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Reframing
the Cultural Space of Computer and Video Games
by Kurt Squire, MIT
"Mr.
Squire, do you care to answer?"
"Well,
the Spanish Armada hit its peak in the late 16th century. They dominated
the larger islands with sizable forts in Havana and Port Royale.
For a brief time, the English had a colony here or there in Jamaica,
and of course the French had their string of islands in the -- what
is it, the lesser Antilles - the ones right below the English ones
-- right below St. Kitts." I was starting to get warmed up. These
obscure names and dates were flowing out of my mouth, but I had
no idea where they came from.
Jim
Douglas, my high school history teacher, was surprised if not impressed.
I was a fair student but not known for "reading ahead" or anything.
"Go
on. What kinds of ships did the English have?"
"What
kinds of ships did they have? Oh, well, only the Spanish ever had
galleons, although you might see an occasional Dutch fast galleon
-- not that the Dutch had many possessions, other than Curacao.
It made for a great trading base though...Oh yeah, English ships...I
can't remember, but they were definitely smaller, merchantmen /
trading vessels" Again, rambling about the Caribbean. My best friend
at the time, Jason, shot me an incredulous look. "Where in the hell
are you getting this...is this some sort of joke?"
Well,
no, it wasn't a joke. It was, however, the result of a boy with
a Commodore 64 who spent way too much time playing Sid Meier's
Pirates! growing up. For an increasing number of people, this
kind of story is not unique. Computer games have now been with us
for over 30 years. The Atari 2600 is nearly 25 years old. Civilization
is now nearly 10 years old. Yet, many Americans fail to recognize
these complex achievements as more than fads or child's play. Ask
most people what they think about video games, and many will respond
that they're a waste of time.
Cultural
Framing of Computer/Video Games
Think
about it. If you were to ask people to rank leisure activities in
terms of their cultural value, which ones would come out on top?
Chess? Reading? Television? Video Games? One possible list might
look something like this:
--
Chess / Reading
--
Golf
--
Computer Chess
--
Board Games
--
Computer Games
--
Playing Team Sports
--
Television
--
Video Games
Of
course, this list will change depending on you ask -- many urban
neighborhoods place more value on athletic competition than on solitary
activities. Nevertheless, a list like this helps uncover some common
perceptions about video games. Many critics argue that games produce
socially isolated people or promote violent behavior. Games are
simple, mind-numbing entertainment. Playing games is a waste of
time. Some of these criticisms may (or may not) be true, but to
view all game-playing through this lens is to ignore the broader
history of games and the diverse range of game-playing experiences
available.
In
fact, the PC games sales charts reflect this diversity. The Sims
-- the "animated dollhouse" game where players create and play out
digital fantasy households -- has dominated the charts for 18 months
straight. Other big winners for 2000-2001 include RollerCoaster
Tycoon (a game about managing theme parks and designing roller
coasters), Age of Empires (a real-time historical strategy
game), and Black & White (a fantasy "God" game exploring
morality). Hack-and-slash games like Diablo II or first person
shooters like Max Payne have done well, but are dwarfed by
the success of The Sims.
Pawns
of the Game
Unfortunately,
games like Doom or Quake have garnered a disproportionate
share of attention in the press, as they have become pawns in a
culture war waged by cultural conservatives. As many gamers, critics,
media scholars, and social researchers agree, this discussion has
been devoid of any serious study of games. For example, this spring,
U.S. Attorney General John Ashcroft cited the game Dope Wars
as an example of the "the culture of violence" that may have contributed
to a spate of recent deadly school shootings" (Reuters News, April
4, 2001). How a simple, text-based game (based on a nearly 20 year
old DOS game) that is downloaded over the Internet, played on Palm
Pilots, and features no graphical imagery is contributing to the
very real issues of violence is questionable. As this example reveals,
much of the rhetoric in this culture work has much less to do with
any real knowledge of games than with fears about violence in American
culture.
