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Education Entertainment Games

Serious Games - World of Borecraft? 112

Slate has up a piece right now talking, in a somewhat frustrated tone, about the mixed message that serious or education games can pass on. The article recognizes that serious games have a great deal of power, and can be useful ... but do they have to be boring? "The basic issue here is that it's easier to make a fun game educational than it is to inject fun into an educational game. In his 2005 book, Everything Bad Is Good for You, Steven Johnson argues that games like The Sims and Grand Theft Auto make us smarter by training the mind in adaptive behavior and problem-solving. Most overtly educational software, though, ignores the complexities that make games riveting and enriching. The serious-gaming types think they can create educational software from whole cloth. In reality, they have a lot to learn from Grand Theft Auto." Coincidentally, Gamasutra is running an article entitled Who Says Videogames Have to be Fun?, which looks at the same issue from a slightly different point of view.
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Serious Games - World of Borecraft?

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  • What game is education only, with no fun? That sounds like a sheet of math problems for joe average. Why in the world wouldn't you just take missle command and make it a typing tutor or math solver or whatever? By default, games should be fun, so I don't see how you could start with something "not fun" and end up at "fun" without adding a complete game, which is the same net result as starting with that game and adding in the education.
    • by gravos ( 912628 ) on Friday June 29, 2007 @01:46PM (#19691277) Homepage
      I think the point was that by starting with the idea "educational software" and trying to turn it into a game, you're more likely to get crap because people underestimate how difficult it is to make a fun game.

      On the other hand once you already know you have something fun, it's pretty easy to add a few educational elements to it.
      • Re: (Score:3, Funny)

        by fbjon ( 692006 )
        No no, the title says "World of Borecraft".


        An educational drilling MMORPG. Awesome!

        • Damn right. Instead of grinding giant rats, you get to go to school to up your intel. skill!
          • This would actually be a lot more fun than WoW and it'd have the added bonus of weeding out all the idiot kids because none of them would get past the single digit addition levels in the n00b area.
        • No no, the title says "World of Borecraft".


          Damn, I thought it was World of Boarcraft... pig versus pig!
      • Re: (Score:3, Insightful)

        "I think the point was that by starting with the idea "educational software" and trying to turn it into a game, you're more likely to get crap because people underestimate how difficult it is to make a fun game."

        Well if you look at "fun games" many fun games are simply repetitive tedium that happens to take advantage of you brains psychological reward system, and many commercial games aren't even all that fun.

        I think many games started out as someone simply trying to SIMULATE or understand something, not ju
    • by Anonymous Coward
      "What game is education only, with no fun? That sounds like a sheet of math problems..."

      you mean to say that a sheet of math problems isn't fun? who knew!?
    • There was a game like this. "Typing of the Dead" I think was the title. Basically, every time you typed a word correctly, you would kill a zombie. They would come at you faster and faster, so you would have to type the words faster. Mistakes had to be fixed or the shot didn't count.

    • Typing of the Dead here is the best example I can think of.

      The only thing I hate worse than a misspelled word is a zombie.
      • Typing of the Dead here is the best example I can think of.

        The only thing I hate worse than a misspelled word is a zombie.
        Then I've got one word for you: zombei. Run!!!!
      • Actually, I credit the early King's Quest and Space Quest series by Sierra (and even Zork) for teaching me how to type. That was back before you just moused over everything in games and actually had to type out your commands (and you got lots of trys when attempting to find just the right phrase that the game was expecting). Some games do a much better job of disguising their lessons than others do.
      • Re: (Score:3, Informative)

        by Belacgod ( 1103921 )
        There was another that was a knockoff of Space Invaders, in the same vein. Words were falling and you had to type them correctly to kill them. The words got longer and longer, and a 10-letter word you missed could take out most of your defenses.
    • I remember the first game I ever played on a computer... it was at primary school (age 6) and was simple 5+3=? type questions on a screen. It was fun and interesting because back then computers were very rare (there were 2 in the school and one was for admin).

      These days, however, with computers and consoles and games on mobile phones all commonplace anything educational has to be at least as interesting to the children as the non educational competition.

      PS: anyone think that its a bit of a coincidence that
  • Srsly (Score:5, Insightful)

    by dj_tla ( 1048764 ) <<tbekolay> <at> <gmail.com>> on Friday June 29, 2007 @01:51PM (#19691357) Homepage Journal
    If serious games aren't fun, people won't play them. It's really that simple. As TFS mentions, games not labelled as serious are learning tools as well; in fact, Raph Koster theorizes that we find games fun because we are learning, and constantly challenged (see his book's website [theoryoffun.com]). People in "serious" games (a moniker that I despise) have a lot of work to do before their games will be as widely played as mainstream games. I hope they succeed though; games have such a great potential to teach, and people are more willing to learn than they think.
    • Ah, Raph Koster (Score:4, Interesting)

      by Moraelin ( 679338 ) on Friday June 29, 2007 @07:48PM (#19695661) Journal
      You know, while games may have potential to educate, Raph Koster is... less than clued anyway:

      1. Let me point out that, if he's that good at knowing what makes a game fun, why didn't he make SWG fun? It started a niche game in the first place, with plenty of unpopular ideas but tolerated by some for the sake of the franchise or because it was the only one with a non-linear advancement. And then got kicked in the balls twice with some _massively_ uninspired changes that managed to turn even most of those away, the last change managing even to take away the main reason why people stuck with it.

