! Heavens, we can have a film or book or magazine article about Columbine but a VIDEO GAME? This was the tone of much of the initial reporting. Eventually, however, a few credible journalists for Wired and other publications began to take the proposition of a game about Columbine seriously--and their articles reflected that. Consequently, their readership reported a greater understanding of the game and larger social phenomenon of digital media for change.



You position the game in relation to the serious games movement. What does the concept of "serious games" mean for you and how does it relate to forms of nonfiction in other medium, including documentary films like Playing Columbine? What do games add to the mix in terms of shaping our understanding of real world events and processes? Would Playing Columbine have worked as a game?

As I have come to understand it, the traditional definition of "serious games" has virtually nothing to do with kinds of social issue-driven games like SCMRPG. Let me try and analogize.

The serious game has been akin to a training manual--such as the airline safety card or a "how to use your new vacuum" tutorial booklet. The military, medical, and corporate sectors use these serious games as pedagogy; these games do not make rhetorical claims. The kinds of games that Playing Columbine showcases are different. They are more like editorials in the New York Times or a polemical book on bookshelves or downloadable on the web. These are games that make arguments; these are "games with an agenda" as Persuasive Games' Ian Bogost says.


Let's pull this down to first principles. Why do you think games are an art form? What kind of art are they? What criteria should be used to evaluate games as art?

Throughout my travels in interviewing game developers, their critics, and those affected by videogames in relation to school shootings, no one claimed outright that videogames are not an art form. Most recognized that there are some games perhaps more artistic than others, that some art is appropriate for youth whereas other art is not, and that videogames are a relatively new art form with much potential and boundaries yet to be defined. Some people think the Grand Theft Auto series represents the future of immersive, state-of-the-art gaming. Others revile at the notion that one would call such a game "art" at all. These are inevitably conversations of subjectivity rather than concrete empirical claims.

For myself, I think games are a synergy of existing media traditions of visual arts, graphic design, musical composition, the written word, and the cinema. Of crucial distinction to, but certainly not exclusion from other art forms is the interactive nature of games--the elements of role-playing and narrative authorship being chosen in whole or in part by the audience ("the player"). Interactive media therefore combines many of the art forms we are familiar with but adds to them a significant degree of audience participation. Not audience control, however; aspects of the game physics, narrative, world design, etc. are not generally defined by the player as these are simply the pre-ordained "rules of the game."

I am not sure we ever got around to calling board games, card games, or table top role playing games as an art form or a "medium." Which is too bad; these earlier societal distinctions would have paved the way for a less misunderstood reception of game design. Videogames have as much in common with chess as they do with Starship Troopers.

In terms of how games as art are evaluated, clearly the existing systems are ill-equipped; games are currently evaluated as products. A typical evaluation of a videogame in a popular magazine or online publication might read:

Graphics: 9
Sound: 8.5
Play Control: 9.5
Challenge: 8
Replay value: 7

As one might imagine, games like SCMRPG would fail rather miserably by these traditional standards and indeed in 2006 PC World declared it the 2nd Worst Game of All Time (just behind E.T for the Atari). When reviewed by Jason Rohrer for Arthouse Games, SCMRPG was praised for its bold use of the form to critique a contemporary social event. Perhaps then the question of "games as art" asks more of the player than the ability to score points and navigate pristinely-rendered 3D environments; perhaps games as art are those which challenge the player emotionally or intellectually rather than strategically or tactilely.

The larger question for each of us to answer when we ask ourselves how to evaluate art--whether in games or cinema or literature--is what we expect it to accomplish. A great number of people will not tolerate a subtitled, foreign language film or a videogame that offends their assumption that games are escapist entertainment. Indeed, the concept that films could affect social change was hotly contested by filmmakers, distributors, and critics for decades. As the boundaries of what a game can be expand, the evaluation for games as art becomes more charitable.


Playing Columbine: An Interview with Game Designer and Filmmaker Danny Ledonne (Part One)

Danny Ledonne's Super Columbine Massacre RPG! has been the center of controversy since it was released in 2005, on the sixth anniversary of the shooting at a Colorado high school which sparked international controversy surrounding the links between video games and real world violence. Some have embraced the game as a powerful demonstration of how games can force us to re-examine controversial issues from new vantage points. Others have condemned the game in the harshest terms possible, suggesting that it exploits a deep human tragedy. In 2006, PC World declared the game #2 on its list of "The 10 Worst Games of All Time."

Every time the controversy started to die down, some new development shoved the game back into the news, whether it was attempts by the news media to link it to a Canadian shooting or the decision by the directors of Slamdance's games festival to withdraw the film, a decision that led to strong support from many invested in the idea of games as art or simply the value of free expression. Ledonne's game has been a model for other serious games projects and has been a focal point for discussion about whether there are some topics which can not or should not be explored through this medium. For an overview of the controversy, check out this Wikipedia entry. You can see the game yourself and make up your own mind about its merits.

Now, Danny Ledonne has produced Playing Columbine, a compelling documentary which allows him to tell his own story. This film will be extraordinarily valuable as a classroom resource for those who want to spark discussions about games as a medium. It will also be a useful film to share with skeptics who doubt that games can deal with serious topics.

Danny was kind enough to agree to an extensive interview for this blog, one which takes us through the various controversies as well as examines the process of producing this documentary. You will see that I adopt a devil's advocate posture here, pushing Ledonne to pull down to first principles and explain his own thought process concerning the Super Columbine game and Playing Columbine. I hope this three part interview will spark further reflection on these very important topics.

Ledonne is a graduate of Emerson College's film program. He has worked as director of photography on KiskaDEE, as editor for An Awakening Journey, and shot and edited Kenya Jidaya. He is a native of Colorado and currently lives in Washington DC where he owns Emberwilde Productions.

What were motives for making the Super Columbine Massacre RPG? It sounds like you had not done much work in games before this. Why did you think games were the right medium to say what you wanted to say about Columbine?

