Games & Civic Awareness – a compilation

Next week I’ll be doing a short, hands-on workshop for faculty here @ SEU on applications of educational games.  The focus of this workshop is to present faculty with different types of persuasive games that may help promote civic awareness as well as an awareness of social and political processes in a variety of areas.   There are blog entries for many of the links listed.

Download this handout

or follow these links:

Peacemaker : Simulation of policies & politics in the mid-east conflict :
http://www.peacemakergame.com/game.php

Global Conflicts Latin America : Investigative journalism to expose processes that drive developing world economics in Latin America: http://www.globalconflicts.eu/

Ayiti – The Cost of Life : Impoverishment of life in Haiti:
http://www.unicef.org/voy/explore/rights/explore_3142.html

Darfur is Dying : Genocide in Darfur : http://www.darfurisdying.com/

Homeland Guantanamos : Treatment of immigrant detainees in the US:
http://www.homelandgitmo.com/

Climate Change : Policies, politics, and science of climate change:
http://www.bbc.co.uk/sn/hottopics/climatechange/climate_challenge/

Oiligarchy : Politics of Oil : http://www.molleindustria.org/en/oiligarchy

Freerice.com : World hunger awareness http://www.freerice.com/index.php

Points of Entry : Immigration policy:
http://select.nytimes.com/ref/opinion/20070621_IMMIGRATION_GRAPHIC.html?_r=1&hp

WWO (world without oil): Alt. reality game about oil & its real-world consequences:
http://worldwithoutoil.org/

Web Resources

http://www.edtechresourcesinfo
http://www.persuasivegames.com
http://Gamesforchange.org
http://www.educationarcade.org/
http://www.gameslearningsociety.org/

Recommended

Teens, Video Games & Civics: Pew/Internet & American Life Project: http://www.pewinternet.org/Reports/2008/Teens-Video-Games-and-Civics.aspx

Persuasive Games: The Expressive Power of Videogames, Ian Bogost : http://www.bogost.com/

Climate Change

First off, let me again reiterate that not all educational games are created equally–so my intention is to provide a peek into the games that I think get the learner interested by encouraging them to learn how systems behave and to learn “content”–by uncovering it, presenting them with both challenge and immersion through narrative.  Although approaches that “show, teach, n’ click” have their place, the aforementioned approach interests me much more.

To that end, I’d like to mention the game, Climate Change, which was produced by the BBC, with support from the Univ. of Oxford.  Climate Change puts the player in role of the President of the EU.  As president, the player has to make policy choices that drive down levels of CO2 emmisions from the year 2000 to 2100.  Throughout the process the play has keep emission reduction balanced with resources such as electricity, water and food, all the while remaining popular with the people.  Let me vouch as someone who’s played this multiple times–it is not easy.

Game creators are the first to admit that although a lot scientific research went into the game, players shouldn’t take the outcome of the game as “serious climate change prediction”.   That said, the game uses climate change data published by the Intergovernmental Panel on Climate Change (IPCC)–and the authors provide a most excellent write-up about the science behind the game.

However, climate change modeling is complex, and the purpose of the game isn’t climate modeling.  Rather, the game seeks to help people learn about the factors that cause climate change, and the policies and politics that governments need to wrestle with when making decisions that affect these choices.

To that end, I found myself in the middle of yet another learning experience.  Even though part of my background is in science, knowledge of science alone is insufficient to solve the problem.  Every policy decision that I made in the game (players can choose from national, trade, industrial, local, and household policies), there were consequences that affected food production, power consumption, and water availability.  Incidentally, the policies that I mentioned were all taken from written government policies (with a few exceptions in end-game play–e.g. mining the moon).  Add to this the need to be favored in the electorate, and having to “answer” to the UN on setting and meeting CO2 emissions standards, I found myself with a real challenge.  For instance, supporting policies on biofuels / alternative energies alone didn’t solve the CO2 emissions problem since implementing those policies has costs which must be addressed.  Taxing the public (either through a fuel tax, emissions tax or general tax) has the consequence of increasing income, but at the expense of popularity.  For each policy option, the public either strongly approves or disapproves (and everything in-between) your decisions, and if your popularity plumets too far, you’re ousted from office.

At the end, you’re given a screen that tells you how well you did in each of 3 broad areas:  CO2 emission reduction, Wealth (of the EU), and Popularity.  Basically, I found that by prioritizing CO2 emission reduction to meet the standards proposed by the game, my country’s resources took a huge hit–and thus basic public services in some cases fell apart–as did my popularity.

It’s worth saying that Climate Change is both an informative and fun game.  Let’s just say that I’m glad that being the one responsible for leading climate change for real isn’t my real job.

Games 4 Change

So, as a follow-on to a workshop last week, and in preparation for an upcoming workshop I thought I’d share a few thoughts about more games in this “Persuasive Games” genre that are highlighted by the website, Games For Change (G4C)–their motto: “Real world games, real world impact”.  G4C was created in 2004 and is an online resource to help “organizations network and develop video game projects beyond their traditional expertise, and provides special assistance to foundations and nonprofits entering the field.”

