Corporate Research: iPads are Used Mostly for Recreational Purposes

A Citigroup online survey of 1800 people in the US, UK, and China found iPad users engaged with the device primarily for entertainment purposes. Web surfing, e-mail, and watching Netflix top the list. Users in the US were more likely to buy the device as a secondary unit for fun, or as a toy, while users in China were more likely to consider the iPad a primary computing device for serious work. More, including charts, here and here.

SITE 2012 CFP Due Oct. 21

SITE will be in Austin, TX March 5-9:

SITE 2012 is the 23rd annual conference of the Society for Information Technology and Teacher Education. Join with 1,200+ colleagues from over 50 countries in Austin, Texas!

This society represents individual teacher educators and affiliated organizations of teacher educators in all disciplines, who are interested in the creation and dissemination of knowledge about the use of information technology in teacher education and faculty/staff development. SITE is a society of AACE.

Attendees can participate virtually; there is a new call for virtual presentations. A new topic this year for teachers and school leaders is Teaching with Technology: Engaging Students Through 21st Century Learning. Games & Simulations remains a popular topic strand.

Here is the Call for Participation. Deadline is Oct. 21.

Using Video Games to Solve Complex Problems

The blogosphere and the Twitterverse were buzzing today with news about the latest crowdsourcing coup, where a video game was used to unravel the molecular structure of viral enzymes that cause AIDS in monkeys.

Such tedious work often requires human cognitive abilities, and combined efforts seem to flourish within a gaming environment. The online game used is called Foldit, and Firas Khatib and Frank DiMaio over at University of Washington’s Dept. of Biochemistry along with several others published a paper in Nature detailing the effort, entitled Crystal structure of a monomeric retroviral protease solved by protein folding game players. Here is their abstract:

Following the failure of a wide range of attempts to solve the crystal structure of M-PMV retroviral protease by molecular replacement, we challenged players of the protein folding game Foldit to produce accurate models of the protein. Remarkably, Foldit players were able to generate models of sufficient quality for successful molecular replacement and subsequent structure determination. The refined structure provides new insights for the design of antiretroviral drugs.

The game looks quite interesting, and by playing you might help make a significant contribution to science.

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Kriegsspiel: Powerful Lessons from War Games

Matthew Kirschenbaum, Associate Professor of English and Associate Director, Maryland Institute for Technology in the Humanities (MITH) over at University of Maryland, has a most excellent article on wargames at Play the Past.

“To a wargamer,” writes Greg Costikyan in the just published collection Tabletop: Analog Game Design, “wargames are not abstract, time-wasting pastimes, like other games, but representative of the real. . . . You can learn something from wargames; indeed, in some ways you can learn more from wargames than from reading history”

I agree. Gee has been telling us for most of the last decade that we can learn from games.

Kirschenbaum went to the recent Connections wargaming conference. He says wargaming has a rich history:

Indeed, the Connections conference advertised itself as being held on the 200th anniversary of the “invention” of wargaming. What can this mean, with games like Chess and Go dating back to antiquity? In the early 1800s, the Prussian staff officer Georg von Reisswitz formally introduced his Kriegsspiel, a game played by laying metal bars across maps to mark troop dispositions (derived from a set his father had made up) to his fellow officers. “This is not a game! This is training for war!” one general is said to have exclaimed. (The authoritative account of the origins and development of Kriegsspiel is to be found in Peter Perla’s excellent The Art of Wargaming.)

One of the key elements of beneficial learning players obtain by engaging in these games is not so much historical knowledge, but rather decision making skills. When faced with limited resources, for instance, in times of high crisis such as war, what are the best decisions a leader can make? Better yet, what are the best skills a leader can acquire so that he or she can make the best critical decisions when previously unforeseen circumstances arise? It is within this context that wargames provide a beneficial sandbox.

