Archive for the ‘Thoughts’ Category

Narrative in games

Wednesday, August 25th, 2010

I’ve just used up the rest of my holiday allowance this year to take a week off to concentrate on writing my Great Novel (and getting on top of the washing). I’ve spent a lot of time reading about the composition of narrative (not procrastinating, you understand) and, in particular, the Hero’s Journey, which provides an archetypal framework for storytelling.

I was interested to find this article on the use of the Hero’s Journey in games.

Three challenges for game-based learning

Wednesday, May 26th, 2010

I was fortunate to be asked to talk at the Open University’s Computers and Learning Research Group conference yesterday. The afternoon was dedicated to the topic of game-based learning and this game me the opportunity to watch some very interesting talks and meet other researchers in the area, most notably Shaaron Ainsworth,  who specialises in investigating the psychological and cognitive effects of games, Richard Joiner, who is doing some interesting work on games and gender, and Jo Iacovides, who is half-way through her doctoral research on engagement and motivation in games.

I presented my first talk since returning from maternity leave, and found it more daunting than I had been expecting. It was lucky that they were a friendly, interested group (even last thing in the afternoon) and what the presentation lacked was compensated for by the lively audience participation at the end. The presentation centred around what I think will be the three biggest challenges facing game-based learning as a discipline in years to come. These are:

  1. Perceptions of games, fuelled by media sensationalism, overly emotive language, erroneous causality and unsubstantiated and unquestioned claims regarding games and violence, addiction, etc. This should really be a non-issue since no-one is actually suggesting using violent video games for learning, but somehow the facts that most games aren’t violent (and that if children are playing violent games it says more about the lack of parental control than about the games) don’t fit neatly within the media narrative.
  2. The commercial focus on teh development of behaviourist learning games, which highlight repetition of fairly trivial tasks, because they are easy to design and easy to evaluate the immediate learning impact. I’m not saying behaviourism doesn’t work, or that it doesn’t have a place in learning, but simply that if the focus is on behaviourist games then we are missing out on a big opportunity. While many games exist that clearly show higher-level learning (for example, the lateral thinking, problem-solving and strategizing required in the Zelda games) these have not yet been translated into games for formal learning.
  3. The barriers to entry into the field for most educators. Except in areas such as computing and engineering, it is almost impossible for a teacher with a good idea to develop a learning game, which means that innovation is limited to commercial developments (where markets for sophisticated constructivist games are unproven), research projects or enthusiastic individuals in technical disciplines (where the outputs are often unsustainable) .

I would suggest that what the field needs is to focus on two areas: rethinking the research methodologies by which we investigate the learning impact of complex games, drawing on the whole range of disciplines that make up the field of game-based learning; and rethinking the development models that exist for involvement the creation of games to become a possibility for more people. I think we also need to create an environment for innovation and be more open to the possibility of failure, including its open discussion and dissemination, if we are to learn from our mistakes and build up a robust body of evidence in a relatively new research field.

Doug Clow’s write-up of the session can be found here.

Bits and pieces

Wednesday, April 28th, 2010

It’s quite a busy week this week so I haven’t had time to explore any of the following links in detail, but thought I would get them down in one place before they disappear into the ether (i.e. the section of my bookmarks list that goes off the end of the page).

First, a couple of different takes on a game-based learning institution. Quest to Learn is a school based around gaming principles, which describes itself as “a school that uses the underlying design principles of games to create highly immersive, game-like learning experiences.” In contrast, the WILL Campus online learning environment provides access to “socially responsible interactive video games” (although from the demo it looks like these are really video-supported decision trees with fairly limited interactivity).

I’ve also recently come across this report from Learning and Teaching Scotland on the use of the Mangahigh maths game in Scottish schools. The research shows that greater use of the game (i.e. greater maths practice) leads to better results. Says more about the importance of control groups to me than about the value of Mangahigh.

Finally, I’m glad that Alan Titchmarsh has taken the time to add his considered and well-researched opinions to the video games and violence debate. Don’t know about video games, but I’m sure that listening to too many ill-informed media pundits could be proven to lead to violence.

Is this really a surprise?

Wednesday, April 21st, 2010

New research has just been published (full paper in pdf) showing the results of an experiment carried out by the BBC to investigate whether ‘brain-training’ games make any difference to overall brain power.

The results of this study (n=11,430) seem pretty conclusive: they don’t.

These results have been criticised because the researchers used a sample aged 16-60 when most games of this nature are aimed at the over 60s (the age at which one switches from a sentient being to an absent-minded simpleton) and because the time spent playing the games was relatively short (4 hours on average over 6 weeks). These may be valid criticisms, but the question this research really raises for me is: why did anyone assume that playing this sort of game would improve overall brain power in the first place? The idea that repeatedly playing a series of cognitively low-level and disparate games will in some way enhance overall brain function seems very strange to me. (But, hey, if someone wants to prove it I’ll be the first to be converted)

This research both pleases and troubles me. The former because there is finally some robust research being carried out that opens up the debate about these type of games rather than simply following the hype put forward by those who produce them. The latter because I worry that the media will equate this research with ‘games not good for learning’ and put back the case for games - complex, rich, sophisticated games - for learning back 20 years.