Their site contains various blogs, and currently highlights a G4C Festival that was held early this summer.  Among the people involved in this conference were Henry Jenkins & James Gee.  You can read more about the festival here and here.  As we discussed earlier in this blog, games alone aren’t enough to support learning, a view echoed by Gee and Jenkins who suggested that “communities surrounding games play a critical role in creating space for discussion and mentorship that cultivates learning.”

Ian Bogost also attended (we’ll come back to Ian and his ideas of persuasive games and procedural rhetoric) and discussed his ideas on “computational journalism”–the notion that people who report the news should use media such as “infographics and games” as tools to communicate.  Examples cited include “The Redistricting Game” (whose purpose is to “educate, engage, and empower” people about redistricting and “Budget Hero” (a game about the federal budget).

These are just a couple of games amongst a laundry list of games listed.  The categories of games offered range from human rights, poverty, and public policy to economics, environment and global conflict. Next, let’s look @ a few of these games in a bit more depth.

Oil!

In keeping with the recent series of posts on persuasive games, I thought I’d post on a game that is somewhat less serious and can be categorized as ‘political satire’.  The game is Oiligarchy, which is produced by Molle industries (whose motto btw is “Radical games against the dictatorship of entertainment”).

In Oiligarchy the player plays the role of a would-be oil baron whose primary goal is to drill for oil all over the world and in doing so promote an oil-based economy.  And, as Molle puts it, “…Be sure to have fun before the resources began to deplete.”

Oiligarchy is overall a fun game.  You get to search for and drill oil wells, defend your oil wells from attacks, and grease the wheels of the american political machine by influencing the choice of president as well as oil policy.  Gameplay does beg the question–what does it mean to “win” the game?  I don’t want to give away the ending but let’s just say that ‘winning’ isn’t always everything.

Validity & learning

Should classes use these games as teaching & learning tools?  How we know that game content is relevant to learning, or even valid?  Personally, I defer to the experts.  I think it’s up to both the students and the professor of the class to validate the content of media-supported content.  In many ways, games that provide controversial information can be opportunities for critical inquiry.

For instance, PeaceMaker is a challenging simulation that puts the fate of MidEast peace in the hands of the player.  As to whether game interactions and rule of play match real-life scenarios, I am inspired by the description of the game’s intent as well as the wealth of positive reviews.  However, I can’t say with any certainty that the material is absolutely accurate.  If I were to study this problem in depth, I would need guidance by people who are experts–or at least devoted students–in the field.  I have yet to see a game that can facilitate learning without either instructor intervention or some type of facilitated interaction and reflection.

We should be critical about games, especially if we expect people to learn from them.   Frankly, I think we should assume that no matter how well designed the game might be, we should ask how we might help facilitate learning for the students, beyond asking questions related to coverage of course content.  Where does expert interaction or intervention play in learning?  What type of reflective components should be planned and when should they be required?

Ethics of Persuasion

As one of my favorite profs in the College of Ed @ UT, Dr. Northcutt, told me my first semester back in grad school, “It’s not about the answers folks, it’s about the questions…” So, how do we know that the questions raised by these games are valid?  Who decides the rules that drive these games?

By definition, the job of persuasive gameplay is to guide us towards a particular viewpoint or otherwise serves a social objective, both by direct interaction as well as through publicity.  By definition then, the organization that sponsors the game–in many cases not the game design firm–gets to define the rules of gameplay.  For instance, in Ayiti, the game on Haiti was designed by kids in the Global Kids Initiative, who used Unicef resources inform them about background content for the game.
(source: http://www.unicef.org/voy/explore/rights/explore_3143.html)

Darfur is Dying was developed in partnership with the Reebok Human Rights Foundation and International Crisis Group.  MtvU held a ‘Darfur Digital Activist Contest’ as a way to encourage student activism.  As a result, 5 students from USC designed the game and worked with experienced aid workers to develop the game.
(source: http://www.darfurisdying.com/aboutgame.html)

So, this begs the question,

In what ways are the issues raised by games such as the ones in these posts valid?  In what ways are they controversial?  Perhaps the games mentioned thus far aren’t that controversial, but what of games such as “Harpooned”?  Harpooned is a game that raises awareness of Japan’s controversial (and not widely discussed in the media) whaling program.  In Harpooned, participants control a whaling ship and get to slaughter whales, offload the carcasses and capture protestors.  Controversial?  To say the least.  Is it right to promote such games?  Or play them?

Some would argue that games like this play a critical role in raising awareness of a tragic issue, and that without such exposure the activity would never be brought to light.  Do the ends justify the means?  Go to the Harpooned website, read the press and decide for yourself.

Games & Civic Awareness

As a recent explorer in the world of educational gaming, I’ve learned that games really do have much to teach–but not just about “content”, skills or problem-solving skills.  I’m talking about a game’s ability to reveal ‘how things work’–in organizations, cultures and politics alike and in doing so help us to see a particular point of view that we might otherwise miss.  Usually this POV is designed to raise awareness and highlight flaws in political systems, organizational processes or as in the case of Peacemaker, global conflicts.  Peacemaker and Ayiti are two examples of such games, but they’re certainly not the only ones.  In fact, those examples are part of a subset of games that are known as “Persuasive Games”.

