Thursday, June 14, 2007

Serious Games are Serious Business

If you're not yet familiar with the term "serious games," it refers to the idea of using games as business and communication tools (as opposed to simple playthings for the consumer market). Earlier this week, the 4th annual Games for Change festival was held to showcase a fledgling breed of serious game-- activist gaming, wherein nonprofits and indie game developers are putting heads together to create games to promote social causes.

I got involved in some SERIOUS BUSINESS too, and covered the event for Gamasutra. Check out my big-girl cover feature! I also interviewed the VP of Global Marketing for Microsoft's Interactive Entertainment business-- but couldn't find a place in the feature for the brow-raising quote he gave me that Forza 2 can "absolutely" train people to be racecar drivers. Nor would I include it even if I could; that's the last thing we need to feed the fire of the world's Jack Thompson Army.

The Cliff's Notes-- games totally can spread a message to millions of people, and motivate them to act in favor of a good cause, or against injustice. But in all of this grand, socially-conscious idealism, what's getting buried is the idea that these games still need to be good, well-made, solid and entertaining games. Nobody wants to play a grim sim for four hours to get "the message," and maybe the best way to educate people about something overtly dull-- say, gerrymandering-- isn't to get them to draw constitutional districts by hand. Most of the games I got to play at the festival were not yet at the point you'd call commercially viable-- still, games for something other than sheer play has a lot of revolutionary potential. Time now to stop discussing potential and to start making good, effective games!

One of them I did like was Ian Bogost of Persuasive Games' Airport Security, a funny little game designed to make the point that security restrictions in airports are arbitrary and pointless. It's fun, it's simple and it gets the idea across. It won the award of "Best Social Commentary/Art Game," too! But that's what I'd expect from Ian and Persuasive Games. One of the areas of concern with these activist games is that many of the people there are only casual gamers, or not particularly educated about the industry-- for example, almost all of the attendees (academics and nonprofit workers) with whom I spoke at the event had never heard of Gamasutra. Which would be fine, except these are people who want to make independent games.

So, we've got some work to do, but overall the festival was a fantastic experience, and it was enormously inspiring to see a panel of schoolkids' homemade educational machinima. I was in high school less than ten years ago, and such a thing wouldn't have even been possible so recently. Wow! The panel demonstrated not only how the kids were learning to use gaming tech to spread a message, but how they themselves learned a lot about various causes by creating the videos-- gaming educating people while they educate others. Win!

10 comments:

Phalligator said...

Did the kids have "message" guidelines at all or did they get to define what was important to them?

My organization is planning a conference for January 2008 titled "Sex/Tech: STD and HIV prevention for youth." We are storing ideas for ways in which to get creative youth participation and also youth teachers/presenters. You just gave me/us some wonderful ideas.

Would love to talk more about small scale games for change projects.

SVGL said...

I think they were given some ideas to choose from, but it seemed to me that mostly they divided into groups and each group chose and researched the issues that were meaningful to them. They put together machinima using The Sims (I think), and dubbed all their own voice-over work; each machinima that they made looked like an ad or public service spot for the cause-- anti hate-speech, for example. Very cute.

Check out the Games for Change site at www.gamesforchange.org-- all the contacts are there, if you're looking for some info on these kinds of projects. You might also want to dig GlobalKids, at www.globalkids.org-- I think that they in particular were responsible for the panel featuring the teens.

Phalligator said...

Thanks so much...I'll do more research. This is super cool.

SVGL said...

Do let me know how it turns out-- and let me know if I can help somehow.

Colette Bennett said...

ZOMG UR FAMOUS.

Tim said...

That was a really great article.

I think it's interesting, the idea that serious games should be looking to making games that are good games first a foremost, with the message following naturally. Games which are fun bring in an audience that might not agree with the message, but listen to it all the same.

All mediums seem to be able to do this to some degree, but the potential in gaming is so much greater. In movies it's sometimes the more subtle messages which are the most effective, when level of engagement in the story is the focus.

It seems logical that the more engaging a game in terms of gameplay, the more open to it's message it's audience will be.

To some degree all games already send out messages. Thinking of Duke Nuken and it's parody of the seedy side of popular culture. Much like GTA.
These messages might not be very serious, but they definitely have influenced culture.

Mainstream messages are very very prevalent in gaming. Just think of the all pro American shooters out there.

In Counterstrike there no narrative at all, the gameplay is why it's a success, yet the idea that terrorists are the bad guys reinforced each level. The Americans and Europeans are good, the Arabs and old Russian block are the bad. This assumption has been around as long as we can remember.

Mainstream gaming really reflects the most mainstream elements of our societies. Racism, sexism, nationalism, consumerism, they all end up in there intentionally and unintentionally.
At the same time there are games which include counter culture, classic example Beyond Good and Evil. An awesome game with a strong message. Not the best example since it's sales were poor, and no doubt many blamed it on it's message. Rather then on marketing (and I think it was because they should have made the game with an older audience focus).

Do serious games mean making games with messages? Or making games with the intention of a message?

I rambled a bit. I think I forgot what I was going to say.

Anyway... Great article!

SVGL said...

I think I get what you were aiming at, Tim. And you're right in that a bad game about a good cause is only going to catch the interest of people who are down with the cause already. To open a topic to a new audience, the experience needs to be both effective and entertaining.

Phalligator said...

I will definitely have more questions for you as we movie forward with including gaming topics into our conference. Thanks for the offer!

SVGL said...

Anytime. I don't claim to be an expert from the development standpoint-- I'd hit up Ian for that-- but if I can provide any insight on gaming in general, I certainly will. I've worked a lot with kids of various ages (tutoring, drama coaching, casual stuff) so I might have some ideas. You can email me anytime at leigh_alexander1 AT yahoo DOT com. ^_^

AC said...

Great new Serious Games Portal site !
Has profiles of serious gamers, forums, blogs, news, pictures and video all in one place. Plus links to all the best serious games content including: blogs, forums, podcasts and communities. Find links to serious games companies and research centres.
Customise your profile page's look and contents. Paste in widgets, youtube, any html. Start a serious games blog or add an RSS feed of your existing blog. Import your flickr pics, comment on others videos, pictures and posts.
It's like mySpace for Serious Games !
---------------------
http://seriousgames.ning.com/
http://seriousgamesblog.blogspot.com/