      At any rate, if he's the expert at what _all_ people find fun, why didn't he manage to attract more than a niche of the market? That's a reality check.

      2. There are studies better than Koster's anyway. If you want to have a slightly broader insight than, basically, "what Koster personally finds fun", try Bartle's original classification of MUD players. Bartle saw 4 categories there, or 4 personality components, by looking at what players actually _do_ in games: socializers, explorers, achievers and killers. Koster saw only one of them, basically: the explorers. There are at least 3 other major groups of players, which Koster at best spent some time handwaving why he knows better than them what they really want, than actually trying to understand them.

      3. Here's another reality check: there are plenty of games which are very light on the learning. Take Tetris, for example, or Lumines, or the whole category of real time puzzle games that work on the same basic principle. Sure, there is quick thinking involved, but not much learning. After maybe the first hour, that's it, you won't learn any new information about Tetris. (Go ahead, try to play tetris for a few hours, and then sit and think what permanent lessons you've learned today.) Yet a lot of people found it fun.

      Or take a lot of FPS players. I know someone personally who spent years on the same CS map, climbing the same ladder, crawling through the same duct, and jumping up and down in front of the same vent. Just because that got him the highest score. What was he learning there?

      No, the much more obvious common denominator is: rewards. Give players their favourite rewards often. It doesn't have to be big rewards, it just has to feel like having achieved something. And keep doing it. That's what makes games fun. Whether it's a new armour piece, a new friend, or a row eliminated at Tetris.

      Now what counts as a reward varies among players. Some appreciate knowledge (explorers), some like talking to people and making friends (socializers), some like getting lots of points or a big enchanted sword (achievers), and some like to humiliate/annoy/etc (killers.) It basically boils down to what each player deems important: an achievement along that axis will be felt like a bigger achievement. And as humans have more than one personality, it's pretty ridiculous to make a claim like all fun is learning, because some people will assign the least priority to that.

      4. What might help understand what happens there, is a bit of neurochemistry. People's brains are wired to, basically, do a differential. Anything that improves your situation triggers a release of chemicals, like, say, dopamine, which are quite similar to drugs in a nutshell. (Well, except they're natural brain chemicals.) Conversely, everything that worsens your situation significantly makes you unhappy.

      It's the natural "wiring" to keep doing what's good for you. If you do something that improves your situation (e.g., eat when you're hungry), there's an "I'm happy!" signal triggering in your brain. If you let your situation deteriorate too much, you gradually get less and less comfortable and happy. It's not just for humans, that's what keeps your cat or dog taking care of themselves too.

      At any rate, you don't notice absolute values. You only notice differences. Getting a 19" TFT makes you happy if you were on a 17" before, or on a CRT, it makes you actually
      • (Go ahead, try to play tetris for a few hours, and then sit and think what permanent lessons you've learned today.)
        Well... for one, don't play tetris for that long. Now if you'll excuse me, I need to go get some tendons reattached.
      • The best defense I have read for the educational value of "serious" games (including some of those "violent" ones) is James Gee's What Video Games Have to Teach Us About Learning and Literacy [amazon.com]. Gee is a socio-linguist and uses his theoretical background to analyze the cognitive engagements in a wide range of popular console and computer games.

        Here's an excerpt:

        Cognitive science has taught us a great deal about thinking as a mental act taking part in an individual's head. For various reasons, however,

        • Oh, no doubt a lot of that stuff happens. And indeed, now that you mention it, it does sound like something game designers could use more.

          But just saying that dumping a bunch of info on someone won't trigger an "I'm having fun" signal in their brain, no matter how you look at it. Some of SWG's biggest mistakes were based on (A) not understanding there's more than that, and (B) taking the "learning = fun" idiom way too literally.

          There will be some learning involved, but for some people that's actually a turn
      • by dj_tla ( 1048764 )
        Cheers, you've given me some more stuff to ponder! For other people's interest, Bartle's classification of players can be read about here [mud.co.uk], and is a very good read. Indeed, the success of MMORPG's (which have almost no learning even from the start) and meta-games like XBox Live's Achievement system definitely point towards the more general idea of rewards. I think Koster's book is still an interesting read, but I definitely agree that it is nowhere near a comprehensive explanation of what makes games fun.
    • Forget education, how about a decent Christian videogame? I'm not talking one of those pansy-ass "Jesus Loves You" or "Convert the Sinners" games. I'm talking "Angel of Death: The Videogame," where you visit plagues on the Egyptians and slaughter all those who dare challenge the God of Israel! I want to bash in baby's heads and rain down blood! I want boss-battles against opposing gods like Baal! I want to burn Sodom and Gommorah and watch kids run screaming out of their houses on fire! I want to level the
  • My perspective (Score:5, Interesting)

    by rehtonAesoohC ( 954490 ) on Friday June 29, 2007 @01:51PM (#19691361) Journal
    I've played a ton of games that could be considered purely fun and weren't intended for educational purposes, but I ended up learning simply because I was drawn in by the fun aspect.

