Archive for December, 2007

30
Dec

Consortium for IDEAS in serious games

Have any new idea for serious games for the coming new year? I have one… currently in the making. :-)

I have made contact with several people to form a new Consortium for IDEAS in Serious Games. Hopefully we will come to some agreement within a couple of weeks and announce the effort. I am optimistic that Debbie Reese of the Center for Educational Technologies at the Wheeling Jesuit University and Scott Warren of North Texas University will agree to come on board with the idea (pardon me for the pun).

(Scott was once a developer on the Quest Atlantis project.)

I must thank Curtis Conkey for inviting me to join the SISO, which give me the idea to start this effort. It will be a good thing, and you should see a panel presentation, if not a Presidential Session about the Consortium at the coming AECT 2008. By the way, the conference will be held at Orlando, FL, this year.

28
Dec

Civilization Modding Contest

Firaxis has just announced a Modding contest for Civilization IV! There are a total of four categories:

  • Best In-Game Asset (art, including units, buildings and/or wonders)
  • Best World-Builder Scenario (just a single .wbs file)
  • Best Map Script (just a single .py file)
  • Best Educational Mod (only educators and schools can submit entries for this one)

The contest runs from Dec 23, 2007 to February 18, 2008. (Read the official announcement.)

Take note that in order to mod Civilization IV, you will need to have some (okay, quite a bit more than ’some’) knowledge of Python.

18
Dec

Tracking Your Communications

Yet another tracking software, this time for your BlackBerry. I don’t have one, so don’t know how it may affect my life, but I can imagine… Yahoo! News reports on Security Software Tracks BlackBerry Communications

Gwava, the developer of security software, plans to introduce today a product that lets enterprises easily track and find text messages and phone calls that BlackBerry users send and receive.

The software should appeal to enterprises that need to comply with regulations that require them to track employee communications. Key to the Retain for BlackBerry Enterprise Server is that it doesn’t require any client software. That means an IT administrator can manage it fully from the back end.

The BlackBerry Enterprise Server (BES), which companies use to let workers send and receive corporate e-mail on their BlackBerry devices, already logs data about SMS (Short Message Service) text messages and e-mails sent and received. However, users must view the data in a giant Excel spreadsheet where each row is one transaction, said Mitch Lauer, director of business development for Gwava. “It’s extremely difficult to utilize,” he said.

“Our software goes into the BES and makes sense of all these logs,” he said. Retain shifts the data to a SQL database. IT administrators can then manipulate the data using a viewer that can be accessed on multiple workstations.

On the viewer, an administrator sees a list of BlackBerry users and can view their history of e-mails, text messages and phone calls. The list of e-mail and text messages includes the actual messages as well as who sent and received them. The phone call list includes the phone number of the person who called or was called and the length of the call.

Enterprises using BlackBerry phones can already easily audit e-mail messages because they run through a separate e-mail server, such as Microsoft Exchange. But tracking text messages is harder, and Retain lets administrators see e-mail, text messages and voice logs in a single view.

The software also tracks Pin messages, which are text messages that BlackBerry users can send to each other in a slightly different way than text messages offered by mobile operators.

IT administrators can also view data such as the top ten users of phone calls in chart form. To further analyze or investigate an issue, an administrator can also export the information into Excel.

I have written on several examples of tracking in our everyday activities on the Internet (from Amazon, Google, online games) in my book chapter1. This report is just one more example.

We are certainly getting “there”: an e-environment under constant surveillance. You are being tracked, like it or not.


1 Loh, C. S. (Jan 2007). Designing Online Games Assessment as Information Trails. In D. Gibson, C. Aldrich & M. Prensky (Eds.), Games and Simulation in Online Learning: Research and Development Frameworks (pp. 323-348). Hershey, PA: Idea Group, Inc. [More information and PDF]

14
Dec

Training Project Office (TPO) for gaming

There is simply an incessant stream of news about the military and serious games! Wow!

Moreover, the Army are coming up with new projects to serious looking at this new training technology. Interactive Entertainment Today reported that the US Army has founded a new project office for games that focuses on training simulators.

The new project office, Training and Doctrine Command’s (TRADOC) Project Office for Gaming (TPO Gaming), is part of TRADOC’s National Simulation Center at Fort Leavenworth, Kan. The office is headed by Col. Jack Millar as her director.

TPO Gaming’s purpose is to develop a toolkit that soldiers will be able to use themselves to create combat training scenarios. The are interested in the visualization of the technologies, rather than the entertainment part, and will focus on FPR and RTS games initially.

While there are plenty of war videogames available to everyday consumers, TPO Gaming doesn’t believe that any fill the requirements of a true simulation.

