Friday, 18 May 2012

Persuasive Games: The Expressive Power of Video Games

For my research a read a book called 'Persuasive Games: The Expressive Power of Video Games by Ian Bogost(2007)'. One certain chapter related well to my chosen topic of how future gaming technology will encourage players to utilize learned skills from the virtual to real world. Chapter 10 interestingly named 'Exergaming(Bogost 2007, p.294)'

Within this chapter Bogost(2007) talks about how video games are commonly looked upon as entertainment hazards that cause obesity amongst gamers, as playing is usually a stationary activity, as watching television. However, he mentioned that back in the 1970's during the days of arcade cabinets, gamers had to physically stand up to play the game and often reacted to the game play with significant body language, whether winning or losing. Another reference was added to people playing on pinball machines during World War 2 often engaged with the device on a more physical level. Crouching over the machine, frantically tapping buttons, tilting and bouncing with the suspense of losing the ball. The immersion of the game encouraged the player to move out of his own accord.

However, as soon as gaming consoles were produced and controls were put into the physical hands of players, it was no longer need to stand up and move around. You had complete control of the game by a small device in your hands, whether it a pad or a joystick. Like previous arcade venues in the early 80's, players went out to these places to social with friends and compete in competitions, but since the release of home consoles, it gradually lost that social community and began generating quite the reverse affect, away from people confined to a room with our homes. Although in our current generation, video games are quite social form of entertainment with the inclusion of online multiplayer attributes. Players can get involved with people all over the world to compete or cooperated in team based goals. However, although it has created a new form of social interaction, in reality the player is still confined to a room in their homes. This is where gaming technology has focused on getting people playing together again, making it a social activity for all audiences no matter what age or gender. Making games more accessible for everyone to be involved in meant that social community can be rebuilt. With new consoles such as the Nintendo Wii(2006) and Xbox 360's Kinect(2010), people from all walks of life can partake in social and exciting physical games that can appeal to everyone. Within this chapter Bogost(2007) said and I quote "Whether not such activity could be deemed exercise is questionable, but it does suggest an intimate relation between physical movement, especially rhythmic and repetitive movement and the video game itself(p.295)" although some games are specific to fitness, most interactive, motion controlled games include those qualities in which players need to be a part of in order to play the game successfully. With the game being immersive and exciting, it isn't even thought of that the game is being primarily controlled through physical exercising motions.

It was interesting to see how Bogost(2007) devised certain elements that are utilized within 'Exergaming(Bogost 2007, p.294)' activities. 

These are:

. Running
. Agility
. Reflex
. Training
(Bogost 2007, p.296, p.298, p.303, p.305)

These 4 elements are represented in most physical based games whether old or new. It was interesting to see how Bogost(2007) referenced how older games have influenced new gaming technology, to get players to be social and physical again. He explained how old carnival games required a lot of focus, stamina and reflex in order to successfully win. He states "Instead, they demand carefully timed physical response to external stimuli, usually visual stimuli" this structure of game play is ironically used in our modern day games that use physical based activities. All 4 elements Bogost(2007) states are incorporated with present gaming technology, enhancing player's physical stamina in order to succeed. Not all Wii games primary focus is that of obvious fitness, ALL games require a significant amount of physical activity in order to successfully complete the game. 

This is when I became fascinated how Jane McGongal's(2010) speech began linking itself to Bogost's(2007) 4 physical gaming elements. Although he looks more so at prehistory 'Exergaming(Bogost 2007, p.294)', the inclusion of Jane's speech brings those ideas to our present gaming technological advancements. Here are Jane's(2010) 4 elements again:

. Urgent Optimism - Extreme self motivation, where the player is encouraged to reach a goal in hopes they will become successful and earn a reward.

. Social Fabric - The social connection between players built on trust. Devoting time to one another and aiding each other in their own objectives. Creating a huge social network where players can depend on one another for success.

. Blissful Productivity - Gamers are determined as human beings to work hard, have been given the right work for them. It is why so many players spend hours a week playing online games, to work hard and achieve.

. Epic Meaning - Giving the online game deeper context, explanation of events and the virtual world makes the experience richer for the player. Games with a definitive, deeply structured world are able to fully immerse the player. Games such as World of War Craft(1994), Maplestory(2003) and many others. Every mission, activity, event, character and environment all contribute critically to the game world.