    For instance, Popcap [popcap.com] games are brilliant in that they are simple, fun, and for the most part, educational. Word worm can help out vocabulary skills, and typer shark is a great way to improve your typing skills and speed without feeling like the goal of playing it is to improve your typing skills. I've always felt like I needed to save the diver!

    Another good example is the Myst series. The first few games in the series were plenty challenging, and the puzzles caused the player to think analytically, using mathematical approaches without asking the player to actually compute anything (mostly).

    And of course I can't leave out Where in the World is Carmen Sandiego! I learned all sorts of state capitols and information about various places because I wanted to catch Carmen. Of course, when I played that game, I probably wasn't old enough to differentiate between playing a game for fun and education. If I played now, I'd probably quit rather quickly because I realized that it was a definite educational tool, but at the time it was just fun. :)
    • Re: (Score:1, Offtopic)

      by gardyloo ( 512791 )

      I learned all sorts of state capitols and information about various places because I wanted to catch Carmen.
      *snipe*
        Which game teaches the difference between capital and capitol?
        */snipe* :)
    • by Hatta ( 162192 )
      For instance, Popcap games are brilliant in that they are simple, fun, and for the most part, educational.

      They're also ripped off [slashdot.org].

      Another good example is the Myst series. The first few games in the series were plenty challenging, and the puzzles caused the player to think analytically, using mathematical approaches without asking the player to actually compute anything (mostly).

      Man I did not like Myst's puzzles. Way too easy, just keep notes and the answers fall out. I finished it in one sick day my fresh
    • I don't know how you can mention a typing video game without mentioning The typing... of the dead! [wikipedia.org]

      Seriously. Turn yourself in to the proper authorities now.
    • One great game I've played recently is Safecracker [adventurec...ygames.com] basically you work your way through this mansion and crack a bunch of safes with different locking/combination mechanisms. Each safe has clues on how to break the next safe. It's lots of fun, and definitely very challenging. I even used some of the skills I learned in my computer security courses to crack some of the safes. Definitely a lot of fun and while you probably don't learn anything directly applicable, you definitely give your brain a work out.
    • by Greyfox ( 87712 )
      A lot of games have a math component to them. Take poker, for example... Play it by the odds and you need to get some basic statistics as well as making accurate estimates of the overall odds on the fly, based on limited information. It's also somewhat handy to be able to figure out how many people rebought into a tournament based on the number of chips in play, the number of chips now and the average size of the chip stack. Poker really is a reasoning game, and the people who want to be good at it have to
  • by Crasty ( 1019258 ) on Friday June 29, 2007 @01:51PM (#19691365)
    If the geography of Warcraft was the same as the geography on Earth, there would be no need to teach most teens geography. Better yet, name the flightpaths after real airports. Then we'd have a generation that never got lost.
    • by Kreigaffe ( 765218 ) on Friday June 29, 2007 @01:57PM (#19691431)
      Unfortunately we would have scores of people wandering Iowa asking where they could find Mankrik's wife.
      • by Crasty ( 1019258 )
        But at least they could base The Islander quest in Scotland. :)
      • by Jack9 ( 11421 )

        Unfortunately we would have scores of people wandering Iowa asking where they could find Mankrik's wife.

        Too many generations have been raised to not ask questions. The autonomic reflex to ask questions (even about the inane) is annoying to those who think they know everything, but it's a Good Thing(tm) for our culture.
        • by Fex303 ( 557896 ) on Friday June 29, 2007 @03:24PM (#19692833)

          Unfortunately we would have scores of people wandering Iowa asking where they could find Mankrik's wife.
          Too many generations have been raised to not ask questions. The autonomic reflex to ask questions (even about the inane) is annoying to those who think they know everything, but it's a Good Thing(tm) for our culture.
          Oh for fuck's sake! You don't need to start in with the philosophical bullshit. Highbrow people like you are ruining Barrens Chat.

          She's at 49,50. Now go finish your quest.

        • by mythar ( 1085839 )
          Too many generations have been raised to read the quest text. The autonomic reflex to ignore simple directions (and use common sense) is annoying to those who are literate, but it's a Good Thing(tm) for our culture. wait, what?
          • by Jack9 ( 11421 )
            So many wrong turns in your thinking I'll just make it short. Real life isn't WoW and the primary resource is never the quest text anyways. Seeking out an independent source like Thott is the correct course. Do you even play WoW?
            • by mythar ( 1085839 )

              Too many generations have been raised to not ask questions. The autonomic reflex to ask questions (even about the inane) is annoying to those who think they know everything, but it's a Good Thing(tm) for our culture.