It
is difficult for many to make sense of this contentious and politicized
cultural debate because to date, there has been very little disciplined
study of gaming. Some social science researchers have compared "violent"
games like Doom to "non-violent" games like Myst,
or comparing the rates of aggressive and violent behavior between
gamers and non-gamers. Unfortunately, this research suffers from
many problematic conceptualizations: violent acts are removed from
the narratives contexts in which they are situated (Jenkins, 1998);
researchers used invalid comparison techniques, studying games from
different genres that differ along multiple variables -- such as
comparing Myst, a slow-paced puzzle adventure game to
Castle Wolfenstein, a fast-paced 3D action shooter (Anderson
& Dill, 2000). These studies generally lack any real-world evidence
linking game-playing to acts of violence; they ignore broad trends
that that show inverse correlations between game-playing and violent
behavior; finally, they make wild logical leaps in linking very
constrained behaviors in laboratories to violent acts where people
really get hurt. Anderson and Dill (2000) found that players who
lost a round of Wolfenstein 3D "punished" opposing players
with noise blast that lasted 6.81 seconds, compared to Myst
players, who blasted opponents for 6.65 seconds -- a .16 second
difference (there was no difference between players who won their
round of Castle Wolfenstein and Myst players). To
suggest that a .16-second increase in duration of a noise blast
is qualitatively the same as committing mass murder is not only
an illogical leap, but a disservice to the worthwhile enterprise
of studying what are the root causes of tragic events like school
shootings or youth violence. Fortunately, a handful of social science
researchers such as Jonathon Freedman (2001) and Jeanne Funk (2001)
have begun to call for more rigorous research and are taking a much
more disciplined look at the impact of gaming on people's lives.
Hopefully social science researchers will follow suit; as a generation
of game players move into academic positions, perhaps such poorly
defined research studies will be challenged and a more rigorous
body of research will evolve.
What's
missing from contemporary debate on gaming and culture is any naturalistic
study of what game-playing experiences are like, how gaming fits
into people's lives, and the kinds of practices people are engaged
in while gaming. Few, if any researchers have studied how and why
people play games, and what gaming environments are like. The few
times researchers have asked these questions, they have found surprising
results. In 1985, Mitchell gave Atari 2600 consoles to twenty families
and found that most families used the game systems as a shared play
activity. Instead of leading to poor school performance, increased
family violence, or strained family interactions, video game were
a positive force on family interactions, "reminiscent of days of
Monopoly, checkers, card games, and jigsaw puzzles" (Mitchell,
1985, p.134). This study suggests that investigators might benefit
by acknowledging the cultural contexts of gaming, and studying game-playing
as a cultural practice. If nothing else, it highlights the importance
of putting aside preconceptions and examining gamers on their own
terms.
Reframing
the Debate
Underlying
this unease about video game violence research is a growing disconnect
between anti-gaming rhetoric and people's actual experiences playing
games (See Herz, 1996; Poole, 2000). The first generation of gameplayers
is now in its 30s. Despite (and perhaps because of) the hundreds
of hours I've spent playing war games, I'm pretty much a pacifist.
I love Return to Castle Wolfenstein, yet I'd never own a
gun. The successes of such books as Joystick Nation and
Trigger Happy suggest there is an maturing generation of gamers
who feels the same way: games are integral parts of our lives, yet
they've largely gone unexamined.
So
far, concerns about the effects of "violent" video games have drawn
our attention away from the broader social roles and cultural contexts
of gaming. There is some evidence that this trend could be changing
-- in the past six months humanities researchers have turned more
attention to games. Art museums in both the U.S.A. and U.K. have
developed or are planning substantial game exhibits in 2000-2002
(See Barbican, 2001). Panels at conferences are almost ready to
give up on the "Are games art?" question and start asking "What
kinds of art are they?" or exploring how and why they work (Jenkins,
in press; Squire & Jenkins, in press). Other humanities researchers
are examining games to see what they might teach us about the future
of interactive narrative (Murray, 1999).
The
most under-examined potential of games may be their impact as an
educational medium. Playing games, I can relive historical eras
(as in Pirates!), investigate complex systems like
the Earth's chemical & life cycles (SimEarth), govern
island nations (Tropico), manage complex industrial empires
(Railroad Tycoon), or, indeed, run an entire civilization
(Civilization series). Did I forget to mention travel in
time to Ancient Greece (Caesar I,II, & III), Rome (Age
of Empires I, and II), relive European colonization of
the Americas (Colonization), or manage an ant colony, farm,
hospital, skyscraper, themepark, zoo, airport, or fast food chain?
