By Susan Smith Nash, Ph.D.
It's hard to believe that the term "serious games"
was coined just a few years ago. Now,
the "Serious Games Summit" is the preferred gathering place,
conference, trade show, and showcase for interactive video games that have been
developed with the goal of providing simulation, training, role-playing, and
problem-solving for numerous areas of study.
The Serious Games Summit 2006 will take place in October in Washington, D.C. It is expected to be even larger than the SGS
2005, which included 77 conference papers, which are archived here: https://www.cmpevents.com/GDsg05/a.asp?option=C&V=1&SB=1&AdS=0
While many of the serious games revolve around readiness for
war, others include simulations and problem-solving for fields ranging from
nursing to community development.
A good example of a serious game in action was presented by Justin
Roche, director of the U.N. World Food Programme. Using the program, "Food Force," located
at food-force.com (http://www.food-force.com)
individuals are able to "save and rebuild the island of Sheylan"
(http://www.food-force.com). The game also points out the reality of
getting food to victims.
The latest example was the earthquake in Java, which Food-Force
profiles in an article, "Biscuits and
Noodles" detailing the approach the U.S. World Food Programme takes,
which delivering 60 tons of high-energy biscuits are fortified with vitamins
and minerals, which will allow the programme to feed 20,000 for 7 days (http://www.food-force.com/index.php/reality/news/java-earthquake). The immediate benefit of using a real-life
example in one's online course is instant engagement on the part of the
students who immediately realize that if they have special insights or arrive
at an excellent solution, they are free to communicate it to the U.N. World
Food Programme, where it could potentially be implemented and save lives.
Examples of fields represented by “serious games” include:
- Health
Management
- Leadership
- Humanitarian
Aid
- Management
- Community
Development
- Language
- Strategic
Problem-Solving
- Conflict
Resolution
While most of the serious games are not as specific as
food-force.com, the benefits are very pronounced. Some of the positive outcomes of role-playing
simulations and eLearning include being able to work in a virtual group or
with an automated interactive program to:
- develop
critical thinking skills;
- develop familiarity
with some of the major issues and concepts;
- help
introduce people to some of the most likely challenges, problems, and issues;
- maintain
positive motivation by entertaining and stimulating the senses;
- stay
motivated by connecting concepts to one’s experience.
The two most common types of e-learning simulation are:
- Immersion experience (adaptive simulation experience);
- Multi-player (MMORG) – massively multi-player online role-playing
game.
- Keys to successful implementation in attaining learning
goals:
- How closely does it approximate one’s actual life?
- Is the game important?
Does the activity it simulates matter?
- How closely does the role approximate the player’s actual
or anticipated actual life?
Many colleges and universities are already incorporating
simple to complex role-playing and "serious" games in their online
courses. There will undoubtedly be more examples
of this the future.
In fact, it has been anticipated that some simulations and
serious games could connect with psychological assessment instruments, such as
a self-esteem test. Currently,
self-esteem tests and other psychological tests are offered online at places
such as queendom.com (http://www.queendom.com). However, researchers such as Mark Baldwin, an
associate professor of psychology at McGill
University (Toronto) have suggested that these
psychological tests could be enhanced with simulation and role-playing.
At the Serious Games Summit 2005, Baldwin
suggested that:
Psychology
games could be powerful tools for enhancing people's well-being. This
presentation reports research evaluating a game designed to train
psychologically beneficial habits of thought. The game attempts to counteract a
self-defeating tendency displayed by sufferers of anxiety and low self-esteem,
in which their attention is unconsciously drawn to social threats. In the game,
the player repeatedly instead locates a single smiling face in a matrix of
frowning faces. Results of controlled studies show that after playing the game,
people with low-self-esteem no longer show biased attention - erasing the mental
habit that usually leads them to perceive the world as threatening. (https://www.cmpevents.com/GDsg05/a.asp?option=C&V=11&SessID=1036)
While there is clearly a danger of overusing serious games,
particularly if they are not quite relevant to the coursework and if they
distract from learning objectives, as time goes on and the games are refined,
they will undoubtedly be used with increasing frequency in online courses.
[Listen to the accompanying podcast at:
http://community.elearners.com/blogs/inside_elearning/attachment/234.ashx]