              ...

              Real life isn't WoW

              um, okay.

              and the primary resource is never the quest text anyways. Seeking out an independent source like Thott is the correct course.

              i never read the quest text, either. i wonder if there's an independent source i can look up?

              Do you even play WoW?

              you'd be surprised at how many thanks i've gotten for answering a query with a direct quote from the quest text. you might even be surprised at how many people have gotten mad at me for directing them to thottbot, except you're probably asleep by now.

              • by Jack9 ( 11421 )
                I happen to be one of those wacky conservatives that holds the very liberal belief that consensus is good because it's usually the truth or at worst, the least likely strategy to lead to a bad outcome. At the same time I believe that trust in a single source of information is more likely to lead to abuse and misdirection that taking stock of multiple sources and going with the majority consensus. It's not a perfect system (wikipedia) but it's largely how software is designed when there are unknowns, so I'm
      • by andi75 ( 84413 )
        I found her remains a bit west of the gold road, just south of the bridge across the dried up river.
    • Speaking of this, I learned plenty of geography playing Risk (yeah the territories weren't exact, but most of them are useful info).
    • Personally, I think that the Total War games are great fun and despite a few simplifications made for the sake of gameplay (such as Gold Florins being the standard of currency through the Middle Ages in Medieval II) that they teach the player a lot about history and heography. Heck, even The History Channel uses Rome: Total War to illustrate historical battles.
    • by db32 ( 862117 )
      Somehow I don't think that would work well for us Americans. Seems that not many of my fellow citizens can even find half the worlds countries. "We are meeting in Uraguay for a raid" would lead to a few dumb jokes about "your a gay" and then everyone scattered around the map unable to figure out where the hell to even start looking.
      • by Crasty ( 1019258 )
        You mean like meeting in The Hinterlands, before people knew where that was? I think you're making my point.
    • If the geography of Warcraft was the same as the geography on Earth, there would be no need to teach most teens geography

      You haven't taught them geography, you've taught them to read a map and crib from the Wikipedia.

      Interplay's Conquest of the New World [1996] built its world using randomly generated terrain and other elements. You have to explore the world to understand its geography and peoples.

      The solution to any problem isn't handed to you on a plate. You don't where the gold is, the rich timberla

      • by Crasty ( 1019258 )
        Just put the mobs in the right areas, place treasures accordingly... Viola! Use a little imagination in the production of such a thing, and it really wouldn't be the bastardization you're making it out to be.
        • Just put the mobs in the right areas, place treasures accordingly... Viola!

          The "right" areas?

          The value of a randomly generated - but plausible - world is that it forces you to make the difficult decisions, ask the right questions. The answers aren't to found in the back of the book.

    • Or to expand on that, since a lot of WoW (and other games) involves boring leveling, a great idea would be to port in some kind of educational audio, like a foreign language-learning tape. Some of it will pretty much have to sink in.

      I've also long had this idea that they should take a normal long RPG-like game (like a Zelda), and have you play it such that they gradually transform the language they use in it, into a foreign language. You'd play through once in your own language, and then another time with
      • I can think of a few games, though, that serve to be educational without actually trying, because math and tactics are part of how it works.

        NetHack/Angband/etc - those series of games require some analytical thinking.

        Stars! - Another gem from a few years back. Now, resurfacing as a SourceForge clone. You can play it normally, but to really get into it, you have to crunch some math. It's pretty painless overall, since you have an emotional interest in planet growth and so on in a game like this.

        Many net g
        • The "Rama" game from Sierra also featured plenty of pattern recognition and logics, and some elementary maths (let's do maths in base-16, people!)
    • I don't think I would ever do current events in a game like that, because I think people have enough trouble separating fantasy from reality sometimes... But reinactment of historical events that happens to come with a world map of the time? That could work ;)

      You could be playing as part of the civil war - with a bonus mission that you can unlock to kill lincoln or something =)
    • by Seek_1 ( 639070 )
      I agree whole-heartedly. I'd love to see a philanthropist buy the rights to TOTD and make it available for free. Think of what that would do to the next batch of kids going through school. (Typing is a foundation skill).
  • I argued this in high school a lot.
    I played a lot of RPGs. A lot of this involved mental math, estimation (Three more battles until I level, four until I need a healing. WOOO!), problem solving skills, proper budgeting of items and the in game money.

    Games that don't try to be educational can be educational.

    Although, some people do spend a lot of time worrying about playability, I remember I played Where in Time is Carmen Sandiago like 3 times.
    • I played Where in Time is Carmen Sandiago a bunch of times. I just remember sucking at it a lot, and I don't remember really learning a whole lot other than how to effectively look up things in the dictionary that came with the game.

