Games as Social Activities staffan.bjork@chalmers.se But first some practical stuff Exercise 3 later today Use supervision time Same procedure as last time Find me in my office Remember low fidelity testing next week 10.00-15.00 Tuesday Contact me if you need specific materials Meet at Torg 3 (here) Today’s lecture How Can Games Affect Us? Ethics and Games Serious Games Today’s lecture focuses on the aspects of playing games where it is important that humans are playing it But first a game… or three… By Edward Castronova Game #1 N coins in the middle 3 Players Object: Get coins Each round, each player may remove coins from the middle A player cannot take more than N/3 coins Start Moves are written on a piece of paper The papers are shown at the same time The coins left in the middle are doubled If N < 3, the game ends, see who wins Otherwise play again, go to Start Game #2 As game #1 but … A extra player Player 4 taxes each player 1 coin per round Player 4 commands the other players before moves are recorded Players who disobey are “killed” and replaced with new players Game #3 As Game #1 but… All players may suggest 1 rule per round in clockwise order All players vote on the proposed rules, first rule with a majority vote goes through (and no more suggestions that round) Any player may accuse another player of breaking the rule after coins have been distributed Trial by jury of the other players Condemned players are killed and replaced Which game do you prefer? Why? What is the most efficient regime for banning players who break (implicit|social) rules? Response A: “I do not care that players break the rules” Response B: “I should be free to do whatever I want.” Response C: “The group must not decide.” What if these games are models for anarchy, dictatorship and democracy? Do you want to change your opinions or arguments? Games can model reality Players can bring opinions to the game, and depending on the rules approve or disapprove with what happens Is this true? The experiences within the game can affect the players outside the game if they are aware of the connection Is this true? Games can model reality, cont. Game mechanics Common resources Tragedy of the commons Voting Banning Castronova uses these games to make points about real-world laws And blurry lines, e.g. property in MMORPGs Some game-like cases Stanford Prison Experiment Students volunteers Rules ½ guards ½ prisoners Random selection No physical violence Paid $15/day Dehumanization Given a number Physical exercise Stripped naked Sleep deprivation The Lucifer Effect (2007), Zimbardo. P www.lucifereffect.com Milgram’s Obedience Experiment Paid to be technician Help in a study of memory and learning Apply shocks to trial people when told to by supervisor Range from 15 to 450 volts 150: strong shock 315: extremely intense shock 450: XXX Trial people actors The Lucifer Effect (2007), Zimbardo. P www.lucifereffect.com Milgram’s Obedience Experiment, cont. 2/3 of the test people went to 330 volts where no sounds came from the actors Nearly all continued to 450 volts Pre-experiment poll few (average 1.2%) were prepared to inflict the maximum voltage Colleagues believed very few subjects would progress beyond a very strong shock How Can Games Affect Us? or Can Games Affect Us? Two views from Media Studies Active media theory The media affects the user Through its content Typically studied through empirical experiments Active user theory The user interprets the media Based upon previous experience Typically studied through studying/interviewing the users Raph Koster A Theory of Fun Games are about cognition, and learning to analyze patterns Fun is the body’s way of rewarding the brain for learning something Jonas Linderoth – creating meaning Study of children playing games Focus on how they create meaning while playing games Using the concept of frames (from Goffman) Five patterns of interaction Frame oriented towards Rules Frame oriented towards Theme Frame oriented towards Aesthetics Frame oriented towards Internal Dynamics (between the other Frames) Frame oriented towards External Dynamics (primarily how other activities relate to the Theme frame) James Paul Gee – learning principles Looks at games as specialized activities All specialized activities develop own set of meaning – becomes a semiotic domain (similar to the concept of frames) James Paul Gee – learning principles 1. Active Critical Learning Principle 2. 3. 4. 5. 6. Agency Design Principle Semiotic Principle Semiotic Domains Principle Metalevel Thinking about Semiotic Domains Principle “Psychosocial Moratorium” Principle Crawford’s and other’s points about safety 7. 8. 9. 