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Serious Games - Fundamentals and Function before Fluff - Part 2
 
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June 16, 2009
By Eric M. Scharf

Entertainers – Not Trainers


The suggestion has been made in various games industry circles that there are a number of current entertainment software products that qualify as serious games. Whether the suggestion is designed to artificially create another revenue stream for a fading entertainment software product, or to fraudulently apply for highly-coveted funds from DARPA (Defense Advanced Research Projects Agency), or to make a legitimate claim, the core differences will be identified here.

There is an entertainment software product for almost every taste, within so many different genres, for several hardware platforms, with a wide variety of game controllers, and user interfaces ranging from the amazingly simple to the multilayered and incredibly complex. Entertainment software products encourage their target audiences to view and consider their subject matter in various and sometimes fantastic ways, most often beyond the norm (of those users who simply react to what is placed in front of them versus other more creative users who often test game mechanics to discover maximum possibilities).

Users perform the reward-based tasks, and even with a poor first attempt, they can see a hint of what is possible. That glimmer generates an eagerness to try again and again, stimulating creative thought, intuitive growth, the “need” for ever-improving results, and an all-important competitive nature (whether competing against the game itself or another user). The vast majority of entertainment software products, however, represent an in-depth escape from reality, rather than the reality-based, pass-or-fail scenarios of serious games.

Objectively, developer intent for all entertainment software products involves:

01 - Engagement (Hmm – this is interesting. I will try this out.)
02 - Entertainment (Hey – that was enjoyable regardless of how well I initially did. I will try, again.)
03 - Encouragement (Wow – I am getting better and better. Why stop now?)
04 - Ever-Increasing Addiction (I have come too far, I need to win! I will definitely buy the sequel!)

Any resultant improvements to your intelligence, emotional maturity, or situational reaction times are objectively coincidental due to how engaged you choose to become with an entertainment software product and, in turn, your addiction-driven efforts to power through all of the designed challenges that await and finally win the entire game. Entertainment software products provide reward-based tasks where the rewards typically involve very little that can currently occur in the real world, such as:

01 - Receiving a giant ice cream sundae for finishing the final level (a la “James and the Giant Peach”)
02 - Receiving an arm-mounted nuclear fusion cannon in exchange for an old west six-shooter
03 - Receiving a “health upgrade” from 2% to 100%, without corrective surgery or healing time
04 - Receiving three bonus lives after defeating the main boss on level nine
05 - Receiving a giant flaming football helmet that allows you to run ten times faster than normal
06 - Receiving a personal force field that allows you to battle a stronger enemy without being harmed
07 - Receiving a magic wand upgrade allowing you to change your slow broom to a fast winged horse
08 - Receiving the downloadable content item of choice by defeating the Troll army in only three turns
09 - Receiving an indestructible perm by surviving the hot wax zombies in the haunted hair salon level
10 - Receiving magic seeds that grow crops at twice their normal size to feed your starving village

While entertainment software products can be designed to require significant team participation, few of the displayed rewards require you to perform as part of a team in order to achieve them. No literal quality of products, services, or lives is ever in jeopardy due to your performance in an entertainment software product, unless you are attempting to use the winnings from a gaming competition to pay off a loan shark.

The product lines of Guitar Hero, Pokémon, Tycoon, and Brain Age – for example – may require you to learn in order to achieve, but they might not even qualify as "edutainment," let alone serious games. While these entertainment software products may encourage you to memorize a very specific task or series of tasks to be repeated over and over again in order to complete certain levels and receive certain rewards, none of the memorized tasks have, can, or will enhance your daily productivity during your non-entertainment activities.

A person who learns how to play standard musical notes on an amazing electric air guitar while playing a popular song on Guitar Hero – with no prior musical experience – may not be invited to fill in professionally for Eric Clapton, Eddie Van Halen, or anyone from the Boston Philharmonic Orchestra.

A person who learns how to simultaneously command multiple characters while playing Pokémon – with no prior experience managing multiple co-workers or sports teammates – may not be invited to run the local high school newspaper nor coach their football team.

Furthermore, that same person can have years of experience playing any of the Pokémon card games, and they may not be invited to fill in professionally for Phil Helmuth on ESPN’s "World Series of Poker Championship."

A person who learns how to manage large numbers of material assets and resources, as well as construct metropolitan cities and transportation systems while playing any of the Tycoon games – with no prior resource management experience – may not be invited to manage or construct even the smallest of Mom and Pop corner stores. It is important to acknowledge that a similar but far more in-depth “God Game” like "Age of Empires" or "American Civil War: Gettysburg" certainly can teach people very detailed elements of (A) how a civilization was developed, (B) a sense of ancient battle tactics / war strategies, and (C) how / what / when / where / why resources were used in the success or failure of those efforts.