Most of the action seems to involve sitting around a table and talking (sometimes colloquially referred to as BOGSAT, “Bunch of Guys [and Girls] Sitting Around a Table” by those in the know). Such games, which are staged not only by the Pentagon but also by corporate consulting firms like Booz Allen Hamilton, can be about response to a global pandemic or an interruption in the supply chain for a manufacturing process as well as military operations and contingencies. Wargaming, increasingly, is a term as likely to be encountered in a business leadership seminar as inside a Beltway think tank.

The article hardly qualifies as a blog post. It is more along the lines of something one would read in The Atlantic. It’s a very interesting perspective and well worth the read.

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Study: Predicting Player Behavior and How Zynga Profits from Data Analysis

An interesting front page story in The Wall Street Journal today by journalist Nick Wingfield discusses how casual gaming giant Zynga cashes in on their millions of players. After developing Fishville, following in the footsteps of highly successful titles like Farmville, managers noted players spending in-game currency on one type of fish more so than others. The “translucent angler fish” was being purchased more than 6 times the rate of other virtual fish. So the company quickly developed a whole line of translucent sea creatures, charging as much as $4 (this time, in real world money) for more exotic varieties.

This formula has been very successful for the company. Although only about five percent of Zynga’s player base spends serious money in their games, so many millions of people play that the company rakes in millions. They rake in even more by figuring out what the players want through data analysis.

Zynga is transforming the game industry. Traditional videogame companies create games they think players will like, then sell them. Zynga offers free games through Facebook Inc.’s social network, then studies data on how its audience plays them. It uses its findings to fiddle with the games to get people to play longer, tell more Facebook friends about them and buy more “virtual goods.” At the heart of the whole process is Zynga’s ability to analyze reams of data on how players are reacting to its games.

“We’re an analytics company masquerading as a games company,” said Ken Rudin, a Zynga vice president in charge of its data-analysis team, in one of a series of interviews with Zynga executives prior to the company’s July filing for an initial public offering.

This formula for financial success has other companies following Zynga’s lead. Rather than spending millions developing a title with a short shelf life, companies are turning to free games with extras that cost money. The primitive graphics Zynga uses are generally derided by serious gamers, but Zynga aims for the mass market, much the way American beer brewers produce bland beverages that appeal to the most palates.

All of Zynga’s games go through what amounts to a giant ongoing lab experiment involving players. Zynga conducts hundreds of “A-B tests” within its games, in which two sets of players see virtual goods on sale with, say, subtle color differences to see which color sells better…

Sizhao Yang, a former Zynga executive who helped create its virtual farming hit “FarmVille,” says his development team figured out by analyzing virtual-goods-sales data that “people buy animals a lot more than tractors and other inanimate objects.” The findings led the “FarmVille” team to more prominently feature animals in its online store, he says.

Interestingly, Wingfield reports there is considerable tension in the company between the data jockeys and the game designers. The game designers have a certain idea of how a game should look and function. The analysts drive the direction of game development based on the data, leading to tension. Some designers have quit the company in protest. Still, data remains the keystone in Zynga’s game plan for the foreseeable future.

The Zynga story on data analysis comes on the heels of the recent International Conference on the Foundations of Digital Games in Bordeaux this summer (fdg2011.org). There, Brent Harrison and David L. Roberts over at North Carolina State delivered an interesting paper, Using sequential observations to model and predict player behavior. Here’s their abstract:

In this paper, we present a data-driven technique for designing models of user behavior. Previously, player models were designed using user surveys, small-scale observation experiments, or knowledge engineering. These methods generally produced semantically meaningful models that were limited in their applicability. To address this, we have developed a purely data-driven methodology for generating player models based on past observations of other players. Our underlying assumption is that we can accurately predict what a player will do in a given situation if we examine enough data from former players that were in similar situations. We have chosen to test our method on achievement data from the MMORPG World of Warcraft. Experiments show that our method greatly outperforms a baseline algorithm in both precision and recall, proving that this method can create accurate player models based solely on observation data.

