Tag Archive for 'Simulation games'

Educational Games Show ‘Why Games Matter’

Feeling unproductive after a Thanksgiving break spent gaming? Well eat this (after your turkey). In the “gee wiz” story of the week, the three winners of the “Why Games Matter” contest were announced yesterday, as reported by 1UP.

These three games raise awareness and recommend solutions to issues of gender relations and domestic abuse, teen depression and anger and the AIDS epidemic. Each will be recognized with a $5,000 prize and will be invited to the 2008 Games for Health conference.

Games are made to entertain, but this contest demonstrates one possible secondary function: to educate. This is nothing new. Whoever went to grade school in the early ’90s (and is reading a blog about video games) remembers all those classic computer lab games about doing math, building space ships, stopping bleeding and getting to Oregon.

But will we ever see a game that combines these two functions fully? One that is as fully immersive as BioShock, but also imparts some wisdom about the world outside of Rapture?

Books and movies are already doing this. They flirt around the topic without addressing it full-bore. What better way to learn about the royal politics of Elizabethan England than by reading Macbeth? And Shogun and Gates of Fire are kickass novels, but they also deliver historical and cultural lessons and interpretations. Sure, there are the PBS specials about dealing with racism that we saw in school, but there’s also 2004’s “Crash,” an average film made Oscar-worthy by its relevance.

What lesson does BioShock or Mass Effect teach? What purpose do they serve beyond providing compelling and stimulating entertainment? Interesting questions, which none can answer.

The Point of Games

Whether they seek to educate or persuade, “serious games” only occasionally succeed commercially or even appear in game stores. But they are becoming increasingly prevalent, and more mainstream titles are picking up their new approach to gaming.

Simulation games, which seek to accurately reproduce real world systems, educate the player on those systems. Sim City demonstrated all the variables necessary for a city to function properly and rewarded efficient urban planning. Flight Simulator allows the player to fly a plane with all the controls and obstacles that a real pilot would encounter.

These games sacrifice fun and gameplay, the two essential aspects of most commercial titles, in favor of realism. Similarly, games such as Brain Age and the recently announced Wii Fit are designed for more than just fun: They are intended to improve the player, either through physical or mental exercise.

A recent slew of serious games intend to influence the player’s opinions, taking the realism of simulations and applying it to a message. Orwell Today’s simulation of JFK’s assassination challenged players to reproduce the shots which killed Kennedy, shooting from Lee Harvey Oswald’s position. While notably morbid, failure would prove that there was more than one shooter.

Even governments have seen the persuasive potential of games. The US military uses America’s Army, a realistic first-person shooter, as a recruiting tool, and Iran’s Save the Port promotes Islamic beliefs.

The utility of games for arguing a point has been picked up by commercial games as well. For example, Army of Two designer Chris Ferriera commented in an interview with Gamasutra that the very modern issue of private military contractors is an important part of his game’s setting.

Ian Bogost, the author of Persuasive Games: The Expressive Power of Videogames who recently appeared on the Colbert Report, comments in his blog that many commercial games–such as Sim City and Grand Theft Auto–consistently reference and provide allegorical insight into real world events.

These examples take games in a new, more meaningful direction, hinting at a future where an argument or theme is at the heart of any good game.