I have answered the question of "why did you make this" many times--probably so many that I have begun to wonder why I am asked so often what my motives were. I suppose releasing a highly controversial game on the Internet, free of charge, and setting up a discussion forum does make one wonder. I guess if I had charged five dollars per download it would be evident that I was trying to make money and then the question would shift from "why" to "how could you?"
SCMRPG is my first game and perhaps my last. What most outsiders to the creation of games do not understand about game design is how specialized a field it is--involving a multitude of skills from computer science and programming to graphic design and (hopefully) a flare for storytelling. Games generally cannot be made without a set of highly acute skills and usually a great deal of training. My efforts were amateur and my game certainly reflects that--but even then the results were only possible because I had a game creation program (RPG Maker) to act as middleware between an untrained user and a finished game concept.
Columbine had been a subject of considerable importance in my own life. I was a sophomore in high school at the time of the shooting in another Colorado high school. I listened to the same music, played the same videogames, and at times even had similar feelings of anger or depression as Harris and Klebold (the shooters). Amidst all this was a media frenzy and subsequent political fervor over a "culture of violence" replete with condemnation toward Hollywood, the music industry and videogames (in short, the best ways to decompress after another day of high school). As a politically powerless teenager, I had no real way to challenge the official assumptions as to why the shooting occurred. Among my friends, though, the consensus was that the real causes of Columbine could not be answered by pointing to Doom, Natural Born Killers, or Marilyn Manson.

Years later in the fall of 2004, I came across RPG Maker and it occurred to me that the RPG form could yield a deep and complex story-driven environment for a game. As a fan of such games as Chrono Trigger and Final Fantasy VI, I had always taken an interest in this game genre. Because I was 22 and not 12, my interest in games was not one of childish fantasy but of contemporary reflection and examination. In some ways, Columbine had been a latent thread in my life and the opportunity to explore it in interactive form seemed especially promising since the event itself was inextricably linked to videogames. While authors, politicians, moral pundits, musicians and filmmakers had contributed their thoughts to understanding Columbine, no game developer had (probably for reasons of sensibility and an interest in preserving company relations). As an outsider to the game developer world, I could afford to take those risks--though the ramifications to follow were quite surprising nonetheless.


The film suggests you grossly underestimated the interest and backlash your game generated. Why do you think the game spread as far and as fast as it did? What aspect of the reaction surprised you the most?

It is worth mentioning that for a long time the game received the kind of underground, subdued exposure that I expected it to get. I posted the game online around April 20th, 2005 to coincide with the sixth anniversary (not the best word to use here, I know) of the shooting. For over a year, it remained an Internet anomaly--receiving about 10,000 downloads. I more or less went back to my life of working as a youth mentor, honing my filmmaking craft, teaching Tae Kwon Do, and volunteering as a community radio station DJ.
I posted the game anonymously for many reasons, some practical and some ideological: 1) I was aware that the approach of using a videogame to represent a school shooting would generate outrage from those unwilling to acknowledge games as a socially-conscious medium. 2) I was interested in fostering discussion not about myself and my motives for creating the game but rather the shooting at Columbine itself. 3) I had no interest in furthering a career in game design so putting my name to the work in some attempt to be "discovered" or "recruited" was unimportant. 4) The larger experiment was one of digital culture; I wished to combine musical, photographic, and textual elements gleaned from the web, assemble them in a piece of software, and finally release this reassembled contextualization onto the Web for further discourse. I did not know why, per se, but that the possibility to do so did not exist a decade earlier and this experimentation seemed interesting to me as a multimedia artist. It was as though the Internet itself assembled this game--as though it were a living information machine giving birth to a new creation.

It was a full year later around April 20th of 2006 that the game began to get the attention of gaming blogs like Kotaku and Watercooler Games. Not long after this, the game crossed over into the mainstream press. By the time the Washington Post article ran in late May of 2006, the game was getting 8,000 downloads per day and despite several PayPal donations to keep the game online, my server crashed. It was also at this point that my identity became sought after and I chose to publicly defend my game amidst harassing emails and death threats. Before long, the game was back online at several download mirrors. Little did I know the controversy was just beginning. To date the game has received nearly 700,000 downloads on the main mirror location--although the real number will never be known since it is being shared in so many decentralized ways.

What were the biggest misunderstandings people had about the game?

Misunderstandings can be miniscule or they can be gigantic. Among the smallest misunderstandings was that I was a former Columbine High School student who made the game as an act of catharsis to personally grieve or process the tragedy. Among the largest were that I made the game for money, I made the game to get on television, or that I made the game to encourage school shootings.

On some level, I welcome one form of misunderstanding because I enjoy eliciting a broad range of responses from my work. Many elements of the game have personal interpretations to me but others view them differently. The water fountain, for example, gives the exact particle content as described by Denver's municipal water authority when Eric or Dylan drink from it. Some have taken this to be meaningless, others a joke, while some have observed that this is commentary on the notion that whatever caused the shooting, it wasn't what was in the water.

The larger opportunity here is not misunderstanding but rather self-understanding. A game like SCMRPG can take players to an ethical situation they have never been to before. It can challenge them with a role not of mindless power but of tormented anguish, revenge, or anger. In doing so, players often reflect on their own feelings of childhood depression or angst while at the same time interacting with a pivotal event in US history. I do not have a specific expectation for what that understanding is supposed to yield. That is the beauty and perhaps the danger of art.



Which criticisms of the game hit you the hardest? Were there moments when you questioned your own creative choices?

At first I was hesitant to keep the game online. However real or imagined the charges are, the legal implications of producing controversial media can be intimidating. And that is precisely what I have faced from time to time. As one can imagine, various groups and individuals have sought to take SCMRPG off the Internet--using a variety of tactics from baseless claims of personal injury to draconian interpretations of copyright law (the game features the same media posted all over the Net and in news reports and documentaries which employed Fair Use in Copyright).