While not fixating on the profit motives that Zynga has in mind, Harrison and Roberts offer clues to game designers in guiding player behavior in-game. Educational games could become more engaging:

The ability to accurately predict a player’s behavior in a game has a number of applications. While these applications are beyond the scope of this paper, we discuss two of them briefly here to better situate and motivate our approach. With a model of player behavior, we can create an experience that is unique to a user’s tendencies or preferences. For example, if we predict that the user will choose to fight a certain non-player character (NPC) rather than talk to it, that NPC can be made more willing to fight. Another application involves guiding players to parts of games that they may enjoy. Modern games often take place in large, sandbox worlds where the player is given total freedom. It’s quite possible that players may never see content that they would like because the sandbox is just so big. Predictions about a player’s behavior can be used to guide her to the parts of the game that she would enjoy.

Eschewing surveys, the authors recommend a purely data-driven approach (as does Zynga):

We feel that a purely data-driven approach has significant promise for creating accurate predictive models of player behavior in games without the difficulties associated with earlier modeling techniques. Very little research has been done in this area to date.

Read the entire paper for further discussion of the algorithm they developed. Very interesting.

References:

Harrison, B & Roberts, D. L. (2011). Using sequential observations to model and predict player behavior. In Proceedings of the 2011 Foundations of Digital Games Conference. (FDG 2011), Bordeaux, France.

Wingfield, N. (2011, September 9). Virtual products, real profits. The Wall Street Journal, p.A1.
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Study: Tough Times in RL Lead to Greater Second Life Satisfaction

An interesting study by Edward Castronova over at Indiana and Gert G. Wagner at Berlin University of Technology came out this summer in the social sciences journal Kyklos. Castronova and Wagner examined life satisfaction ratings from the 2005 World Values Survey and another survey of life satisfaction among Second Life players. Subjecting both sets of data to regression analysis showed correlations between difficult problems in real life leading to a more intense time online. Here’s their abstract:

We study life satisfaction data from the 2005 World Values Survey and a 2009 survey of users of the virtual world Second Life. Among Second Life users, satisfaction with their virtual life is higher than satisfaction with their real life. Regression analysis indicates that people in certain life situations, such as unemployment, gain more life satisfaction from “switching” to the virtual world than from changing their real-life circumstances. Thus, an unemployed person can become happier by visiting Second Life rather than finding a job. Correspondingly, problems in real life are positive predictors of intense use of virtual life.

It’s one of those “I could have told you that,” studies. The importance of the study is, now you can say “Research shows that people with real life difficulties tend to gain greater satisfaction in virtual worlds.” Castronova sums it nicely on the Terra Nova blog:

We are not finding any causal effects here, just correlations. What’s noteworthy is the magnitude of the correlations. Second Life is providing a big chunk of life satisfaction, just as big as the factors that previous researchers on life satisfaction have found were the “biggies,” like health, employment, and family relationships. (By the way, in case you didn’t know, money does not make you happy.)

He has a link to his copy of the study here. The official journal link is here.

References:

Castronova, E. & Wagner, G. E. (2011, August). Virtual life satisfaction. Kyklos  64(3). 313-328.
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Are Old Video Games Still Art?

In a philosophical piece on Joystick Division, freelancer Dennis Scimeca ponders how old literature such as works of Shakespeare can still feel relevant, as can old paintings and even old movies. Yet somehow, old video games seem … old.

Check out his article, The Challenge of Taking Old Games seriously.

Frankenstein was written 166 years before I first cracked the pages of my copy …

Citizen Kane was shot 50 years before I entered Boston University’s film program …

Yet if I try to play Adventure on the Atari 2600 it’s nothing more than a quaint experience that I’m only interested in for about a minute.

This is a worthy entry in the ongoing discussion of video games as art.
 
 

2011 International Serious Play Award Winners Announced

Here’s a press release announcing the winners of the 2011 International Serious Play Awards. Special congrats to the team from Texas A&M and their gold medal for RiggleFish.

