OPINION NATURE|Vol 466|5 August 2010 www.FAteOFthewORld.Net Serious fun with computer games the participant. They should go beyond ‘the dancing clown problem’, in which students are dazzled by digitized versions of pop quizzes but Sophisticated multimedia experiments offer platforms for learning don’t retain knowledge. An increasing number of computer games are about science through play, Aleks Krotoski finds. achieving the desired balance. One example — It is the year 2110, and the level of methane in systems in games that support learning. These described as effective and fun by educators and the atmosphere has reached a critical threshold. include rewards, options that allow the user those in the trade — is McGonigal’s World WithYou have a decision to make: accept the risk of to navigate obstacles in a personalized way, out Oil, co-designed and written by Ken Eklund. global catastrophe and continue extracting the opportunities to try out hypotheses and to An interactive online experiment that ran over gas to meet the energy needs of an increas- fail in a safe space, iterative advance based on several weeks in 2007, it used realistic forecasts ing population; implement a one-child-per- prior decisions and consecutive challenges that of our planet and asked people to collaborate on household rule to reduce future energy unfold logically. These rules echo many char- responses and descriptions of future life experidemand; or fund a decade-long research pro- acteristics of scientific inquiry. ences that stemmed from their beliefs about fuel gramme to deliver technological solutions. With good game mechanics, learning may scarcity and energy shortage. Another is Red These judgements on climate-change policy result even when the educational material Redemption’s 2007 PC game Climate Challenge, are central to Fate of the World, a computer underlying the game has flaws. The 2008 game the proof-of-concept title preceding Fate of the game due for release in October. Through “a Spore, released by Electronic Arts, was criti- World, into which research-based scenarios nail biting set of global warming scenarios”, cized by educators for its unrealistic portrayal were also integrated. It attracted more than one players will explore geoengineering, alternative of evolution. Yet it was a critical and com- million players. energy sources and other options for protecting mercial success, proving that there is a market Multiple media can enhance the mechanics the planet over the next 200 years. By incorpo- for mainstream games that tackle scientific of game playing. The alternate-reality games rating realistic predictions from climate models theory. It encouraged the gaming community community keeps audiences enthralled outside and advice from scientists, the game’s develop- to engage in debates about evolution. a game’s boundaries by sending players e-mails, ers, Red Redemption, hope to encourage playThe potential audience for such games is vast: instant messages and texts. They infiltrate the ers to engage with climate-change issues and to two-thirds of US households play computer and physical environment with city-wide billboard influence their attitudes and behaviours. Fate video games, and one-third of UK residents campaigns, live events and newspaper and of the World is the latest commercial title in a consider themselves gamers. Yet few serious magazine advertisements. They fabricate blogs, growing library of computer games that seek educational games make a profit — most rely video diaries and websites to further increase to convey serious messages through play. But on funding from government departments, users’ sense of immersion. how effective are they? media organizations and science-promoting This multimedia approach was used in Over the past decade, evidence Oil Productions’ award-winning has grown that computer-based ROUTES, which explored genetics play can support learning in through videos, stories and tradischools. Pedagogical studies and tional web games between Januevaluations, summarized in a 2006 ary and March 2009. With more joint report titled ‘Unlimited Learnthan 500,000 visitors and 4 million ing’, by the UK government’s edugames played during the 3-month cation department and a software period it was live, and 675,000 viewpublishers’ association, found that ers and 21 million players engaging students whose lessons included with the website since, its successful interactive games were more formula has been used by its sponengaged in curriculum content and sors Channel 4 Education and the demonstrated deeper understandWellcome Trust for other publicing of concepts than those who did service campaigns aimed at teenagnot use games. Better exam scores ers. These include Ada, an explorer and teacher ratings resulted when puzzle game still in development computer games, both commercial Interactive games such as Fate of the World foster learning by simulating but similar to Tomb Raider, that and bespoke, were used as support climate-change decisions. encourages girls to choose careers materials. A plethora of organizain science, and SuperMe, a game tions have sprung up to explore computer- charities. Attracting non-gamers is difficult: released last month that seeks to boost young based learning; in the United Kingdom, these the word ‘game’ may alienate would-be players people’s self-esteem. include Futurelab in Bristol and the Serious and devalue the serious messages within. As a Games provide an alternative platform for Games Institute at Coventry University. result, some developers use alternative names communicating science. If their mechanics are The success of computer games in engaging for their products, such as ‘behaviour-change well designed, game play could help us to make students lies in the mechanics of how they are platform’. better decisions about our future. ■ designed. Jane McGonigal, a games researcher Broadening the appeal and effectiveness of Aleks Krotoski is a researcher and journalist and designer at the Institute for the Future in educational games will require better products who specializes in the social applications of Palo Alto, California, and Raph Koster, author and targeted marketing. The playing experi- technology. She is currently Researcher in of A Theory of Fun for Game Design (Paraglyph, ence must be immersive, coherent and believ- Residence at the British Library, London. 2004), have each described several effective able. Games must not patronize or outpace e-mail: [email protected] © 2010 Macmillan Publishers Limited. All rights reserved 695
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