Category: Game Studies

Astronomical Science Learning Through WJU’s Selene Videogame

I’ve had a pleasant e-mail conversation with Dr. Debbie Denise Reese over at Wheeling Jesuit University in West Virginia concerning the Selene Project, a multi-million dollar NASA and National Science Foundation funded learning project designed to teach students lunar science through a remarkable videogame.

Dr. Reese is the senior educational researcher at the Center for Educational Technologies at WJU, which started CyGaMEs, or Cyberlearning through Game-based Metaphor Enhanced Learning Objects, in 2006. Selene is a CyGaMEs videogame seeking to instruct students through the construction of virtual moons, learning a number of science-based standards and a few things about making videogames along the way.

The amazing work on Selene includes ample classroom materials. It is clear education was the primary focus of the videogame, and federal standards as well as state standards for Texas and Illinois are included in the accompanying online materials. The STEM focus is strong, and data points collected from embedded assessments allow for promising research material to be expounded upon in future papers.

The main Selene site is here, the CyGaMEs site is here, and the Center for Educational Technologies site is here. A recent radio feature and news article from West Virginia Public Broadcasting on the Selene Project is here.

References
Brown, K. (2009, November 27). Videogame research at WJU brings lunar science to life. [Online.] Retrieved December 1, 2009 from http://www.wvpubcast.org/newsarticle.aspx?id=12175


Study Indicates Pricing and Social Features Contribute to a Video Game’s Popularity

The gaming press is buzzing about a study presented by Russell Beale and Matthew Bond over at University of Birmingham, UK at the recent Human-Computer Interaction Conference (HCI 2009). Beale and Bond studied game rankings on popular sites, and discovered (rather surprisingly, according to press on the topic) that plot and graphics were less important to consumers than social aspects and price of a game. Thus, a sub-$10.00 game that features heavy social interaction with other players would be more likely to score higher reviews on ranking sites than a more expensive and less social game with better graphics and story line.

References:
Plot and graphics not paramount in videogame success. (2009, September 12). New Scientist. [Online.] Available: http://www.newscientist.com/article/mg20327255.500-plot-and-graphics-not-paramount-in-videogame-success.html?DCMP=OTC-rss&nsref=online-news


Introducing Astropolis: The Video Game Suite Designed to Help Study Autism

Matthew Belmonte over at Cornell is leading a team that has designed a suite of video games specifically to study autism. The game suite, called Astropolis, has all the adventure and science fiction elements so popular with young boys. It was developed and research is ongoing thanks to funding in part by the National Science Foundation, the American Recovery and Reinvestment Act, and Autism Speaks.

Aimed at children ages 10-15 diagnosed autistic, the games contain activities allowing researchers to test differing hypotheses within the framework of autism research. A past problem with autism research is that it often takes place strictly in lab environments, outside of natural settings for the subjects. Belmonte hopes these video games will provide immersive environments that will yield richer information than traditional lab settings.

Another benefit promoting natural environments: the games capture information while the subjects play that can be retrieved later. Thus, subjects can install the game suite on laptops taken home and played in familiar surroundings, and info can be retrieved when the laptops return to the lab.

Belmonte also uses EEG measurements in lab settings with the subjects, a technique popularized by Mark Klinger at U. Alabama. (MRI scans are also popular measurement techniques to use on video game players.)

So far, Dr. Belmonte has released two research abstracts at conferences of the International Society of Autism Research, here and here. No doubt journal published, peer reviewed research is forthcoming.

Read the press release from Cornell here for much more information. Check out the Autism Collaborative Wiki here for notes on development and other background information.

Finally, since the software was developed with public grants, it is freely available as a download at AutismCollaborative.org.

References:
Professor uses video games to explore facets of autism. (October 13, 2009). [Online.] Available: http://www.physorg.com/news174650438.html

mm1Detail

maritimeDefender02Detail


Online Poker Practice Helps Increase Real World Winnings

Can playing poker online increase skills when playing for real? One young man has personal anecdotal evidence that it does. In a local boy makes good story from the Bryan/College Station Eagle, Jordan Smith has just returned from the World Series of Poker in Las Vegas. He placed 10th, thus losing out for a chance at the final rounds for a share of the $27 million dollar jackpot. However, the college dropout and professional poker player did score almost a million dollars in winnings.

