Category: Gaming Blogs

CFP: Games for Health, 2008

The Games for Health Conference 2008 will be held May 8-9 in Baltimore. Registration is now open. Ben Sawyer put out a call for content on the Serious Games listserv, a copy of which is online over at Education Spree, which posts chatter from the Second Life Educators (SLED) listserv.

Several interesting topics are noted in Ben’s call, including using virtual worlds for health, the nascent field of cyberpsychology, exergaming, and virtual patients. Games for Health is a subsidiary project of the Serious Games Initiative, which is backed by the Woodrow Wilson International Center for Scholars. This marks the fourth year for the Games for Health Conference.

JAET Article Cited in Adobe Serious Games Whitepaper

It’s always nice to see an article in the Journal of Applied Educational Technology get cited elsewhere. Earlier this year, I noted fellow UNT doc student Mary Jo Dondlinger’s paper on serious games. Recently, I noted with interest that Anne Derryberry, over at I’m Serious.Net, included a citation for Mary Jo’s article in her whitepaper for Adobe Systems on serious games. Best of all, “Serious Games: Online Games for Learning” is freely available online, and freely distributable. It’s in Adobe PDF format, of course. ;-)

Addictive Group Play Might Make Johnny an Angry Boy

I found a nice site devoted to research on videogames from the psychology side. A lot of academic research on videogames seems to be deriving from psychology profs lately. Wai Yen Tang is a student who decided to start the VG Researcher – Psychology blog in “an attempt to bridge the gap between gamers and VG researchers in psychology. Another pertinent reason is that I’m simply tired of reading short and somewhat inaccurate news report on VG research (angers me a lot) and makes me want to read the article directly and write on it.”

I couldn’t agree more! As I’ve pointed out elsewhere, the media can put an entirely different spin on stories than what researchers published. VG Researcher is filled with several interesting entries, each devoted to a different paper. Several caught my eye, including this one:

Eastin, M. S. (2007). The influence of competitive and cooperative group game play on state hostility. Human Communication Research, 33 (4), 450-466.

Tang notes that Dr. Eastin took a novel approach to aggression research in videogames, finding higher levels of hostility measured among players who teamed together. I look forward to reading this one, as soon as I make it over to the university library. Alas, it’s not available freely online.

Also, this paper examined hostility in the context of “addiction”:

Grüsser, S.M., Thalemann, R., & Griffiths, M.D. (2007) Excessive computer game playing: Evidence for addiction and aggression? Cyberpsychology & Behavior, 1o, 2, 290-292.

Griffiths, Tang notes, is renowned for addiction research in the field of psychology. The study was an online survey of over 7,000 players, and noted that those meeting the researchers’ definition of addiction (11.9%) reported higher levels of aggression, “But regression analysis demonstrated that gaming addiction accounts for 1.8% for being responsible for aggression.” Tang concludes the connection between addiction and aggression seems tenuous.

Give Tang’s site a visit. I’ve added VG Researcher to the Blogroll.

The Day the Big Sites Came Calling

Normally, I’m the one scanning through major videogame discussion sites such as Gamasutra and Kotaku, looking for material related to educational videogames. This week, the opposite occurred, and it has been most interesting.

It all started when Simon Carless over at GameSetWatch.com mentioned my post on teaching ESL through MMORPGs. I started seeing traffic right away from Carless’ link, and noted GameSetWatch is in Technorati’s Top 10,000 blogs. (GameSetWatch is run by the same folks that bring us Gamasutra, one of the uber-gaming discussion sites. Carliss serves as editor for both).

In due course, Maggie Greene over at Kotaku read Carliss’ post, then read John Water’s article in THE Journal regarding ESL in MMORPGs, and blogged about it here. Carliss also linked to my original post on the article, and traffic has been coming in ever since.

What is most interesting are the posts to Greene’s article from English speaking players who picked up some Japanese or other languages through playing off-shore MMOPRGs.