Millar said that aside from being immersive, the simulations should be “scalable, feature an intuitive interface, model behavior at the entity level, contain an after-action review capability and allow easy distribution.”

Although not all in the army agrees. Some prefers Commercial-off-the-shelf (OTS) games, and what they lack in depth or real-world applicability is made up for in convenience.

Cool! /Cool? Half empty of half full? Kupo?

14
Dec

Serious Games research lab

I believe it was September 2004 when I first approached the School of Mass Communication and Media Arts to seek possibility in working towards having a “Serious Games degree at the place where I work, but the amount of red tapes involved in the process is simply unbelievable, especially when it is bottoms-up. This kind of ideas typically fall into the “to-down initiative” category and unless you know the chief it is really an upstream struggle. I am sad to report that the “talk” remains talk, and I know that with every passing semester I am losing the battle to make our University the first to offer Serious Games as a degree. Well, it is opportunity lost, and life have many such mis-opportunity. The right thing to do is, to learn to cut loss (on the time wasted) and quickly move on in search of new opportunity.

We then tried to create a Collaboratory for Interactive Learning Research (CILR) as a space to do such research. We can’t use Serious Games in the name because it needed to be more inclusive, and that’s okay, too. I am glad for the Collaboratory because we are really beginning to see it work, we have some showcase products and we are beginning to get into competition and showcases, the latest I/ITSEC being a good case in point. Some 16000 participants from all over the world attended the conference, and we made good contacts.

So I am happy to report that New York’s Parsons design school will be starting a new research lab to look into serious games, as well. I am seeing an opportunity to collaborate, there. Yahoo! News report: NY School Opens Lab for Serious Games

A new research lab at the prestigious Parsons design school aims to develop video games with a conscience (called “serious games”) and study whether playing them can be a force for social good. The games, which aim to educate, appeal mostly to a niche market and are used to train public officials, students and professionals in various fields. The U.S. military, for example, trains with games that model terrorist attacks, school hostage crises and natural disasters. Other serious games teach nonviolent ways of fighting dictators and military occupiers.

Director Colleen Macklin hopes research at Parsons The New School of Design’s PETLab, launched Wednesday and made up of students and faculty, will make serious games more mainstream. “Our goal is really to create intersections between game design, social issues and learning,” she said.

PETLab, in the first such effort in the country, will create models of new types of games or interactive designs that address social issues and will do interactive research on whether playing the games helps effect positive social change. It is funded by a $450,000 grant from the MacArthur Foundation as part of the foundation’s study of how digital technologies are changing the way people learn and socialize.

Lab researchers hope to create more games like the popular “Ayiti: The Cost of Life,” developed by the nonprofit Global Kids and tech company GameLab, in which players manage life for a virtual family of five in rural Haiti. The object of the game is to make spending decisions (saving money vs. throwing a party vs. buying food) that keep the family healthy.

PETLab has partnered with Games for Change, a nonprofit group that supports serious game designers and provides a forum for designers to show off their work. “We’re planting seeds for the next generation of game makers,” said Suzanne Seggerman, founder of Games for Change. “How amazing would it be to have ‘Fast Food Nation’ or ‘An Inconvenient Truth’ as a video game, where players can actually learn how to make their environment better through the game?”

So far, the lab is working with Microsoft Corp., studying whether the software maker’s Xbox game development tool could be modified to create socially conscious games. The lab also is working with the social arm of MTV’s Web site, think.MTV.com, which offers information on the environment, sexual health and immigration. And it is designing tutorials on creating games for young people.

Is PETLab the first such (serious games research) effort in the country? I don’t think so. But hey, they are the first with a $450,000 grant from MacArthur Foundation, and they are the first to claim they are first. :-)

May be it’s time to see if we can ramp up some support for our lab, too.

14
Dec

Open Source Data Access

Yahoo! News reported about Adobe Open-Sourcing Data Access Technology. Though interesting, the technology is not immediately useful, because it has many other components (Adobe’s, of course) tied to it, including the new AIR, Flex, and Flash. It should be immediately pretty, and feels more like an application, so it will be really sassy to marketeers and sales people. Perhaps we will consider if it can be useful to the project when it comes to the reporting section. However, it will means we will need a Flash/Adobe developer. Hmm…

Developers can connect to back-end distributed data and push data to Adobe Flex and Adobe AIR (Adobe Integrated Runtime) applications. The Adobe Flash Player is used on the client side.”We’ve seen more and more of our customers who are using Flex technologies are building more sophisticated applications,” said Phil Costa, Adobe director of product management for Flex and ColdFusion.

