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Video Games and the Future of Interactive Entertainment

In Reference to:
Trojan Horses

Until we are able to create some sort of way to comment on the weekly talks, i thought i would blog the talk summary to offer a place to anchor conversations around the featured dialogue.

This week on Integral Life:

Video Games and the Future of Interactive Entertainment. Part 1. Trojan Horses.

Ken and Moses discuss the artistic, educational, and transformational potential within the medium of video games, and how they can act as "trojan horses" of human development....

Who: Moses Silbiger is an Integral student and practitioner, pursuing an Integral Methodological Pluralism (IMP) approach to video game design. The idea came out from a strong intuitive insight he had while reading Wilber’s Integral Spirituality, when he realized that entertainment, especially video games, could also be a very powerful vehicle to promote transformation through Wilber’s concept of the Conveyor Belt of Growth.

Summary: From the monochromatic minimalism of Atari's iconic game Pong, to the rotund gluttony of the pill-popping Pac Man, to the world's most famous mustache festooned beneath Super Mario's pepperoni-sniffing proboscis, all the way to the adrenaline-soaked frag-fest of today's grizzled Halo warriors—video games have come a very long way in the past thirty years, redefining entertainment for an entire generation.

It is therefore surprising that, almost a full decade into the 21st century, video games continue to be fairly marginalized in American culture, often perceived as a frivolous distraction at best, a menace to society at worst. In many people's eyes, video games are still geared primarily to hormonal, pimple-faced, teenage boys needing an outlet for their pent-up testosterone. However, the facts seem to tell an entirely different story—while the acne demographic continues to be a major force in the gaming industry, recent surveys have offered some fascinating insights into just how deeply video games permeate our contemporary culture. As it turns out, 65% of American households play video games, on either computers or video game consoles such as the Xbox 360. The average gamer is somewhere between 30 and 35 years old, and has been playing for somewhere around thirteen years. 40% of gamers are female, and an astonishing 26% of gamers are over the age of 50. Finally, the growth of video game sales are rapidly beginning to outpace both music and movie industries, and are expected to more than double the revenues from both industries combined by the year 2012, with nine games currently being purchased every second of every day. Following these trends to their logical conclusions, it seems clear that the future of entertainment much more closely resembles Spore, Bioshock, and Grand Theft Auto than it does Jurassic Park, Wall-E, or The Lord of the Rings.

But what new forms will video games take in the future? We have already witnessed the explosive rise of several dozen video game sub-genres, including classic platformers, first-person shooters, military strategy games, epic role-playing games, massively-multiplayer online games, true-to-life flight simulators, open-world life simulators, and many, many more (for a comprehensive list of most known video game subgenres, be sure to check out the accompanying poster, created by Moses, at the end of this summary.) In many ways the video game industry is fueled by innovation, with a constant pressure to outperform last year’s offerings in new and exciting ways—growing from simple pixels, sprites, and 8-bit soundtracks, to a digital symphony of CGI, 3D art, spatial architecture, music, sound effects, acting, physics, artificial intelligence, and interactivity.

As video game technology becomes ever more complex and sophisticated, so does the art of storytelling itself, with new plot devices, narrative structures, and methods of character development being fervently explored by game producers. And while much debate exists within the humanities as to the legitimacy of video games as a narrative medium, or even as bona fide art form, it’s hard to overlook the striking similarity between these discussions and the way cinema was received in the beginning of the 20th century.

Alongside these newly emerging artistic visions, video games also offer enormous potential as educational tools, with a large body of research demonstrating how proficient interactive learning truly is, for kids, teens, and grown-ups alike.  Cognitive development, visuomotor skills, analytical and problem solving skills, and even attention spans have all been shown to be notably enhanced in gamers, causing many to consider gaming as a central pillar in educational reformation.  Meanwhile, certain games are prototyping radically new ways of learning how to play music instruments, to varying degrees of efficacy: while Guitar Hero only currently offers a loose approximation of playing an actual guitar, it still implicitly trains the gamer with many fundamental basics of music theory. And playing with the plastic drums that come with Rock Band effectively teaches rhythm, syncopation, left hand/right hand differentiation, and pretty much everything else you need to actually sit behind a drum kit.