With very little outside help, Smith said, he improved his poker skills by practicing online.

“The more you play, the more you learn,” he said, adding that he had played more than a million hands online. “Playing online is not that different [from live games]; you just get a lot more hands in. When you’re playing live, you can only play one tournament and you can get about 20 to 30 hands in. But online, you can play eight tournaments at one time and play 60 to 100 hands in an hour. Online, you learn at a much faster rate, and you get to play more tournaments.”

Read the entire story here.

References:
Jaramillo, E. (2009, July 26). CS man scores big in poker tourney. The Eagle, A9.


Top 10 Video Game Research Bibliographies

Had a nice conversation via e-mail with a fellow doc student on the East coast recently. The subject of a video game bibliography came up, thus this entry. The main criterion for inclusion: the bibliography is freely available online. If there is one out there I missed that should be included, please let me know.

Here they are in no particular order:

Digiplay Initiative
Jason Rutter and Jo Bryce at University of Central Lancashire, UK

Description: A dynamic online bibliography dedicated to research on video games. As of this writing, over 2,000 entries are included.

–+–

SAGE-BC
Developed by SAVIE, Inc. for the SAGE for Learning research network in British Columbia

Description: “The SAGE Repository is a knowledge base comprised of reading grids based on articles dealing with educational games, simulations and simulation games and of analytical grids based on existing games, simulations or simulation games… The Repository is built by and for the community of researchers, professionals and students interested in game, simulation and simulation game research.”

–+–

Parker/Becker Games Bibliography
J. R. Parker and Katrin Becker for IEEE Computer Society Task Force on Game Technologies (TFGT)

Description: This online bibliography is divided into publications appearing annually from before 1970 to 2007.

–+–

Syamsul’s Funology
Syamzai, a doc student in Malaysia

Description: Syamzai’s entire blog is devoted to serving as a bibliography for gaming research. For instance, the journal articles bibliography is here.

–+–

Virtual Worlds in Education
Sharon Stoerger at University of Indiana

Description: It’s Not Whether You Win or Lose, but How You Play the Game: The Role of Virtual Worlds in Education, Annotated Bibliography.

–+–

Games Bibliography
Bibliobouts Project at University of Michigan

Description: An annotated bibliography divided into different sections.

–+–

Video Game Bibliography for Rhetoric Teachers
Dept. of Rhetoric and Writing at University of Texas Austin

Description: “This bibliography aims to acquaint rhetoric instructors with articles and books on video games and pedagogy. It should provide a helpful resource to instructors who would like to incorporate video games or similar technology in their rhetoric classrooms.”

–+–

Bibliography of Network Games Research
Sheng-Wei (Kuan-Ta) Chen at Institute of Information Science in Taiwan

Description: “This list contains a number of network gaming related papers we came across.”

–+–

This Might Be a Game
Jane McGonigal’s Bibliography from her doctoral dissertation.

Description: “Her dissertation, ‘This Might Be a Game’, which she completed in 2006 [UC Berkley], focuses on the ways that alternate reality games influence and change the real world. Her dissertation received the international Leonardo Art + Technology Award for the most significant new media research filed in Fall 2006.”

–+–

Potential Positive Effects of Video Games, Merits Research
James Zimmer-Dauphinee at Georgia Southern University

Description: “There are obviously many differing views on the effects and uses of video games.  Unfortunately, these views are largely based on theories and ideas which may actually have no real basis in fact…”

–+–

Update:

As more become available, and I learn about them, I’ll include them here. This one is via Play Think Learn. Be sure and send me a link if there are other good ones out there.

InvestiGaming
Carrie Heeter and Brian Winn at Michigan State University

Description: A dynamic bibliography focusing on gender research in games.

Update:
Here’s a list of papers for online medical training via gaming technology from the Pulse!! project at TAMU-CC.

Blowing Up: Criticism of Video Game Violence Research

While browsing through Neuroanthropology.net’s blog entry entitled Gaming Roundup, which I found linked to my article Video Game Addiction: Fact or Fiction? under the addiction category, I came across an interesting article by Chris Lavigne entitled, Why Video Game Research is Flawed. Lavigne makes some interesting points, specifically about studies of violence in video games.

