Showing posts with label mmorpgs. Show all posts
Showing posts with label mmorpgs. Show all posts

Monday, 15 April 2013

Mistakes and (Games Based) Learning


“In school we learn that mistakes are bad, and we are punished for making them. Yet, if you look at the way humans are designed to learn, we learn by making mistakes. We learn to walk by falling down. If we never fell down, we would never walk.” 
― Robert T. Kiyosaki, Rich Dad, Poor Dad


Learning from mistakes is an evolutionary advantage.  If we did not learn that putting our hand in fire was painful, we would burn ourselves often.  If we did not learn from poorly designed tools, we would never make improvements and reap their rewards.  Learning from mistakes is what has made humans so powerful.  We make large and small mistakes for ourselves, learn from them and pass on this knowledge.  Mistakes are a powerful learning tool.

“Mistakes are the growing pains of wisdom.” 
― William Jordan

However, not all mistakes can be learned from.  Some are just too big to recover from.  Some can also harbour too much negative emotion to be useful; people usually don’t like to make mistakes publicly.  So, can games provide a safe, secure place to learn from ones’ mistakes? The following bullets consider this question:

  1. Immediate feedback and the opportunity to change and adapt – immediate feedback allows the player to quickly learn from their mistake and adapt their strategy, change their decision etc.  For example, in a first person shooter, you may decide that the best way to go about killing all the aliens in the given area is to go in all guns blazing.  If this doesn’t work, you have the chance to try again and adapt your strategy, maybe preferring to take cover more, or to stay at a distance and use long-range weapons etc.
  2. It’s just a game – this may be a blasé thing to say when some people spend a large proportion of their time and real money on MMORPGs (Massively Multiplayer Online Role-playing Games).  However, for the vast majority of people, a game is just a game and it isn’t the end of the world.  If your city burns down in SimCity because you forget to build fire stations, you can rebuild it.  No real city is harmed, the damage is relatively easy and quick to fix and you will probably not make the same mistake again.
  3. Simulated scenarios – adding to the last point, games area safe place to make mistakes and learn from them.  These may be accidental.  However, simulations can be used to train people who could not practice their job in the real world e.g. pilots, soldiers, surgeons, town council officers.  Mistakes for a trainee pilot or surgeon could be a disaster, therefore, mistakes in training simulations offer a rich learning experience with no negative real-life implications.
  4. Social factors – many people play games alone.  This means they are able to make mistakes with no scorn or criticism.  However, if they are playing with friends, mistakes are part of the process and the fun, so they are more acceptable.  For example, whole sub-games have developed around the Fifa franchise if players suffer a particularly embarrassing defeat: http://www.fifahub.com/index.php?/topic/1814-the-fifa13-apology-rules-game/.
  5. Games have different difficulty levels – games, unlike the real world, can be easily tailored to the players’ abilities.  They also often change and adapt as the player becomes more skilful.  This is important as if something is too hard (and people make too many mistakes), the individual may give up.  Too easy, and too few mistakes and the task is boring.  Games enable the player to stay motivated and engaged while making a good amount of mistakes to learn optimally.
  6. Rewards – mistakes are part of the process of most games.  However, to make this bearable and to keep focus and encourage learning, rewards are offered.  These can cement the learning process and encourage players to continue developing and playing.

“Smart people learn from their mistakes. But the real sharp ones learn from the mistakes of others.” 
― Brandon Mull, Fablehaven

Learning from other people’s mistakes is also extremely valuable.  If people didn’t learn from the mistakes of others, we would not know which berries, insects and mushrooms were poisonous, how to not hunt prey and so on.  Therefore, collaborative games based learning can be extremely powerful.  Playing a game together can encourage learning in many ways.  For example, one team could learn from another team’s mistake in a team game and get the upper hand.  Forums are also a popular way that gamers learn from the mistakes and successes of others.  New social media sharing platforms within games are also becoming more popular.  For example, the new SimCity game is ‘Always Online’, allowing other players to see your work and Play Station 4 will allow players to let other gamers watch their game play in real time.

“I never made a mistake in my life; at least, never one that I couldn't explain away afterwards.” 
― Rudyard Kipling, Under The Deodars

So, whether they are your own or someone else’s, mistakes are an evolutionary advantage if they can be learned from.  Therefore, a more appropriate term for a mistake with a beneficial learning outcome might be a ‘happy accident’.  Games are a safe way to cause these happy accidents and going back to my first quote, maybe children should have this point reinforced.  After all, some of the most successful people have made the most mistakes, but they become successful because they try more things and learn from their mistakes (see this great article from onlinecolleges.org ‘50 Famously Successful People Who Failed at First’).  Games are a great way for children and adults to learn for many reasons outlined all over this blog, but one of the most important ways is that they safely allow learning from mistakes.