As my opening anecdote suggests, the impact of games on millions
of gamers who grew up playing best-selling games such as SimCity,
Pirates!, or Civilization is starting to be felt. Perhaps
there are important cultural questions beyond "Do games cause violence?"
that academics could begin exploring.
What
are kids learning by playing SimCity? Is it deepening their
appreciation for geography, helping them develop more robust understandings
about their environment, or perhaps promoting misconceptions about
civic planning? How does a game such as Civilization III
work as a cultural simulation? Does it impact players' conceptions
of politics or diplomacy? Is there any way to reappropriate Civilization
for use in history classes? Given the immense influence of SimCity
and Civilization in present game design, what innovations
might be sparked by games built around science, engineering, literature
or architecture subjects? How might these innovations have an impact
on the rest of game design?
These
questions suggest three fruitful areas of research:
(1)
Studying the role that games like SimCity and Civilization
play in people's lives and how it relates to their understanding
of other phenomena;
(2)
Reappropriating commercial entertainment games such as the SimCity
or Civilization series for use in formal learning environments,
and;
(3)
Creating games that can be used to support learning in other domains,
such as advanced math, science, and engineering.
Studying
the Impact of Gaming
With
SimCity more than a decade old, a generation of youth has grown
up with edutainment. Yet, we know very little about what they are
learning playing these games (if anything). Are sim games, civilization-building
games, or war games having any impact on how students perceive social
studies? Games such as SimCity depict social bodies as complex
dynamic systems and embody concepts like positive feedback loops
that are central to systems thinking. Are students developing intuitions
about systems as a result of playing these games? Do players think
they are learning anything about history or urban planning through
these games? Are the perceived educational benefits part of the
attraction of these games?
One
way to explore these issues is to spend time observing game playing
and talking with game players about how they relate to entertainment.
Few studies have been done examining game playing in social contexts
since Mitchell's Atari 2600 studies in the 1980s. Several years
ago, Sherry Turkle and Amy Bruckman studied MOO players, yielding
interesting insights into how people negotiate among their many
virtual identities (Bruckman, 1993a; 1993b; 1994; Turkle, 1996).
More recently, a few researchers have studied correlations between
game players' characteristics and popular genres, but these broad
statistical studies fail to open up the complex relationships between
consumers and media. Further, they miss the social interactions
that are a fundamental dynamic of so much of game playing and made
earlier ethnographic accounts of game-playing so fascinating. Even
a quick glance at fan communities around games such as SimCity,
Civilization, Railroad Tycoon, Everquest, or
The Sims, each of which has dozens of fans websites where players
create and trade game objects, maps, levels, scenarios, and stories
points to rich relationships between fans and these games.
Reappropriating
Entertainment Games
Most
people assume that games like SimCity are used frequently
in geography or urban planning classes. Indeed, Maxis has published
a set of resources for teachers on its website, touting that,
SimCity 3000™ can be used in the classroom to enhance
just about any instructional unit. It can stand alone as an enrichment
computer activity, or it can be used as a pivotal activity connected
to other activities and projects done before, during, or after using
the computer program. Use the lessons in this guide to integrate
SimCity 3000 into your curriculum, with minimal preparation,
or to create custom lessons to suit your needs.
Having
used SimCity 2000 at Boys and Girls clubs, I feel safe in
suggesting that sitting a classroom full of kids down with SimCity
and setting them loose is naive, if not potentially destructive.
Students may benefit from exploring relationships between supply
and demand and population growth and taxation, but they might also
develop very naive concepts of how cities form, grow, and evolve.
As urban planner Kenneth Kolson points out, SimCity potentially
teaches the player that mayors are omnipotent and that politics,
ethnicity, and race play no role in urban planning (Kolson, 1996).
While the opportunities for using games like this to support learning
are great, so are the risks of fostering deep misconceptions.
Fortunately,
one can easily imagine creating instructional resources around a
game like SimCity or Civilization that pushes students
to think about their game-playing more deeply. For example, Civilization
players might create maps of their worlds and compare them to global
maps from the same time period. Why are they the same? Why are they
different? Students might be required to critique the game and explicitly
address built-in simulation biases. Finally, students might draw
timelines, write histories, or write create media based on the history
of their civilization. The possibilities for using a game like
Civilization as a springboard into studying history are endless,
but so far, there are less than three magazine or journal articles
published on the topic, and no one has done serious research in
this area to date.