The major point of introspection occurred at the time of the Dawson College shooting in Montreal in the fall of 2006. Here I had successfully defended the game's right to exists for the entire summer and I thought I was in the clear for future projects and a kinder, gentler Inbox. However, on September 14th, my phone began ringing at 8am and did not stop quite literally for days. I cannot tell you how many emails I received threatening me with violence, legal action, or both. I replied to as many as I could, patiently diffusing allegations the mainstream media had whipped up about a game they had never played and did not understand. In the weeks to follow I formed new alliances including one survivor of the shooting, Joel Kornek. Having initially written me in anger after leaving the hospital and learning of my game on the news, we soon leveled with one another and set about to collaborate. The results of that collaboration are my documentary and his suicide prevention website, killthinking.com.

I began to realize that making meaningful media sometimes has a personal cost--and perhaps it always should. My creative choices have always been questioned. Sometimes my answers strike people with more satisfaction than others. I think such questioning (of ourselves and of others) is very healthy, though--not just for creative efforts but in general; I'm writing you in a time of national leadership that bombs first and asks questions later. We would be living in a better world if we were just a little less certain of our own hubristic convictions.


All of these debates came to a head around the Slamdance Guerilla Games
competition. What are your thoughts about those events, looking back on them
several years later? Do you have any clearer sense of why the festival made the
decision to pull the game?


If the Dawson College shooting was the low point in the discourse of SCMRPG, Slamdance pulling it from the Guerrilla Gamemaker Competition would have to be the high point. For the first time, I was not defending my game in solitude but with some solidarity--often from game developers far more talented and established than I. If it weren't for this competition and the controversy that pulling out the game created, the dialogue about games with a social agenda would be slightly further behind. Finally game writers and cultural critics began to take notice of the double standard our culture has imposed on games in comparison to other popular media. Finally the game wasn't the central scrutiny of every article it was mentioned it. Finally the wagons were being circled and the case was being made in the larger culture for Super Columbine Massacre RPG!

In terms of why the game was pulled, I think the most likely answer is the most disappointing: Peter Baxter was unwilling to assume the same legal risks of showing a controversial game as showing a controversial film. In the service of obscuring this double standard, circular logic abounds: music clearance issues which had previously been vetted were reintroduced, "moral obligations" which had been previously weighed, and the imagined loss of sponsorship when in fact a sponsor only left upon the game's removal rather than its inclusion.

As I write this, the Slamdance Guerrilla Gamemaker Competition has completely fizzled; entrants into the last iteration of the program have been refunded their entry fees. While film festivals such as Slamdance want to celebrate independent game making, the task must be taken with utmost respect and courage for the medium. In the meantime, several substantial game industry events are held annually to celebrate independent games and game developers are deeply appreciative of them.

Some of My Best Friends Are Pirates

In mid-September, I went to Singapore to meet with some of our collaborators on the MIT-Singapore GAMBIT games lab and to speak to the Games Convention Asia about "Games as Transmedia Entertainment." In the course of the weekend, I gave an interview to a very thoughtful young reporter from the Philippines Daily Inquirer in which I was asked about the implications of the concept of convergence culture for the developing world. To be honest, I didn't think much more about the interview until some of my comments about "piracy" began to surface in western blogs within the gamer realm. The story spread through news portals focused on Asia to the gamer world, which is often keeping a close eye on developments in the Asian games sector and often gains prestige by being early importers of Asian-produced games before they are legally on offer here in the west.

One American blogger even "pirated" one of my portraits, which was doctored to depict me as a pirate. I figured that "pirating" it back is only fair game.

henry pirate.jpg

Indeed, the time lag between the interview appearing in a Manila-based newspaper and its surfacing on western blogs could be counted in a matter of hours, rather than days. At no other time in human history would such a flow of information have been imaginable. In the past, an American academic giving an interview in Singapore would in all likelihood have been locked down in a very localized context. And so in many ways, the circulation of this story demonstrates in pretty powerful ways what I saw as the central thrust of my comments -- that media companies can no longer realistically lock down their content into predictable zones and roll it out on their own time table. The moment content emerges anywhere in the world, it creates a hunger around the planet among potential consumers which will be met illegally if it is not met legally.

When I was in Shanghai last January, I learned a good deal about how fans of popular western programs such as Prison Break operate: within a day of an episode appearing on American television, it has been digitized, translated into various Chinese languages by an army of dedicated fans, and begins circulating throughout the Chinese hinterland and across the Chinese diaspora. In many cases, this is content which would never have been commercially available in China as a result of nationalistic and protectionist policies limiting the amount of American media that can be marketed to their country. And if this content was made available commercially, then few Chinese locals outside of the most wealthy and cosmopolitan cities would be able to afford it. So, in what sense can Hollywood be said to have lost markets that it could not have reached and could not have sold to in the first place?

Yet, it is clear that exposure to American media in the developing world often awakens desires and fantasies that can only be satisfied by more such content; it is part of the process of westernization and modernization which is impacting many sectors in Asia at the present time. A growing number of researchers are finding that these same tendencies are operating in reverse across America and Europe, exposing western consumers to Asian-produced media (Bollywood films, Anime, K-Drama, and the like), and gradually creating viable commercial markets where they didn't exist before. In many cases, those fans who have taken these materials without permission, done the hard work of translating them into English from their original language, taken on responsibility for educating consumers about the contexts from which they came and the conventions under which they operate, have gone a long way to open up markets which would previously have been closed to Asian media producers. Here, "piracy" becomes "promotion."

Does it make sense to refer to such practices as "piracy"? It's a debatable proposition but for the moment, many in the media industries are inclined to think of such consumer practices through a language of copyright theft and piracy. If we adopt that framework, then yes, I think there's a solid case to be made that "pirates" actually expand markets, over time, even if they cause short term "losses" for the initial rights holders. That said: I recognize that not all "piracy" follows such a pattern. There are a significant number of people out there who are exploiting the intellectual properties of others for their own financial gain and there are some who buy these materials because they don't want to pay the price being asked for this content. Nothing we say is going to change this basic dynamic, but the media industries could reduce some forms of "piracy" by better understanding what motivates it and reading it as symptomatic of the marketplace reasserting demand in the face of failures in supply.