“I am glad that I paid so little attention to good advice; had I abided by it I might have been saved from some of my most valuable mistakes.” 
― Edna St. Vincent Millay

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Wednesday, 6 February 2013

Games Develop Social Bonds and Communication Skills


For a long time, many people have assumed that ‘gamers’ are unsociable, loners with poor social skills who reside in their dark bedrooms, only venturing outside to fulfil their basic needs.  However, research shows that this is far from the truth.

Some research does indicate that playing first person shooters such as Halo and Call of Duty does impact negatively on the players’ relationships.  However, that seems to be more to do with the way that people play games than the games themselves.  Research from Benjamin Hickerson at The Pennsylvania State University has found that some gamers play the game primarily as a way to reinforce social bonds.  In-game features such as cooperative modes and multiplayer options make playing games socially both easy and attractive.  The research shows that among this group of social game players, the games help build social ties and enhance social support.

Hickerson’s research suggests that indicators, such as the amount of time and money spent on games, are not related to gamers’ success in maintaining social ties.  He  argues that “Players may actually be doing something positive when gaming becomes a way for games to connect with friends who they otherwise may not be able to spend time with, especially friends who they are not near geographically.”

Hickerson’s study measured centrality (the need to organise ones’ life around the activity) against social bonding.  ‘Centrality’ scores indicated that on the whole, peoples’ social lives were not adversely affected by gaming, although there were a minority that were implicated.  However, Hickerson believes that games may be able to help.  He argues that this information could help video game designers create games that identify socially problematic behaviours (i.e. excessive centrality) and include features in the games that help the players maintain friendships and relationships.

But do games not already do this?  As well as playing in cooperative and multiplayer modes as I mentioned earlier, experts believe that MMORPGs (Massively Multiplayer Online Role Playing Games), may actually “promote sociability and new worldviews.”  Experts have described these virtual worlds as a new kind of ‘third space’ (a place for social interaction and relationships, outside of home and work).  For many people, they are the preferred way of meeting and hanging out with people, when in the past they may have gone to the pub or to a café.  The study titled, “Where Everybody Knows Your (Screen) Name: Online Games as ‘Third Places.’” suggests that the cause of this phenomenon is the lack of real-world hangouts.

In these games, people can hold multiple real-time conversations using text or their voices through microphones.  The study explains that this can enable them to build “relationships of status and solidarity.”  Often, the games reward people for creating long-term relationships and lasting player ‘guilds’ and it can be difficult to play some MMORPGs without doing so.  This is exactly what Hickerson was talking about.

Researchers Steinkuehler and Williams also found that participation in these virtual ‘third places’ “appears particularly well suited to the formation of bridging social capital – social relationships that, while not usually providing deep emotional support, typically function to expose the individual to a diversity of worldviews… In other words… spending time in these social games helps people meet others not like them, even if it doesn’t always lead to strong friendships. That kind of social horizon-broadening has been sorely lacking in American society for decades.”

The authors explain that “To argue that their MMO game play is isolated and passive media consumption that takes the place of informal social engagement is to ignore the nature of what participants actually do behind the computer screen… It’s really a question of what kind of balance the person has in their life… that reason, online spaces are not a one-size-fits-all phenomenon that can simply be labelled ‘good’ or ‘bad.’”

I completely agree, in that the stereotypical view I described in the first paragraph of this post describes very few people who enjoy games.  In my opinion, you could describe many other people in this way who read books, like films, spend their lives on Pinterest and so on.  In my opinion, it is not the activity, but the personality of the individual that defines whether they are sociable or not.

There is much research like that above which shows that games can encourage social interaction and increase social skills and bonds.  Games are increasingly becoming a social activity akin to the past where a family may have gathered around a piano or radio.  You can hardly argue that consoles such as the Wii and Xbox Kinect weren’t designed to be used socially.

One of the factors that actually encourages learning has been found to be social interaction.  Therefore, there is huge scope for cooperative games based learning such as the games in my blog article: ‘Kinect Games Based Learning’ and those that we at games-ED develop.  We have delivered over 450 workshops using games based learning and we find that our simulations are a great tool for encouraging cooperation, teamwork and building bonds.

We also firmly believe that games can be great talking points and can encourage communication skills.  For more research and expertise in this area, see our blog posts: ‘The Art of Conversation’ and ‘Developing Communication Skills via Games Based Learning’.

Resources:

  • Hickerson, B., & Mowen, A. (in press). Behavioral and Psychological Involvement of Online Video Gamers: Gateways or Barriers to Social Integration? Society & Leisure.
  • Steinkuehler, C., and Williams, D. (2006). Where everybody knows your (screen) name: Online games as “third places.” Journal of Computer-Mediated Communication, 11(4), article 1.