“moving players beyond clicktavism” by heidi j. boisvert
DESCRIPTION
Heidi J. Boisvert speaks about “Moving Players Beyond Clicktavism” at the Serious Play Conference 2012 ABSTRACT: Embodied and ambient technologies possess the ability to deeply encode us with unseen moral, social and political structures. This session will explore how game design can enhance cognitive and affective systems. By applying commercial media mechanics and persuasive narrative devices to "intelligent" user interfaces, informed by the conceptual frameworks of neuroscience, designers can better balance message with engagement and increase impact. Through case studies of games drawn from a novel open design practice, including EEG and biometric assessment, this session will demonstrate how game-based experiences carry the potential to shape and powerfully transform not only individual attitudes and social behaviors, but also the underlying values that govern our society.TRANSCRIPT
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GAME/WORLD:Moving Players Beyond Clicktavism
Heidi J. Boisvert
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WHY GAMES?
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HOW THEN CAN GAMES CHALLENGE THE VERY IMAGES
AND ACTIONS THEY PERPETUATE?
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“THE ONLY WAY TO DISMANTLE A MYTH IS TO
RE-MYTHIFY IT...”ROLAND BARTHES
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“Ever since video games were invented, parents and teachers have been trying to make them boring...making games educational is like dumping Velveeta on broccoli.”
Justin Peters
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CASE STUDIES
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ICED: I CAN END DEPORTATION1st 3D Social Change Game, 2008
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PICK 1 OF 5 IMMIGRANT YOUTHthey represent different immigrant statuses.
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LISTEN TO CHARACTER’S STORYbased on authentic case studies.
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NAVIGATE CITY IN 1ST/3RD POVaerial map reveals trigger points
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ANSWER MYTH/FACT QUESTIONSabout immigration policy & law
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MAKE MORAL DECISIONSbased on expansion of aggravated felony laws
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CHOOSE WISELY......to avoid spawning immigration officers.
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OR WIND UP IN DETENTIONoften indefinitely with little recourse for getting out.
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SPEND TIME IN THE HOLE...and then pressured to sign a voluntary deportation order.
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AWAIT YOUR HEARINGbefore an immigration judge whose hands are tied.
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HEAR YOUR OUTCOME3 programmed randomly to mirror legal terrain.
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IMPACT• allowed over 230,000 to experience the devastating impact of unfair
detention and deportation laws.
• used by 250 groups in the U.S. to generate local support for fair immigration policy.
• generated extensive media coverage (over 200 interviews): 68 TV stations, 27 newspapers, 295 radio broadcasts, 140 blogs & 76 internet news.
• changed the frame “what about illegal don’t you understand” in mainstream media to “when you deny due process to one group of people you put all of our freedoms at risk.”
• increased knowledge on subject by 84% and changed attitudes by 62%.Friday, August 31, 2012
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HOMELAND GUANTANAMOSbrowser-based, flash doco-game, 2009
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YOU’RE A JOURNALISTget your first assignment.
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GO UNDERCOVER AS A GUARDfind out what happened to Boubacar Bah
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GUIDE HELPS YOU NAVIGATEthe interactive map of the facility & introduces you to fellow
detainees.
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WHEN YOU MEET CHARACTERSclick on the icon & listen to their personal testimonials.
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DOCUMENTARY VIDEOSof their personal stories offer you clues.
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ANSWER QUIZ QUESTIONSabout the issues raised in the testimonies you heard.
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IF CORRECT, EARN AN ITEMwhich can be used to unlock critical information about each the
case.
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THE MEDICAL RECORDreveals that Boubacar was put in solitary confinement after
sustaining a serious head injury.
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ACCUMULATE ALL ITEMSand the clues will begin to fill the missing details of the case in
your notebook.
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UNRAVEL THE MYSTERYthen you can publish your article exposing the lack of standards
in immigrant detention.
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IMPACT
• rendered detention conditions & deaths in detention accessible to over 86,000.
• used as a mobilizing tool by 300 partner groups during a night of a thousand conversations.
• helped institute national detention standards policy.
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AMERICA 2049
1st ARG on Facebook, 2011
“...parachutes us into an alternate reality not too far from our own,
where we find America poised at a crossroads, and where we are asked
to make critical decisions about how we truly want to define
ourselves as a nation...”
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PRE-LAUNCH SEEDING
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TRAILHEAD
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BREADCRUMBS
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BREADCRUMBS
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A friendly reminder: It’s time for your annual SMRTTid check-up!
BREADCRUMBS
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COUNTDOWN CLOCK
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AGENT TRAINING
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LEVEL UNLOCKS WEEKLY
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AGENT TERMINAL
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GROUND TEAM PROVIDES CLUESFriday, August 31, 2012
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SOLVE PUZZLES TO ADVANCE DISTRICTS
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COLLECT CRYPTOGRAPHS
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MINIGAMES TO CRACK SAFE
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ALTERED HISTORIC ARTIFACTS
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FUTURE FABRICATED EMBEDDED WITH CAPTCHAS
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CHAT THREADS OF DWF COMMUNICATION
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SEARCH ENGINE OF THE FUTURE
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WEEKLY NEWS UPDATES & REGIONAL INFO
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WEEKLY DAILY SHOW STYLE CURRICULAR EPISODES
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DISCUSSION FORUM FOR COLLECTIVE SLEUTHING
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EVALUATION OF ATTITUDES AT KEY DECISION POINTS
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LIVE EVENTSwith leading cultural
institutions each week
Jane Addams Hull HouseLES Tenement Museum
Angel IslandBirmingham Civil Rts Institute
Bosque RedondoLevine Museum
Skirball Cultural Ctr.Arab American Museum
Ellis Island
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CELEB INVOLVEMENTgenerously donated their time
to put a face on the issues
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IMPACT
• educated over 25,000 during the first 12 week run about the enduring struggle for civil and cultural pluralism & engaged players to participate in a future struggle for human rights.