All told, it was a nice week for the blog…

Dissin’ the Women: How Videogame Makers Discriminate Against Female Players

I found a nice site across the pond tonight, the DigiPlay Initiative. Here’s an excerpt from their About page:

The Digiplay Initiative [is] a research collective specializing in consumer research in the areas of digital games, adoption of technologies, online well-being and intellectual property crime. It undertakes commercial and academic research as well as providing online informations services to the research community. It is made up of researchers from the Centre for Research on Innovation and Competition (CRIC) at the University of Manchester and The Department of Psychology at the University of Central Lancashire (UCLAN) in the UK.

The Digiplay Initiative is led by Dr Jason Rutter over at the Centre for Research on Innovation and Competition at The University of Manchester, and Dr. Jo Bryce, Director of Research at the Cyberspace Research Unit, University of Central Lancashire. The most recent journal article published by the duo is, “Not much fun: The constraining of female video gamers.” Here’s the abstract:

The growth in video gaming as a leisure practice has not engaged female and males players equally. At school age, females play video games less often than their male contemporaries and the gender differences increases with age. This paper explores the social contexts which contribute to constraining female access gaming. It highlights a ‘career’ approach to video gaming in which females are excluded from an early age, marginalized through their gaming career and have a tendency to leave video gaming earlier than males because of other constraints including time. The paper briefly suggest that some innovations in video games have a particular appeal to female gamers but that this is not a solution to female exclusion from this leisure activity.

The paper shows how game makers discriminate against female players in various ways, and includes reference to research performed by the authors, including ethnographic studies of public gaming events in Great Britain. The paper may hold insights to educational game developers regarding practices to avoid in order to maintain a more equitable playing field.

There is a considerable amount of educational gaming research material on the DigiPlay Initiative’s site. Members can submit papers that have been published elsewhere for comments and future reference, making the site a dynamic online annotated bibliography. It’s a place well worth exploring.

References
Bryce, J., & Rutter, J. (2007). Poca diversión: Las barreras de las aficionados a los videojuegos/Not much fun: The constraining of female video gamers. ADOZ Journal of Leisure Studies, 31. 97-108.

Webkinz & Club Penguin: Evil? Or Good Financial Teachers?

Recently the debate over the benefit or detriment of MMOGs aimed specifically at children has heated up again. Specifically, these debates center around Club Penguin and Webkinz. The current debate was kickstarted in a New York Times article last week entitled, “Pay Up, Kid, or Your Igloo Melts,” by Mireya Navarro.

Navarro notes that several opportunities in the games require additional purchases, much to many parents’ chagrin. One thing that has alarmists concerned is the fantastic growth the two largest sites, CP and Webkinz, have seen recently. CP has almost 5 million unique monthly visitors, while Webkinz has around 6 million.

While there is some free content, attractive add-ons require additional payments. Anyone can register in CP for free, but to keep virtual items in the game, a monthly pay account is needed. People purchasing plush toy Webkinz in the real world get free access to the virtual Webkinz world for a year. Buying more plush toys leads to more benefits online.

Navarro notes that the idea of selling to tots in the digital realm is raising concerns:

Consumer Reports WebWatch started a study this summer to evaluate the commercial content of online games for 3- to 7-year-olds.

“Every interface is becoming an opportunity to sell children something, either brand awareness or real things,” said Liz Perle, the editor in chief of Common Sense Media. “That’s the end game.”

Other profit concerns exist, Navarro says, including the fact Disney bought out CP for $350 million, with an option to double that amount if growth targets are met. We’re used to hearing folks fuss about profits generated by “Big Oil” and “Big Pharma.” Now, perhaps we’ll hear talk about “Big Gaming.”

On the other end of the spectrum, some parents actually like these virtual worlds for tweens and kiddos. Brian B., a fellow technology director from Texas, and blogger, notes that his daughters have been captivated by Webkinz. After some scaffolding, his 4 year old twins took to the game like the proverbial duck to water:

At first, they were satisfied with watching mommy and daddy play the games, buy things, and arrange furniture, etc., but eventually they wanted to take control of their own private virtual living space themselves. My wife came up with the idea of putting a heart sticker on the left button of a little USB travel mouse I carry in my bag so they could remember which button to push (laptop tracks pads are difficult for 4-year-old fingers apparently), then a little instruction on drag-and-drop and they were off. They only thing that my wife or I do now is to log them in (while they can type their own names, the extra long/unique user names for the site give them a little trouble).