Add to these artistic and educational implications such new innovations as biofeedback, binaural beats, and Wii-style kinesthetic monitoring, and we begin to see a new role for video games in our lives—as a transformative tool capable of supporting state training and psychological development.  As one avid gamer comments, imagine gazing at your opponent through the scope of your sniper rifle, and the only way to stabilize your shot is to actually slow down your real-life heart rate. Or perhaps an online fantasy role-playing games with different "realms" that represent different developmental worldviews, with different value systems actually coded into the gameplay, covertly teaching the player how to interact in a multi-perspectival world.

In this way, games can act as "trojan horses" to deliver sophisticated perspectives, messages, and meanings to the player, without ever knowing he or she is actually learning something worthwhile. As such, video games are rapidly closing the gap between education, recreation, and human development, representing an unparalleled new medium of “enlighten-edu-tainment,” with extraordinary implications for the near and not-so-near future.

For more on this fascinating topic, be sure to check out the following resources, created by Moses Silbiger:

Press Play to Grow! (43-page MS Word document)

From the abstract: "Most of us have played a video game at least once in our lives, or at least watched somebody else play, often a close one. Can you remember what you felt when you played a video game for the first time, or watched another player deeply engaged in one? I invite you now to engage in a brief Phenomenological exploration. Try to access how you were feeling, what were your emotions about it? … Who were you at that moment? Can you identify what “self” was playing, or observing somebody else deeply immersed in the game? What were your thoughts about it? Was there something “magical” or “different” about that? Just pause a little moment and close your eyes to really access and embody that memory…"

Press Play to Grow! (jpg poster)

From the abstract: "In this paper, I explored new and alternative video game designs to promote human development as defined by Integral Psychology, and how to make these video games to be both conceptually, technically, and economically feasible to be developed...."

 

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Pacman's teleporting abilities

Yes the evolution of video games (or whatever they will be called in the future) is moving quickly it seems. The level of interactivity is ever increasing. Bio-Feedback! That sounds really amazing to me, and a little scary, too. However I'm excited about it.

What I most liked about Pacman was his ability to re-appear on the one side of the screen when he left it on the other. How did he do that? Amazing. This only happens in video games (and cartoons, but there is a connection anyway). I also played Bubble Bobble. Anybody remembers this one? You play a little dragon who encapsulates his enemies in soap bubbles and then... oh so what. Either you played it and are a fan or you don't even care.

Next there was 'Wonderboy in Monster Land' by SEGA (Arcade version). I was addicted to this one, I spent my entire pocket money on it (all in coins). I guess I developed my mythic stage ( or is it the hero/red stage?) with this nice little RPG Action Adventure. I could go on for pages. Let me tell you just some more nostalgic memories: The warp pipeline in Level 2-2 in 'Super Mario Bros.' ; Collecting all the Chaos emeralds with Sonic the hedgehog; The Ryu or Blanca character in Street fighter 2; The extra bloody 'Mortal Kombat 3' with all the hidden Finishing moves (don't do this if you're not at least 18 years old :P) ; Ridge Racer and my first PS, My first Portable (the Game Boy), The Tekken Madness; Japanese Manga-RPGs; The Zelda Series; The Metroid Series; wipeOut 2; BomberMan with 4 Player adapter (whoo hoo) ; Good old Action Adventures like 'Another world' or 'Heart of darkness'; ... etc.

You see, I was very busy in my adolescence. ;-) Thank god I mangaged to finish school and go to college to get a real life :P

C.

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supermind video game

moses is brilliant tapping into the correlation between the "levels" within video games and the "levels" of human development .. can see it already .. a game where level one is archaic .. level two is magic .. level three is mythic .. level four is rational .. level five is pluralistic .. level six is integral ... etc

 

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trojan horses


and what a great term for inconspicuous conveyor belt:s: trojan horses of development

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Video game not an instrument...yet

Corey wrote- "while Guitar Hero only currently offers a loose approximation of playing an actual guitar, it still implicitly trains the gamer with many fundamental basics of music theory. And playing with the plastic drums that come with Rock Band effectively teaches rhythm, syncopation, left hand/right hand differentiation, and pretty much everything else you need to actually sit behind a drum kit."

Reminded me of this video of Rush trying to play their song on Rockbank and scoring badly!

http://www.youtube.com/watch?v=78KWIRpjKwU

Why not just learn an instrument, why insert (substitute) a video game into the process?