With both Jane(2010) and Bogost's(2007) elements, this is the makeup of our current gaming technology. Old school physical activities are implemented with assets that engage the player and keep them immersed. Nearly all modern video games today use a recording system that tracks the statistical skill of the player, presenting them with their goals and how to hit targets, constantly encouraging them to do better for greater rewards. This information combined, to me clearly shows how important the technology within video games is for our future. It now combines skills in which are learned, improved and utilized from the virtual to real world. Whether it's improving mental or physical abilities, video games are finding ways to not only bring people together, but improve their way of living.


Bibliography:

. Bogost, I.(2007) Exercise. In : Bogost , I. (2007) Persuasive Games The Expressive Power of Video Games. Massachusetts: Ian Bogost.

. TED (2010) Gaming can make a better world [Internet] available at < http://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world.html>. Accessed May 2012

Essay Idea: Technology and The Future of Video Game Persuasion

For my essay I really like the idea of talking about how new technology is inspiring people to be part of the gaming community. How video games are becoming more accessible for all audiences and seen less as an antisocial media. How new technology is utilized to encourage a wider audience to get involved with video games on a more performance based level.

Video games are often looked upon as an antisocial activity in which one spends too much time inside and stationary. Many also find playing Video games in such confinement is bad for the health, which to some extent is a true factor. However, with the development of game technology, the gaming community is growing and inviting all sorts of people to get involved. The gaming industry now has new audiences to appeal to, making the step into the future exciting and limitless. With new technology bringing players together in a broader social atmosphere, gaming can improve the way people approach day to day tasks, similar to Jane McGonigal's(2010) theories. Making games that can teach people new skills that can be replicated or transferred to reality, will encourage player's to positively approach real life situations.


In current gaming technology, the next generation consoles can provide consumers with a high tech, virtual experience that freely allows them to perform and achieve in the real world. I will look at two gaming platforms that I believe are the most successful at innovatively pushing the industry forward and forging that new gaming community.


Nintendo Wii(2006) and DS(2006)

Nintendo has always be a forerunner for producing new, innovative ways for people to play video games. The Nintendo Wii(2006) and DS(2006) console systems have been the most accessible and fastest selling in our current gaming generation. The Wii(2006) console sold 20.53 million units during the 12 months ended March 31, attaining sales of 70.93 million units since its 2006 debut. As for the DS(2006) the Kyoto, Japan-based company still reported robust hardware sales. The DS(2006) further cemented its place as the top-selling handheld of all time by selling 27.11 million units worldwide during the year, totaling 128.9 million units life-to-date. Of that, some 17.82 million were DSi's(2007) and 2.08 million were DSi XLs(2008)(Tor Thorsen 2010) 

Wii(2006):


The Nintendo Wii(2006) was the first of it's kind to bring high tech, wireless motion devices to the 7th generation of console. It has released hundreds of games that require primary interaction via the wireless motion controller. The freedom with that technology has enabled the Wii(2006) to appeal to a wider demographic of consumers. From children to the elderly, the console is able to bring people together in sociable, exciting and rewarding performance. Gaming before has always been seen as a stationary activity, but since the Wii's(2006) release, gaming has been encouraged to help improve the welfare of all ages! For example games such as the Wii Fit(2007) are an interactive, fun experience that rewards the player for exercising. Fitness is usually overlooked in the gyms for it's lack of enjoyment, but implementing the same techniques into a game, means the player can still get fit but have fun as well, which as we all know with exercise isn't so achievable! Playing the game then becomes a performance that can affect the outcomes of the player in reality, encouraging them to the play the game more to improve their skills in fitness. Another popular game is Just Dance(2009), which is an incredibly immersive hilarious and fun way to get together with friends or relatives. Competing or cooperating together to dance to their favourite music, which heightens the positive atmosphere of multiplayer gaming and helps improve fitness and rhythm too!. There are many games on the Wii(2006) that challenge a variety of players across all demographics, but also apply very sociable and rewarding affects that encourage them to want to stay involved. This is a prime of example of how gaming is becoming performance based. Depending on how you physically react within the game, will determine the outcome. The more you physically and mentally interact with the system, the more your in game skills will be able to be transferred to real life scenarios.