For example, should we be surprised that protectionist policies surrounding media imports no longer work effectively in a global networked culture? Whatever gets stopped by customs the border will spread easily online and reach geographically dispersed consumers. Should we be surprised that consumers no longer want to wait to view content that they know is already available in other markets and is being actively discussed by others in their online communities?

For example, relatively few hardcore American fans of Doctor Who or Torchwood are willing to wait the six to nine months it is taking these episodes to cross the Atlantic and get aired on the Sci-Fi Channel. Many of them are seeking online channels, mostly illegal, to gain access to this material in something close to the same time frame as British fans are consuming it. This has not necessarily reduced sales of the DVDS or viewership of the cable airings of this content here, but it has pushed many hardcore fans to step outside of the law in order to access content they would most likely willingly pay to access if it was made available to them in a timely, accessible, and legal manner.

In my heart of hearts, I think most people would prefer to work within legal structures if they are available to them and I'd suggest that the relative success of iTunes in the face of readily available "free" sources for much of this content points to a deep desire to behave "honestly" when media companies do not create strong incentives to behave otherwise.

We can also understand this piracy as part of a breakdown of the moral economy between producers and consumers. Here's what I mean by a moral economy: Underlying all economic transactions are certain social understandings between buyers and sellers that reflect their sense that exchanges are just and fair to both sides. We can call this a moral economy.

When the rules of exchange shift, they are accompanied by certain social disruptions as both sides seek to legitimate their new practices and thus secure a higher ground in the emerging moral economy. We can see the deployment of terms like "piracy" or "sharing" as different bids to legitimate these evolving practices. It's a kind of rhetorical war for moral legitimation, which reflects the fact that both sides want to see themselves as behaving fairly. When there is a perception of unfairness, then there is a much higher likelihood that parties will step outside of established mechanisms and adopt practices which the other side sees as illegitimate. And clearly over the past few years, technological and cultural shifts, not to mention the legal battles that have emerged around them, have gone a long way to undermine the existing moral economy and thus create a crisis of trust between producers and consumers. Until media companies find a way to restore the balance, they are going to find themselves increasingly subject to behaviors which undercut their perceived economic interests and such behaviors are likely to be increasingly labeled as "piracy."

Such "piracy" is a global phenomenon, but it occurs in particularly overt ways in much of the developed world, which has historically been used as a final dumping ground for media goods that have played out in the rest of the world. As more and more young people in the developing world go online, have access to information about such content, and desire stronger connections with their counterparts elsewhere, these inequalities of access to media content becomes more and more frustrating. And "piracy" is emerging as the "great equalizer" to insure they have a chance to participate more fully in our emerging media landscape. Such young people, long term, represent the most likely market for western produced media, and this early, often illegal exposure is part of what will make them a desiring market for such materials over time. Framed in these terms, the debate about "piracy" becomes about short term losses versus long term gains for the media industries.

"Piracy" enters the developing world in another way as well: the production of local knock-offs of western media properties. Consider, for example, almost twenty years of the production and circulation of "Black Bart" T-shirts in intercity and impoverished neighborhoods around the world. These appropriations of The Simpsons have been a source of revenue for the small scale entrepreneurs who produce and sell them and they have been another way of connecting to the larger media franchise. Throughout much of the developing world, the images of western media are being translated into local folk art practices and then sold back to visiting tourists from the West. When I visited Shanghai, for example, I came back with hand-woven Chinese New Year decorations which deployed Mickey Mouse to signify the "year of the rat." Such goods were clearly not authorized or licensed by the Disney corporation. Yet, they represent another way that those in the developing world were attaching themselves to Western media franchises and do represent a form of grassroots convergence.

I am not making a moral argument here. I certainly understand why many media companies would feel that all of this represents a serious threat to their livelihood and that it constitutes another example of how they are "losing control" over their content in a networked culture. All I am arguing is that current inequalities of access to media content and the fraying of the moral economy between producers and consumers work together to create a context where more and more consumers, not only in the developing world but here in the west, are stepping outside of legal mechanisms to acquire access to content. We can call this "piracy" or not. But it will continue to be a reality until the media companies develop a more sophisticated understanding of what factors motivate such behavior and the ways that such practices reflect breakdowns in the market mechanisms surrounding the creative economy.

So, in conclusion, I just want to say "Aargh!"

Video Games Myths Revisited: New Pew Study Tells Us About Games and Youth

Some years ago, I published an essay, "Eight Myths About Video Games Debunked" in conjuncton with the PBS Documentary, The Video Game Revolution. At least once a month, I see the article has been discovered by another blogger who is bringing it to the attention of his or her community, so I know that there continues to be interest and uncertainty about many of the issues that it sought to address. A recent report released by the Pew Internet & American Life Project offers some valuable new data about the place video games play in the lives of American young people. T


At the most basic level, game playing has become more or less universa
l. Fully 97% of teens ages 12-17 play computer, web, portable, or console games. 50% of teens played games "yesterday." I'm thinking about all of the moral reformers who note, whenever there is a school shooting, that they knew the suspects would turn out to be a gamer. I'd say the current statistics suggest that the odds are very much in favor of them being right but the claim is now meaningless. Indeed, many are suggesting that in such a context, the term, "gamer," may be obsolete -- at least as a description seperating those who play games from those who don't. It may, however, still work much like the term, "reader," to distinguish those who gain some kind of social identity through their relations with games from those for whom game playing is simply one activity among many.

The Pew research may also force us to rethink once again the assumption that there is a gender gap in terms of who plays games
: "99% of boys and 94% of girls report playing video games. Younger teen boys are the most likely to play games, followed by younger girls and older boys. Older girls are the least "enthusiastic" players of video games, though more than half of them play. Some 65% of daily gamers are male; 35% are female. Girls play an average of 6 different game genres; boys average 8 different types."