Lavigne’s first complaint is that researchers often do not fully understand the video games they use in their studies. Pointing to a Dutch study in the journal Aggressive Behavior that compared aggressiveness between a group playing Tekken with a group playing Crash Bandicoot 2, Lavigne points out the considerable differences between the two games. Interestingly, there is violence in the control group’s game, CB2, though it is milder than the experimental group’s game.

Saying the games differ “only on violent content” is false, but the assertion is typical of the kinds of mistakes researchers make when they’re studying videogames. Researchers often pair up completely unrelated games but act like they’re equivalents.

Studying aggression in video game players seems to be a common approach, since the methods of measuring aggression can be agreed upon by researchers (or at least there is a foundational set of measurements, which leads to de facto agreement). Lavigne is miffed, though, when games are used interchangeably in such studies.

Most researchers assume that video games are completely interchangeable with one another, a concept any gamer would find as ludicrous as the idea that all books are the same or all movies are basically identical. One study by two American media researchers acknowledged this limitation. In an article published in the Journal of Communication in 2007, James Ivory and Sriram Kalyanaraman carefully chose to contrast violent and non-violent games with very similar gameplay styles and presentations. Probably not coincidentally, their study found no significant differences in aggression levels between the players of the different games.

Lavigne points to a study that rated game violence subjectively by ranking weapon maneuvers in Mortal Kombat: Deadly Alliance as more violent. But, some of the most gruesome action in that game takes place bare-handed.

Another study found players of zombie-shooting game House of the Dead 2 were faster at identifying angry faces than players of a kayaking game. The study’s authors considered this evidence that violent games produce aggressive thinking. Gamers would point out that House of the Dead 2 is a reflex-oriented shooting game. Success in the game specifically relies on being able to quickly identify angry faces. Surely, that would have affected the study’s results.

Researchers also do not distinguish violence within context in a game. Violence in movies is generally understood in context, Lavigne asserts. We understand the violence in Saving Private Ryan is different than that in a horror flick. Video game researchers are guilty of lumping all violence in games together, regardless of context. Measurements of violence are also problematic. Since there is no standard, each video game must be subjected to an arbitrary measurement devised by authors of the study.

This last one is a valid complaint, as there are few standards of measurement for quantifying things like “levels of violence” or other intangibles within a game. Such measurements indeed are subjective. Often professors will enlist the help of students to go through a game and provide rankings. A thorough researcher may have many students provide rankings and average the results. In a perfect world, we would have a large population provide subjective rankings on an identical scale for several intangibles within all the popular titles. Then, researchers could draw upon the rankings, where individual biases have been averaged out, and everyone could agree with the premises ahead of time. Alas, such a huge time sink will likely never be practical, especially in the rapidly changing world of video games where titles rarely persist in popularity more than a few months.

Lavigne sums up by complaining about comparisons between graphically violent games and obscure titles, leading to questionable results in studies that are then cited in future studies and reported in the media as fact.

Many pick questionable games in their research as well, choosing titles with extreme levels of violence that were never particularly popular with gamers and contrasting them with amateurish, low-quality free games that no one’s ever heard of. And then these are supposed to represent all video games. These leaps of illogic make reading video game research like peering into a parallel universe, where everything may seem internally consistent, but nothing matches up with the real world.

Though raising many valid points, I suspect Lavigne is a little too worried about studies on violent video games. Video games are the new bugbear on the block, just as comic books were 50 years ago. There is concern this new media may be contributing to the delinquency of children, and this feeds a research frenzy centered around fuzzy measurements in the soft sciences.

Eventually, errors and false assumptions will be uncovered and rectified through repeated measurements and multiple studies. Over the years a consensus will build, be struck down, multiply into competing consensuses, argued over and hashed out in the leading journals, and eventually researchers will agree on some core issues. Or maybe not. They may agree to disagree on certain items. The point is, eventually they’ll come up with something useful. Maybe by that time there will be a new bugbear on the block and their attention may shift to it, whatever it is.