10. Committed Learning Principle Identity Principle Self-Knowledge Principle Amplification of Input Principle 11. Achievement Principle 12. Special Effects Closures Practice Principle What Video Games Have to Teach Us About Learning and Literacy James Paul Gee – learning principles, cont. Ongoing Learning Principle “Regime of Competence” Principle 13. 14. 18. 21. 22. Reflection in Action Interesting Choices Situated Meaning Principle Text Principle Intertextual Principle Multimodal Principle “Material Intelligence” Principle Multiple Route Principle 16. 17. 20. Flow Probing Principle 15. 19. Intuitive Knowledge Principle 23. 24. Tool use E.g. “Muscle memory” Subset Principle Incremental Principle Flow James Paul Gee – learning principles, cont. 25. 26. 27. 28. 29. 30. Concentrated Sample Principle Bottom-up Basic Skills Principle Explicit Information OnDemand and Just-InTime Principle Discovery Principle Transfer Principle Cultural Models about the World Principle 31. 32. 33. 34. 35. 36. Cultural Models about Learning Principle Cultural Models about Semiotic Domains Principle Distributed Principle Dispersed Principle Affinity Group Principle Insider Principle Different types of learning? Tacit knowledge Explicit knowledge Craft skills Can be readily transmitted to others Typically tested in educations… For experiences to become explicit knowledge one must become aware of them After-action reports Ethics and Games What possible ethical problems exist with games? Questionable content Sexist Racist Homophobic Bigotry Inappropriate for the target audience Questionable purpose Advergaming Militainment Product placement America’s Army? Spreading the attitudes shown in the content Making Money? Wasting Time? Addiction Types Typically refers to Substance misuse, but sometimes to activities Negatively affects social and professional relations Requires negative effects physical dependence psychological dependence “if there is no harm being suffered by, or damage done to, the patient or another party, then clinically it may be considered compulsive, but to the definition of some it is not categorized as ‘addiction’” Activity done to get endorphins | dopamines Released by the brain when activity is done Video Game addiction (Wikipedia) Ways to classify addiction Salience Importance of experience in life Mood modification Activity affects mood Tolerance Increased doses required Withdrawal symptoms Unpleasant emotions when separated from experience Conflict User enters conflicts with surroundings, other activities, and self due to experience Relapse User quickly reenters habits even after substantial breaks “a form of psychological addiction related to a compulsive use of computer and video games, most notably MMORPGs” Historical perspective on the critic of games Most new media have been seen as problematic in some way Video games Social networking sites (e.g. My Space) Rap music Role-playing games Videos Heavy Metal Arcade Halls Comic Books Rock’n’Roll Swing Jazz Goethe Literacy (re: Phaedrus by Plato) Moral Panic Can be described as not understanding the semiotic domain of the new medium Ways of looking at Ethics Utilitarianism What good does an act do Different forms Act-utilitarianism Rule-utilitarianism Some duties requires one to always act in a certain way Rights Deontology Contemporary Ethics Negative Rights Positive Rights Absolute Rights Prima Facie Rights Principalism 400 rules Several Prima Facie Rights May lead to different outcomes due to interpretation Communitarianism Emphasize community over individual Ethics in relation to design Changes in society can put ethical values into focus as they are challenged Jones’ definition of design “initiate change in manmade things” Introduction of new designs affect individuals and society Examples of Values Privacy Accountability (culpability) In Gameplay In Theme Autonomy Of Actions Of Effects on Others (freedom of) Bias Physical Informational Decisional Power Structures Choice of When to Play or to Not Play Addiction Universal Access Ethical Challenge #1 What ethical challenges can The Sims cause? Values Privacy Accountability (freedom of) bias Autonomy Universal Access What principles lie behind these objections? Ethical Challenge #2 What ethical challenges can World of Warcraft cause? Values Privacy Accountability (freedom of) bias Autonomy Universal Access What principles lie behind these objections? Ethical Challenge #3 What ethical challenges can Mind's Eye Theatre (Vampire LARP) cause? Values Privacy Accountability (freedom of) bias Autonomy Universal Access What principles lie behind these objections? Possible causes for conflicts regarding games Misunderstanding Actually Different Ethnical Principles Different Semiotic Domains (re: Gee) “This time I’ll kill you!” “He killed me. No, I can’t say that. If he killed me I could not have said ‘He killed me’ as I would