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Revisiting Social Games

Hosted by Charles "hipbone" Cameron (August 2009)

games_300.jpgUsually, my hope is that once you've arrived at this page, you'll stay around, read the intro and any current comments, and post a comment of your own.

Not this time -- or not just yet!

This time I would like you to get an experiential sense of our topic: games that can make a difference!  I would like to give you a quick "hit" of what's possible -- and what has already been accomplished -- so you can see whether a game might be a helpful tool in your own work as a social entrepreneur.  And I trust you to come back here when you've done that, to make your comments!

To give you a sense of how sophisticated the "serious games" put out by our colleagues in the "games for change" community can be, I'd like you to view the demo of the Global Conflicts: Latin America game.

Next, I'd invite you to play Nuclear Weapons: The Peace Dove Game, a far simpler game developed by the United Nations and hosted by the Nobel Prize folks -- to get an idea of the lower-budget end of the same spectrum.

Also check Climate Challenge, from the BBC, about climate change, and take a look at this description of A Force More Powerful and the award-winning Peacemaker.

One of the most poignant games, "Harpooned", deals with the Japanese whaling industry, and its attempt to continue whaling despite international protests by calling it "science". You can watch a video preview on vimeo, but I should warn you that it's not for the faint-hearted: although the game itself is brilliantly conceived and executed, its subject matter, the slaughter of whales, is horrific. You can download the game itself here.

Finally, I would like you to make a quick contribution to feeding the world's hungry, by testing your vocabulary skills by playing a few minutes of Free Rice. It's simple, it's fun, and it makes the world a better place.

All these games and more are part of Games for Change -- a movement that is doing for the games industry what social entrepreneurs are doing to entrepreneurship.

And now that you've got a taste for what's possible, I'd like to ask you:

• what did you think of the games you saw or played?
• are you afraid games are too "unserious" to be taken seriously?
• are there any games that deal with your own area of concern?
• should there be, perhaps?
• would you need something simple, like "the Peace dove Game"?
• something more complex, like "Peacemarker" or "Global Conflicts"?
• do you play computer/video games yourself?
• do the people whose lives you impact play games?

It's becoming pretty clear that games and playing are powerful educational tools.  And where we used to think of "theory" and "practice" as opposites, we can now throw in "games and simulations" at the mid-point between them -- a means of learning by experience, but without the risks that making mistakes bring with them in "real life".

• Are there games for change in your future?

Join Charles "hipbone" Cameron once you've played a game or two -- to discuss the possibilities.

 

How does this compare to games people play for fun?

Posted by Shaun Lindbergh at Jul 28, 2009 11:03 AM
I am no fundi having only played Tetris years ago and then my son's Dune about five years back. I do pretty good on Freecell though :-) But the games I looked at from the article did not impress and I doubt they would have any serious impact.

On a scale of 1 to 10 for boring, Peacedoves scores a 10+, I got to the fourth dove and quit. Who really wants to play Peacemaker? I watched the trailer and that was enough. Harpooned was like that old asteroid game we played about 20 years ago and the graphics weren't that much better. Climate change??? Rice game maybe the best; at least it tested my vocab! And then I gave up.

My children (19 & 25) do play games a bit but, given the quality of the games they do play, I am 110% sure that they wouldn't bother to play the above games.

Enough negative. If a game is going to have significant impact creating awareness among people who otherwise may not (e.g. they don't watch the news) then it would have to compete against a few very sophisticated games for their attention. The issues are also painful which is probably why mainstream game-makers don't do it.

So how do you truly entertain people and convey a serious message at the same time? Subtly, is my guess.

How does this compare to games people play for fun?

Posted by Shaun Lindbergh at Jul 28, 2009 11:14 AM
I absolutely hate quitting so I finished peacedoves (aaargh!). Why couldn't I disarm Turkey or Germany? No discretion there at all.

South Africa apparently destroyed it's nukes, the only state to have done so (or so I am told) so that leaves Canada, Germany, Turkey and Cuba to rule the world.

Maybe we should leave things as they are.

How does this compare to games people play for fun?

Posted by John Rogers at Jul 28, 2009 12:50 PM
Worse than Shaun, I didn't get past Peace Doves - the whole idea of 'launching' a peace dove with a missile from a spaceship just seemed embarassingly ludicrous to me! What's it trying to teach?

