Saturday, January 21, 2012

Gamefication as a Facilitation of Learning


Okay, this is not a blog about the video gaming industry. This is not a blog designed to review video games on the basis of enjoyability. This is a blog promoting the continuation of video games as a respectable art form. Many facebookers wanted me to talk about the philosophy behind certain games, but after I read this article: (http://www.bogost.com/blog/gamification_is_bullshit.shtml), my priorities were shuffled.

Let me preface this tirade with this phrase: "Ignorance Breeds Idiocy". It's the purest form of artistic stagnation. However, many people, including Stephanie Morgan, agree with this sentiment.


2011/12 Stephanie Morgan | Gamification Sucks from San Francisco Creative Mornings on Vimeo.

For those of you who don't want to listen to the drivel, Stephanie's initial point is that gamefication is a "shallow and cursory take on what makes games interesting." See? Ignorance.



The problem here is that we have labelled something based, not on it's purpose, but on it's current usage. And to be fair to Stephanie, she addresses this and agrees it has the potential to be a very powerful tool... So maybe we should define gamefication before we go any further.

Gamefication is the process of taking any task not associated with gaming, and applying gaming elements to it. James Portnow does an interesting segment on it in Extra Credits (http://penny-arcade.com/patv/episode/gamification), but this primarily deals with the issue of Gamefication as adapting learning to the classroom through gameplay elements by giving students XP bars and such.



This is a video game designer looking at education from a design standpoint. And it does, honestly, come off a little gimmicky. You can't just take RPG elements and plug them into an FPS game and make it work. Well...maybe you can...


But then again..maybe you can't.

This pretty much sums up how I felt while playing the game...

Point is, it's partly execution. Mass Effect was a well thought out universe and simply adapted some FPS elements to the RPG. It's not a trainwreck of two entirely different playdough colors beings thoughtlessly mashed together.


So what makes you think you can mash RPGs and Education in the same way? Or any gaming genre? No one likes to be beaten over the head with information.

Believe it or not, when you play video games you learn. The fact that when you pick up a game for the first time and you know A is usually Jump, Right Trigger is usually Shoot or Attack, Start usually pulls up a menu interface, etc. is because you've been conditioned to know certain commands execute certain functions. Learning is a type of conditioning. That's why your math teacher sends you home with 100 practice problems a night. It isn't to torture you. It's to condition you to realize patterns in the problems, and you won't even realize you've learned them half the time.


Just imagine what John Nash's professors were like...
Remember this concept. It's important. We will come back to it, and it will be on the quiz.

For now, lets take a few steps back and look at what gamefication currently is and what is wrong with it. Remember those games you played/hated as a kid, but got away with playing them because they were educational? Games like Math Blasters and Oregon Trail?


Those were early attempts at gamefication. The idea that if you had pretty pictures bludgeoning you over the head with things that you found uninteresting, it would somehow trick you into thinking they were interesting....or strong-arm you into submission.

This works...slightly. Mostly because we would rather be playing a sadistic video game than not playing a video game at all. But still, it shows a reckless disregard for necessary design elements in the same way that designers show a reckless disregard for certain educational elements in gamefication.

Trick question of the day: Do you learn when playing?

It's obviously a trick question because I just showed you how games condition responses out of you mechanically, so let's delve into learning conceptually.

I'm going to put in a plug for a game I just recently started playing to demonstrate that answer is YES.

This isn't just concept art. The game actually looks like that.
Eternal Sonata. This game is a wonderful example of proper degrees of gamefication. Remember how we talked previously about Mass Effect combining elements effectively rather than just mashing them together mindlessly? Well Eternal Sonata is arguably one of the best examples of combining Education and RPG mechanics. Does the game have it's flaws? Yes. Mostly due to laziness on the developers part, but this isn't a blog about reviews, as I've stated previously. Play the game and judge for yourself.

What we want to look at is how do traditional educational elements combine with RPG elements to create engaging gameplay while facilitating learning. I'll probably go more in-depth with this at a later time, but for the sake of brevity (which is already lacking in the article), suffice it to say that the game plays like an RPG but as it progresses players also learn about the life and death of Chopin and are introduced to many of his most famous musical pieces (as well as learning about their origins).

I was Chopin you would enjoy learning about me...

See? A beginning music history course taught through a beautiful cel-shaded JRPG and no one is complaining if they can stop studying yet. So let's pause for a moment to reinforce the major differences between Math Blasters and Eternal Sonata.

Eternal Sonata: Original Dark/Light battle mechanics. Increasing difficulty as the game progresses to induce a constant learning curve. Engaging story about many relevant social/philosophical topics including (but not limited to): Perception vs. Reality, Useful does not always equal Good, Consumerism vs. Environmentalism, Propaganda Machines, etc. Beautiful artwork and inspired music.

Math Blasters: Generic Space-esque art. Repetitive/limited sound effects. Only as difficult as is required by 4th grade comprehension standards. Only enough of a plot to allow for the quest to exist. Tunnel focus on math and math alone.

I've had naps that were more engaging...
Life does not exist in a 2 Dimensional context, so why is Math Blasters allowed to? Now don't get me wrong...Math Blasters is doing decently compared to other attempts at gamefication. But why try and shove the sandwich down the kids throat when you can just add honey and he'll eat it himself?



This is the point I am trying to get at. Gamefication does not suck. What sucks is how you are presenting it. Gamefication is an art. It's more than that. It's allowing for greater exposure to art in a nonthreatening way. The key is enjoyment to facilitate learning. Not pretty pictures to facilitate learning. It has nothing to do with scores or points.