If God Games provided the in-depth training required by serious games, then, users of these games would eventually become certified as civil engineers, history professors, or military strategists. Outside of military-funded serious games for satellite-depth war-gaming and battlefield-level operations, that kind of magical transformation probably should not be eagerly anticipated.

Nonetheless, a person who learns basic math as well as the official flower of each U.S. state through a series of multiple choice and true / false questions while playing Brain Age – with no prior experience in mathematics or horticulture – may not be invited to join or teach a calculus class, nor to join or manage a plant nursery.

The entertainment software products mentioned here, like so many others, were designed to be vehicles for entertainment, not training. Any educational information that may be gleamed from them is acquired in such an informal, unadvertised, unintended way, that it is simply a non-starter to discuss these games as serious games. If a serious game was a real person, the very last thing a serious games client wants to hear out of that person (and their investment) is “I do not know much about haptic-based simulated cardiovascular surgery, but I did stay at a Holiday Inn Express.”

While there are entertainment software products which convey simulator behaviors with photorealistic visuals, such crisp details are simply an extension of entertainment and marketing goals. One of several key goals for a racing game (like Gran Turismo), for example, may be to show the user how closely it can mimic the functional interior of a Ferrari F430 Spider where – through a modified first person view – you can shift every gear, adjust your seat position, modify your rear view mirror angle, tilt your steering wheel, and adjust your suspension just to name a few. You may even have the option to turn on or off the intense image jitter or motion-blur, which are two forms of visual force feedback experienced while driving a performance vehicle.

While a racing game developer may intend to “train” you to appreciate the finer details of an exact replica of an exotic automobile cockpit, that developer has no intention of training you how to actually drive the Ferrari, outside of an extremely simple tutorial that you can skip with little to no consequence. The developer just want users to believe and spread the word that they REALLY felt like they were sitting in the Ferrari, inhaling the experience of the carefully-emulated dials, gauges, and manual shifter, the well-crafted leather and wood surfaces, and humming in tune with the high-revving purr of the twin-turbo V8 engine audio file being delivered in base-thumping Dolby 5.1 surround sound.

The developer (hopes and) expects you to have some level of performance driving familiarity, and without such experience, you must either turn to serious games or physically get off your couch / out of your office chair and invest in a real life introduction to professional driving experience (YES – by taking lessons from a professional driver, not by selling your house and your neighbor’s house to purchase a Ferrari).

“Situational reaction times” – mentioned earlier – might be referenced by those who would defiantly point to dozens of reports of U.S. military service personnel showing faster reaction times to their violent surroundings after playing entertainment software products on their handheld devices. Those situational reaction times – unfortunately – are easily the primordial result of entertainment software developer intent. You see a shrink-wrapped entertainment software product at a store in the mall – or you see an online ad for an entertainment software product – and either way, you like enough of what you see to purchase a copy. You play it once, and you may perform poorly, but you enjoy the experience enough to go back for more. You play again and again until you get quite good at playing the game, steadily reaping the rewards (by defeating each level boss, solving each physical puzzle, or winning each multiple choice brain teaser), until you have dominated the entire game.

Well-known entertainment software products with a focus on visual accuracy and statistical mimicry, such as Madden NFL, Project Gotham Racing, Microsoft Flight Simulator, and Ghost Recon Advanced Warfighter, can receive incredibly important, profit-inflating endorsements from professional sports athletes, race car drivers, and highly-decorated career military personnel, etc. for delivering such a realistic-looking experience. Authenticity always helps provide a more immersive-looking environment and experience, but if the tasks performed within that environment are relatively meaningless (resulting in a high score and rewarded with a double-layer digital cake), then, such accuracy is, again, only a marketing tool.

While entertainment software products prey on the human condition for success, a serious game is not beholden to any potent creativity, inventions, or flashy gimmicks that leave a user begging for more. A serious game only requires a user to be interested enough in being trained valuable skills which can result in new employment, a promotion from their current role, or inclusion in a large and exclusive mission or project. A serious game is well-positioned as the vehicle through which big-ticket training tasks can be assigned to a user, within a real world scenario with a legitimate, realistic, and finite set of available choices, consequences from those choices, possible corrective methods, and final results.

Edutainment receives a special mention here, as it represents a hybrid of serious games and entertainment software products, where education and entertainment are equally emphasized. While this combination of features has made edutainment products an excellent source – at grammar school levels for teaching subjects like basic mathematics, spelling, vocabulary, and history – it is that same combination that currently prevents edutainment products, just like entertainment software products, from achieving the extremely high-yield training capabilities of laser-focused serious games.

Edutainment products are also primarily focused on children and early teenagers who – as the latest generation of school-age youngsters – may grow up expecting to be educated more and more by digital versions of Mickey Mouse or Dora the Explorer as their instructor. While a comprehensive guided tour of a nuclear submarine’s electrical system by the San Diego Chicken would be enjoyable, it would completely defeat the “fundamentals and function before fluff” purpose of serious games.

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