Ok, I've never liked computer games. The only one I ever really got into a bit was the whole Myst series which involved solving riddles rather than gung-ho macho stuff.

I am much more interested in 'real world' games played with groups of people in real space and time in a real room. I use games like this to teach concepts about exchange and community currencies by giving people simulated experiences of real situations. Role play, cooperation and competition in a real game can teach us lots. I never forget how much I learned about myself, my motivations, beliefs and values from such 'games' on a 'Training for Transformation' course a few years ago.

How does this compare to games people play for fun?

Posted by Trent Larson at Jul 28, 2009 02:32 PM
John's idea resonates with me: simulations can be very fun, especially when done with a small group of friends. And they can range from free-form conversations with a few rules to very rigid games, but the goal is always to enhance communication in an entertaining way. (I've never found an engaging AND thought-provoking single-person computer game.)

I cannot wait to see more of this type of game in 2 formats: for a group of friends in real-time and also for a group online as they find time to respond to the action.

An interactive game would also help with one of my own pet-peeves: the majority of online discourse is not actually discussion but rather quick snippets of non-constructive ramblings, typically personal or straw-man attacks on the "opponent". I'd love to get into such a game with Dave Winer or Noam Chomsky, for example... they're smart people, but I don't understand their perspective sometimes! That's my kind of fun.

BTW, one other place to watch is Facebook where people are spending a lot of time on simple farm or mob games where they give and take from their friends. Unfortunately, nothing thought-provoking yet, including those annoying surveys!

Shaun, John, Trent:

Posted by Charles "Hipbone" Cameron at Jul 28, 2009 03:50 PM
Wow -- I was hoping there would be some pleasant surprises here, and you don't seem to much like the games I found... but of course the truth is that the easiest games to show are the simplest. Peacedoves, for instance, is meant (I imagine) to get school-age kids aware of where the nukes are in our troubled world, and not much more than that.

Peacemaker is a different deal altogether. Ernest Adams is a name to conjure with ingame design circles, and he called it:

fun - challenging, tense at times, and extremely well-presented... The only other political computer game I've ever played that had this level of subtlety was Balance of Power, which I consider one of the greatest games ever made.

So at least some people feel that it competes favorably "against a few very sophisticated games"...

And I find the graphics in Harpooned really quite beautiful - almost so beautiful as to make me queasy about the hideous topic getting such beautiful treatment. I guess there's no disputing tastes...

*

Having said that, I am of two minds about the proposition that social impact games have to compete with the best (and most expensive) of regular games like Assassin's Creed. On the one hand, I agree that they need to be good, and that the state of the art continues to set the bar higher and higher - on the other hand, I think the best of them at the more complex end of the scale may be more like indie or foreign films - or documentaries - when compared against the big Hollywood blockbusters.

As to how you can "truly entertain people and convey a serious message at the same time" - I think it can be done, and I think some of these games are doing it.

But I am also in favor of the in-the-room, role playing games that John talks about.

And I have a game I designed myself, mainly played over the internet on conferencing software, which would be ideal for people like with Dave Winer or Noam Chomsky! It is based on the "Glass Bead Game" concept found in Hermann Hesse's Nobel-winning novel Magister Ludi, and involves the juxtaposition of quotes and images to build an architecture of ideas.

Let me know if you're interested, and I'll see if we could set up a session here on SocialEdge - I'd need to be able to drop simple graphics into the conversation, perhaps that can be arranged. Any Hermann Hesse aficionados here?

Let's keep talking!

Challenges of the Medium

Posted by Robin Pendoley at Jul 28, 2009 09:04 PM
I'm thrilled to find this topic as I am a curriculum developer with a keen interest (and some experience) writing simulations for education toward social change.

One of the great challenges of simulations or games to raise consciousness is that single player formats don't give much opportunity for analysis or sharing of perspectives. Even multi-participant formats can be cumbersome and ineffective without a facilitator. For these reasons, video games may need some critical new innovations before they can really be considered effective tools for consciousness building. In-person simulations, on the other hand, can be incredibly productive. Facilitators can be given guiding questions and suggestions about how best to lead a discussion among participants. In my experience as a teacher and curriculum director, few things can build consciousness and understanding like a well designed simulation.