Thank you, Zelda.

Tuesday, April 6th, 2010

I don’t really need another thing to fill up time in my life, but somehow my DSi turned up at Christmas and slotted right in. My only real complaint with it is that I can’t seem to get hold of the types of game I like (adventure, mystery, puzzles). I played my way through Professor Layton One and Two, and enjoyed them despite the extrinsic puzzles because the story was fun and I liked collecting the hint coins. I had no real enthusiasm for the daily tedium of Professor Kawashima and found myself just getting a bit too much eye strain from Mystery Case Files.

Then along came Zelda and the Phantom Hourglass and made me rethink what I know about the types of games I like. It involves fighting and killing things and doing things in a certain time and I really shouldn’t like it. Oh but I do. Thinking back to the work I’ve been doing on what makes ARGs engaging, it ticks some of the boxes:

  • Collection - there are lots of things to collect, coins, ship parts, objects, map pieces…
  • Narrative - interesting storyline and loads of characters you can talk to.
  • Puzzle-solving - lots of it, and neatly embedded into the game play.
  • Creativity - different puzzles can be approached in different ways.

However, there’s more to it than that. This got me thinking about what other aspects of the game I find so compelling:

  • Surprises - new things keep appearing, new places to explore, new things to collect, new things to do.
  • Tactile play - I love using a stylus, writing, blowing candles out and really interacting with the potential of the device.
  • Simple pleasures - there’s something very basely satisfying about smashing a rock with a ‘crash’ or swiping the top of a flower with a ’swish’.

I’m sure that as I keep playing the game will continue to evolve, so I may well be adding to this list on another occasion (or adding a rant about being stuck because it has suddenly got really hard). At the moment however, thank you Zelda for broadening my horizons.

Bad science

Wednesday, February 10th, 2010

I felt the need to have a little rant. Last night I watched Jo Frost’s Supernanny Extreme Parental Guidance (hoping to pick up some tips, clearly) and managed to get very, very annoyed at one of the features. This centred around whether violent computer games make kids lack empathy, and the experiment was so full of holes it was ridiculous.

To start they quoted some facts about the average child watching a screen for six hours a day, and immediately started talking about violent computer games. The inference is clear; they have just failed to mention that he average child watches television, and uses the computer in a whole range of other ways. Next, we have the controlled trial: 40 teenage boys split into two groups, one playing a violent game for 20 minutes, the other playing a football game. 40 subjects. 20 minutes. The boys’ heart rates were tested during the game play and the rate of those playing the violent game was found to be higher (although no mention of the word significant was made at any point).

At this point Jo Frost looks worried. So they’ve ‘proved’ that twenty boys on one occasion some had a higher average heart rate than another twenty. I can feel her constanation. Clearly we need no more evidence to see how computer games are rotting the minds of our youth. But there is more…

The next part of the experiment involved the researcher ‘randomly’ interviewing participants from each group (how many is not made clear - four? five? nineteen?), which the viewer sees through a hidden camera. During the interview, the researcher accidentally knocks over a jar of pens and in the majority of cases the boys who had played the football game helped pick them up while those that had played the violent game did not. What more proof do you need that violent computer games lead to lack of empathy? Except that the researcher had obviously decided that violent games were the work of Satan before the start of the experiment and had pre-judged the actions of the boys. When he dropped the pens during an interview with a football game player he stopped, looked at the pens and started to pick them up - the boy reluctantly helped; whereas with the violent game players he ignored the pens and so did the boys. They were simply mirroring him.

Now, I’m not going argue that violent games don’t make children lack empathy (to be honest, I don’t know enough about it), and I appreciate that there may be more to the experiments than could be typically shown in a short TV feature. However, I strongly feel that that faux-scientific experiments and Brass-Eye style media frenzy is not the way to take a rigourous and impartial look as something as serious as the potential effects of violent games.

Activist learning?

Friday, January 15th, 2010

Thanks to Fiona Littleton (who incidentally runs a excellent course in computer games for learning at Edinburgh University) who sent me the link to this article from Time magazine on the use of computer games to support awareness raising and activism.

A long time ago I worked for Oxfam and one of my tasks was to engage with groups on developmental issues as part of the education remit. I remember being asked to run a last minute session with a very well-to-do pensioners’ group in Edinburgh, and because I didn’t have anything prepared, I decided to run a development game with them. I think they were expecting a slide show of ‘poor children in Africa’ because the fact that they were going to do something interactive came as a bit of a shock (and initially met with a fair bit of resistance) but by the end of the session there was a high level of engagement and some of those present were starting to think differently about the reasons for poverty.