The Wii(2006) is a very physical system that encourages players to get off their couches and become part of exciting new way to play games.

DS(2006):

The Nintendo DS is also one of its kind as a handheld system to have a touch and dual screen. Although not as physically demanding as the Wii(2006), the DS(2006) still requires specific motions in order to play the game. This particular piece of technology makes playing games more immersive for the consumer. AS with the Wii(2006), the Nintendo DS(2006) has produced many games that are proven to develop mental and physical skills across a wide audience. Some examples include Brain training(2006), in which any age of player can improve their mental abilities through routinely exercises. This has proven to do many things such as improving the brain functionality of the elderly and school children. The DS(2006) is also popular for a game series know as Professor Layton(2007), which implements a unique way of puzzle solving. The game includes an exciting and aesthetically appealing, animated story which affects the difficulty and types of puzzles you have to solve. Being able to solve one of the puzzles itself, with the overall design feels rewarding to accomplish. This is one of many games that have succeeding across a very broad audience. Aside from puzzlers there are still many games that exist, that are capable of improving player's physical and mental skill, that can be transferred to reality. Some brief examples as My Health coach which trains player's how to keep on top of fitness, or to stop smoking. There also games to teach players how to speak different languages, improve arithmetic skills or learn how to cook new recipes. The Nintendo DS(2006) is an incredibly unique and successful device that focuses on inviting everyone to play, no matter what age or interest.

Here is an early advertisement of the Nintendo Wii(2006) showcasing how the console will bring people together, to perform in sociable and exciting activities:



Microsoft's Xbox 360 Kinect(2010)


From November 2010( to present, the Xbox 360's Kinect(2010) sensor camera has sold over 10 million systems and games(Tim Stevens 2011). Having sold 8 million units in its first 60 days on the market, Kinect(2010) has claimed the Guinness World Record of being the "fastest selling consumer electronics device"

Although the Nintendo Wii(2006) was the first of it's kind to bring affective motion control gaming, the Xbox 360's Kinect(2010) sensor raised the bar in technological advancement within the industry. Unlike the Wii(2006), the Kinect(2010) system requires no form of controller for the player as they ARE the only asset needed to interact with the hardware. With both sound and motion tracking, the Kinect(2010) system can not only register voice but also track your entire body with a 3D motion recording device. It registers the depth of field in which the player are presented in, whether front room or bedroom, the Kinect(2010) device can establish every move you make with your arms, legs, body and even facial expression! With this new piece of innovative technology, video games have once again managed to create a new way for people to play.

Although the Kinect(2010) adopts a similar method to the Nintendo Wii(2006), it still holds it's own on getting people to come together and play games as a sociable and exciting activity. Encouraging and inviting players from all walks of life, to get involved and experience something new. The Kinect(2010) is able to deliver the same methods of game play as the Nintendo Wii(2006), minus a controller and with an accurate 3D motion sensor. Thus making the types of games that can be played, more technical, more realistic and more exciting.




Initially the Xbox 360 would've been looked upon as a hardcore gaming machine that only really appealed to the dedicated gamer, but now with the release of Kinect(2010), the console is able to invite a whole new audience to experience the power of the machine. High definition graphics, full body 3D motion sensor, voice control and achievements to go with it! making the whole experience feel rewarding no matter what activity you get involved in. In terms of software available, it is also very similar to the Wii(2006). Fitness games, dancing games and now even fighting games are used to increase the skill of the player so they can then transfer their new talents to real life situations.

Here is the first advertisement for the Xbox 360's Kinect(2010), showing off it's incredibly innovative technology and how controllers have become a thing of the past:



Overall, the contribution of new technology within the gaming industry is increasingly encouraging all types of people to get involved with video games. This is with the application of making games that appeal to all demographics, regardless of age or gender. Many of the games in which can hone new skills for the player. With regular application many consumers can benefit from playing these new games and will be able to solve situations in reality.