have been dead. [laugher]” (re: Linderoth) Is this then a problem of medium or content? Do games have some inherent ethical principles? Sensationalism Making money or gaining attention to pointing something out to be a problem Positive (or neutral) voices on video games From www.theesa.com … Some views on the effect of video games "VIDEO GAMES AND REAL-LIFE AGGRESSION: A REVIEW OF THE LITERATURE" -- Washington State Department of Health: Office of Epidemiology "At present, it may be concluded that the research evidence is not supportive of a major public concern that violent video games lead to real-life violence." "YOUTH VIOLENCE: A REPORT OF THE SURGEON GENERAL“ "[t]aken together, findings suggest that media violence has a relatively small impact on violence." Specifically with regard to the research on video games, the report stated that, "The overall effect size for both randomized and correlational studies was small for physical aggression and moderate for aggressive thinking....The impact of video games on violent behavior has yet to be determined." Some views on the effect of video games Many of the games with violent content sold in the United States – and some with far more violence – are sold in foreign markets. But the incidence of violent crime in these markets is considerably lower than in the United States. This suggests that the cause of violent crime lies elsewhere. Violent crime, particularly among the young, has decreased dramatically during the 1990s while video games have steadily increased in popularity and use. From Killing Monsters (2002): Certainly video games haven’t had any significant impact on real- world crime. “The research on video games and crime is compelling to read,” said Helen Smith, forensic psychologist, youth violence specialist, and author of The Scarred Heart. “But it just doesn’t hold up. Kids have been getting less violent since those games came out. That includes gun violence and every other sort of violence that might be inspired by a video game.” (p167) Some views on the effect of video games Durkin, K., & Barber, B. (2002). Not so doomed: computer game play and positive adolescent development. Applied Developmental Psychology, 23, 373-392. On several measures – including family closeness, activity involvement, positive school engagement, positive mental health, substance abuse, self-concept, friendship network, and disobedience to parents – game players scored more favorably than did peers who never played computer games. It is concluded that computer games can be a positive feature of a healthy adolescence. (p.376) Durkin, K. (1999). Computer Games and Australians Today. Australian Government Office of Film and Literature Classification. Despite several attempts to find effects of aggressive content in either experimental studies or field studies, at best only weak and ambiguous evidence has emerged…. …the accumulating evidence – provided largely by researchers keen to demonstrate the games’ undesirable effects – does indicate that it is very hard to find such effects and that they are unlikely to be substantial. (p.36) Negative views on video games Mainly referenced by other side (the esa) or Wikipedia Some views on the effect of video games The present research demonstrated that in both a correlational investigation using self-reports of real-world aggressive behaviors and an experimental investigation using a standard, objective laboratory measure of aggression, violent video game play was positively related to increases in aggressive behavior. In the laboratory, college students who played a violent video game behaved more aggressively toward an opponent than did students who had played a nonviolent video game. Outside the laboratory, students who reported playing more violent video games over a period of years also engaged in more aggressive behavior in their own lives. Both types of studies–correlational— real delinquent behaviors and experimental—laboratory aggressive behaviors have their strengths and weaknesses. The convergence of findings across such disparate methods lends considerable strength to the main hypothesis that exposure to violent video games can increase aggressive behavior. (Anderson & Dill, 2000) Some views on the effect of video games Jack Thompson, US Attorney Violent video games have repeatedly been used by teenagers as “murder simulators” to rehearse violent plans “In every school shooting, we find that kids who pull the trigger are video gamers” Points to scientific studies that show teenagers process the game environment differently from adults, leading to increased violence and copycat behavior Part of the impetus for violent games comes from the military: “for a way to disconnect in the soldier’s mind the physical act of