A decade ago, when Justine Cassell and I edited From Barbie to Mortal Kombat: Gender and Computer Games the picture was dramatically different: many were worrying that girls were being left out of this particular version of the digital revolution and that there would be social and educational consequences of this "gender gap." The new statistics show that this gap has significantly closed and that even other patterns people have observed (that boys play games more often, that boys play more different kinds of games, and that boys play games over a longer period of their lives) are starting to shift, though we can still see traces of these earlier patterns in their data. If you are interested in the gender-specific nature of game playing, you should check out Beyond BarbieĀ® and Mortal Kombat: New Perspectives on Gender and Gaming (Edited by Yasmin B. Kafai, Carrie Heeter, Jill Denner and Jennifer Y. Sun) and due out from MIT Press any day now. This book updates our earlier collection with cutting edge perspectives from a new generation of games scholars who grew up with this medium. Justine and I wrote a new piece for the book reflecting back on the context of gender and games in the mid-1990s and looking forward to new challenges confronting the industry today.

The Pew Data complicates easy generalizations about the place of violent entertainment in the lives of American teens. For example, the five most popular among young Americans are Guitar Hero, Halo 3, Madden NFL, Solitaire, and Dance Dance Revolution. Of these, only Halo 3 would qualify as a violent game. Over all, non-violent genres were the most popular. But, 50% of boys name a game with an M or A/O rating as one of their current top three favorites, compared with 14% of girls. (0ne of those places where gender really does make a difference in how people relate to games.) 32% of gaming teens report that at least one of their three favorite games is rated Mature or Adults Only. 12- to 14-year-olds are equally as likely to play M- or AO-rated games as their 15- to 17-year-old counterparts.

The Pew Data further challenges the idea that game playing is a socially isolating activity.
The researchers found "65% of game-playing teens play with other people who are in the room with them. 27% play games with people who they connect with through the internet. 82% play games alone, although 71% of this group also plays with others. And nearly 3 in 5 teens (59%) play games in multiple ways -- with others in the same room, with others online, or alone." As someone who has watched games over the past two decades, I would argue that game play has always been more social than many non-gamers expect. I recall my son and his friends going to each other's houses as a kind of victory house when they beat a level in a challenging game, showing the others how to do it and helping them over the hump. Indeed, playing a game alone is often seen as a rehearsal mode, getting ready for more social forms of play, much like a kid bouncing a ball against a house and catching it, because there aren't people around to play ball with. The Pew data suggests that for many kids, games is sometimes social, sometimes solitary, but most have a healthy range of different ways of engaging with the games medium.

The Pew Research does indicate some areas where parents should be concerned about the gaming lives of their sons and daughters.
Nearly two-thirds (63%) of teens who play games report seeing or hearing "people being mean and overly aggressive while playing," and 49% report seeing or hearing "people being hateful, racist, or sexist" while playing. However, among these teens, nearly three-quarters report that another player responded by asking the aggressor to stop at least some of the time. Furthermore, 85% of teens who report seeing these behaviors also report seeing other players being generous or helpful while playing. Many of us believe that cyberbullying is a much more real concern than the worry that playing violent games might somehow make young people more aggressive in the real world. A decade ago, the digital world felt like a safe space for many young geeks, especially when compared with school hallways or gyms, but now that everyone is playing games and going on line, the bullies are showing up there too and young people are having to confront in cyberspace those problems which haven't been resolved in the real world. It isn't that games make kids more aggressive; it may be that real world aggression and conflict is spilling over into games.

The Pew Research also challenges the prevailing myth that most parents are worried or alarmed about their young people's relations to games. 62% of parents of gamers say video games have no effect on their child one way or the other. 19% of parents of gamers say video games have a positive influence on their child. 13% of parents of gamers say video games have a negative influence on their child. 5% of parents of gamers say gaming has some negative influence/some positive influence, but it depends on the game. I see this data less as an indication of the "actual effects" of game play on children but rather as an indication that most parents have come to accept games as a normal part of American childhood and that more of them now see positive benefits than negative harms. After all, a significant number of contemporary American parents were part of that first Nintendo generation, grew up playing Super Mario Bros. and Sonic the Hedgehog, and are thus less likely to be panicked by an unfamiliar technology in their living rooms. Many discussions about games and parenting fail to reflect this generational shift in who these parents are and how they think about this medium.

There's lots more to chew on in the Pew report, including some interesting suggestions about the civic impact of games and whether online play has the same social value as face to face play. I am hoping that this new data will further sharpen the conversations around games.

For more interesting insights on these questions, check out the podcast of a recent CMS colloquium, "The Myths and Politics of Video Games Violence Research," featuring Lawrence Kutner and Cheryl Olson, authors of the recent book, Grand Theft Childhood: The Surprising Truth About Violent Video Games and What Parents Can Do. If you don't know this book, you should since like the Pew research, it challenges many common assumptions about this issue, daring to ask and find answers to basic questions about the place of violent games in young people's lives.

Marching to a Different "GumBeat"

gumbeat_200x283.jpgThis summer, 45 Singaporean students, drawn from many of the island nation's universities, colleges, polytechs, and art schools, came to MIT to work with students from Comparative Media Studies and Computer Science through the MIT-Singapore GAMBIT games lab. The lab, funded by the National Research Foundation and the Media Development Authority, functions both as a training program fostering new talent and as a incubator for new approaches to game design, both of which will help recharge games as a creative industry in Singapore and, we hope, inform discussions of games as a medium around the world. It does so by putting Singapore and MIT students on teams which work together all summer to develop playable games which we hope will stretch our understanding of the medium. Having attended the roll out of this summer's games and having recently seen the Singapore students demoing what they created at a Pan-Asian games industry gathering in their home country, I have to say I am tremendously excited at what the GAMBIT teams have been able to achieve.

You can see the games for yourself – they are available for download online. Some of them are already generating healthy discussions.

A case in point is GumBeat. Here's how the game was described by the Singapore Straits Times:

USE THE cheery pink power of bubblegum to convince your fellow citizens to join a popular revolt against a repressive government.

While doing so, you stop policemen by popping bubbles in their faces.

This is the premise of GumBeat, a new video game developed as part of an annual joint collaboration between the Massachusetts Institute of Technology (MIT) and Singapore's digital media students.

How does it work?