Persuasive games have the power to help us see how these process work–and perhaps by doing so, civic awareness could lead to civic engagement.  What follows is a short (not comprehensive) list of other persuasive games to check out:

Of course, these games beg the questions:

  • Who gets to decide how these games are written?
  • How does the player differentiate between “facts” provided by gameplay and “assumptions” that the game is based upon?
  • How do we know that what we’re playing closely mirrors “real life”?

Peace…in your time?

Peace?  …Not easy if you’re playing PeaceMakerPeaceMaker is produced by Impact Games and is a game / simulation that puts the player in the driver’s seat as either the president of Palestine or the president of Israel.  A game trailer and demo is available on the PeaceMaker site.

I consider myself barely informed on what is the confusing political landscape that is the Israeli-Palestinian conflict.  This game however, has helped to somewhat broaden my perspective.  As president of either country you get to make strategic decisions about implementing security measures, exercising diplomacy and reconstruction efforts (with multiple options for each).  You can choose to play the game in one of three difficulty levels:  calm, tense, or violent.  If this weren’t complicated enough, you have to make choices while balancing approval ratings with factions within your own government, the ‘opposition’, not to mention the perceptions of the U.N. and the U.S.

This game is rooted in historical context and is “inspired by real events”–so much so that the choices that you make often result in videos from news footage and/or reports of what happened when similar choices were made in history.  I personally find that this game answers a couple of different questions for me having to do with factional divisions and cultural expectations that influence political choices.

Further, there is an in-game “advisor” in the form of a pop-over window that players can consult before taking ‘actions’.  There is both a national advisor as well as a foreign advisor, so the difference between the internal and external views of the impacts of choices made is extremely compelling.  Here are links to some screenshots on the Peacemaker website:

PeaceMaker is an award-winning game that provides hands-on gameplay as it situates the learner in the middle of the conflict, all the while challenging the learner to solve the problem from their perspective.  As the tagline goes, “PeaceMaker: Play the News.  Solve the Puzzle”.

Wow.

Objection!

One of the items that I picked up from Prensky’s book “Digital Game-Based Learning” was a reference to a game called “Objection!”.  Objection! is a game that puts the player in the role of a defense lawyer who must judge the validity of a prosecuting attorney’s questions.  Objection! (http://www.objection.com/) is challenging, so if you play the demo, don’t let the “old-school” graphics fool you!

This game is straightforward and well-designed–which is probably why it’s been certified for use by state bar associations, not to mention amazingly well-reviewed by the legal community (http://www.objection.com/productreviews.html).

The gameplay goes something like this:  The prosecuting attorney presents a question.  The player then has to choose whether the question is “proper” or whether it’s not based on whether its “vague”, “argumentative”, “hearsay”, or any one of a multitude of options.  There’s contextual information for wrong responses, partial credit and contextual information for so-so responses, and some questions can have more than one correct answer.  Meanwhile, an animated courtroom judge plays the role of the “judge” and will occasionally look at his watch if you’re taking too long and tell you why you’re wrong when you answer incorrectly.

Frankly, if you haven’t had legal training, expect to get stumped multiple times.  I must confess that all the Perry Mason, Columbo and Law & Order that I’ve seen over the years didn’t really help my gameplay all that much :-) .

Objection! is one of several series produced by Transmedia Inc., who “develops computerized trial simulations designed exclusively for trial attorneys and approved for CLE credit in 19 states.”

‘Game-based Learning’ – Attention spans

I recently read the book, “Digital Game-based Learning” by Marc Prensky.  [ Prensky, M. (2001). Digital game-based learning. In: McGraw Hill. ] Although I have a critical view of some points made by Prensky, I think there are a couple items that are worth a look over the next post or two.

Presnky cites research previously mentioned by Malcom Gladwell in The Tipping Point, regarding attention span in children while watching Seasame Street.  In (a very condensed) summary, the kids were divided into 2 groups–one that had toys to play with and another group that didn’t.  The kids that had toys watched TV 47% of the time, while the other group watched TV 87% of the time.  What’s interesting is that both groups were tested  for their retention of content from the show–and there was no difference between the scores of the group.  In short, this suggests that the kids were able to successfully multitask.

How does this apply to game learners?  The theory is that kids who play games (probably lots of games) develop skills that allow them to multitask, and to successfully divide their attention between tasks. Although this characteristic has its disadvantages (Loss of ability to reflect, according to Prensky, and I think there are limits to how much we can multitask), learning activities that target this type of parallel processing could be valuable.  Although I generally agree with this idea, I disagree with Prensky that this is symptomatic of gameplay.  Rather, the fact that we live in an information age that requires that we adapt to filtering, analyzing, and using large volumes of data (think day-traders for instance) is perhaps more emblematic of why this type of cognitive processing is important.

Regardless of the cause, if multitasking (to a certain degree) is a skill that we possess, then perhaps games can make a difference in how we cultivate this skill to help people learn.  Is it possible that a reasonable amount of multitasking could lead to greater engagement, while challenging the learner to track and analyze information?

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