One more thing: I have found that the most effective simulations are those that place the participant in a real-world situation where they have to apply their own values and thinking to a complex and controversial issue. The process of analyzing how individuals make decisions during the simulation pushes them to identify and question their assumptions in a productive and provocative way.

Re: [Robin] Challenges of the Medium

Posted by Charles "Hipbone" Cameron at Jul 30, 2009 12:25 PM
Wonderful post, Robin.

My only problem with simulations is that they tend to work only to the degree that all the components of the complex system are quantifiable. And human life is not.

Any thoughts on that?

Re: [Robin] Challenges of the Medium

Posted by Robin Pendoley at Aug 04, 2009 11:30 PM
Your point is a great one as it really gets to the heart of the limits of games/simulations as media that truly help anyone understand the real-life meaning of "development". Amartya Sen won the Nobel Prize for grappling with this exact issue of the seeming non-quantifiable aspects of humanity.

To me, this points to the critical importance of the post-game/simulation discussion or debrief. While we focus on creating a simulation with all of the relevant details to account for the key dynamics of a socio-economic, political, or environmental reality, we often spend far less time designing and refining the process of putting a human face on the experience. This is a process that can only happen through a debriefing discussion that challenges individuals to share personally, engage their own emotions, and take ownership for how their perspective might both benefit and harm our global community if it were enacted.

We must pay more attention to digging for the lesson in the experience, rather than just providing an experience.

Re: [Robin] Challenges of the Medium

Posted by Charles "Hipbone" Cameron at Aug 07, 2009 12:35 PM
Thanks, Robin. What in particular of Amartya Sen's should I read, to get at the issue of quantity and quality? I deeply regret having to say this, but a short, powerful piece on the subject would be better than an entire book at this point!

Re: [Robin] Challenges of the Medium

Posted by Charles "Hipbone" Cameron at Aug 07, 2009 12:48 PM
I should perhaps add that my own games and analytic tools are designed to deal with the "non-quantifiable aspects of humanity" by focusing on anecdote and quote rather than number and statistic as the fundamental nodes of a mapping system. Obviously this precludes many of the benefits accruing to conventional systems diagrams, and feedback loops in particular, but it allows emotion a more vivid presence, and creates an almost musical effect whereby different voices can be held in counterpoint (and sometimes contradiction) around a given subject.

Shaun, John, Trent: Games, target markets & schools

Posted by Keka Marzagao at Aug 05, 2009 02:33 AM
Charles, I totally agree with you that the higher-end of these games can be considered more like great Indie movies or documentaries w/o huge budgets but with great concepts and executions. I was really intrigued by Global Conflicts (being originally from latin america myself, not Mexico, but Brazil) and by Peacemaker, which by the the looks of the trailer seems to be truly engaging (I'm downloading the game as I write this).

Another point I think Shaun and the rest missed is that all games are created with a target age group in mind (Peacedoves is certainly not intended for baby-boomers) AND that younger generations have a different relationship w/ computers and technology and virtual games than older ones. You must know who you're speaking to to make sure your message will resonate. Good game designers always do. So I believe that to criticize these properly you must put yourself in your kids shoes or better yet, ask one of them to play the games. But to be fair, not every young adult will be interested in being an investigative reporter in Mexico (as in Global Conflicts), same way not every young adult is interested in the latest indie film by Darren Aronofsky.

On another note, what I would like to see is some of these games being used by schools! I recently heard that a game called Dimension M (http://www.dimensionm.com/) has infiltrated the public school system in NY and kids are having even class time dedicated to playing it. I haven't played the game but heard from a disgruntled teacher that it is a violent game for violence's sake but that it has some math problems thrown in to make it seem like an educational challenge. That, I think is a shame. I would love to see Global Conflicts being used in schools (maybe in Social Studies class?), especially in NYC, where there is a huge population of latino kids.

As a side note, I also played the Diabetic Dog Game in the nobelprize.org site and I thought it was a brilliant spin on the virtual pets games little kids love! And I'm talking little here, 6-9 yr olds, although I've read even tweens play virtual pet games. I bet a number of them would be psyched about understanding why uncle joe keeps prickling his finger and maybe even want to help take care of him. :)

Great conversation! Thank you for starting it!