Brian is a little worried about the financial aspect, namely that it may use up a lot of his money like so many other things for your children have a tendency to do. But, he also likes what he sees in Webkinz:

Many of the games are educational – one of my personal favorites is one where you take random letters and try to put them together to spell words. Depending on how you put them together you get more points – don’t get enough points and you don’t advance another level. Another game teaches spatial placement by setting up pathways to get the “pets” on one side of the screen to their “homes” on the other. You have to click on each piece of the pathway to make them flip until the pathway is complete – and the possibilities are endless (no two game boards are the same) … BTW – My wife and I find several of the games as good methods of winding down at the end of the day…now who’s WebKinz are they again?

So, the jury is out as to whether these for-profit virtual worlds aimed at kids are evil capitalist “first hits” to the addictive world of Internet playgrounds … or fun sites where kids can learn a thing or two about money management and home décor. It will be interesting to see what Consumer Reports’ WebWatch report says, and hopefully we’ll see some academic research as well.

References:
Navarro, M. (2007, October 28). Pay up, kid, or your igloo melts. Newyorktimes.com. [Online]. Available: http://www.nytimes.com/2007/10/28/fashion/28virtual.html

Slaying More Myths About Videogames

Last month I wrote about fellow Texan and Education Business Blog guru Lee Wilson’s excellent article on myths about educational videogames that ran in Technology & Learning. This month, Part 2 was published, and Wilson explores three more commonly held misconceptions on the topic.

First, Wilson addresses one of the strongest criticisms against educational games, mainly that instructional elements are akin to pearls on swine. In other words, an innately fun medium is being bent and stretched to accommodate educational purposes. Wilson allows that people like Justin Peters are partly right: good game design is needed, regardless of the serious or recreational nature of the game. But, there are many, many successful educational games that are both fun and … educational. He points out Whyville at University of Texas as a prime example. Instant gratification is not the point for complex videogames. Wilson points to several games that require hours of dedication in order to achieve goals. He notes that Steven Johnson said in his book Everything Bad Is Good for You, that “… compared to most forms of popular entertainment, games turn out to be all about delayed gratification—sometimes so long delayed that you wonder if the gratification is ever going to show.” The Civilization series and World of Warcraft are brought in to buttress this point.

Next, Wilson tackles the notion that games are good enough to teach kids on their own, without help from the teacher. This myth kind of goes to the opposite extreme of other myths that stand against the use of games in the classroom. Wilson brings in David Shaffer over at U. Wisconsin, author of How Computer Games Help Children Learn to argue the point: “Wandering around in a rich computer environment without guidance is a bad way to learn … The knowledge that matters in any domain is the knowledge that experts have …” [I’ve long noted that programs don’t teach kids, teachers do; programs are just tools that teachers use. Skilled teachers will teach well with whatever tools are available.] Wilson also noted the last NECC get together had 18 conference topics dealing with incorporating games into core curricula. Likewise universities are increasingly ramping up efforts to inculcate gaming into teacher preparatory programs.

Finally, Wilson addresses the most vexing notion of all, that there is no scientific literature backing up the use of gaming in educational environments. To fight this myth, Wilson notes the plethora of research activity surrounding Harvard’s River City project, Indiana’s Quest Atlantis project, and one of the many research efforts focused on World of Warcraft.

This myth is particularly pernicious. The main focus of this blog is to explore the wealth of published research out there centered around instructional gaming. Just browsing through the last couple dozen or so blog entries should dispel the notion there is no research backing up educational videogames. Yet, the myth persists. Recently, Miguel Guhlin wrote in his excellent ed tech blog about the notion that Marc Prensky misstated research surrounding his ideas on digital natives and immigrants. Yet, Prensky is a practitioner, not a researcher.

Be sure and check out part two of Wilson’s article. He has made a significant contribution to the discussion with these two articles.

References
Wilson, L. (2007, October 15). Getting it wrong: Slaying myths about video games (part 2). Technology & Learning. [Online]. Available: http://www.techlearning.com/story/showArticle.php?articleID=196604734

Tim Holt’s Byte Speed Podcast

Tim Holt, the Director of Instructional Technology for El Paso ISD, interviewed me yesterday after my presentation on instructional gaming at Fall TecSIG. The Technology Coordinators Special Interest Group is the biggest SIG in the Texas Computer Education Association (TCEA). Tec-Sig members meet twice a year in Austin, and again in February during the annual TCEA Conference and Exhibition, which is the largest state-based conference of its kind.