So games for activism aren’t something new, and in my experience they are certainly powerful, but I wonder whether the people who play these type of games aren’t already well informed and active. Without something to force the initial engagement are they simply preaching to the converted?

Gaming innovations of the decade

Thursday, December 31st, 2009

I thought I would round off the year (and the decade) with some thoughts about how gaming has changed in the past ten years, and how these advances in gaming could inform learning. So, I present my Top Five gaming innovations of the past ten years (in no particular order):

  1. Interaction - the range of ways in which players can now interact with games using touch, voice, motion, balance boards, bongos, microphones, pens, steering wheels, musical instruments (to name but a few) is changing the ways in which games are designed and increasing the accessibility of games far beyond the traditional gamer market. While the majority of these methods are limited to consoles or dedicated handheld devices, it can’t be long before such peripherals are more widely and cheaply available, and we can start to think more widely about how different types of interactive technology could be used in learning.
  2. Casual games - sites such as shockwave and bigfishgames have helped bring games to non-traditional gamers and make them more widely acceptable. Games that are easy to learn, split into bite-sized pieces, and simple to pick-up and put-down have made gaming something that can be fitted around other activities. Genres such as time management, matching games and hidden object are popular, and I think there are lessons to be learned here in terms of narrative design, sustained motivation and the chunking of activities to fit in with other real-world tasks.
  3. Mobile, location-sensitive and augmented reality games - while the use of GPS and handheld technologies is already keenly discussed withing the educational technology community, I think this is an area of games that hasn’t yet been fully exploited. The potential for real-time multi-player gaming in ‘virtual’ spaces in the real world has yet to be really explored, along with the educational opportunities this affords. For example, I can image a ‘real-life’ crime scene investigation with multiple locations, characters, props and players working together to collect and analyse evidence and clues. Once the technology gets there (and I suspect that this is the case particularly as regards AR) these types of game will be limited only be the imaginations and organisational abilities of the designers and players.
  4. Alternate reality games - I’ve already talked about these at length on this blog so I won’t go into too much detail here. I feel that the combination of gaming characteristics and lo-fi environment in ARGs are ideally suited to learning - if we can get over the hurdle of getting learners to be engaged enough to participate in the first place. While I believe that there is still a great deal of untapped potential in this gaming form, designers need to be pragmatic in terms of the educational context (e.g. being realistic about what will motivate students) and we still have a lot to learn before we get it right.
  5. Massively Multiplayer Online Role-Playing Games - alright, I know that these aren’t technically an innovation of the last decade, but it is the appearance of games such as World of Warcraft that have brought this genre to prominence. The ability of games like this to support collaborative learning, mentoring and group working has been well established. The artifacts and communities that support the game in the wider online space offer insights into online social interaction and group dynamics. While I wouldn’t suggest that we start to teach in these massive gaming worlds, there is still a lot that we can learn from them in terms of designing group activities and interactions.

Well, that’s my take on the last ten years. I’d be very interested to know if you agree, disagree, or think that I’ve left out something important?

That just leaves me to say Happy New Year and wish everyone the very best for 2010!

Just my imagination

Saturday, December 26th, 2009

I was recently watching one of James May’s excellent television programmes about childhood toys. in which he reminisces and/or uses them to build something incredible and very cool, when he said something that got me thinking. I can’t remember his exact words but it was something along the lines of modern computer games being boring because they leave nothing to the imagination.

I’ve been thinking recently about the importance of graphical quality in games, and this struck a chord with some of my own ideas about the increasing fidelity of high-end gaming. As the gaming experience becomes ever more realistic it becomes ever more immersive… or does it? I remember being immersed in games of far lesser graphical wonder, such as The Hobbit with its shaky line drawings, and the brilliant Secret of Monkey Island with its 2d pixelmen. Or even a good book.

I think that May has got it right. By striving for increasing accuracy and definition in games we may be losing some of the essential ‘gameness’ of them - the mystery, storytelling, creativity and imagination that goes on in our own heads as we play.

Learning about play

Monday, December 7th, 2009

Thanks to Katie Piatt for a recent inspiring blog post on  play in relation to student’s learning. She considers how Eberle’s process of play (described by Johan Brand) could be applied to the design of student learning experiences.

The process of play model contains six cyclical steps, roughly sequential:

  1. anticipation;
  2. surprise;
  3. pleasure;
  4. understanding;
  5. strength;
  6. poise.

What also interested me in Johan Brand’s post was the idea of enablers of playful behaviour, which can be harnessed to support the design of playful experiences. These enablers are described as: ownership; sharing; personalisation; creation; participation; socialising; and competing.