Bibliography:

. Gamespot (2010) Wii sales near 71 million DS almost 129 million [Internet] available at <http://uk.gamespot.com/news/wii-sales-near-71-million-ds-almost-129-million-6261400>. Accessed May 2012
. Engadget (2011) Microsoft sells 10 million Kinects 10 million Kinect Games [Internet] available at <http://www.engadget.com/2011/03/09/microsoft-sells-10-million-kinects-10-million-kinect-games/>. Accessed May 2012
 
. BBC (2010) Kinect gets UK release date [Internet] available at <http://www.bbc.co.uk/newsbeat/10996389>. Accessed May 2012
 
 

Video Game Simulators

Video Game Simulators have become an increasingly popular genre for a lot of players in our decade. They are primary utilized to give the player a realistic perspective of how something works. There are many examples of how simulators are used to benefit people in real life scenarios.

Some simulator examples vary from games such as:

. Flight simulator - Controlling an aircraft from all parts of a flight, from taking off, mid flight and landing

. Crane simulator - Learning how to man a crane using realistically complex control and implementing those skills to build certain types of structures, such as bridges or houses.

. Farm simulator - Learning how to realistically run a farm taking into account animal welfare, weather conditions and crop management. 

. Racing simulators - Learning how to drive a racing car. Player is even more physically involved with the inclusion of steering wheel, vibrating chair with seat belt, gear boxes and pedals. These assets help bring the gaming experience to life, making the situation feel more realistic.

There are hundreds of different simulators available to play, which all replicate the ways in which the real thing would function. This attracts a lot of attention as it is the closest thing representation of the real thing. Being able to transfer skills from game to reality.

As previously mentioned, this can be implemented within warfare tactics, such as marksman training with fake weapons and interactive computer technology.

These simulators are often used to train many types of people when facing real life challenges. One of the most popular is that of Hazard perception and virtual driving exams. People can interact with a video game like scenario that mimics a real life situation. Training with the game helps perfect and enhance skills that can effectively be used to solve real problems. This shows just how affective interactive games can be.

Here are some video examples showing realistic simulators that are used to hone skills in reality:


Flight simulator for training pilots.


F1 Simulator training


Farming Simulator


Although a lot of simulators are used to improve skills in reality. They are also used as a normal piece of gaming entertainment. A lot of players like to be in control of a universe that takes more complex skill without getting their hands dirty. A game that represents that sort of game play style is 'The Sims' where players can control the lives of virtual characters, act as god controlling everything in their lives, from relationships to jobs and household chores, fulfilling their needs and building their lives for them. This sort of game can be highly addictive as it is consistently changing, gradually increasing in difficulty and rewarding generously. The more you play, the better your Sim's life can be, making them wealthier and more qualified for a better future. It's very ironic and amusing how gamers who play The Sims often neglect their own life for the sake of their virtual people. A similar game known as 'Animal Crossing' also uses a similar method of interactivity, encouraging the player to continue by offering endless possibilities and rewards.

Primary Research: Personal Experience with FPS

First Person shooters are one of the most popular genres in our generation, it is also my favourite type to play for years. One of the most popular FPS game franchises is the 'Call of Duty' series which as of February 2012, 40 million players actively play every month, generating billions of dollars every year. Modern Warfare 3's released in November 2011 obtained $1 billion dollars in the first 16 days from release, making it sell stronger than the movie 'Avatar' which took 17 days to reach the same amount.

Although there is a lot of mixed opinions when it comes to the FPS genre, it cannot be denied the affect whether positive or negative, it has on our gamers today. Although in many discussions games such as 'Call of Duty' do generate a lot of bad press based around the content actually within the game. The question of morality is often criticized especially when many are lead to believe it is the reason gamers can be aggressive. I personally think playing FPS is deeper as a genre than people think. Although it is hard for some to establish why we love killing and shooting in games, it is something that has been happening for centuries, especially with the younger generation. Games even before consoles were created, implemented the military aspect. Toy soldiers, for example is a game for children where they can act like an 'adult' being in control of a situation or being a hero.

