Serious Gaming, The Next Frontier for Learning?

In late October I hosted a set of Webinars titled “Serious Gaming – The Next Frontier for Learning?”.

These were very interactive webinars, or as I called them, Socratic Webinars (hat tip to Humberto Schwab). All participants had to agree to the following rules:

  • This is not a discussion: We are in the process of thinking together, trying to answer a few questions.
  • You can only speak by changing your feedback status in the online meeting to purple and only when you’ve been given the floor by me.
  • You can only speak if you are capable of repeating what the person before you has said and can summarize the previous 10 minutes of discussion.

Together we discussed a few questions. Below a reflection on what was discussed.

1. What is a game?

A game is hard to define. There is no single and unique set of characteristics that defines a game. Jesse Schell has listed the following set of things that we thinks a game should be (from the fabulous book The Art of Game Design):

  • Games are entered willfully
  • Games have goals
  • Games have conflict
  • Games have rules
  • Games can be won and lost
  • Games are interactive
  • Games have challenge
  • Games can create their own internal value
  • Games engage players
  • Games are closed, formal systems

My favourite definition of what a game is comes from Bernard Suits in The Grasshopper: Games, Life and Utopia:

To play a game is to engage in activity directed towards bringing about a specific state of affairs, using only means permitted by rules, where the rules prohibit more efficient in favor of less efficient means, and where such rules are accepted just because they make possible such activity… playing a game is the voluntary attempt to overcome unnecessary obstacles.

I think he is spot-on when he sees gaming as overcoming unnecessary obstacles.

There are (at least) two problems to overcome when we want to apply serious games in a large organization. The first being that games are usually played voluntarily. This is not always the case when people are required to play a game in the learning context. The second problem is that games, by definition, use inefficient means. Inefficiency is not something that commercial enterprises are usually interested in.

Casper Hartevelt tries to untangle these problems in the book Triadic Game Design – Balancing Reality, Meaning and Play of which a lot can be read online.

Now that we are talking about definitions it makes sense to make clear that “gamification” is not really the same thing as serious games. Gamification applies game-principles to things that aren’t games (e.g. getting a badge for filing your expenses) as a way to make those things more compelling.

2. What types of games for learning (i.e. serious games or games with a purpose) exist?

To make it easier to discuss games, we created four (relatively abitrary) groups:

  1. Games to be played by people who are physically together. This can be board games, but also physical games as icebreakers. Examples are games that can be played with the Foresight Cards or many of the activities in the book Gamestorming – A playbook for innovators, rule-breakers and changemakers. An interesting game that was mentioned during the webinars is The Accounting Game.
  2. 2D Computer Games are very often games that could also have been created as a boardgame. Quite often these games have a model behind them and give people insight into these models by letting them play with it. The 2D game that taught me the most is Hidden Agenda (very old!). An example from the energy industry is OilSim by Simprentis.
  3. 3D Computer Games usually try and give a real depiction of a particular location. The player is an agent in the game (either from a first person or a third person perspective). These games are very good to help people practice with skills in a physical world. A nice example is the Virtual Incident Management Training by CATT Lab.
  4. Alternate Reality Games (ARGs) bring a game component into the real world, occasionally blurring the distinction between reality and the game. Probably the most famous example is World Without Oil.

In computer games it also makes sense to make a distinction between single player games and multiplayer games. The later can be synchronous (where everybody needs to be online at the same time, like X-Team’s Mission Island) and asynchronous.

Simulation aren’t necessarily games. They allow people to play with the model that is behind the simulation. If we add an “unnecessary obstacle” to the simulation (e.g. you need to finish within 2 minutes), then we have turned it into a game.

3. How can games be used for learning and for what type of learning problems?

The best way to learn is “learning by doing” or work-based learning. Games allow people to practice (more than traditional e-learning and more than most classrooms). In the standard competency progression from Awareness -> Knowledge -> Skill -> Mastery, we think that games can get people to skill and on their first steps towards mastery.