Also note bronze medal winner Virulent, which I blogged about earlier this summer.

SEATTLE – Aug. 25, 2011 – Twenty serious games were chosen by a panel of experts, as medal winners at the 2011 International Serious Play Awards, a program distinguishing superior examples of corporate, military, healthcare and school/at home learning titles. The winners were selected at the Serious Play Conference, Tuesday – Thursday, August 23 – 25, 2011 at DigiPen Institute of Technology in Redmond, Wash.

Air Medic Sky One, created by University Medical Center Utrecht, was awarded Best of Show.

The award program received submissions from commercial organizations, seasoned and emerging development studios as well as students. This year’s entries included 13 international submissions.

“Games for learning are moving onto every platform, from iPads to Smart phones,” said Clark Aldrich, conference director.

Commercial Organization/Development Studio Awards:

Gold Medal Winners:

• Air Medic Sky One, University Medical Center Utrecht, the Netherlands (Games for Health)
• Aircraft Marshalling Virtual Trainer, Heartwood Inc. (Government/Military)
• Gamestar Mechanic, E-Line Media (Education)
• RoboMath, Project Whitecard Inc. (Education)
• Motion Math HD, Motion Math (Consumer Game)
• RiggleFish, Texas A&M University (Education)

Silver Medal Winners:

• McGraw-Hill Education Practice Marketing, McGraw-Hill Education International and Muzzy Lane SW (Education)
• Fate of the World, Red Redemption Ltd. (Games for Good)
Play True Challenge, World Anti-Doping Agency (Games for Good)
• SpaceChem, Zachtronics Industries (Consumer Game)
• Emergency Birth, Engender Games Group Lab – University of Wisconsin-Whitewater (Games for Good)
• Treadsylvania, New Mexico State University Learning Games Lab (At Home Learning)

Bronze Medal Winners:

• Distraction Dodger, Web Courseworks (Education)
• MiddWorld Online Language Roleplay Game, Middlebury Interactive Languages and Muzzy Lane SW (Education)
• Waterkeeper, First Nations Education Steering Committee (Education)
• Game for Science, CREO (At Home Learning)
• Primaires à gauche, Le Monde (Games for Good)
• Virulent, Morgridge Institute for Research (At Home Learning)
• International Racing Squirrels, Playniac (Consumer Game)
• Devil’s Advocate, UCF Retro Lab (Government/Military)

The Serious Play Student Award was sponsored by Microsoft Corporation.

All commercial entries were also reviewed for Serious Play Certification, which assures that a serious game offers a high standard of performance. Certified games are given Serious Play Certification and a 2011 Seal of Approval. Certification is valid for three years.

For more information, visit www.seriousplayconference.com

Contact:

Samantha Owyang/Robert Brown
The Bohle Company for Serious Play
(310) 785-0515 ext. 232/231


Center for Children and Technology Reports on DS Games at AERA

I’m honored to be invited to participate in a discussion group this fall put together by the Education Development Center’s Center for Children and Technology (EDC/CCT). The research this group is involved with in the field of classroom gaming is impressive.

The list of projects EDC/CCT is working on is extensive. Among many, one project with the U.S. Dept. of Education involves the design of educational game modules for the Nintendo DSi handheld, aimed at middle school science and literacy.

A paper by Marion Goldstein, Marian Pasquale, and Katie McMillan Culp, members of the Possible Worlds team at CCT, was presented recently at AERA 2011. Here is the abstract for the paper, entitled Using Students’ Naïve Theories to Design Games for Middle-Grades Science:

This paper reports on one phase of a long-term research and development project that is creating video game modules for middle-school science classrooms. The games are intended to help teachers address common scientific misconceptions by providing students with opportunities to interact with visualizations of otherwise abstract or inaccessible concepts or phenomena that are the source of those misconceptions. The visualizations serve as metaphors for natural phenomena, and linking activities help teachers build connections between the visualizations and the targeted concepts. Findings presented here are derived from formative research conducted to inform the development of a game and associated classroom materials that address genetics and heredity. The paper discusses how teachers in our sample typically teach this material in seventh grade, student expressions of common misconceptions about genetics and heredity, and how an initial design for the game responds to and addresses those misconceptions. Students’ misconceptions were associated with the concepts of randomness of inheritance, gene expression, and natural selection.