Has anybody turned a video game console into an instrument, like the turntable?

Good article!

Ev

 

 

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Pondering the Possibilities

I love to think about the evolution of technology, particularly when it comes to entertainment and education. It all starts with the brain mind computer interface where the computer "screen" is embedded in one's field of vision. This coupled with ubiquitous sensors in the environment would make a learning experience very rich. Visiting a new city? Just walk near the site of interest and unfold one of hundreds of media folders outlining the history of the building/statue etc. Assisted by the most courteous chaperons, if you wish to learn about the surface of Mars, then we'll take you there in a VR environment. The instructor leads the way with other peers who interact with virtual Martian soil by magnifying its size to see the layers of sediment. How about a trip to the bottom of the ocean? No need for swim gear, just keep your eye out for volcanic vents at the ocean's floor. "Say Mr. Williams, it seems there's an interactive seafloor application available!" "Alright then kids let's log on, now watch out for predators and hydrothermal vents, they can be deadly!" I do not however see the rise of interactive (video game) experience to mean the death of film and music. It will only be an evolution and integration of them all. Imagine instead of watching Jurassic Park, being in it and interacting with characters (played by actors) in the virtual world. Perhaps as the conflict arises you (or a team of you and your friends) must work to solve the crisis before it's too late. "Jim, go get the Jeep and watch out for the Velociraptor, Mary come with me and we'll shut off the power to the fences!" Perhaps algorithms are built into the game's software so that the outcome of every adventure is different (some games already feature this albeit not infinitely complex outcomes). If you've ever played a game like Silent Hill or Resident Evil, you know that a journey like this can be rather frightening, pushing the limits of what kind of horror/adventure/etc a person can experience. Online forums will emerge with people sharing their unique experience in the same "movie." "I killed three T-rex's with a machete!" "Well I got to kiss Jeff Goldblum!" There will be different types of stories for every player's respective altitude. Engineering games like this with the "trojan horse" of attempting to move players upwards in development is the holy grail. I'm sure there will be an evolution in the technology that helps us induce meditative states of consciousness which can then be incorporated into game play. As Kurzweil predicts, one day work and play may be integrated in our daily lives. Even still, with my iassistant in hand, I will be frequenting trips to the coast and the lunar surface to just sit back and witness. --

"At the end of our exploring we'll be to arrive where we started but to know the place for the very first time."
-T.S. Elliot

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Shadows, Spectacles and Forbidden Pleasure

My response to this thread turned into a blog. I make reference to comments from Corey and Christophe, so I thought I'd let y'all know . . . :-)

Tim

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Even Jesus likes to hide in Trojan Horses

From Boing Boing Gadgets :

"I used to be a Christian. Born of atheist parents, I stumbled upon this on my own. But there was a day my faith disintegrated: it was when I realized that the exact same sensation of God's love that I felt at Christian gatherings was absolutely indistinguishable from the adrenaline rush and sense of cultural belonging that I felt at a rock concert.

Guitar Praise, then, might send more souls to the boiling feces rape pits of hell than it saves... at least if any of them connect the dots like I did. A Guitar Hero knock-off for Christians, it costs $99.95 with one guitar and plugs into any Mac or PC.

"Grab the guitar and play along with top Christian bands! Shred those riffs or blast the bass…you add a unique sound to the solid Christian rock. But watch out: if you can't keep up, the artists will take a break and stop the music." Christian rock? Unique sounds? Artists taking breaks and stopping the music? METALLICA!"

 

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SPORE: heading in the right direction?

I have not played a video game in more than 12 years and the last time I was into it on a daily basis was 1984. I have watched the positive and negative effects of the daily video game ritual on many a young folk.

I have not been moved to spend time on it till SPORE

Can we develop as similar game for Integral?

I would like to help, if others are interested.

Ev

--

Pixel Ink Design

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A very relevant perspective

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Meaningful Games Conference

Hello everybody,

Here is the info about the Meaningful Games conference, which promisses to be a hallmark in the subject of promoting the types of games I have been talking about. I am presenting a lecture there as well, and am excited with the new ideas, partnerships, and opportunities that may unfold with this event...

Here we go....