pulling the trigger from the awful reality that a life may end” Serious Games Serious Games Origins Claims Serious Games, Clark C. Abt. (1970) “...a game is an activity among two or more independent decision-makers seeking to achieve their objectives in some limiting context.” games can simulate simplified versions of reality play these can let people understand variables, causes, and effects Current meaning Games that are created for other purposed than entertainment alone What can Serious Games be used for? Training Brain Age IQ test made into a game Built upon model for how to train brain Common Sense DS Adult Training Learn etiquette Learn vocabulary regarding economy and IT Training, cont. Guess my Robot “Program” sequences Create challenges Test challenges by sending robot to creator of challenge Rabbit Numberline Limited set of actions Collect all carrots in minimum numbers of move Training, cont. America’s Army teach values recruitment tool propaganda device Class-based Team play Always play US army Strict penalties for team killing Training, cont. Foreign Ground Single side played Teach cultural conditions Teach environment conditions Allow dialogue and action Fuzzy results Intended for use with afteraction review No reward system Make a point that Simulations are about what is happening Games are about players experience of what is happening Games for Change September 12th Statement about war on terrorism Gameplay Can destroy terrorism with weapons Innocent bystanders likely to be killed Each innocent bystander killed generates more terrorist Games for Change, cont. A Force More Powerful Teach non-violent methods to overthrow dictatorships, colonizers, etc. Secure political and human rights for minorities Can also be seen as a training game Games for Change, cont. Food Force UN games about food distribution Several different types of missions Scouting Delivering #1 Delivering #2 Resource Management Games for Change, cont. Global Conflicts: Palestine Reporter in Palestine from neutral country Gameplay Explore environment Talk to members of both sides Create stories Maintain journalistic neutrality? Games for Change, cont. UnderAsh UnderSiege “To turn Arab children away from American video games featuring US soldiers killing Iraqis and Afghans, a Syrian publishing house has designed a video game on the Palestinian uprising, or intifada.” “The new game is called Underash, and its hero is a young Palestinian stonethrower, Ahmed, fighting Israeli soldiers and settlers.” “UnderSiege is about the modern history of Palestine and it focuses on the lives of Palestinian family between 1999-2002 during the second Intifada. All levels are based on true stories and we look forward to publish it all over the world on PC/windows platform.” Can also be seen as a training game? Games for Change, cont. Darfur is Dying Play family member in refugee camp Described not as a game but as a “"narrative based simulation." Two modes Fetching water while avoiding militia Handle crops & build huts Games for Healthcare School Food Trust UK-based organization Sonic-style gameplay Junk food makes you slower Healthy food faster Games for Healthcare, cont. Rehabilitation of stroke patients Diagnosis Personalized training Gameplay extremely easy Manual Dexterity Memory Neglect Games for Healthcare, cont. Therapy Virtual Reality Exposure Therapy Controlled environment to face siutations Examples High Anxiety Experiences of bus bombs 9/11 Games for Healthcare, cont. Emergency 112 (911) Mobile phone game Teaches first aid techniques Gameplay keep vital functions in emergency situations prevent cardiac and respiratory arrest know how to access to the medical emergency services system Advergaming Sudoku With a theme Monopoly - star wars saga edition Advergaming, cont. Burger King games Sneak King Pocket Bike Racer Big Bumpin‘ Costs $4 each One review “I really expected them to be more "Ad-like" in that BK crap would become annoying quickly. Instead they happen to simply have BK crap in them.” Advergaming, cont. In game advertising Simply inserting ads into games in fitting places Example company Massive, Inc. Where more examples can be found Wikipedia under “serious games” www.watercoolergames.org What has not been covered Games for political campaigns E.g. used in American elections and by Centern in the latest Swedish election Persuasive games Games that try to change players’ opinions or habits More reading An overview “Datorspel och skadlighet – en forskningsöversikt” Simon Egenfeldt-Nielsen & Jonas Heide Smith Exists translated from Danish to Swedish "Att leva i World of Warcraft" av Jonas Linderoth och Ulrika, Mediarådet (2007) Personal account Dear, William C. The Dungeon Master: The Disappearance of James Dallas Egbert III, 1984.