Creating
Next-Generation Educational Media
From
an educator's perspective, games may be the most fully realized
educational technology produced to date. Tom Malone (1981) showed
how games use challenge, fantasy, player control, and curiosity
invoking designs to create intrinsically motivating environments.
More recently, Lloyd Rieber (1996) has argued that digital games
engage players in productive play -- learning that occurs through
building microworlds, manipulating simulations, and playing games.
Rieber argues that historically, educational games have relied heavily
on exogenuous game formulas, meaning that content is inserted into
a generic gaming template, like hangman, rather than seamlessly
integrated with gaming mechanisms as in SimCity .(He calls
this endogenuous game design).
A
team of researchers from both Microsoft Research and MIT's Comparative
Media Studies program is exploring this issue more deeply through
the Games-to-Teach Project (http://cms.mit.edu/games/education/),
a research effort that will culminate initially with 10 conceptual
prototypes of next-generation educational games to support learning
in math, science, and engineering at the advanced high school and
introductory undergraduate levels. Over the next few years, we will
be designing and developing a suite of games that attempts to harness
the potential of interactive digital entertainment to support learning
-- while also expanding the possibilities of contemporary gaming.
Imagine an action/adventure optical physics game where a player
solves complex problems using a variety of lenses, telescopes, cameras,
and optical tools. Or, imagine a massively multiplayer resource
management game where players design robots in order to colonize
a planet-learning physics and engineering practices in the process.
Designing
such games will demand a broad, industry-wide investment if it is
to succeed. Long-term, this kind of project requires creative game
designers who understand the tools and capabilities of the medium
and educators who can help ensure an effective product and
visionary thinkers who can design a suite of games that will appeal
to a broad market. A primary goal of the Games-to-Teach Project
is to create games that will engage a broad audience of players
by creating rich characters, nuanced gameplay, complex social networks,
and interactive stories that tap into a broad range of emotions
and player experiences. Over the past few years, there have been
signs that perhaps the industry and medium are ready for such a
challenge.
Game-Playing
as Social Practice
A
fundamental tension underlying these research questions is that
if games do not promote or "teach" violence, then how can researchers
claim that they might have a lasting impact on students' cognitive
development? Far from trivial, this concern touches on many core
social science research issues. What is the role of the viewer/participant
in consuming media? What are the cultural and social contexts of
media consumption? How does -- or doesn't-- knowledge transfer from
one context to the next?
As
most educators will tell you, producing a long-term change in behavior,
particularly one that persists across contexts is exceptionally
difficult. In educational research, this phenomena is commonly called
the "transfer problem" (See Detterman & Sternberg, 1993). The
classic example is mathematics. Most of us have all learned the
basic skills we need to solve everyday mathematical problems using
fractions or algebra, but rare is the time that we will use all
but the most simple computational math in our every day lives. One
of the main reasons is that our behavior is very circumscribed by
context. The tools and resources that we have available in our environment
both guide our thinking and constrain our actions. People rely on
tools in their environment and manipulate their environment to make
tasks easier. So, ultimately, people who have learned Algebra become
very good at using Algebra to solve textbook-like problems within
school situations, but develop very different strategies for solving
real-world problems (Bransford, et al., 1977; Lave & Wenger,
1991; Pea, 1992).
Unfortunately,
for educators looking to use games to support learning this rather
skeptical view of our ability to transfer learning across contexts
also limits the things we can assume that players learn from gaming.
A number of pundits and theorists have suggested that game-playing
might be increasing kids critical thinking or problem-solving skills
(See Katz, 2000; Prensky, 2000; Squire, 2000). I have no doubt that
someone who is good at Half-Life might develop skills that
are useful in playing Unreal Tournament (a very similar game).
But, just because a player can plan an attack or develop a lightning
quick reactions in Half-Life does not mean that she can plan
her life effectively, or think quickly in other contexts, such as
in a debate or in a courtroom -- one of the main reasons being that
these are two entirely different contexts and demand very different
social practices.
