Can Games Change The World? What
potential do games have beyond entertainment as an influence on society?
This essay will look
into how games can develop and change in the future. It will pose the question
‘Can digital games change the world?’ I want to look at the development of
cinema as a parallel to games growth. For example advancements in film production
over the last 100 years, have led to a Television in every home, connected to a
global network.
In this document, I want to explore other phenomena which have shaped our lives, such as the mobile phone and the internet, also the development of games in so far as they have developed as a “non-serious” arm of media, concluding with a look at the practical application for games in the near future.
In this document, I want to explore other phenomena which have shaped our lives, such as the mobile phone and the internet, also the development of games in so far as they have developed as a “non-serious” arm of media, concluding with a look at the practical application for games in the near future.
Film began with a
camera solely observing everyday life, documenting it and playing back to an audience.
Louis Lumiere is the person mostly credited with the invention of the first
motion picture camera in 1895, although several others had made similar
inventions around the same time. Lumiere and his brother, Auguste, created some
of the very first moving pictures including one of the first public displays of
film: L'arrivée d'un train en gare de La
Ciotat or The Arrival of a Train at La Ciotat Station, an 1895 French short
black-and-white silent documentary film. The audience, in first watching this
film were so overwhelmed by the moving image they ran away, screamed, had similar
reactions, in fact, that the 4D experience has today. “The film had a
particularly lasting impact; yes, it caused fear, terror, even panic." (Karasek
13/5/12 for Der Spiegel magazine). Whether this actually happened is not
confirmed, but there is no doubt it caused an intense reaction among its
audience. This story just goes to prove how far the development of films has progressed
from the days of Two Dimensions.
Like films, games
began in a basic way from humble beginnings. Early examples were puzzle games,
arcade form; simple video games usually based on sports and old traditional games
which had been around for hundreds of years, the aim of the game being to gain
the highest score. The first creation which could be called a computer game was
programmed by A.S Douglas in 1952 for his PhD at Cambridge University; it was a
version of noughts and crosses and was created on an EDSAC vacuum tube
computer.
Film has been around
since the early 1900s, it has been in our culture for over a century. Compare
that to the games industry, which is only been with us a few decades, is often
viewed with suspicion, and is rarely considered an art form. But the Games
industry has had the necessary technological advances needed to evolve much
faster, all made within the last 30 years, I feel the popularity and growth it
is also down to the immersion and sense of agency that people get when playing
a game, it is a sense of interaction that you wouldn't normally get from any
other kind of medium.
“The fastest way to improve someone's everyday
quality-of-life is to bestow on a person a specific goal, something to do and
look forward.” (McGonigal 2011)
This is what games
give to people; they give people that specific goal, that something hard to
work for that part of an epic meaning. It's a way for people to escape the
humdrum of their day-to-day lives and be a part of something bigger; this is
the nature of games.
"The cinema is an invention without a
future" (Louis Lumière) perhaps games are in
a similar developmental position.
The future of games
Just like many of the
phenomena of the 20th-century (radio, film, television, mobile phones and the
Internet), in a relatively short period, games started to play a very big part
in our lives The industry already makes more profit than both the film and
music industries (Neil Long 03/03/08) and has created its very own social
phenomenon, where millions of people all over the world chat and play together
in a virtual universe. There are many different aspects to the games industry
and each or any one of them could potentially generate new inventions. For
example: “scientists are making contact lenses that can contain a television
screen within the next ten years” (The Telegraph 09 Feb 2009), therefore
providing the user with their very own HUD. This route alone has the potential
to enable people to be able to enter a digital world whilst going about their
daily business, thus creating an extension of the internet in our
own lives. Obviously this is something hypothetical, for the future, but even
today I feel that there is a very real prospect that games could be transformed
into practical applications, for example; education, documenting, medicine,
surgery, training, rehabilitation and physiotherapy. I want to explore what
games could potentially do for us now and in the near future, other than just as
a source of entertainment.
Jane McGonigal,
(author of reality is broken 2011) a world renowned games developer and
Director of Games research and development at the Institute of the Future, has been an adviser to companies such as
Microsoft, Intel and Disney. Her aim is to make the world a better place using
games. The Institute of the Future
has created several alternative reality games in an attempt to aid in the
training of people across the globe. I am beginning to see McGonigal’s
endeavours as the future of games.
“By the age of 21, the average young American has
spent more than 10,000 hours playing videogames to put this in perspective
10,000 hours is almost exactly the same amount of time and average American
student spends in the classroom if they have perfect attendance.” (McGonigal
2011)
McGonigal refers to
Malcolm Gladwell’s theory that any person who is extraordinary in their field
has spent a cumulative 10,000 hours in the practise of said field. According to
this theory, every gamer who has spent 10,000 hours gaming has the potential to
be as good as Bill Gates is in his field.