Problematic approach

Posted by Simon Egenfeldt-Nielsen at Jul 28, 2009 01:23 PM
I find that they are more provokative than educational the Harpooned especially - preaching to the converted one could say. PeaceMaker do it quite differently, and the Global Conflicts-series also takes quite a different approach. In the Global Conflicts ones you play a journalist - they have released about Palestine and Latin America and titles on child soldiers and child labour is following.

see more at www.globalconflits.eu

Best,

Simon

Problematic approach

Posted by Charles "Hipbone" Cameron at Jul 28, 2009 04:12 PM
Thanks for your presence here, Simon.

You know the old thing about people in different disciplines mostly keeping to themselves?

I've been trying to get a couple of different sets of people talking together for a while now, and one of the "matches" I'd love to see would involve "social entrepreneurs" and "games for change" people talking with one another - until we reach the point that there are more than a few very good games out there that serve social purposes.

I'm a big admirer of Asi Burak and the team at Peacemaker, and your own group at Serious Games Interactive - and also of game designers like Chris Crawford, Scott Kim, Mike Sellers and so on. And I once had the pleasure of a brief conversation with Alexei Pajitnov (Tetris) at a Game Developers Conference, back in an earlier century.

What I'd really like to see is a much closer presence of the games for change folk in the broader game design community, and a much stronger connection between the games for change folk and the entrepreneurs out there making change happen - many of whom gather here at SocialEdge.

And if you'd ever be interested in producing a fairly simple web-based game of ideas, let me know - I have a game that Mike Sellers described as "Tetris for the higher brain centers" and the Washington Post called "A give-and-take of thinking styles and wit ... on-line match of ricocheting intellects" - but I'm not a coder... so at the moment it's "play by email".

In any case - glad you're here, and I hope to can persuade a few more of the designers active in the social games arena to come visit and comment here.

This is a conversation that needs to happen.

Problematic approach

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Social Enterprise specific games?

Posted by PaulLamb at Jul 28, 2009 07:08 PM
Charles: Great topic! I have been following Games for Change for some time and they are doing some really fantastic work. Do you or others know of any SE specific games...in other words Games that either can help train Social Entrepreneurs or support the work and marketing of an existing SE?

Looks to be a niche opportunity for a social entreprneur...of course! And maybe something that Skoll might want to fund to complement their New Heroes series?

Re: [Paul] Social Enterprise specific games?

Posted by Charles "Hipbone" Cameron at Jul 30, 2009 12:31 PM
Thanks, Paul!

I don't now the answer to your question - but if you're on the socialissuegames mailing list, you might like to drop a note in there asking that question, and inviting commenters over here - in posted there a couple of days ago, and don't want to seem too intrusive...

You mention that a social entrepreneur specific game or games might be "something that Skoll might want to fund to complement their New Heroes series?"

I also think a Participant Productions division geared to doing for the games industry what PP does for the movies would be terrific!

And the games industry has some pretty terrific people in it, like my long time friend Mike Sellers - anything that made it easier for them to introduce socially beneficial elements into their gaming would be wonderful!

the next frontier is Mind

Posted by jo davidson at Jul 30, 2009 11:11 PM

Hi, it would be great to see gaming move in the new direction of social impact games that challenge one's thinking, like the rice vocab game and the World Hunger Food Force game that brings home the fact that 852 million people lack enough food to eat. If game designers are looking to maximize the social impact of their work or make games for change, a good place to start would be the elimination of the framework of spy, mafia, war and combat style operations or the beating of opponents that sharpen violent, competitive skills over cooperative, thinking outside of yourself, skills. Shooting things cannot surely be the recipe for building a skill set for a better world? Correct me if I'm wrong, but didn't gaming itself start from the simulation testing of army recruits?

In the early part of last century Charles Haanel wrote "the whole world is on the eve of a new consciousness" - one that's past visual simulations, telekinetic powers or telepathic holograms - so I wonder what's next?

gaming

Posted by jo davidson at Jul 31, 2009 07:57 PM

...it'd be good to see more real-time games that tune into the beating hearts of humanity with wireless technology, (beyond any military style realities) if we are to move away from our primate past - with our scary ability to fear and scare each other - for games to have more effect as educational tools Charles. When I said earlier, a good place to start was the elimination of the war-game framework, I meant minimize, I know the idea of ending war is an impossible dream - right?