But such is research. If the research articles on video game violence are disconcerting, there are many more interesting articles on video games in education. Several young professors, even some in their 40s and 50s now, have grown up playing video games and understand their characteristics enough to come up with some interesting results.

It’s not worth getting upset every time the media trumpets the latest research article linking video games to violence or aggression. Rather, it’s more interesting to learn how video games are enhancing the education of students. Such articles won’t get as much sensational press as the ones linking video games to violence, but they are much more useful, informative, and fun to read.

References:
Lavigne, C. (2009, May 25). Why video game research is flawed. Maisonneuve. [Online.] Available: http://www.maisonneuve.org/pressroom/article/2009/may/25/why-video-game-research-is-flawed/


Study: DS Neither Better Nor Worse than Paper for Memory Games

Game researchers are talking about a new study out of France regarding Nintendo’s Brain Training line of mind-stimulating games for the DS. Alain Lieury over at University of Rennes, Brittany, conducted a study of 67 ten year old players. The students were divided into four groups and given pre and post tests on memory and mathematics. Two groups used the Nintendo DS games for seven weeks. Another group used traditional paper puzzles like Soduko while the fourth group was offered no intervention. Adam Sage with The Times Online details the results:

Researchers found that children using the Nintendo DS system failed to show any significant improvement in memory tests. They did do 19 per cent better in mathematics – but so did the pencil-and-paper group, while the fourth group did 18 per cent better. When it came to memorising, the pencil-and-paper group recorded a 33 per cent improvement, while the Nintendo children were 17 per cent worse. In logic tests the Nintendo children registered a 10 per cent improvement, as did the pencil-and-paper group. The children who had no specific training improved 20 per cent.

The variety of results comes as no surprise. Researchers have long known that all things being equal, the media in which content is delivered does not affect test results. For instance, if one student attended a lecture in person while another student watched a video recording of the same lecture and a third student read a transcript of the lecture, then all things being equal the three students will likely offer identical answers when queried on the lecture’s content. The reason for this is, the content is identical despite the different delivery methods (Clark’s delivery truck metaphor).

Therefore, it seems reasonable that the same or similar exercises performed on digital devices will yield similar benefits for students as exercises performed on paper. Other variables play into the equation, however, when technology is used. For instance, a computing device on which to perform the exercises may offer a novelty effect for students, resulting in an initial increase in exercises performed. After the novelty wears off, the number of exercises between groups may level out. On the other hand, a program may be poorly written so that students using it obtain an inaccurate representation of the facts leading to lower scores in the post test.

In short, it does not appear this study either hurts or helps the notion of improving cognitive abilities through the use of handheld games. However, it can be portrayed negatively in the press since it does not fully support the notion. Anyhow, according to Sage’s news report the study will be detailed in Prof. Lieury’s new book, Stimulate Your Neurones, (his spelling) due out soon.

References:
Sage, A. (2009, January 26). Nintendo brain-trainer ‘no better than pencil and paper’. The Times Online. [Online.] Retrieved January 30, 2009 from http://technology.timesonline.co.uk/tol/news/tech_and_web/gadgets_and_gaming/article5587314.ece

Houston, We Have a (Mathematics) Problem: DimensionM

Some media interest has percolated about the decision made by Spring Independent School District in suburban Houston to adopt Tabula Digita’s DimensionM product, a 3D VIE designed to teach upper level math concepts. Here’s the press release sent my way. THE Journal picked up the story here. Actually, Spring is a city in its own right even though the articles indicate it is in Houston. There has been some academic research surrounding DimensionM lately, particularly out of U. Florida.

Will Older Drivers Pay Lower Insurance by Playing Video Games?

Insurance giant Allstate (“Are you in good hands?”) is researching to determine if video games help drivers over 50 drive better. CNN reports:

Under a new pilot program called InSight, Allstate will offer specialized computer games to 100,000 customers in Pennsylvania aged 50 to 75. The games’ developer, San Francisco-based Posit Science, will track the total number of hours these drivers play.

Then the group’s accident rates will be compared to a control group of people who do not play the games.

The article goes on to explain the subjects won’t be playing a driving game, but rather one “designed to reverse age-related cognitive decline and improve visual alertness.”