      I've always found that insofar as the "education" is not tightly coupled to the more fundamental game mechanics it can be ignored. I didn't need to know anything about the incas, the leaning tower, etc. I just needed to be able to relate what I saw in the game to a dictionary.

      Th
      • The problem with the Carmen Sandiego games is that they are all about memorization an looking stuff up. It's history and geography, and unless they start getting you to write essays about how different things in history or how the location of a river spawned the towns around it, there isn't anything you are going to learn.
    • by vimh42 ( 981236 )
      And because you only played three times. You failed your spelling test.
  • Counterpoint (Score:4, Insightful)

    by halcyon1234 ( 834388 ) <halcyon1234@hotmail.com> on Friday June 29, 2007 @01:57PM (#19691439) Journal
    Seriously? There are tons of educational games that are fun.

    wtf games have you been playing? Did you never play The Oregon Trail [wikipedia.org]? What about Lemonade Stand [wikipedia.org]? Mathville, for the old Unisys Icons (if you went to school in Canada, that is). Did you think all of the location-based info-dumps in Carmen Sandiago [wikipedia.org] were just for kicks?

  • why educate? (Score:2, Interesting)

    by bigbigbison ( 104532 )
    As someone who holds a teacher's license, is working on a phd related to studying videogame players, and who considers myself a gamer, I have to say that I've little to no interest in educational games. I don't remember learning anything from things like Sesame Street and I don't remember learning anything from Oregon Trail except an interest in computers and games. I've talked to a couple of fellow academics who are into "serious games" and using games to teach and while they are nice people and I wish t
    • Re: (Score:3, Interesting)

      by nelsonal ( 549144 )
      I'd no nothing about sailing except for Pirates! and 17th century trading games. In addition, I have a good knowledge of Carribean geography and who the colonial powers were, as well as what most nations produce/export from those games. None of them were intended to be educational, but when you're a pirate in a Barque on the run from a Spanish Frigate (and you're running low on men). It helps to know where British, French or Dutch ports will be located without refering to the port list every time. I'm n
    • Three "educational" games pop into my mind when you said that you have no interest in them:

      1) Balance of Power. It's not an educational game per se, but it's an excellent game that teaches about international relationships and the ramifications of your actions on a global scale. It's also historical, being that it's set in the Cold War.
      2) Hidden Agenda. Same ideas, but focused on a national rather than international scale. The detail in this one is fantastic and forces the player to really think abo

    • Re:why educate? (Score:5, Insightful)

      by Strange Ranger ( 454494 ) on Friday June 29, 2007 @02:50PM (#19692301)
      As the father of a 2 year-old I can assure you that you learned many things from Sesame Street. My boy learns tons of things from Sesame Street and Mr. Rogers. From sharing and telling the truth to letters and manners etc etc etc. He's an absolute sponge. Heck he even learned about getting lost from Finding Nemo. When we go out he does NOT want to get lost like Nemo. And NO of course he doesn't learn those things just from the TV. But the day I scolded him about something and he told me he was mad at me and going to run away to Nana's house I knew for SURE he was learning things on TV. He's freakin 2! Somebody had run away on Mr. Rogers, one of the Make-Believe puppets. Granted, TV is the last resort for things educational, but when it does get turned on, he's learning something.

      >I don't remember learning anything from things like Sesame Street

      How many things at all can you remember from when you were 2? 3? I don't remember learning to read. Heck I don't remember learning to type either. I remember when I couldn't do either. But the learning part..it happens so insidiously that it's just not a memorable event.

      As someone who is working on their PhD you should know that the entire concept of play is based on learning. Just look at animals playing. Now look at kids playing. They are learning everything from refined motor skills to problem solving to empathy, character judgement, following directions, cause & effect, etc etc etc etc.

      Learning is the root of all play. Just ask a kitty. Hence, good games are educational whether they mean to be or not.

      The important question is this: How can we make good games more educational? Because currently, we suck at it.

      An interesting example, one of my gamer buddies lives in Quebec. He spoke no English but now attributes his decent mastery of English to an FPS game! He learned it in game, on the forums, on TeamSpeak, etc etc. He taught himself English to get along in an English Language game. And I was there for most of the process and can vouch for it.

      Anybody know a great game with a predominantly Spanish speaking or Mandarin speaking community? I'm in!

      Now how can we better promote game learning by design?
      • Re: (Score:3, Interesting)

        by bigbigbison ( 104532 )
        Actually there is a lot of debate if all play is about learning. In his book The Ambiguity of Play, Brian Sutton-Smith talks about some of the different purposes that people have tried to make "play" serve. I won't get into it here because it really isn't the point but if anyone really cares it might be worth reading his book.
        • Well ALL play might be stretching it.

          I don't learn anything when I spank the monkey.
          But when I first started spanking him I learned quite a bit!

          So I think "root of play" is more accurate than "all play". But good point, and your reference sounds intriguing.