Tim and I talked about educational videogames and their various impacts on the classroom. The podcast lasts 15 minutes. Tim’s blog is quite extensive, and he has podcasts from interviews with several folks in the field at both the corporate and academic levels.

So, give Tim’s site a visit, and if you’ve got 15 minutes or so to spare, have a listen on a podcast dealing with instructional gaming and education.  

Handheld Learning Conference, 2007

With all the talk recently surrounding the educational uses of handheld gaming platforms such as the Nintendo DS and the Sony PSP, it makes sense that practitioners have banded together to form a conference on the topic. Andy Pulman blogs about the Handheld Learning Conference and Exhibition, 2007, that is taking place next week in London. A press release that Andy references gives more details.

Here’s a couple of key paragraphs in that press release from the Nintendo folks:

David Yarnton, General Manager, Nintendo UK says:
“The Handheld Learning Conference and Exhibition brings together so many thought-leaders it is natural that Nintendo gets involved with this important educational conference. As the biggest supplier of handheld entertainment, Nintendo is already driving learning across all age groups with its products, in particular the Touch Generations series, including Dr Kawashima’s Brain Training: How Old is Your Brain? and Big Brain Academy. So we’re delighted to play our part, furthering the developing role of handheld devices in learning.”

Graham Brown-Martin, Managing Director, Handheld Learning, says:
“The majority of gaming devices – and particularly those by Nintendo – all feature local and wide area networking capabilities, which are exploited by its software titles to enable positive social interaction and networks. Whilst the world has been focussing on the $100 laptop Nintendo had already developed one in the form of the Nintendo DS.”

Ouch. I think the OLPC people might be asking: Where is the keyboard for the DS? Anyways, that’s an argument for another day. Additional details on the conference are available at the conference’s official website.

On a side note, despite our noting the increased discussion surrounding the educational uses of the Nintendo DS and the Sony PSP in Japan, Gaming Today informs us that both products have been banned from use on Japanese airlines. Fortunately, other airlines have not followed suit. My oldest will be glad to hear this, flying back from New England later this week, loaded down with several books and both mini consoles to fight the boredom and wait out potential delays.

Elderly Turn to Videogames to Stay Mentally Fit

The Washington Post had a nice article recently about octogenarians using video games in order to keep their minds fit. A “brain health movement” is sweeping retirement communities nationwide, according to the article. Leslie Walker wrote that Nintendo’s Brain Age and other mentally strenuous video games have joined Bingo, Sudoku, and crossword puzzles as mechanisms to promote brain fitness in the aging and elderly.

Other video games offered by retirement communities to their citizens include one called Brain Fitness, and the virtual bowling game on the Nintendo Wii.

Brain fitness in general is booming, thanks in part to America’s aging population:

In fact, baby boomers may be the biggest catalyst of the brain-fitness boom. They started turning 60, and the nation’s over-65 population will double between 2000 and 2030 — from 35 million to 72 million people. That forecast has triggered an entrepreneurial rush to supply them with anti-aging products.

Next, Walker plugs a couple of related blogs, including SharpBrains.com, with whom I’ve recently traded links:

A growing body of research suggests that mental activity in middle age and earlier can help later in life. As a result, Web sites such as HappyNeuron.com are springing up to offer online games to people of all ages, while blogs like SharpBrains.com provide commentary on the fledgling industry.

Finally, Andrew Carle over at George Mason gets a nice quote:

“No technology trend in fitness has gotten more media attention than cognition training,” said Andrew Carle, a George Mason University professor who studies brain-training products. “What’s driving it is the jump we are seeing in Alzheimer’s, which is an age-related disease.”

References:
Walker, L. (2007, September 12). Keep your brain power up. The Washington Post, pp. HE09. [Online]. Retrieved September 22, 2007 from http://www.washingtonpost.com/wp-dyn/content/article/
2007/09/10/AR2007091001879.html