Well, the heroine chews on candy and blows them into big pink bubbles beside unhappy citizens in the unnamed country in which the candy is banned.

This cheers them up enough to entice them to join the protagonist in a revolution, mustering enough angry citizenry to overthrow the oppressive government.

This is the aim of the game, said National University of Singapore undergraduate Sharon Chu, who presented her team's game to reporters earlier on Tuesday.

Throughout the revolution, you and your followers must evade or stun policemen trying to prevent your march on city hall by popping the bubbles in their faces.

The game was made to show that games with serious-themes like say, 'political oppression', can be fun, said Ms Chu.

Asked if the unnamed country in question was Singapore, she would only say that 'it is up to the player's interpretation'.

Given that one of the first things many Americans learn about Singapore is that it has officially banned the public chewing of gum, the Singapore media can be forgiven for jumping to the conclusion that the game was made about local politics. *shrug* I couldn't say.

gumbeat_02.jpg

I know that the idea for the game originated in part in a blog post by Matthew Weise, a CMS Masters alum who is now the Lead Game Designer at GAMBIT. In the original post from the GAMBIT blog which I crossposted here, Weise talked about his experience of watching the film Persepolis and his desire to see a game which really put us inside the mechanics of what it was like to survive and perhaps resist in a repressive society. Here's part of what he wrote at the time:


The goal of a game like this, from the player's perspective, would involve two distinct
aspects:

Firstly, the player would have to learn the behavioral rules of the repressive society.This would be necessary so that the player could be invisible within the society in order to be able to subvert it. This layer would be somewhat like a stealth or spy game, in which players must learn to dress, act, and talk a certain way in order to avoid suspicion. Only instead of some military espionage scenario, the environment would just be everyday life.

Secondly, the player would have to perform acts that would affect the happiness levels of the society at large. This could manifest concretely as a list of civil liberties which the citizens don't have. Restoring each one of these liberties would be a goal of the game, like a series of non-linear missions. Once all the liberties were restored, the society would be transformed.

I was part of the early conversations with the GAMBIT team where they struggled with what it would mean to represent such political processes in a game and how one could still produce a game which was "fun" but dealt with these themes. I went away on vacation and came back to discover that they had come up with this distinctive approach, reflecting their own experiences growing up.

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Joshua Diaz, a CMS Masters Student who was a "product owner" on the team and thus helped to shape the development of the game, has recently posted his reflections on the production process at the GAMBIT blog:


During the prototyping stage, they narrowed in on some basic concepts and hooks that would persist throughout the entire project: gum, police, impressing crowds, popping bubbles, and tagging NPCs with gum. Once they'd established the basic context, Nick Ristuccia designed several different mockups. Perhaps the most impressive was the live-action version of GumBeat that they ran; students sneaking through the lab, lifting sodas and smuggling them back to their lab. The use of a physical, tangible, active test session gave them access to a lot of mechanics that survived the development process and persist in the game you can download today. This was followed by numerous board and paper versions of the game, allowing them to experiment with different mechanics and verbs....

One of the successes of the game was the establishment of several different goals for players. The narrative has a a single driving goal and a short epilogue, but the way multiple gameplay systems combine enables a few open-ended challenges. Feel free to collect not just 10 but 20 or even all 30 citizens; try to max out the city's happiness (no, I don't know exactly what that means, philosophically, but roll with it), or trick the police officers into assaulting each other as supposed chiclet activists. As The Only Haven You Can Trust notes, these kinds of varied goal structures can be a powerful hook in a game's design, and I believe this sort of gameplay is definitely a result of the kind of player-focused testing strategy that PanopXis maintained as a core principle of development.

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We are hoping that the game will help spark more reflections about what it means to create a "serious game" and how "serious" serious games need to be. We hope it will get people thinking about game mechanics as embodying social systems through their procedural logic, to channel Ian Bogost for a moment. And we hope that such conversations may lead you to check out the other games to come out of GAMBIT this summer. I'm sure I'm going to be talking about some of the others here before much longer.

Augmented Learning: An Interview with Eric Klopfer (Part One)

For the past five years, Eric Klopfer has helped to lead the Education Arcade, the MIT based research group which is seeking to explore the pedagogical uses of computer and video games. One of his biggest contributions has been to insist that our research reflect the realities which teachers encounter with trying to deploy learning games in the classroom.

Well before the Arcade launched, Klopfer has been doing cutting edge work on Augmented Reality Games. Here's a description I wrote four years ago for Technology Review of one of the games he helped to create:

In early February, a powerful demonstration of augmented reality took place at Boston's Museum of Science. Eric Klopfer, an MIT professor of urban studies and planning, along with a team of researchers from the Education Arcade (an MIT-based consortium devoted to promoting the pedagogical use of computer and video games) conducted what they called "a Hi-Tech Who Done It." The activity was designed for middle-school kids and their parents. Participants were assigned to teams, consisting of three adult-child pairs, and given a handheld. For the next few hours, they would search high and low for clues of the whereabouts and identity of the notorious Pink Flamingo Gang. Thieves have stolen an artifact and substituted a fake in its place. Thanks to museum's newly installed Wi-Fi network and the players' location-aware handhelds, each gallery offered the opportunity to interview cyber-suspects, download objects, examine them with virtual equipment, and trade their findings.

Each parent-child unit was assigned a different role--biologists, detectives, or technologists--enabling them to use different tools on the evidence they gathered. As I followed the eager participants about the museum, they used walkie-talkies to share information and to call impromptu meetings to compare notes; at one point, a hyperventilating sixth grade girl lectured some other kid's parents about what she learned about the modern synthetic material found in the sample picked up near the shattered mummy case. Racing against time and against rival teams, the kids, parents in tow, sprinted from hall to hall.

I was with one of the teams when they solved the puzzle. A young girl thrust her arms in the air and shouted, "We are the smartest people in the whole museum!" What a visceral experience of empowerment! The same girl said that everyone else in her family was smart in science but that on this occasion, she felt like a genius.