          ...Bad monkey! Bad bad!
    • by Rolgar ( 556636 )
      I don't know, if a show, song or game is interesting enough, kids will pick up stuff. You might not remember learning stuff, but if children are doing something fun, they'll learn without realizing they were learning. Sesame Street is geared toward 3 and 4 years olds, so I don't know that you'd remember watching it at that age, and whether you learned anything from it. I know I don't remember watching it at that age, and I couldn't read when I started 1st grade, but I found picking up how to read when th
  • Since when does education always have to equal "boring"? On that same note, since when does "fun" always have to equal "non-educational"?

    There's no arguing that a lot of games don't lend much in the way of teaching traditional subjects like science and history, but I think that a lot of people seem to think that education means "memorizing facts". That's bullshit.
    To learn any life skill, you need to learn how to do something; the method. Without this, the facts are useless. A lot of video games involve p
    • Tetris has made a friend of mine amazing at stacking boxes inside a U-haul van (which was extremely useful in my recent move).

      One of the only games my dad played to any extent was Tetris. Our church would always get together to help people move using my dad's company's truck, and he would be in charge of packing it, because he was as they called him "The Tetris Man". When he wasn't around to place a box, the called on me "The Son of the Tetris Man" because I too played that game. It is still an invaluable tool for helping visualize just how to orient a box to slide into the odd remaining space. On a similar note, Puzzle Pirates is another great puzzling game, and one of the people from the crew I was in would play with his whole family. His 4 year old son learned about how colors mixed by playing the alchemy game.

  • by Minwee ( 522556 ) <dcr@neverwhen.org> on Friday June 29, 2007 @02:15PM (#19691691) Homepage

    Ah, I can see it now. "Grand Theft Auto - Oregon Trail". "Where in the Halo is Carmen Sandiego?" "Mavis Beacon Teaches Ganking".

    How could it possibly go wrong?

    • Ah, I can see it now. "Grand Theft Auto - Oregon Trail"

      I know you're doing this tongue-in-cheek, but just imagine if they were able to take the ambulance/firetruck aspect of GTA:3 but incorporate it with a real world map of a city. Drivers could train going really fast in their own city without ever having to enter into their vehicles, and get a good idea of directions etc. Sure, it isn't as fun as GTA, but it would be a heck of a lot better than having to sit around studying maps to learn where everything is.

      • Re: (Score:3, Funny)

        by HTH NE1 ( 675604 )

        I know you're doing this tongue-in-cheek, but just imagine if they were able to take the ambulance/firetruck aspect of GTA:3 but incorporate it with a real world map of a city. Drivers could train going really fast in their own city without ever having to enter into their vehicles, and get a good idea of directions etc.

        "Hey, Bob! I just found out that if we take a shortcut through the playground of the school for the deaf and disabled kids, we can cut two minutes from our response time to half of our cove

      • Re: (Score:2, Interesting)

        by Stefanwulf ( 1032430 )
        Thanks to Shenmue, a generation of dreamcast gamers now know how to navigate a small town in japan.

        Don't believe me? Check out http://shenmue.planets.gamespy.com/forum/viewtopic .php?p=741301#741301 [gamespy.com]
        It's pretty crazy.
  • Where else can you learn such amazing things, such as:

    - What it is to be "rickrolled"
    - That everyone should "lrn2ply" "nub"
    - That ridiculous is actually spelled "rediculous"
    - That OMG I"M NOT TWLEVE I"M TJHIRTEEN is acceptable retort?
    - The facepalm?
    - That people often like pie?
    - The internet is for porn?
    - Leeroy Jenkins

    OK but seriously. I've learned that WoW is just MySpace with cool loot.

    Now, back to the topic.

    Is it safe to call a game that stimulates the brain, one that requires the solving of complex problems in succession, one that requires the organization of many things simultaneously, educational? Even though it doesn't teach you about the war of 1812? Does education mean book smarts? Or does it expand to cover things like problem solving and mental conditioning?

    Because if it does, then most video games educate. Whether or not the time spent on that form of education is worthwhile, I am not at liberty to say.

    TLF
  • by jollyreaper ( 513215 ) on Friday June 29, 2007 @02:25PM (#19691869)
    By my experience, educational means sesame streeting a game, usually resulting in poor gameplay and a low rate of knowledge transfer.

    The better games I've seen that also convey some useful knowledge and skills tend to be fun first, you don't even realize you're learning anything. Carmen Sandiego was a great stab at a world knowledge educational game. While the facts in the game weren't directly related with landing the player a job, it would help prevent him from being "that person" when Jay Leno goes out in public with a camera to see just how stupid the average American is.

    D&D was created to be a game that wraps math up in a fun fantasy setting. I think that's brilliant because it actually gives you and application for arithmetic and algebra beyond drilling stupid problems in the book. Someone here on /. had a quote from some brain who said that physics is to sex as math is to masturbation. That's very true. Unapplied math is the most boring thing in the universe. With an application like a proper game, kids don't even realize how much they're learning here. It's fun.