Games are especially suitable in the following situations:

  • When practicing in real life is too costly (or when mistakes are not acceptable)
  • When practicing in real life is too dangerous
  • When you want to practice situations that are extremely rare in real life (once-in-a-career events)
  • When other ways of learning can’t provide the level of complexity that is necessary (you need to be closer to reality) (see Ender’s Game for some scary science fiction in this area)

There are also people who see games as a way to motivate a younger generation to learn (they might be disconnected from the current learning practices). Games can make something that might not be very interesting more fun. Although there are some theoretical problems with this approach, it is one that is taken more and for educating children. See for example the Institute of Play or ASU’s Center for Games and Impact.

Jane McGonical, a famous game designer has written a whole book about why games can make us better and help us change the world. You can watch her TED talk here:

[youtube=http://www.youtube.com/watch?v=dE1DuBesGYM]

Games can truly be creative and transformative experiences and usually require a highly creative and reflective creator to be truly great. Take a look at the work of Kars Alfrink from Hubbub, New Games for Social Change. He has created a set of very interesting games with real social impact:

  • Beestenbende, a game for families in museums
  • Code 4, a game to create a different type of mindset in a bureaucratic organization
  • Pig chase, a game that humans can play with pigs

Brewster Kahle on “Universal Access to All Knowledge”

Brewster Kahle
Brewster Kahle

This afternoon I attended a session at info.nl in Amsterdam with Brewster Kahle who wants to create “Universal Access to All Knowledge”. He has founded The Internet Archive, a non-profit library with about 150 people. It is best known for its Wayback Machine (collecting about 5 billion web pages a month, amazingly still fitting in a container).

They are convinced that it is feasible to store all the world’s knowledge. Texts are being digitized (i.e. scanned) for representation on the screen (see Open Library for examples) and are openly available. The Internet Archive have made their own scanners pushing the costs per scanned page (mostly labour) down to about 10 cents per page. Their scanning centers now have 3,000,000 free ebooks available online (incl. 500,000 for the blind/dyslexic and 250,000 modern books available for lending) and they have about 8 million more to go. They have made a book mobile that can download and print a book for about one dollar.

Book Mobile
Book Mobile

They are also focusing on archiving all audio, offering unlimited storage and unlimited bandwidth for free and for ever to bands who want to store their tapes online. They have over 1 million audio items in over 100 collections. They are doing similar things to moving images, making permanent archives of video sites that have gone out of business, home movies and even television (do check that one out, it makes TV news quotable and even includes a lending model for physical DVDs of TV news).

They store their 10 Petabytes of data in a redundant fashion and also store 600,000 books in a physical archive (growing fast of course).

Brewster also talked a little bit about his case against the US government when he received a national security letter from the FBI which was deemed unconstitutional with a bit of help from the EFF and from the fact that he is a library.

Daniel Erasmus from Digital Thinking Network (DTN) did a short presentation on NewsConsole which uses a big data approach and aims to collect all the world’s news and put it in an interface that allows for easy interacting with it. I’ve been using it for a while to find news in the field of learning technology. I particularly liked his key lessons from working with big data, like:

  • SQL won’t cut it
  • Big data is messy, a lot of effort goes into cleaning it up
  • Moving a petabyte of data is very expensive and difficult, store it correctly the first time
  • Testing on small subsets doesn’t work, because you get unexpected bottlenecks when you scale
  • It is a humbling problem

Panopticon and Why You Should Care About Your Privacy

Last night I watched the Dutch documentary Panopticon which explores our privacy in the Netherlands. Peter Vlemmix made an excellent film. Do take your time to watch it below or directly on Vimeo:

[vimeo http://vimeo.com/52165457]

Vlemmix deftly shows that many people in the Netherlands think they have “nothing to hide”, while living in a society which is increasing the level of control and eroding their privacy. Even though I follow this topic actively, the film still managed to upset me. I didn’t know that the trams in Rotterdam do facial recognition or that psychiatrists have to list the diagnosis of their patients in a centralized repository (see this Dutch article, and these Dutch sites of psychiatrists battling this DBC).

Watching the film made me angry and worried. How much further before the police will start pro-actively arresting people for what they might do even before they do it, the infamous pre-crime?. The technology is already capable.

It was interesting to see how Germany, with its Nazi and Stasi history, has much more awareness of the dangers of storing too much data. They refuse to implement the EU’s data retention policy for example.

As you can see, there is ample need for a strong Dutch voice protecting your privacy. Bits of Freedom is doing a great job defending your digital rights.

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