As I previously stated, understanding whether FPS persuades us to be violent, is a difficult subject. Ideally, most FPS games today are rated 18, so mature content is suitable for those of the appropriate age. However, with our younger generation getting more involved with technology and having so many peers being involved with the genre, it is hard to protect children from being exposed. I personally think with the elements mentioned by Jane McGonigal, FPS generates many ways in which players become immersed with it. There is plenty of reward within FPS games, leveling up, getting new weapons, better ways to customize, icons and motto's. Being able to create clans and work as a team in a very believable environment. Especially with how graphics and design are vastly improving in the genre, it can be very engaging for most gamers.

I strongly believe the reason why FPS appeals to the younger generation is due to how they've been exposed to war. Soldiers and war are often glorified in various types of media such as film and game. Showing how you are the hero, how YOU as the player defeat the enemy, becoming an invincible individual. Within an FPS game you hold an important responsibility to fight, to kill as many as you can and die as little as possible. The more you kill within the game, the greater the rewards, but this desensitizes the war aspect because within a game, it's fictional, if you die, you can re-spawn again. There is no real fear of true war, as it's portrayed in a manner with no fear and constant reward. With that exposure to praise, I believe it appeals to younger audiences as they do not look at it as war being a serious matter. Although I also believe games should be played by those of the appropriate age, it is understandable as to why it appeals to younger children, toy soldiers, being a hero, being an 'adult'. When I was a child myself, I always wanted to do things I wasn't able to, because I was too young it made me really frustrated. With our younger gamers today, it's something they're more inclined to want to be a part of. With Child psychology, when being told they cannot or should not do something, they instantly WANT to do what they're not supposed to.

Despite that information, I've got a series of examples to how the FPS genre has inspired and persuaded various types of players to implement virtual skills into real life. Although it also can be frowned upon, the FPS genre often encourages a lot of people to get involved with real life scenarios, as they believe their skills within a virtual world will pay off in the real world. To some extent that is a true statement, but in other circumstances it is not. It can have both negative and positive affects.

Here are some video examples showing the different ways FPS encourages people to act in the real world:


Here is a video of children reenacting in game content from the Call of Duty: Modern Warfare series, using Nerf guns (foam projectiles) Although these guns are designed for children, their behavior within the video is obvious that they have been influenced by an older rated video game. It is very popular for children to act like heroes in reality, because they're so influenced through media. Such a superman for example. Pretending to be something superior to you makes you feel really accomplished. There is no difference here.



Here is a more mature example of how people come together to partake in a popular sporting event known as 'Airsoft'. This is an active game using gas, electric or spring powered replica rifles, with real players taking on fictional missions in various realistic environments. Although there is very little risk of harm, this game is psychically and mentally demanding. Many people get involved with the sport based around experiences they've had with video games, testing themselves to see if they are as good in reality as well as the virtual world. Airsoft implements realistic warfare tactics, including team based strategies and missions. This is the closest people can get to real warfare.



Here is the final example of how the FPS genre has inspired and influenced people. Many military soldiers  use the FPS genre to perfect marksman skills and team based tactics. Using a video game can improve the performance of soldiers by putting them into virtual situations that can replicate real warfare scenario's. It's a cheaper and effective way to improve combat training.


This is an example of how video games can be persuasive enough to change how people react in the real world, whether positively or negatively.

Bibliography:

. Accessed May 10th
' http://news.cnet.com/8301-13506_3-57341439-17/call-of-duty-modern-warfare-3-makes-$1-billion-in-16-days/ '

TED, Jane McGonigal: Gaming can make a better world.



In this TED presentation, Jane (2010)discussed her beliefs of how video games and gamers can change the real world through playing. I found Jane(2010) McGonigal's presentation very inspirational and encouraged me to look at games with a broader perspective. Being a gamer myself, I understood a lot of the information Jane(2010) shared about how video games MAKE players FEEL and how they develop key skills that can be applied to real life situations.

