Posts tagged with: video games

Blog author: jballor
Wednesday, October 11, 2006

Via International Civic Engagement:

Already available in English, Japanese, Italian and Polish, the game will now be accessible in French, Hungarian and Chinese by the end of next week, vastly increasing the forum for the UN World Food Programme’s (WFP) ‘Food Force’ – designed to teach youngsters about the problems of global hunger and what humanitarian organizations do to fight it.

The English, Japanese, Italian and Polish versions, which were launched over the past 18 months, have totalled over 4.5 million downloads to date, making Food Force a major success story in the educational gaming sector.

My review of the game is here, along with other PowerBlog commentary on socially active video games.

Blog author: jballor
Wednesday, August 30, 2006

Today’s WaPo has a story about Incident Commander, “a training simulator that gives players a lead role in managing crisis situations such as terrorist attacks and natural disasters.”

In “A Computer Game for Real-Life Crises: Disaster Simulator’s Maker Gives It to Municipal Emergency Departments,” Mike Musgrove writes about the video game software, which was used by an Illinois paradmedic just days before he was called into duty following Hurricane Katrina.

According to Musgrove, “Yesterday, on the first anniversary of Hurricane Katrina, game developer BreakAway Games Ltd. released the final version of Incident Commander free of charge to municipal emergency departments, part of an agreement with the Justice Department, which invested $350,000 in game development.” The game company itself devoted the remaining $1.5 million in money for the game’s development.

This is the latest installment of the trend toward the use of video games to increase skills in a variety of professions.

Blog author: jballor
Monday, July 24, 2006

An article in yesterday’s NYT, “Saving the World, One Video Game at a Time,” by Clive Thompson, gives a good overview of the current trend in the video game industry, especially by nonprofits and activist groups, to create “serious games,” a movement which “has some serious brain power behind it. It is a partnership between advocates and nonprofit groups that are searching for new ways to reach young people, and tech-savvy academics keen to explore video games’ educational potential.”

“What everyone’s realizing is that games are really good at illustrating complex situations,” said Suzanne Seggerman, one of the organizers of the third annual Games for Change conference in New York. “And we have so many world conflicts that are at a standstill. Why not try something new?”

One such game is Peacemaker, which is a political simulation based on the current situation in the Middle East. Another is the World Food Programme’s Food Force (which I review here).

Of course, serious simulations are nothing new in the gaming world, and even predate the advent of video media. An argument could be made, for example, that games like Axis & Allies and Risk, while focusing on military aspects, are in some sense serious (albeit limited) teachers about the realities of war policy and foreign affairs. And games like Shadow President, released in the early 1990s, are relatively complex and immersive political simulations.

A typical game of Risk in play. Many game elements such as the board, dice, units and cards are visible. (GNU Free Documentation License)

Related PowerBlog Items:

“Video Games Can Save Lives and More…”, Thursday, June 1, 2006.

“Speaking a Language They Can Understand”, Wednesday, February 15, 2006.

‘Your mind makes it real’, Tuesday, November 22, 2005.

“Vidiocy”, Thursday, August 11, 2005.

“Family Values and Grand Theft Auto”
, Wednesday, July 27, 2005.

“Game Review: Food Force”, Thursday, May 12, 2005.

Not directly, of course, but the implication of a recent story from NPR’s Future Tense is that video games have a positive stimulative effect on doctors who are about to perform surgery.

A new study is out, and according to FT, “Surgeons who played games for 20 minutes immediately prior to performing surgical drills were faster and made fewer errors.” The study focused on a particular type of surgery, specifically “laparoscopic” procedures. Again, from FT, “The results supported findings from a smaller study in 2003, which showed that doctors who grew up playing video games tended to be more efficient and less error-prone in laparoscopic training drills.” You can hear the story in RealMedia here.

The increase of dopamine associated with playing video games can help establish learning patterns. You heard it here first: students who play video games for 20 minutes immediately preceding quizzes, tests, midterms, and exams will perform better. Video games could “augment” educational achievement.

This latter claim would need to be studied and proven, of course. It seems to me that today’s youth already play significant amounts of video games. It may well be that long-term and extended durations of video game play might have adverse effects on learning patterns as wel. This means that we’d need to look for a mediating time frame, within which the brain is stimulated and activated but does not suffer from more adverse effects.

Maybe the circumscribed use of video games can be part of the solution to the problem Anthony Bradley identifies.

Update: “The Brain Workout: In praise of video games,” OpinionJournal, by Brian C. Anderson: “Video games can also exercise the brain in remarkable ways.”

Wired News passes along this article by Chris Kohler, “U.N. Game Wins Hearts and Minds.” The story gives a brief overview and history of the video game created by the United Nations World Food Programme, Food Force.

Kohler writes, “The United Nations created the game after witnessing the success of the U.S. Army’s recruitment game, America’s Army.” The game takes players through six stages of work to get desperately needed food and supplies to vulnerable and malnourished populations.

Justin Roche, the game’s project manager, points out that Food Force is a non-violent game that competes with first-person shooters like America’s Army. “We really are the antithesis of the plethora of violent games that dominate the market,” he said. “Not one shot is fired, yet we are competing for kids’ time often devoted to shoot’em-ups.”

The Washington Post published an article yesterday highlighting the usage of virtual combat games to train a generation of new soldiers (HT: Slashdot). “The technology in games has facilitated a revolution in the art of warfare,” says David Bartlett, the former chief of operations at the Defense Modeling and Simulation Office, a high-level office within the Defense Department and the focal point for computer-generated training at the Pentagon.

Roche also said of Food Force,”We have many e-mails from children, saying that they would like to come and work for us when they are older. It’s wonderful to think that our little game is having this kind of impact.”

Check out my review of Food Force here. I conclude that the game is good as far as it goes: “Larger structural issues about the WFP and the UN remain outside the scope of the game, but nevertheless are reflected in the game’s guiding ethos and makeup. We can only hope that the WFP’s stated commitment to the independence of those it helps is manifested by policies that actually give those in need economic freedom and the hope of development. Addressing the root causes of poverty can be the only real long-term solution to poverty, hunger, and the devastation brought about by natural disasters.”

Got bureaucrat?