“To support the growth of that developer community, we’re releasing these low-level technologies as an open-source project so a larger community of developers can get access to them.”

BlazeDS, which stands for data services, allows developers to add connectivity to rich Internet applications for collaboration and data-push functionality. Developers also can connect rich clients to server applications, including Java and Adobe ColdFusion components, Adobe said…

BlazeDS will be offered under the Lesser GPL version 3 license in early-2008. BlazeDS and AMF are available as public betas on Adobe Labs. Using
BlazeDS requires client libraries, which are included in the Flex SDK and Flex Builder.

Adobe may in the future provide a native AJAX (Asynchronous JavaScript and XML) client to work with its newly open sourced technologies.

Adobe also plans to offer Adobe LiveCycle Data Services Community Edition, a subscription service featuring builds of BlazeDS and access to Adobe support services.

What? Even more Adobe products? Why am I not surprised?

08
Dec

Influence of denegrade video games

In 2005, I was working with two graduate students on a research called “Do Parents Know What Video Games Their Children Are Playing?” – the proposal was actually accepted by SITE Conference, unfortunately the grad students bailed out at the last minute, and it was not presented.

I am glad to see that others have the same concern and have made news front with the issue. In the Yahoo! News report: US Kids Find It Easy To Buy Adult-Rated Videogames, I was able to verify my hunch.

72 percent of parents know little or nothing about the rating system overall, and many cannot not identify the meanings of specific ratings such as AO (Adults Only) and EC (Early Childhood).

The annual survey by the National Institute on Media and the Family reported that out of 1360 children surveyed, 86% of minors play video games at home (US). The 2007 survey showed 50% of 12 year-old (undercover) were successful in buying M rated titles like Grand Theft Auto and Scarface, compared to 66% of 15 year-old. Only 55% of retailers effectively banned the sale of “M” rated video to the underage (17 and below).

“Any parent who is paying attention cannot help but question the credibility of a ratings system employed by an industry that seems more eager to circumvent it,” it added.It also found that video games were the source of arguments, in 38 percent of families, between parents and children about the time spent playing.

There is a second Yahoo! News report on TV, Film and Game Violence Seen as a Threat.

Looks like L. Rowell Huesmann (of Univ of Michigan) must have done a meta analysis study, since he “examined 50 years of research” on the impact of violence in the media. The conclusion? Exposure to violent electronic media is hazardous to public wellbeing, second only to cigarette smoking (which leads to lung cancer). Gender difference is not a factor at all. The report is published in Journal of Adolescent Health. (Why do these reports seldom contain reference citation?)

Some statistics reported are:

  • Children spend an average of 3 hours watching TV per day
  • More than 60% contain of TV program contain some violence, and 40% of which showing extreme violence
  • 83% of home with children has video game units

“The research clearly shows that exposure to virtual violence increases the risk that both children and adults will behave aggressively,” said Huesmann, adding it could have a particularly detrimental effect on the well-being of youngsters. Although not every child exposed to violence in the media will become aggressive, he said it does not diminish the need for greater control on the part of parents and society of what children are exposed to in films, video games and television programs.

Don’t get me wrong, I am all for “proper” use violence in video games (are you surprised? Go read my book chapter when it come out). No-one will want to watch Star Wars and Lord of the Rings without the good guys with serious ability to “kick some butts,” so to speak.) Gamers are no difference, when I play LOTR Online, I want to do all the superhero cool-elf things.

But spare me the unnecessary bloodshed and gore for violence sake… like Hitman, Manhunt, and GTA. Call a spade, a spade. If video game companies (the like of RockStar) are trying to make a fast cash, say so, and don’t hide behind “free speech” and “video game is an art”.

07
Dec

Asking the wrong questions…

Sometimes, people are very fond of asking the wrong questions. When I was much younger, my friends would trump me with the ultimate question: Can God create a rock so big and heavy that even He can not lift? There is no answer to that question because the premise invalidate the ability of a creator either way. The real issue is: Why would He? If He really did that, then this God is not very bright, then. There is a ancient Chinese story about an armorer who was selling spears and shields. He claimed the spears are made of superior metal that they can pierce any shield, and that his shields are so strong that no spear would pierce them. Someone soon asked him, “If you are to attack your shield with your spear, which one will prevail?” The Chinese word that translated into “dilemma, or conflict” is the Chinese word used for spear and shield (??).


