May 2005 | Back Woods
Soul of a Nintendo
Too many video games are violent, mindless bloodfests. But some progressives see ‘serious games’ as tools for teaching empathy and, yes, peace
By Katrina Vanden Heuvel
These days, kids are multitasking like mad. Two weeks ago, the Washington Post described one high school junior talking on the phone, e-mailing, instant messaging, listening to Internet radio and writing a paper on her computer—all at the same time!
According to a recent report released by the Kaiser Family Foundation, she’s far from the only teenager with a flair for multitasking. Kids today are spending six-and-a-half hours a day, seven days a week, with electronic media—and more than twice as much time on video games and computers than in 1999.
Let’s face it: We live in a brave new world of blogging, with the iPodization of news, and kids plugged in everywhere. The Washington Post recently ran a separate story about how college students are using interactive mini-blogs, or "wikis," to create "freewheeling, collaborative" communities, trade ideas and link to each other’s essays. Progressives use new technologies like BitTorrent, a file-sharing program, that let them create websites like CommonBits.org that allow kids to watch clips from television news programs like “The Daily Show with Jon Stewart” and “Democracy Now.”
But one new frontier of the digital era has received almost no attention in the mainstream press.
In fact, says David Rejeski, the director of the Woodrow Wilson Center’s Foresight and Governance Project, "progressives have already occupied the space." He points to several games that are transforming what those active in this community call the "serious games" landscape, many of them with a progressive message. (No, it’s not a brand name, but it’s the phrase that most people in the industry use to describe the games that carry a serious message.)
Conservatives and too many liberals view video games through a jaundiced lens: that the games are sources of violence and mayhem that destroy the minds of impressionable teenagers. But, as Rejeski points out, "policymakers have spent far too much time focused on the effects of a small number of violent video releases and lost sight of the pedagogical function and advantages of games in general."
True, violence makes video games a highly profitable enterprise. But it’s also the case that the new frontier of the serious game space contradicts those who like to fulminate against video games as a fount of evil. According to Rejeski and other experts, serious games are at a point in their history that resembles the movement toward independent film in its earliest stages. Serious games aren’t big moneymakers, nor have they truly entered the mainstream, but they are making waves.
The controversial "Escape from Woomera" puts players into so-called "Australian detention camps" so that people will understand what it’s like to be a political refugee seeking asylum.
Rejeski cited the award-winning "Tropical America" that revives Latin America’s past, explaining from a Latin-American standpoint how aspects of the history of the Americas have gotten lost in mainstream versions. "The Meatrix," a spoof of "The Matrix," stars a young pig named Leo, and teaches players about the problems associated with modern farming as well as the benefits of eating "sustainably raised meat."
At www.activismgame.com, players must learn to juggle six priorities facing America like revitalizing the economy and providing college tuition relief.
There is tremendous energy and excitement about the potential benefits. Two-and-a-half years ago, Rejeski "had trouble getting 30 people" to attend a serious games conference. In October, 500 people signed up for the Serious Games Summit D.C., a group so large that Rejeski was forced to start turning people away two weeks before the conference even began. Video games are earning more money than the movies, and the age of the average video game player is around 29 or 30.
"This is their media," Rejeski said.
At Newsgaming.com, one finds games like "Madrid," which features men, women and children wearing T-shirts that say "I love Madrid," "I love New York," and other cities that terrorists have attacked. These people hold candles, as players are instructed to click on the flames so that they leap into the air.
At Watercoolergames.org, you’ll find a game called "World Heroes" that teaches children about UNICEF. Players are told that they must lead the U.N. organization on a relief mission in the developing world to feed people, immunize them and purify their water.
Henry Jenkins, the director of MIT’s famed comparative media studies program, argued that Newsgaming.com, KumaGames.com and other sites are among the "very political” game groups that exist outside the “corporate game system.” He said these groups are "raising issues through media but using the distinct properties of games to engage people from a fresh perspective."
Rejeski says that among the first games ever developed was a serious game called "Balance of Power" that told players they had to "keep the world from destroying itself." It was played on an Atari system.
Finally, take the game space itself, which holds great promise. Some 90 percent of children play video games; GameBoys and PlayStations have become mobile platforms, and in New York and elsewhere organizers have held sessions in which they’ve discussed how they can use serious games to spread the messages of the non-governmental organizations, or NGO, community. Once this vital and expanding community finds a viable business model, serious games look like they’ll be the next big thing. Hey, maybe even blogs will seem quaint by comparison.
Katrina vanden Heuvel is editor of The Nation. This piece originally appeared on her Edtior’s Cut Web log at www.thenation.com.
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