Anthropologists
Jean Lave and Etienne Wenger (1991) use the term "practice" to discuss
how actions are situated in their socio-cultural contexts. Essentially,
a practice is an activity that involves skills, resources, and tools,
and is mediated by personal and cultural purposes. One way to produce
more meaningful educational games would be to design games in which
players are engaged in richer, more meaningful practices. A game
like Civilization III, which involves analyzing geography
in order to determine the best geographic location for a city, negotiating
trade deals with other civilizations, and making taxation and social
spending decisions, comes closer to the kind of meaningful practices
educators would like to produce than, say, Half Life.
Note
that despite the wonderful educational opportunities in playing
Civilization III, playing the game is still setting parameters
and observing a simulation, which is clearly not the same as actually
participating in social practices valued outside of school -- like
writing history or in participating in political, government, or
commercial institutions that extend beyond the school context. In
short, playing Civilization might be a tool that can assist
students in understanding social studies, but playing the game is
not necessarily participating historical, political, or geographical
analysis. Even in a game as rich as Civilization III, there
is very good reason to believe that students may not use their understandings
developed in the game - such as the political importance of a natural
resource like oil -- as tools for understanding phenomena outside
the game, such the economics behind The Persian Gulf War or contemporary
foreign policy.
Therefore,
in studying the role of interactive media in the classroom, it is
critical that designers leverage the potential of other pedagogical
approaches. In our hypothetical Civilization III unit, students
might spent 25 percent of their time playing the game, and the remainder
of the time creating maps, historical timelines, researching game
concepts, drawing parallels to historical or current events, or
interacting with other media, such as books or videos. In math and
science, educational designers need to be careful not to ignore
the potentials of other media; in the Games-to-Teach Project, for
example, we are exploring ways of packaging lenses and optics tools
with our optics game so that teachers might encourage students to
experiment with optics tools in their own environments. In this
way, the educational value of the game-playing experiences comes
not from just the game itself, but from the creative coupling of
educational media with effective pedagogy. In fact, our previous
research suggests teachers will adapt the learning materials we
create to maximize their potential to support learning regardless
of designers' intentions (Squire, Barnett, Makinster et al., in
press). As such, the pedagogical value of a medium like gaming cannot
be realized without understanding how it is being enacted through
classroom use.
The
challenges of using games in educational contexts highlight many
of the problems with arguments made by game critics who posit that
games with violent imagery are "teaching" our kids to become aggressive
or increasingly violent (See Grossman, 2000; Provenzo, 1991). This
view places tremendous faith in games' ability to elicit specific
behaviors and denies our agency as humans, our role in creating
meaning, the importance of context, and the qualitative differences
between playing a game and inflicting violence on another human
being. Based on decades-old behaviorist models of learning, this
view assumes that players are passive recipients of games' values
or associations, rather than active constructors of meaning. I would
argue that game players bring very different goals and intentions
to their game playing. One player might play Pirates! intending
to explore the history of the Caribbean, while another plays simply
to win the game. A sizable body of educational research suggests
that students may not use these experiences outside of the gameworld,
and future research is needed to examine the actual impact of these
games. Within a formal learning environment, however, it is clear
that teachers -- like my Mr. Douglas, play a key role for supporting
students in reflecting on their practice and thinking about their
experiences.
Much
of the current hyperbole around gaming has been focused on fear
or hype about of the medium -- rather than on a careful look at
games' role in culture. Beneath the anti-violence rhetoric lies
a fear among many parents and pundits that games are tainting a
generation of kids, reducing their attention spans, atrophying their
moral judgement, or turning them into thumb-twitching zombies. Reframing
these discussions so that the broader social impact of gaming is
understood is important if games are to continue to mature as a
popoular art form and as an industry. One strategy to give games
legitimacy is to weave them into the social fabric. That is -- make
them a part of ubiquitous social institutions like schooling and
show how they can be used for social good.
The
author would like to thank Henry Jenkins, Principal Investigator
of the Games to Teach Project, for sharing his vision of using educational
games to expand the cultural sphere of gaming and his contributions
to this paper. The author would also like to thank Alex Chisholm,
Co-Producer of our first Games-to-Teach Project prototype on optics,
for comments on earlier drafts of the paper.
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Copyright
(c) 2001 by Kurt Squire and MIT Comparative Media Studies. All rights
reserved.
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