“Malcolm Gladwell first proposed the 10,000 hour
theory in his best-selling book outliers: the story of success. In the
outliers, Gladwell reports on the life stories of high achieving individuals,
from violin virtuoso to all-star hockey players to Bill Gates, and he finds
that they all have one autobiographical fact in common. By the age of 20 the
top performer in any given field had each accumulated at least 10,000 hours of
practice at the one thing that eventually made them superstars.” (McGonigal
2011)
Based on this observation,
we have to wonder whether; if a game can be engaging enough for its subject,
can we teach anybody about anything by using games? Could games be used alongside
regular study? There is a really interesting documentary on Channel 4 at the
moment called ‘Hidden Talent’ (presented by Richard Bacon 24/4/12), which puts
a group of people through challenges to discover if they have a natural ability
for that subject, from being an Opera Singer to a human lie detector (Hidden
Talent, Channel 4, Tuesdays at 9:00pm). Thus demonstrating, if you put a person
through training regime there is the potential to unleash a natural talent for
that subject.
So if games could be
used for educational purposes, where would they fit in? I feel that the
research and theories of Jane McGonigal hold a significant truth. Maybe people
do become the best that they can be when they are in a game and, if we could harness
the mind set of people who are gaming, and recreate it in the real world, would
it mean that instead of just accepting life’s difficulties and traumas, people
could be empowered to improve and to search for the ultimate meaning in their
lives and strive to be the best that they can. Could this be an answer to ending
the benefit culture we see today and giving people back their self-respect?
As an example of how
McGonigal’s theory could work, we can look at the “Pokémon phenomenon”. There
was a study (David Ng 27/1/07) in a primary school where children were asked to
name the Pokémon and to list their skills, they were also asked to do the same
with animals that we have in the real world. In nearly every instance the
children were able to name nearly every Pokémon and list their strengths, but
when it came to listing the animals, a very small proportion of them could even
name all the animals, let alone their attributes.
All very interesting,
but how does this change the world? McGonigal created a series of games set in
an alternate reality; one example was “World Without Oil”, an online game
played from April 30, 2007 to June 1, 2007. The game used social media, news
feeds, player’s videos and forums to make the game as immersive as possible.
The aim of the game was for ‘regular people’ (the players) to invent creative,
alternative solutions to survive an oil shortage. Hundreds of solutions were
created, but a happy and unexpected consequence was that the players changed
their entire attitude and often their long term real world lives, in accordance
with the Oil shortage game.
This is a fantastic
way to bridge the gap between games and reality and bring with it the benefits
of forward thinking. Games could be used as a way of “reprogramming” people to
think differently and possibly ‘Save the World’.
“By design, every computer and video game puzzle is
meant to be solvable, every mission accomplishable, and every level possible by
a gamer with enough time and motivation.” (McGonigal 2011)
Games have a sense of
fulfilment that reality can’t always give, reality doesn’t constantly reward
you for your experience, you don’t ‘level up’ in the real world, also games are
used to escape social pressures and downfalls-anyone can become a hero.
“What the world needs now are more epic wins:
opportunities for ordinary people to do extraordinary things-like change or
save someone's life-everyday. “Epic win”is a gamer term. It is used to describe
a big, and unusual surprising, success: come-from-behind victory, an orthodox
strategy that works out spectacularly well.” (McGonigal 2011)
So how do we use games
to change people’s attitude to life? Pokémon’s creator, Satoshi Tajiri, was
inspired as a child to create Pokémon from his hobby of insect collecting. Once
he was unable to collect insects, his attention turned to videogames, and it
was the love of these two things which helped him to create the Pokémon
characters. Tajiri has an amazing ability to categorise and create these
characters, harnessing his own particular vision of the world and his
enthusiasm for collecting insects.
Research shows that
the Pokémon phenomenon was so clever in delivering its game, that people became
experts in it, learning more about Pokémon than they do real life animals. If
there was a game with a similar format and addiction to Pokémon which used real
life animals, or even real-life geographical locations, or any number of
academic subjects, then people would be able to start bridging the gap from the
game world and bring its benefits into the real world.
As a counterpoint
however; going back to my point about TV’s in contact lenses- if this was applied
to the psychological state of schizophrenia, the merging of the internet world
and the real world for someone with this condition would be problematic, as it
would be too difficult to define boundaries. This though, is an evolutionary
step humans would have to take, but it cannot be rushed.