For example, a game called “Jewel Diver” has players keep track of underwater jewels that pop up on the screen for a moment before they are hidden under fish swimming around. When the fish stop moving, players click on the fish hiding the jewel. It’s like Three Card Monte but without the cheating. Over time, the game gets more complicated as more fish appear on the screen.

It seems drivers with the fewest accidents are aged 50-60, but somewhere after 60 accident rates start to climb again. Allstate thinks using brain training video games might fight cognitive decline in older drivers, thus the experiment.

References:
Drivers may get insurance breaks for playing computer games. (2008, October 1). Retrieved October 9, 2001 from: http://www.cnn.com/2008/TECH/10/01/older.drivers.videogames.ap/

State of the Blog, October 2008: Ed Games from the 1980s Brings in New Visitors

10,000. That’s about the number of new visitors coming to this blog in a single day to read The Top 10 Most Influential Educational Games of the 1980s in the last part of September. It started when Simon Carless over at GameSetWatch linked to the article in a GameSetLinks post. Then GoNintendo listed the post as did LinkFilter. The most traffic came in after Maggie Greene at über-gaming site Kotaku mentioned it. Kotaku also garnered the most comments, four pages worth. Here’s a sampling:

where are the new Carmen Sandiego games?With the technology of today they could make an awsomely fun and educational game. With Blu ray you don’t have to just look at pictures , you can see video of the place and interact with the surroundings and have the cartoon overlays run around the city. It would be great! And all in High Def!

Several thousand more visitors came over once the post made the front page of Propeller.com. I even got 50 Diggs, a personal record. Many other sites picked up the story, including Aeropause and The Gadgets Page. And for a couple days, Educational Games Research made the top 100 Wordpress blogs. Briefly it was mentioned on the homepage of Wordpress.com, bringing in more visitors.

Several bloggers linked to the post, including Karl Kapp and Interesting Pile. Benny over at 4 color rebellion had some nice words for the list (“one of the best (if not THE best) gaming top 10 lists I’ve ever read”). Thorien at Epic Coalition had a flashback to his phone phreaking days. A commenter over at The Geek Show Podcast contributed some nice words:

Mavis taught me to type. Oregon Trail taught me to leave as early as possible and be as rich as possible. Math Blaster taught me that number punching means blowing cr*p up. I learned most of my American History, Geography, World History, and deductive skills through the chasing of that elusive Carmen Sandiego.

I really did like these educational games growing up. It’s really sad to see that there aren’t a lot of these kinds of games anymore.

phaesty over at Propeller.com had some additional nice comments:

Seeing the screen shots for NumberMunchers and the classic Oregon Trail just made me screech “OMG! I remember that!” in my office. I’d forgotten about NumberMunchers. Gosh, I loved those old educational games I used to pay in the MacLab at my elementary school. Nostalgia overload.

Lots of commenters injected some levity into the discussion. One over at Kotaku said:

It’s all fun and games until Carmen Sandiego munched some numbers and died from dysentery.

Another over at Propeller.com said:

The 5th grader in me always got a little bit of joy when the school bully died from Dysentery .

Feelings were mixed over the inclusion of Zork and Windows Solitaire. Some commenters felt one or the other should not have been included, while others expressed enthusiasm with the last two choices. Several games I failed to mention were brought up, as to be expected with any top 10 list. The best and those consistently clamored for, mainly M.U.L.E. and Rocky’s Boots, I added to an honorable mention category. Others were good educational games for their time, but never gained the popularity or influence of those in the top 10. A few were not worthy of consideration. For instance, Custer’s Revenge would fit better in The Top 5 Most Offensive Video Games, at least if anyone still played it.

Finally, errors and clarifications were caught by the multitude of readers, and thanks to the power of blogs I was able to quickly correct mistakes. Thus, the time I noted MECC stood for the Michigan Educational Computing Consortium instead of the Minnesota Educational Computing Consortium was quickly noted, especially by residents of Minnesota. (In my defense, I’d recently watched the Wolverines play football, so the State of Michigan was on my mind.)

All told, it was a fun and exciting month for this little ol’ blogger. Who knew old educational games could garner so much attention?