Some questions are just “wrong” because it is pointless and focuses people’s energy on a controversy that is fruitless and serve no ultimate purpose. At the end of it, we have expended a great deal of energy, and have not progress, nor increase our understanding. This kind of controversy mostly stems from “gut feeling” and strong belief system. No one is really going to give way, and there is nothing “intelligent” about the debate in the first place. They are often driven by some other hidden agenda, that is either best hidden, or too sensitive to discuss because it is going to open a can of worm. For example, the question about “Are Video Games Art?”When the film critic, Roger Ebert, said that video game is not art, he got flamed… He later wrote a second article when Clive Baker took up the debate. I like his response to Baker, “Anything can be art. Even a can of Campbell’s soup.” – See R. Ebert’s Games vs. Art: Ebert vs. Barker (July 21, 2007) :-D Are you surprised that many gamers do not like what they hear? So they criticized him as a non-gamer, a movie buff who know nothing about video games. Mind you, I said many gamers, not all gamers.So what do you think gamers will say, when video game guru, Hideo Kojima (creator of Metal Gear), said “video games is not art”? (In the February 2006 issue of the Official U.S. PlayStation Magazine, Kojima explained why games aren’t art, even though it incorporate arts.)

Metal Gear Solid on PSP, by Hideo Kojima

It is almost hilarious to read the comments. “Kojima should stop talking,” they said. How strange it is that people refuse to listen when what was said is not what they want to hear. So Kojima became an ammunition for the other camp, and this is such a shame to the gamers’ community… hence, he should keep quiet. Doesn’t it even make everyone reconsider their stand? That may be, video games are not art? Why even question, if video games are art? The real motivator behind it is to hide behind that statement and then claim first amendment rights, so that the 14 to 16+ year old can say we are merely appreciate an art form when we play certain video games, and that companies like RockStar can say they are an Art dealer, contributing to the society’s good by making thrash. If I am an artist, and I used manure, maggots, and bloody remains of roadkills to create a sculpture, is it art? Well, it depends on why you ask. To everyone else, it is something to be avoid by all means, and should be hauled off to the junkyard immediately. But if you are going to pay me; then sure, it is art!

03
Dec

Neverwinter Nights for military

It was at I/ITSEC 2007 that I first heard about Shawn A. Weil from the folks from Aptima, Inc. (Woburn, MA). It appeared that Aptima (or should I say Weil?) also worked on Neverwinter Nights for a little bit, and had presented their papers at past I/ITSEC (2004/2005).

It looks like they have been busy:

  • Alexander, A. L.; Brun, T.; Sidman, J.; and Weil, S. A. (2006). From Gaming to Training: A Review of Studies on Fidelity, Immersion, Presence, and Buy-in and Their Effects on Transfer in PC-Based Simulations and Games. DARWARS research paper. (PDF)
  • Freeman, J., MacMillan, J., Haimson, C., Weil, S., Stacy, W., and Diedrich, F. (2006). From
    gaming to training. Society for Advanced Learning Technology (SALT Conference). Orlando, FL. 8-10 February 2006. (PDF)
  • Weil, S. A., Hussain, T. S., Brunye, T., Sidman, J., & Spahr, L. (2005). The use of massive multi-player gaming technology for military training: A preliminary evaluation. Proceedings of the Human Factors and Ergonomics Society 49th Annual Meeting. Santa Monica, CA: HFES. Also found here: Human Factors and Ergonomics Society Annual Meeting Proceedings, pp. 1186-1190(5)
  • Weil, S. A., Hussain, T. S., Brunye, T. T., Diedrich, F. J., Entin, E. E., Ferguson, W., Sidman, J. G., Spahr, L. L., MacMillan, J., & Roberts, B. (2005). Assessing the potential of massive multi-player games to be tools for military training. Proceedings of the Interservice/Industry Training, Simulation, and Education Conference (I/ITSEC). Abstract (PDF)
  • Freeman, J., MacMillan, J., Haimson, C., Weil, S., and Diedrich, F. (2005). Systems, studies, and
    strategies in game-based learning. Proceedings of Training & Simulation International (TESI Conference 2005). March, 22-24, 2005. Maastricht, Netherlands. (PDF)
03
Dec

I/ITSEC 2007 (Orlando, FL)

My participation in the Interservice/Industry Training, Simulation & Education Conference (I/ITSEC) 2007 was more chance than planned. I had seen an advertisement for Serious Games Challenge on the Serious Games listserv, and decided to go for it. After two months of hardwork, we finally had a completed mod for submission… and it came in as a Finalist entry!

By all accounts, I/ITSEC was a wonderful conference. There are a lot of interesting folks (mostly military, or ex-military personnels) who peers at the world using the same sand-colored binoculars as I do. :-)

This is so liberating, I actually have one guy said it to my face, we only want empirical studies! YES!!! Looks like I will be back next years, too.

Oh, it was a surprise to meet Mike Matzko there, too. (Long time no see!)