Overcoming Serious Gaming Challenges
I came across two interesting article this week that – in identifying some of the genre’s challenges and weaknesses – shed light on why educational video games (a.k.a. serious games) haven’t caught on as quickly as (many would argue) they should have by now. In doing so, they also illustrate the opportunities for innovative, well designed serious games – like the HistoriCanada Project – to be seriously successful.
One article in Monday’s San Jose Mercury News, It's really difficult to find good educational software (see excerpts), tells the familiar story of Gary Church, a clearly responsible and hands-on parent who, in looking for innovative ways to expand his son’s educational experience, bought his son a copy of Reader Rabbit, only to see it gather dust after an hour’s play. Even for a 3-year old, Reading Rabbit couldn’t compete with the towering wall of action and adventure games at the local Best Buy.
The other was an op-ed piece published earlier this month on European tech news site Tom’s Guide, entitled Educating kids with video games: a laudable, but doomed idea. In it, columnist Wolfgang Gruener details quite candidly (“most of the games used in education are crap”) why serious games haven’t hit the mark with students as much as educators (and parents like San Jose’s Gary Church) have hoped.
Excerpts from It's really difficult to find good educational softwareSo why haven’t serious game worked? Some of the main reasons are:
``I'm not too happy with the choices. None of them seem to capture the kids' attention as much as the non-educational games,'' Church said while looking for a ``Mario Kart'' racing game for his son's new Nintendo DS handheld at a Best Buy store.
The segment's heyday in the 1990s came as parents raising a new generation of computer-savvy kids stocked up on software titles like Knowledge Adventure's ``JumpStart Preschool'' and Microsoft's ``Encarta'' encyclopedia program.
But not enough new material followed to sustain growth or spark new purchases. Software that was found useful often got passed to siblings.
``In the 1990s, there was a one-size-fits-all mentality, and `Reader Rabbit' and `Carmen Sandiego' were big hits. They fit the customers' needs at that time,'' said Jessica Lindl, vice president of marketing for Riverdeep, which now owns both those classic titles after a string of acquisitions. ``But the customer has changed dramatically over the last five years, and we were not meeting our customers needs.''
Adding to the challenge was the proliferation of free information available over the Internet.
``The tendency for consumers is first to open up a browser rather than going to a store nowadays,'' said Craig Bartholomew, general manager for Microsoft's education products group.
Excerpts from Educating kids with video games: a laudable, butFortunately, these two articles were outnumbered by a factor of 10 by articles talking about the growth, potential and increasing investment in serious games. Further evidence lies in the promising research and success stories that continue to pour out of universities and research institutes, and the serious gaming tracks that are increasingly the norm at game developer conferences like the GDC.
doomed idea
"Using video games to teach kids," goes the theory "makes it a more legitimate entertainment form." Sure, why not? There are, however, a couple of major flaws in this plan:Most of the games used in education are crap. Good games aren't used intentionally Educational games are too obviously educational Games aren't being used to teach the right things
The best way of doing this is not for educators and educational game developers to invest large wads of cash into the development of a whole new subset of the gaming industry. The educational sector should instead piggy back on the success of the commercial sector by utilising the same game engines, even games themselves, that the kids are playing at home to educate.
Why aren't id, Epic, Valve, Firaxis, Maxis and Paradox, among others, producing educational video games?
Civilization IV is educational as it is, but you could quite easily modify it to be even more so, bringing the Civlopaedia to the fore. Explain more about the history of technologies whilst kids are researching them, explain the basics of trade, industry and diplomacy as they play.
What’s more, the HistoriCanada Project appears to be squarely poised to capitalize on the industry momentum, and to address each of the drawbacks discussed in the two articles above. This hasn’t happened by accident; a number of central features and design considerations have been implemented specifically to learn from the experiences and results of serious games past. Specific examples include:
Admittedly, several of these steps simply can’t apply to most games, but amongst all the factors one stands out as being critical, regardless of a serious game’s nature; designing it as a game, not as an education tool. Kids can spot a learning tool in disguise a mile away; no matter how delicious Shredded Wheat may be, because it’s nutritious it will never be as popular as Fruit Loops. Or, as friend and colleague Michael Krauss puts it, “it’s got to be ice cream for the kids, and broccoli for their parents.”
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