    I was in a young business leaders program in high school. It was mostly a stupid and pointless course, the only worthwhile part being the annual trip to Japan to meet our sister school. One of the highlights of the program for most students was the business simulation software provided with the course material. The class gets divided into four groups, all companies in the international pen market. You have maybe ten variables to work with that are also influenced by the decisions of your market competitors. You iterate the market each class period and make additional decisions. Our game was managed poorly but we heard there were some classes in Russia that were grand champions at it. I shudder to think what their version of a zerg rush might be.

    With the power of modern computer systems, I think we could take the concept of an "educational game" far further, a game that doesn't teach the player but teaches the designers instead. When I read economic theory, a lot of it comes across like unfounded bullshit. There are so many assumptions, so much handwaving, and the models can be unfairly influenced by the economist's own biases. When these yahoos catch the ear of someone powerful, the first real test of the theories is often in the real world on poor, unsuspecting economies. But consider online games like EVE, Everquest, World of Warcraft. These all have economies and are not just simulations of people, they're people! I think that economists could learn a lot from studying the development of the game economies. Seeing as it's "only a game" and real lives aren't at stake, the game developers would probably be interested in trying out new strategies for improving the economy, strategies we wouldn't want to see beta-tested on our own economy first. There could also be the potential of creating academic forks of these systems to run business simulations just amongst interested economists. From my layman's perspective, I think the shortcoming of most economic theories is that they are rational and based on rules, expected to be predictable on a statistical level. People are irrational and it's hard to model that accurately in a system.
  • by argStyopa ( 232550 ) on Friday June 29, 2007 @02:39PM (#19692123) Journal
    As the gamasutra article says - most 'activist games suck'.

    I think the lesson there is that people don't really look to their entertainment media to preach to them - they get enough of that crap from everything else from the media to the government, to the doorknockers of all political stripes and agendas.

    I liked the redistricting game, because it really does point out the flaws in the *system* in a neutral way - it's a critique of the system, not of a particular side. If it had shown how EVIL Republicans or Democrats specifically are, then I personally wouldn't have bothered to even try it.

    Now, that's not to say that every game with (or without) a message doesn't have an agenda somewhere in it, in the assumptions that go into the game, but that's cool. Show of a raw simulation of physics, I'm not sure bias-free programming is every possible.

    The question is: where does ernest belief carry one into the realms of propaganda? What is a reasonable effort to model reality (albeit colored by one's own biases) end, and a deliberate (if well-meant) dissimulation in order to advance a political point begin? It's the same question that's been posed in the film industry for years - was "Fahrenheit 9/11" a documentary, or is it a biased political screed? Is "An Inconvenient Truth" an entry-level exposition on a critical issue facing humanity, or is it a Riefenstahlian exercise in the "big lie"?

    Maybe it's the interactivity in games that forces the audience to become engaged that makes them less suitable as a propoganda engine. I know no knowledgeable people on either 'side' of the global warming discussion whose viewpoint was even slightly changed by An Inconvenient Truth. Yet I know many UNinformed people who came out convinced that Global Warming is a serious and imminent issue. In that sense it was successful. Could a game accomplish the same thing?
    • Re: (Score:3, Insightful)

      by jollyreaper ( 513215 )

      As the gamasutra article says - most 'activist games suck'.

      I think the worst problem you can run into with an activist game is that you can "stack the deck" to support your belief while real life isn't that clear-cut. A christian moralist game could have your character damage his immortal soul for having sex out of wedlock. A Jewish or Islamic fundie game could see the player damned for eating pork. The game could just easily make the world be flat. Within the confines of the game, these assumptions may be correct. The danger is that these false assumptions could

  • If the geography of Warcraft was the same as the geography on Earth, there would be no need to teach most teens geography. Better yet, name the flightpaths after real airports. Then we'd have a generation that never got lost.

    I think this is a great idea. I can think of plenty of examples of movies and/or games teaching concepts that were just byproducts of the plot. For example, as an English major, when I took a grammar course, I had difficulty understanding the difference between transitive and intransitive verbs. My prof couldn't provide a clear example, but it all became clear when (and I'm not kiding) I heard George Carlin's routine on the usage of f*ck. For some reason, it just made sense.

    What if a game's system

  • by Ub3rT3Rr0R1St ( 920830 ) on Friday June 29, 2007 @03:22PM (#19692797)
    Grand Theft Auto V Mission #1: Tony Pinetti's ho owes him $230. She's been dodging him for 3.2 days. Tony charges an interest rate of %0.1 interest per hour a ho dodges him. Tony has instructed you to smack her for every $3.50 she owes him. How many times will you have to smack Tony's ho?
  • Educational 'Games' (Score:4, Interesting)

    by GearheadX ( 414240 ) on Friday June 29, 2007 @03:32PM (#19692961)
    The sad thing is that a lot of people who make educational 'games' are following very, very simple formulas to make games. From my experiences in teaching children, I noticed that quite a few games designed around training for standardized tests have some serious, glaring flaws in how they're set up.