Re: [Jo]

Posted by Charles "Hipbone" Cameron at Aug 01, 2009 08:57 AM
the next frontier is Mind

Hi Jo:

You write:

QUOTE: If game designers are looking to maximize the social impact of their work or make games for change, a good place to start would be the elimination of the framework of spy, mafia, war and combat style operations or the beating of opponents that sharpen violent, competitive skills over cooperative, thinking outside of yourself, skills. :UNQUOTE

I don't think the game designers in the game industry as such particularly want to make games for change, but the members of the games for change movement do.

QUOTE: I know the idea of ending war is an impossible dream - right? :UNQUOTE

I'd want to now what would replace it before I'd want to end it.

yeah

Posted by jo davidson at Aug 01, 2009 08:26 PM

...fair enough Charles, because deep fundamental change takes place at the core - what would replace war is, peace.

Re: [Jo] yeah

Posted by Charles "Hipbone" Cameron at Aug 04, 2009 01:29 PM
Hi, Jo:

You write "what would replace war is, peace". In one sense, yes. But the sense in which I was asking the question was more like, "What disposition would replace the disposition of human energies that goes into war?" -- and the answer would need to be something like "duels between senior politicians or their champions" or "high risk team sports played across major mountain ranges" or even "vajrayana meditation". But you can't just "not have" war without the associated energies going somewhere or being transformed in some way.

IMO, YMMV...

So - in Nietzsche's words, "What sacred games would we have to invent"?

Re: [Jo] yeah

Posted by Charles "Hipbone" Cameron at Aug 04, 2009 01:30 PM
Hi, Jo:

You write "what would replace war is, peace". In one sense, yes. But the sense in which I was asking the question was more like, "What disposition would replace the disposition of human energies that goes into war?" -- and the answer would need to be something like "duels between senior politicians or their champions" or "high risk team sports played across major mountain ranges" or even "vajrayana meditation". But you can't just "not have" war without the associated energies going somewhere or being transformed in some way.

IMO, YMMV...

So - in Nietzsche's words, "What sacred games would we have to invent"?

Social games..

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Social games

Posted by jo davidson at Aug 01, 2009 03:27 AM

I agree in the real world, social games are as equally unbalanced as in the virtual-world realities. Notwithstanding the underlying nature of this gaming reality -as first conceived by military scientists- virtual social games tend to be about strengthening stereotypes, whilst escaping reality. The best kind are multi-player,turn based, awareness of others, action games.

In the real world it's a pity it's not a game, and that there has to be such a battle for equal rights, including closing the gender pay gap. I too agree there needs to be "commitment (with) fundamental change..that starts with education."

KarmaKorn ... the game where goodness wins

Posted by wcscheurer at Aug 04, 2009 06:04 PM
If I may be so brash as to throw in this teaser here for "KarmaKorn ... the game where goodness wins" coming soon: http://KarmaKorn.com

Fun and Learning--what's to not like?

Posted by Cheryl Mahoney at Aug 10, 2009 04:08 PM
Thanks for sharing these great--and fun!--resources. I tried Peace Dove, didn't quite succeed in clearing out all nuclear weapons in the world. But I don't feel too deeply concerned about the UK and France having a few warheads. Next I tried Climate Challenge--I had to quit that one, because I realized after a few rounds that if I didn't stop I'd end up being there all day! I love the way this one took very real situations and issues, and simplified them to a way that was easy to see and understand.

Conclusion from my foray into Social Games: I think they're a wonderful idea. They're as much fun as plenty of other "normal" games, and you have the added bonus of feeling like you're doing something good while you mess around on the internet. And it's not just a feeling--you really are learning something in the process.

I don't think games are too "unserious" to have a serious place in a campaign for social change. It's the unserious things that can speak to people the most. Reading a list of statistics about countries with nuclear weapons is not exactly engaging. Launching cartoon doves while being told facts is fun, makes everything more memorable, and will draw people in.

Games already have a clear place in our culture--using them for good is a natural and wise step. Thanks for highlighting some great games doing just that!

Best regards,
Cheryl Mahoney
cmahoney@universalgiving.org
www.universalgiving.org