Talking to the parents afterward, one woman told the research team, "This is the longest time I've ever spent having a substantial conversation with my son in as long as I can remember--without any fighting." Many of the others had in the past dragged their kids to the museum kicking and screaming. This time, however, these same kids wanted to go back and spend more time looking at exhibits they had brushed past in their investigations.

The activity had forced the kids to really pay attention to what they were looking at, to ask and answer new questions, and to process the information in new ways. These kids weren't moving in orderly lines through the science museum; they owned that space. It wasn't a sanctuary; it was their playground.

But there was nothing chaotic about their play. This was hard work, and it engaged every corner of their brains. Though the robbery was imaginary, the kids had to go through something akin to the real-world scientific process to solve the mystery--gathering evidence, forming hypotheses, challenging each other's interpretations, and in the end, presenting the data to the judges to see how close they came to figuring out all of the case's nuances.

As this description suggests, Klopfer's games blend fantasy and reality, combines the capability of location-aware mobile devices with the power of direct observation, and merge together individual and collaborative modes of problem solving. And what's more, Klopfer has been working with teachers to get them not only to deploy his own games but to develop their own games which take advantage of the resources and concerns of their own local communities. He's been a huge influence on the games-oriented students who have come through the Comparative Media Studies Program, leading to thesis projects such as Karen Schrier's Reliving the Revolution, which simulated the first shots of the American revolution. And I recently featured Klopfer's handheld work as part of an account of the history of our serious games research.

Now, it's my pleasure to direct your attention to Augmented Learning: Research and Design of Mobile Educational Games, newly released from the MIT Press. As the title suggests, he shares some of the insights he has gained from his extensive research on mobile and augmented reality games, research which will be of great interests to those interested in developing their own learning games as well as to teachers who want to harness the power of gaming through their classrooms. The book is written in the matter of fact and pragmatic style I've come to associate with Klopfer. He reflects back on his own work, offers frank assessment of the existing mobile games space, and proposes some basic design and instructional principles which should guide all future work in this space. If your ideas about learning games begin and end with the commercial marketplace, Klopfer will shake up many of your preconceptions, offering radically different approaches to what a learning game looks like which take advantage of social dynamics and real world spaces rather than relying on 3d graphics and complex AI. He offers a model of what we can do right now for very little money using existing technologies.

He was kind enough to agree to an interview here. In part one, we explore in more depth his concept of augmented reality games and in the second part, we will explore the field of serious games more generally.

Most contemporary mobile games consist of casual games ported onto the mobile phone. Yet such games do not exploit most of the unique properties of mobile technology. How do you define those properties and what do you see as the limits of current games being developed for such platforms?

I think that in the near term mobile games for cell phones will continue to primarily take the form of ported casual games. There are a couple of reasons for this. First, these games fit the playing habits of people playing mobile games. That is, they can be played for a few minutes at a time while riding the train, standing in line, etc. Second, the development costs of mobile games is disproportionately high, primarily because of the current need to develop a single game hundreds of times for each different phone and carrier. As the industry moves towards consolidation of platforms through things like the iPhone, Windows Mobile, Symbian, and Google's Android, I think we'll start to see developers make a move to develop new and interesting games on mobile devices. We've already seen this on the Nintendo DS, which has broken a lot of new ground in the mobile games space, and also has sold phenomenally well.

Because of the powerful hardware in cell phones, I think we'll see even more innovative work on this platform.

When Kurt Squire and I sat down to make our first big push into mobile educational games we defined a number of characteristics that we attempted to tap into, namely:



  • portability - can take the computer to different sites and move around within a location

  • social interactivity - can exchange data and collaborate with other people face to face

  • context sensitivity - can gather data unique to the current location, environment, and time, including both real and simulated data

  • connectivity - can connect handhelds to data collection devices, other handhelds, and to a common network that creates a true shared environment

  • individuality - can provide unique scaffolding that is customized to the individual's path of investigation.



These principles have guided much of our work, and we're starting to see more of this in the marketplace. Apple is going to make a big push for mobile games on the iPhone and this will mean taking advantage of these unique properties, and other companies will follow.


Much of your own work has focused on the development of augmented reality games. Can you explain that concept and offer some illustrations for the kind of work you've done in this area?

Augmented Reality, as we define it, is a digital layer of information spatially overlaid on the real environment. While others narrowly define this space to include heads up displays using helmets and goggles with precise positioning providing real time visual overlaid information, we use the term broadly enough to include location-based games on handhelds and mobile phones which provide additional virtual data or information at given locations. Specifically we focus on what we call "lightly" augmented reality. That is, we provide a minimal amount of virtual information, and players use a lot of real world information as a part of game play.

For example, our most recent game TimeLab, starts with a video that sets the players 100 years in the future when global climate change has wreaked havoc on Cambridge. They are then sent back in time to present day to study ballot initiatives that could potentially remediate the effects of global climate change in the future. Players walk around the MIT campus and surrounding areas collecting information (real and virtual) on methods of reducing climate change and the impact of climate change on Cambridge. For example, at one point they look across the Charles River to the Hancock Tower that currently uses a beacon to provide information about the weather, and consider whether a more comprehensive weather warning system could be of use to warn future area residents of frequent severe weather. As players stand on Memorial Drive near the MIT campus, they consider how 100 years in the future that location is often under water from floods, and think about ways that those floods could be prevented. In the end, the players choose a number of ballot initiatives that they must debate, and through some simple game mechanics ultimately find out whether those measures are approved and what impact they have.

Some would argue that augmented reality games don't look or act very much like commercial entertainment titles. Is that an advantage or a disadvantage in terms of getting teachers to engage with these activities?

In most cases this is an advantage. Game is still a four-letter word in most schools, and teachers will sometimes ask us if we can call it a "simulation" or "technology-enabled activity" instead. I'm less concerned with the label than with the learning and engagement so I usually oblige. In terms of the actual experience, while students sometimes elaborate 3D games with holographic images to emerge from the handhelds (this is MIT), they quickly engage with our much more primitive map-based interfaces. Finally in terms of game play, the format of the games are quite flexible and can be changed by the teachers or the students themselves to create games that involve varying degrees of collaboration and competition.