Conclusion
I think humanity
really does have the potential to improve and fix the human condition, by discovering
how games can create parallel learning. Just like the studies of Pokémon demonstrate,
if we could make an educational version of a game, with real subjects that have
real skills, then we can utilise them and to bring these traits out of people
to create a more positive, educated and enlightened individual. McGonigal’s
theory could work if just half the population of the world applied themselves the
way we do when gaming, that would create an entire generation of optimistic and
intelligent people. We are at our happiest when we are working hard and
achieving, so if our lives were filled with the fundamental skills that games
can teach us, we will be happier as people because life would give us purpose.
We need to streamline this into education, give people their own sense of agency
or ‘epic win’ so that they can achieve from life and in turn, achieve blissful
productivity.
Why should we have to
escape reality through games when games could make our own world better, wiping
out the need for a fantasy world?
Bibliography
…………………………………………………………………………………………………………
Primary:
…………………………………………………………………………………………………………
Primary:
Jane McGonigal reality
is broken 2011
Secondary:
www.about.com http://inventors.about.com/library/inventors/blmotionpictures.html 2012 viewed
13/5/12
http://www.bnl.gov/bnlweb/history/higinbotham.asp viewed
13/5/12
http://www.telegraph.co.uk/technology/4566704/Televisions-to-be-fitted-in-contact-lenses-within-ten-years.html made
09/02/09, viewed 16/05/12
http://www.indiegamethemovie.com/ viewed
18/05/12
http://www.mayslesfilms.com/films/index.html viewed
18/05/12
http://en.wikipedia.org/wiki/Satoshi_Tajiri viewed
19/05/12
David Ng http://scienceblogs.com/worldsfair/2007/01/true_or_false_with_regards_to.php 26/1/07
viewed 20/05/12
Neil Long http://www.mcvuk.com/news/read/its-official-games-revenues-overtake-music-at-retail/016316 03/03/08
viewed 20/05/12
The Guardian http://apps.facebook.com/theguardian/technology/gamesblog/2011/oct/10/tiga-richard-wilson-interview?post_gdp=true 10/10/11
viewed 20/5/12
Research
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“It is games that give us something to do when there is nothing to do. We
thus call games “pastimes” and regard them as trifling fillers of our lives.
But they are much more important than that. They are clues to the future. And
they're serious cultivation now is perhaps our only salvation”. (Bernard Suits
2011 quoted in Jane McGonigal's book reality is broken)
“Playing World of Warcraft is such a satisfying job, gamers have
collectively spend 5.9 3 million years doing it”. (Jane McGonigal reality is
broken 2011)
“The fastest way to improve someone's everyday quality-of-life is to bestow
on a person a specific goal, something to do and look forward.” (Jane McGonigal
reality is broken 2011)
“The design of the workflow is key here: the game constantly challenging
you to try something just a little bit more difficult than what you've just
accomplished. These microincreases in challenge are just big enough to keep
sparking your interest and motivation-but never big enough to createanxiety or
the sense of an ability gap. As one long-time World of Warcraft player
explains, "when accepting a quest, you really have to question if you can
complete it; you just need to figure out when you can fit it into your
jam-packed hero schedule" the endless series of goals and actionable steps
is exactly what makes water war craft so invigorating.” (Jane McGonigal reality
is broken 2011)
“With 10,000 hours under their belts by the age of 21 most of these young
people will be more than just good gamers they'll be exceptionally good gamers.
That's because 10,000 hours of practice before the age of 21, according to at
least one theory, is the number of one predictor of extraordinary success in
life.” (Jane McGonigal reality is broken 2011)
“We’re witnessing what
amounts to no less than a mass exodus to virtual worlds and online game
environment” (Economist Edward Castronover)
“What the world needs now are more epic wins: opportunities for ordinary
people to do extraordinary things-like change or save someone's life-everyday.
“Epic win”is a gamer term. It is used to describe a big, and unusual
surprising, success: come-from-behind victory, an orthodox strategy that works
out spectacularly well.” (Jane McGonigal reality is broken 2011)
“By design, every computer and video game puzzle is meant to be solvable,
every mission accomplishable, and every level possible by a gamer with enough
time and motivation.” (Jane McGonigal reality is broken 2011)
“Malcolm Gladwell first proposed the 10,000 hour theory in his
best-selling book outliers: the story of success. In the outliers, Gladwell
reports on the life stories of high achieving individuals, from violin virtuoso
to all-star hockey players to Bill Gates, and he finds that they all have one
autobiographical fact in common. By the age of 20 the top performer in any
given field had each accumulated at least 10,000 hours of practice at the one
thing that eventually made them superstars.” (McGonigal 2011)
“By the age of 21, the average young American has has spent more than
10,000 hours playing videogames to put this in perspective 10,000 hours is
almost exactly the same amount of time and average American student spends in
the classroom if they have perfect attendance.” (McGonigal 2011)
Jane McGonigal
reality is broken 2011
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