Jane(2010) mentioned the average amount of hours players devoted to online games were around 3 billion a week, which naturally would seem more like a problem than something to praise. But to her, she believes that figure needs to increase within the next decade if the world is to see a better approach to real life dilemmas "If we want to solve problems like hunger, poverty, climate change, global conflict, obesity, I believe that we need to aspire to play games online for at least 21 billion hours a week, by the end of the next decade(Jane 2010)"

As previously mentioned, being a gamer myself I could relate to a lot of the information that was being said. Being a part of virtual world where you are your own hero, you have roles, jobs and goals that are challenging but very rewarding. You are consistently faced with problems and issue that only you, the player can resolve, but a game never gives you that sense of feeling unaccomplished, even if you think a task isn't going so well, there is no real failure within video games. You can always restart a mission and work yourself harder to achieve your goal. This sort of ethic is seen in most video games. Something can be difficult, challenging and complicated, but you're always encouraged to try harder and be determined to get that sense of accomplishment or reward. Aside from the challenging goals aspect, video games are a thriving social network which link players together in order to achieve. Either working as a team or playing against each other, the commitment to playing an online game creates a strong bond of trust, that is evident throughout game play. Jane(2010) states "If we want to solve problems like hunger, poverty, climate change, global conflict, obesity, I believe that we need to aspire to play games online for at least 21 billion hours a week, by the end of the next decade(Jane 2010)"


Jane(2010) mentions these qualities in into 4 forms:

. Urgent Optimism - Extreme self motivation, where the player is encouraged to reach a goal in hopes they will become successful and earn a reward.

. Social Fabric - The social connection between players built on trust. Devoting time to one another and aiding each other in their own objectives. Creating a huge social network where players can depend on one another for success.

. Blissful Productivity - Gamers are determined as human beings to work hard, have been given the right work for them. It is why so many players spend hours a week playing online games, to work hard and achieve.

. Epic Meaning - Giving the online game deeper context, explanation of events and the virtual world makes the experience richer for the player. Games with a definitive, deeply structured world are able to fully immerse the player. Games such as World of War Craft(1994), Maplestory(2002) and many others. Every mission, activity, event, character and environment all contribute critically to the game world.
(Jane 2010)

Within a video game, you are the hero, you are your own contribution to the game. With limitless possibility, goals and rewards, the entire virtual world is yours to make what you want of it. Making new friends and working together, becoming wealthy or famous. Partake in unique jobs catered to your character. Everything becomes personal for the player, their own individual world in which they can actively be an important part of. With this mind set of many gamers, the contribution to physically act in reality becomes discarded. Reality is difficult and is not as rewarding or generates as much positive feedback as video games. It is obvious how a gamer would prefer to be engaged within video games more so than reality.

Jane's(2010) solution to this is to make video games apply ways in which player's are encouraged or persuaded to use their virtual skills in real like scenarios. She looked into the historical references that showed how the application of games encouraged people to be proactive in reality. 2,500 years ago in Greek history, the Kingdom of Lydia suffered from a great famine. The people were starving, depressed and eager to find a solution to their problem. That is when Herodotus, came up with the idea to make a dice based game that would distract people from being hungry and make them happier. After significant time had passed, the famine still remained, but the overall moral of the people was better and encouraged them to go on a journey to find another land capable of feeding them. From this Jane(2010) believes that games can actively affect how people react in reality, if they're made in a way that in game skills can be utilized in real life.

Jane(2010) as a game designer produced some examples of how video games can be designed specifically to captivate a player in a world where they can not only play, but also implement their skills in reality by learning. It was interesting to see how she made games based around real life issues and how she invited players to be part of a community that could solve those problems. Being able to make videos, blogs and social with others on how to come together to solve problems, whilst still feeling achieved and rewarded. One website 'Who We Are: Institute For The Future(IFTF 2010)' demonstrates the information from players and how they make solutions to the situations within the game. It is a very socially connected game and shows a lot of individuality with players/contributors. 

Overall I agree with Jane(2010) on the prospect of making people be involved with games in the next decade. Games are the strongest way to encourage people to do something, they can be very persuasive when put into the correct context. This should be implemented within games so people can develop their virtual skills in real life problem solving.


Bibliography: 


. TED (2010) Gaming can make a better world [Internet] available at <http://www.ted.com/talk/jane_mcgonigal_gaming_can_make_a_better_world.html>. Accessed May 2012

. IFTF (2010) Who We Are Institute For the Future [Internet] available at <http://www.iftf.org/people/iftf>. Accessed May 2012


. TEDTalksDirector, (2010) Jane McGonigal Gaming can make a better world . [YouTube video] Available at <http://www.youtube.com/watch?v=dE1DuBesGYM> Accessed May 2012