Turntable.fm is a great example of gamefication in the ever-expanding music industry. You want to get your sound out? Play this game online and become a reputable DJ in the real world. It's all about engagements. This is a very broad article so we may go in-depth later about mechanics and their positive or negative usage for gamefication (such as points). For now...we march onward.



Now we get to exactly the "how" past of this article.

If you want my guess, it's a pretty simple solution and games like Assassin's Creed, Professor Layton, and Eternal Sonata have already begun working toward this. Make education a component. Not the whole meal. No kid is going to eat his veggies without the promise of dessert. And if the dessert is made of vegetables...

Come on, no one wants to eat that.
Take unique approaches to this medium. History Channel Civil War...I'm looking at you. Just because your game is based on history doesn't mean you have to adhere to it. Take creative license or fresh perspective. That's where film is kicking video gaming's butt. If Red Tails was a video game instead of a movie that would be mind-blowing! A video game that teaches kids about the greatest African American fighter squadron in history! We have tons of flight sims! So why hasn't this been done? Because we're pandering to the adolescent white male in his mother's basement stereotype that, in actuality, isn't really an accurate representation of gamers. Now this leads into problems like the game about Afghanistan that got cancelled because of it's social and historical relevance..but we'll file that into future topics.

Now as some of you may have realized, a lot of the issues with gamefication also exist because of attempts at making them a factor of productivity in the work place. That's an entirely different issue and maybe the answer is you should hire less lazy people. But I'll probably do an article on Gamefication as Facilitation of Productivity when I do more research.

For now, take a look at the inspirational future: http://web.uncg.edu/dcl/econ201/ or http://www.360ed.com/ I'll probably do a segment on Conspiracy Code at some point too...

Okay...lots of good future topics (including one on demographics and stereotypes I'll have to address...) but i think we get the general point. This is a very complex issue, hell...it can even be considered a sub-genre of gaming, but that doesn't mean it sucks. It means it's new. We don't even have all the kinks worked out of the overall industry. With finesse, there is no reason education can be handled in a more engaging fashion. And then some day teachers will work for corporations as game designers.

5 comments:

  1. Basically what she is saying, is the same thing many directors in film try to explain to the masses. It has become what is the most popular and what sales, rather than investing in creating the film to engaged the viewer. In games for example, how much time is spent in to creating a more engaging game. Look at the typical Battlefield of Modern Warfare, is it really engaging? I think not, like she says its a tally of one to one of things the player has done but its not engaging. The same thing happens with movies, the general public wants to be entertain, so they flock to see transformers, because of the action, the explosions and the hot girl; but no substance. But a movie like the Ides of March goes without mention.

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  2. Well I think you would have a hard time proving that Modern Warfare is not engaging. Especially with the numbers it boasts. I think what you're getting at is a problem that transcends just gaming, and that is how to make things more mentally stimulating rather than just compelling. Does "The Girl With The Dragon Tattoo" engage you? Some would argue yes. But do you walk away feeling more enlightened? Not really. Maybe you start considering that rape is a pretty prevalent problem, but that's about it. Now let's look at the movie "The Other Guys". Not a serious movie at all. That's how it engages you - through comedy. But did you walk away with just a little more knowledge about the horrors of misused capitalism? You bet it made some people a little unnerved. This is the line we have to walk as storytellers. Telling an engaging story is a nice trick. Telling a meaningful one that is still engaging takes much more artistic prowess.

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  3. Gamification is my all-time favorite tool for supplementing the learning experience. What many people think when they consider the word "learning" is some sort of abstract, vague activity that results in knowledge eventually being gained. Gamification subdivides the learning process into a series of goals and encourages the player to complete the tasks to reach those goals. A simpler game might tell you all the tasks you need to complete, whereas a more difficult game will let you figure it out on your own.

    You said that education should be a component of a game instead of the whole thing. The reverse is also true: a game should only be a component of an educational experience. The thing that most developers of "educational games" neglect these days is their overarching purpose when making a game. Is your game supposed to be an educational experience with a game component or a game with an educational component?

    That said, every game... Let me rephrase that, every GOOD game needs to have an educational component. If it's just a game and all you do is play start to finish and never learn anything, all you did is waste 20 hours of your life. A good RPG teaches you how to interact with people, a good FPS teaches you how to quickly react to adverse situations, a good puzzle game teaches you how to solve complex problems efficiently. We need more good games.

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    Replies
    1. By the way, I fucking love Math Blaster.

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    2. I completely agree with your statements. My only caveat to that would be in relation to levels of immersion. The way Gamefication is currently being used is as a gimmick. The "educational experience with a game component" is sort of an arbitrary definition because, as you pointed out, "every GOOD game needs to have an educational component". A good anecdotal example from my childhood: in elementary school, we played a board game that taught western discovery in a fairly Oregon Trail type fashion. You needed supplies, fair weather, luck...etc. Now can we tell the head from the tail? Was it a game that happened to teach us something? Or was it a teaching system disguised as a game? I don't think defining is really necessary, or even possible. The two (to make the MAss Effect example again) should be inseparable and cohesive. If you have created an interactive experience that successfully engages and educates, then that (in my opinion) is successful gamefication. This is why I would argue that Final Fantasy or Assassin's Creed are shallow attempts at gamefication, simply due to the tangential learning that inevitably occurs.

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