Meaningful Play 2008 is an interdisciplinary academic conference that explores the potential of games to entertain, inform, educate, and persuade in meaningful ways.

The conference takes place October 9 - October 11, 2008 in East Lansing, Michigan USA and is hosted by Michigan State University.

The conference is for game designers, researchers, and students.

Current registered attendees are from over 10 countries and 20 US states.

The two primary themes of the conference are "exploring meaningful applications of games" and "issues in designing meaningful play". The first theme includes an examination of games (of all types) from primarily an academic research perspective. The second theme focuses on much more practical knowledge from the front-line of actual design, development, and use of games for meaningful purposes.

The conference includes:

** Six thought-provoking keynotes from leaders in academia and industry, including:

- "The Game Designer as Change Agent" by Richard Hilleman, Chief Creative Office, Electronic Arts

- "The Unknown Possibilities of Existence" by Ian Bogost, Associate Professor at the Georgia Tech and Founding Partner at Persuasive Games LLC

- "All Play is Meaningful" by Leigh Anne Cappello, Vice President and Play Futurist with the Future Now division of Hasbro

- "Serious Gaming: Assumptions and Realities" by Ute Ritterfeld, Professor for Media Psychology at VU University Amsterdam and co- founded the Center for Advanced Media Research Amsterdam (CAMeRA@VU)

- "The Play of Persuasion: Why "Serious" Isn't the Opposite of Fun" by Nick Fortugno, co-founder and President of Rebel Monkey

- "The Great White Whale of Meaningful Play" by Tracy Fullerton, Associate Professor in the Interactive Media Division of the USC School of Cinematic Arts and Director of the Electronic Arts Game Innovation Lab

*** Ten breakout speaker sessions featuring prominent members of industry and academia, including:

- "From Experiment Gameplay to the Wonderful World of Goo" by Drew Davidson, Director of the Entertainment Technology Center at Carnegie Mellon University

- "Turning Gamers to Soldiers: War Games in the Modern Military " by David Versaw, CFO and Director of Business Development at WILL Interactive, Inc.

- "Player-Centered Design for Instructional Games" by Robert Appelman from Indiana University and Sonny Kirkley with Information in Place, Inc.

- "The Emerging Flash Game Industry and the Opportunities for Meaningful Play" by Jared Riley, president of Hero Interactive

- "Making an Impact: Serious Issues in Non-Serious Games" by Monica Evans, Assistant Professor of Computer Game Design at the University of Texas at Dallas

- "The Science of Fun" by Nate Bolt, El Presidente of Bolt | Peters, Inc.

- "Designing K-6 educational games from Playstation to PSP" by Dave Adams and Peter Rogan, PLATO Learning, Inc.

- "Creating Crossover Learning Products" by Scott Traylor, Chief KID, CEO, and founder of 360KID

- "The Mandate and Measure of Meaningful Play" by Tim Nixon, CEO of Straylight Studios

- "Bringing Tangential Learning to Games" by James Portnow, CCO and founder of Divide by Zero Games

*** Over 45 peer-reviewed paper presentations presenting the latest game research coming out of academia, on a various topics such as:

- Games for Learning

- Games and Physical Health

- Designing Games for Health

- Games to Change Brains

- Emergent Gameplay

- Player Involvement

- Player Motivation

- Social Play

- Analyzing and Understanding Games

- Games and Culture

- Alternative platforms for learning games

- Game design and development

- Exploring non-digital games

- MMORPGs and Virtual Worlds

*** Seven exciting panel and roundtable discussions, including:

- Playing with Public Policy: Games to involve and inform the public

- User-Created Content And Program-Modification In Video Games And Virtual Worlds

- When Will Games Grow Up?: Handling Adult Topics In Video Games

- Talent, Incentives, and Infrastructure: Growing the Game Industry in Michigan

- Suitable for all ages: Game design for the 60+ demographic

- Game Face(book): The Intersection of Games and Social Network Sites

- Approaches to Language Learning as Meaningful Play

*** A poster session featuring 14 late-breaking advances and work-in- progress reports from ongoing research or design work

** An exciting exhibition of 13 innovative games

Don't miss you opportunity to attend Meaningful Play 2008.

For more details and to register, visit:

 

http://meaningfulplay.msu.edu