Perhaps the most impressive aspect of the team’s approach to instructional handheld gaming design is the commitment to research-based efforts. Through direct research with middle school students, the team uncovered several misconceptions held by the students through a series of experiments. When showed a mixed race couple, students’ assumptions regarding the physical makeup of the couple’s children were based on misconceptions. Other experiments uncovered faulty assumptions based on genetic adaptations of beetles and the random characteristics of lotteries. With this research in hand, the team set out to tackle common misconceptions among students at this age and grade level. The remainder of the paper discusses results with prototypes of the resulting game modules.

It’s an excellent report of a work in progress. Research and design such as this will ultimately result in stronger and more effective educational video games.


2011 International Serious Play Finalists

Here’s a press release concerning the International Serious Play Conference. Congrats to all involved.

SEATTLE – August 22, 2011 – A panel of experts have selected 20 games as finalists in the 2011 International Serious Play Awards, a recognition program honoring outstanding examples of corporate, military, health care and school/at home learning titles. The games will be featured and final winners and a Best of Show selected at the Serious Play Conference, Tuesday – Thursday, August 22 -24, 2011 at DigiPen Institute of Technology in Redmond, Wash.

The award program received submissions from commercial organizations, seasoned and emerging development studios as well as students. This year’s entries included 13 international submissions.

Commercial Organization/Development Studio Finalists include:

• Air Medic Sky One, University Medical Center Utrecht, the Netherlands (Games for Health)
• Aircraft Marshalling Virtual Trainer, Heartwood Inc. (Government/Military)
• Virtual Reality Dome Controller, TNO Defense & Safety and VisionShiftStudios (Government/Military)
• Distraction Dodger, Web Courseworks (Education)
• Gamestar Mechanic, E-Line Media (Education )
• McGraw-Hill Education Practice Marketing, McGraw-Hill Education International (Education)
• MiddWorld Online Language Roleplay Game, Middlebury Interactive Languages (Education)
• Waterkeeper, First Nations Education Steering Committee (Education)
• RoboMath, Project Whitecard Inc. (Education)
• Game for Science, CREO (Games for At Home Learning)
• Virulent, Morgridge Institute for Research (Games for At Home Learning)
• Play True Challenge, World Anti-Doping Agency (Games for Good)
• Primaires à gauche, Le Monde (Games for Good)
• Fate of the World, Red Redemption Ltd. (Games for Good)
• International Racing Squirrels, Playniac (Consumer Game)
• Motion Math HD, Motion Math (Consumer Game)
• SpaceChem, Zachtronics Industries (Consumer Game)

Student Finalists:

• Emergency Birth, Engender Games Group Lab – University of Wisconsin-Whitewater (Games for Good)
• Treadsylvania, New Mexico State University Learning Games Lab (At Home Learning)
• RiggleFish, Texas A&M University (Education)

The Serious Play Student Award was sponsored by Microsoft Corporation.

All commercial entries were also reviewed for Serious Play Certification, which assures that a serious game offers a high standard of performance. Certified games will be given Serious Play Certification and a 2011 Seal of Approval. Certification will be valid for three years.

Finalist entries will be on display at the Serious Play Conference. Attendees will have a chance to play the games and vote for the Best of Show award. Winners will be announced Wednesday, August 23 at the Awards Reception.

For more information, visit www.seriousplayconference.com

Contact:

Samantha Owyang
The Bohle Company for Serious Play
(310) 785-0515 ext. 232