    Children would often exploit the mechanics of the game's poor design and actually LEARN very little, while still registering a good score on a problem.
  • Buried in Time... (Score:3, Insightful)

    by 7Prime ( 871679 ) on Friday June 29, 2007 @04:49PM (#19693981) Homepage Journal
    This reminds me of a game I played while in early high school called "Journeyman's Project 2: Buried in Time." The game was essentially a standard old-school graphical adventure game, in the style of Myst or Return to Zork. It just happened to revolve around some important parts in history. All the gameplay elements that made games like Myst so popular, as well as artfully done graphics and sound, were there. The game was fun, but it could definitely be used as a history lesson at the same time. About 2/3rds the way through, I started asking myself, "is this an edutainment game?" but by that point, I was so immersed in the game that I didn't care.

    Of course, I really think that it IS the gameplay elements that teach the most important lessons: how to think and problem solve, for yourself. I feel that teaching facts, like historical events, scientific principals, and whatnot, are much less important than something that actually teaches students HOW TO LEARN. Zelda can do that, Myst can do that, just as well, if not better, than most edutainment games.
    • The Dr. Brain series was actually a childhood favorite of mine...
      It is a puzzle based game that deals with the various sections of the brain. Vision, thought process, music. Turned into entertaining games like herding Neurons and trying not to wreck trains.

      The musical aspect was by far my worst. (I'm horrible with music, and ... apparently tone deaf from what it's been described to me as..) But that section dealt with splitting up a few lines of musical notes from Beethoven or Mozart and mixing them up a bi
  • It's everything I learned about videogames.

    http://paulcarhuff.googlepages.com/videogames [googlepages.com]
  • This game is my favorite game of all time, when playing it I learned the geography of the Caribbean without even realizing it. Games can teach a lot transparently if the topic isn't overbearing and remains relevant to the game.
    • And even better are the fun historically based games that encourage you to find out about things outside of the game, that function as an introduction to the subject. I was 10 or so, and didn't know a think about European imperialism in asia, Opium, and the devestation of economies. Taipei mentioned a lot of those things that I didn't understand, and forced me to go and read so I could figure it out.
  • by pandaba ( 38513 ) on Friday June 29, 2007 @11:13PM (#19696805)
    We made ESL software, entirely for institutional use. Every now and then the executives would get a wild hair about trying to find a way into the consumer market but all they could think of was just re-marketing the boring school version. So I'd sometimes get invited to their meetings and would try to tell them this wouldn't sell at all.

    Their main focus was Japan, and I thought I had a semi-clever idea that would make their product much different than the usual English stuff sold there. I've never designed a game before, but I've wasted too much of my life playing games, and have played a lot of JRPG's. So the basic idea was pretty simple. Create a FF-esque epic, complete with blonde emo boy with a forgotten past, and a blue-haired emo girl with many secrets and they have to save the world from the demons or whatever.

    Of course, as the story gets underway, they encounter ancient ruins of a lost race and find fragments of their writing. The writing is in English, very simple English at first. In order to progress in the game, cast spells, find clues, etc., the player has to learn some English. Very simple words at first then, later in the game, they discover the ancient mysterious race isn't entirely dead, and the heroes have to converse in the ancient race's language, and by the time of the final boss battles, they have to have a certain level of English proficiency to win.

    I thought it was a good idea. Makes language learning a little more fun than the usual drills and memorization, would take advantage of an otaku's desire to see everything in a game and learn all the secrets and hidden weapons, and was a nice little joke about how some Japanese view gaijin: as something very alien and mysterious. And this sort of game would be easily portable to other languages.

    The executives thought this was a great idea but wasted too much money on hookers and blow to actually pursue anything new and risky.

    I had a less formed idea vaguely related to GTA. The basic concept was to have the player role-play a tourist in an American city, driving around, and interact with the locals, with the structure of the game being more or less non-linear (and non-violent). There would be overlapping storylines with lots of conversation practice. The whole idea was to give the usual sort of conversation practice you'd find in language learning, but with storylines and game goals to make it less boring than the usual sort of stilted conversations you'd find in textbooks.

    That idea was realized, not by my company, but by an Army contractor who created an Arabic trainer designed for the troops. The engine was based on a modified Unread Tournament engine and had the player drive around Iraqi villages, interact with the locals in their language, and make split-second determinations about who to trust, who to arrest, and who to ignore, with in-game problems developing when you made the wrong decisions.

    Was actually kinda sad when someone beat our company to market with that concept, when I had laid out the basic groundwork for that idea back in early '02. Oh well.
  • I think that was my favorite game in elementary school (as far as educational games go).
  • Half life for example it in itself a fun FPS game, but in single player there is a lot of puzzle solving and such to be done. Same as doom ans Tomb raider. This show that learning can be fun. It might not be traditional learning, but if makes of educational games take a page from that I think it would help a lot.

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