You've developed tools which enable teachers to design educational games that are appropriate to their own locations. Can you give us a sense of how educators have been using those tools? How might my readers get access to those tools?

Our Outdoor Augmented Reality Toolkit, which is a drag and drop authoring tool for location based games on Windows Mobile devices, has been used by dozens of researchers and educators around the world. We're putting the final touches on our first public release, which should be available within the next few weeks on our website (http://education.mit.edu/drupal/ar).

In many cases teachers are using this to localize an existing game that has been created elsewhere. At a minimum this means importing new maps and GPS coordinates, and making sure that players need not walk into the middle of a road or a lake to get the information that they need. But ideally, this means making some changes to the content to localize it a bit better including some local history and personality, or incorporating unique features of the geography.

The tool is easy enough for a non-programmer to use (technically) to create an AR game from scratch. But this still requires a fair bit of thought in terms of the actual game design. We expect this feature to be used by educational institutions like museums, zoos, and science centers. In many cases we expect that teachers will wind up doing this kind of design as a class activity, rather than solo, and we're designing new versions to specifically support this kind of design.

Your augmented reality games combine elements of simulation with the direct observation of the real world. Why is "reality" an important element to tap for educational games?
Many of our AR games are built around socio-scientific problems, that is issues that require both an understanding of the underlying science as well as an understanding of the social and real world context for the problem. We've found that the AR games do a good job of integrating these two components. When using AR to study problems that are seemingly "entirely scientific," players tend to think more holistically considering many of the subtle real world constraints - how will this impact me or the people I know? What will the community think? How will this impact what I see around me? It is much harder to generate these kinds of considerations in a purely virtual experience we have found. Many of our games are explicitly designed around these tradeoffs.

Eric Klopfer is the Director of the MIT Teacher Education Program, and the Scheller Career Development Professor of Science Education and Educational Technology at MIT. The Teacher Education Program prepares MIT undergraduates to become math and science teachers. Klopfer's research focuses on the development and use of computer games and simulations for building understanding of science and complex systems. His research explores simulations and games on desktop computers as well as handhelds. He currently runs the StarLogo project, a desktop platform that enables students and teachers to create computer simulations of complex systems. He is also the creator of StarLogo TNG, a new platform for helping kids create 3D simulations and games using a graphical programming language. On handhelds, Klopfer's work includes Participatory Simulations , which embed users inside of complex systems, and Augmented Reality simulations, which create a hybrid virtual/real space for exploring intricate scenarios in real time. He is the co-director of The Education Arcade, which is advancing the development and use of games in K-12 education. Klopfer's work combines the construction of new software tools with research and development of new pedagogical supports that support the use of these tools in the classroom. He is the co-author of the book, Adventures in Modeling: Exploring Complex, Dynamic Systems with StarLogo, and the author of Augmented Learning: Research and Design of Mobile Educational Games for MIT Press.

Designing Accessible Games

Last Week, I spent some time going around the GAMBIT lab with game designer Warren Spector (System Shock, Thief, Deus Ex, now working for Disney) to talk with the teams who will be developing this summer's games. You may recall that every summer some 60 Singaporean students and faculty from ten different institutions come to MIT to work with our students to develop playable games. Each team of eight students has about eight weeks from conceptualization to user testing to develop a game which we hope will be, in some sense, innovative. Some are trying new game mechanics or testing new genres; others are designed to be technically innovative. I can't tell you anything about this year's games: it's a lab policy not to talk publicly about games still under development. But I can tell you that Warren and I were both very excited about we saw and I can't wait to introduce some of these games to my readers in the fall. You can check out some of the lab's work last summer here.

In the meantime, I wanted to share with you some thoughts from Eitan Glinert, who has contributed to this blog several times in the past. Eitan is a friendly neighborhood computer science major who has become very much a part of the Comparative Media Studies Program in his two years at MIT. Last summer, he was part of the team that developed AudiOdyssey, a sound based game designed for the visually impaired. The game provided the basis for his master's thesis which explores issues of accessibility and game design. I know this topic will be of interest to many of my regular readers who work in and around the games industry, so I asked him to offer a preview of the thesis.

Hi everyone, it's Eitan Glinert. In the past I've guest blogged here covering video gaming conferences and talking about important developments in the gaming industry. Well, I just finished MIT and Henry has agreed to let me write one last post about my thesis concerning accessibility in video games. Today's post will be a bit more technical than usual as my thesis is intended to serve as a tool for game developers to use to make better games, however I think it is an interesting read as it provides insight into how one designs and creates a game interface.

For those of you interested you can read the entire thing here.

Accessibility refers to who can play a game, and is generally used to describe opening games up to disabled users. In contrast, usability refers to how well a user interface can be used by the target audience(s). While most developers agree that usability is important, many also feel that making accessible games is an altruistic mission, and that the benefits of accessibility do not outweigh the added costs. This is not the case! Aside from humanitarian reasons here are many important justifications for making games accessible:

    - Any added cost is certainly offset by an increased potential market, as an accessible game is one which impaired individuals can purchase. Furthermore, accessibility design themes tend to make games more usable for everyone, resulting in a game which will be easier to use for a broad section of the
population.
    - While making a game accessible may incur extra costs it is likely not as high as one might expect, especially if accessibility is considered from the outset. This post outlines several design principles which, if kept in mind from the beginning of development, can have big payoff for little
investment.

    - Even those who are not disabled now
might be someday. The sad fact is that impairments tend to be acquired as people grow older, and as the age of the gamer increases, so does the likelihood that he or she has accessibility concerns.

Of course, it is not possible to make every game user interface accessible to everyone, nor is it advisable to attempt to do so in all cases. What is usable for some may be unusable for others, even within the same disability group! Consider visual impairments - some people have trouble viewing high contrast elements, while others are unable to view low contrast details. Rather than implying that accessibility is some sort of magical solution to usability woes, the goal of this post is to impart two key ideas onto the reader:

Key Idea # 1) When developing a game