• 86% of players indicated at least some willingness to become active on an issue they encountered in the game.
• 25% reported they had spent time reconsidering their views on the issue in real life.
• generated mainstream press coverage from 120 outlets.
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GETTING THERE...
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KEY LEARNINGS
• use emerging technology in unexpected (but familiar) ways
• mainstream medium enables pervasive integration into daily lives & reaches large numbers
• high production values, slick & commercial makes a difference
• compelling narrative drives game play & engagement
• fun & challenging game play motivates continued exploration
• social collaborative problem-solving & awareness-raising
• expand virtual into physical activation around issuesFriday, August 31, 2012
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BUT HOW CAN WE BETTER BALANCE MESSAGE WITH
ENGAGEMENT TO INCREASE IMPACT?
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BY NOT MAKING “SERIOUS GAMES.”
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CHALLENGES
• attaining the “threshold of enjoyability” required for deep learning to take place (Wang, Shen & Ritterfeld).
• combatting the “ecology of interruption” which erodes knowledge schemas, and emotion-feeling cycles (Carr, Turkle et al)
• designing and employing more rigorous scientific research to measure impact. (Graesser, Chipman, Leeming & Biedenbach & Ennemoser).
• transforming clicktavism into activism; bridging digital with physical engagement.
• instigating long-term sustainable change through repeat exposure (aka healthy addiction).
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EMERGING METHODOLOGY
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POP CULTURE WITH A PURPOSE!
INTERACTIVE MEDIA TOOLS
PLAY
QUALITY PRODUCTION+ STYLE
MESSAGING+ SOCIALENGINEERING
SOCIAL ISSUE
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“If we want to change Culture through culture, then we must learn to speak to hearts and minds through the semiotic systems--the
cognitive and affective cues--employed by the commercial industry to construct the alternative realities into which the masses are escaping,
not simply appropriate basic mechanics.”
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“The conscious and intelligent manipulation of the organized habits and opinions of the masses is an important element in democratic society...those who man manipulate this unseen mechanism of society constitute an invisible government...”
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“In building our physical and social worlds, we build our minds and our capacities of thought & reason...it is the brain’s great
plasticity and thirst for cheap outsourced labor that drives the distributed engines of socio-technological adaptation and change.”
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APPLIED TO NUI & OUI TOOLS
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INCREASED CONFLUENCE BTW PHYSICAL & VIRTUAL + HUMAN & MACHINE
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QUESTIONS...1. do emerging technologies carry the power to create “whole new agent-world circuits” in the brain (and
body)?
11. if so, in what ways can we speculate they transform us into “profoundly embodied agents”?
III. how can i harness these technological affordances &
cognitive theories into socially conscious game design?
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EXAMINATION AREAS
• brain architecture & neural mechanisms
• sensory motor system in the body
• scaffolding onto the environment
• affect & emotions as feedback loops
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EMERGING FINDINGS• Kinesthesia enhances learning, reasoning & cognitive change. (Goldin-
Meadows)
• Virtual worlds serve as cognitive niche construction; more embodied, more we offload. (Laland)
• Repeated simulation changes perceptually guided behavioral patterns via neural remapping. (Barsalou)
• Social collaborative learning generates “higher achievement outcomes, better retention, improved motivation, high level reasoning & better social skills.”(Johnson & Johnson)
• “Novelty effect” induces rapid orienting response patterns, which stimulates limbic system, cueing brain for reward. (Birchfield et al)
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CURRENT PROJECTS
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PLAY AS PROCESS
• Humanizing target audience (understanding ecology of play)
• Getting at core values (rational)
• Cracking the “culture code” (emotional)
• Unearthing systems thinking (visualization)
• Designing a board game (creative application)
• Play-testing each teams games (iterative co-design)
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BUILD CIVIL SOCIETY IN CUBA
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END HOMELESSNESS IN U.S.
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INCREASE SEC IN 3-7 YR OLDS
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GUIDING INGREDIENTS• Abstract message to quietly infuse values through play
• Implement dynamic meaning to allow story to grow organically out of gameplay
• Encourage subjectivity and embodiment to increase authentic affective atunement
• Induce healthy dependence to ensure repeat exposure to social message
• Understand the multiplicity of social contexts and types of engagement of target audience
• Integrate opportunity for social connection and emergent play (not false free will)
• Enhance super-boost fun factors by increasing complexity/diversity of game play and audio/visual presentation
• Shift focus from content and knowledge transfer to a social ecology of participationFriday, August 31, 2012
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THANKS FOR LISTENING...
send questions to:[email protected]
follow me on twitter :@hjboisvert
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