I believe in games, in their power to entertain, to engage, to inform, and ultimately to effect change. And yet, when it comes to games for change -- which encompass a wide variety of games of a political, environmental, socially conscious and educational nature -- I find I'm getting depressed.
Games can teach, and can make players aware of an infinite variety of things and people; it's one thing to read about how to manipulate the vote in a democracy, quite another to gain understand by doing these things, however briefly and virtually.
I also believe that while games are frequently more effective teaching tools than textbooks, they need to be more engaging than textbooks, and they are most effective when they don't lecture.
But sometimes it seems that rather than playing a game, I'm getting an unending barrage of lectures telling me about so many ills in the world that I can barely get up off the sofa. The cumulative effect, day after day, week after week, of personally exploring things that range from the worst horrors of humanity to the most complex issues of our time, is that I feel overwhelmed, rather than inspired to make change.
I realized why lately after observing my teenage daughter: no matter how serious the issue, no one likes to be lectured. My daughter is unimpressed by the hoopla surrounding the recently released vaccine Gardasil. Sure, it's worth getting three shots for what might be a lower lifetime risk of cervical cancer -- but all the commercials, literature and parental lectures (including mine) make it sound like her death is imminent if she doesn’t get the shots, preferably yesterday. And that's too big to deal with.
No one likes being lectured; guilt is seldom a good incentive for anything; on the other hand, altruism feels good, whether it's helping an old lady across the street or making a microloan to a struggling entrepreneur half a world away. I rather doubt that guilt was the incentive behind the life work of Mother Teresa, or that Bill and Melinda Gates were motivated by guilt when they established the Gates Foundation.
Games for change -- a few, anyway -- ought to create the feeling of joy people feel in helping to create a better world. The problem may be that the people who make them tend to be very sincere and earnest. I'm sure that in many arenas these attitudes can be an advantage, but essentially they are about the cause, and ought to be kept in tight check when you craft and deliver the message -- as in interaction and game design, where it becomes a liability when designers forget their audience.
Evolutionary linguistics like Steven Pinker believes the history of games is linked to the history of human development. (Senet, one of the earliest recorded games, dates from at least 3000 BC.) Games differ from play at least partly by having formalized and codified rules. It's the rules of primitive games that allowed information to be passed on to other members of the group. It's the rules that allowed early behaviors and learning (like counting and trade) to be passed on, and it's the rules that still allow for a safe social interaction. Imagine Monopoly (http://www.hasbro.com/games/kid-games/monopoly/) if every player assigned a completely different and arbitrary value to every property, or a bridge game if every bid could result in a brawl.
But, you're thinking, animals play games. Well, not exactly: they play, and in general, the greater the intelligence, the more abstract the play is likely to be. Some animals "play" as a matter of survival: when a cat "plays" with a mouse, it is attempting to asses the mouse's ability to inflict injury, and to weaken the creature before the kill. Other animal appear to be out for fun: this recent video of sled dogs and polar bears playing seems to have no other purpose than having a good time. (You'd think that the polar bear would have been more interested in fresh canine sushi.) But these activities do not have codified, formalized rules.
How can games -- which are creative works on par with film, painting, photography, music and other arts in both the expressive heights they can rise to and their potential to be real stinkers -- spark and sustain that altruistic impluse? Perhaps by creating scenarios that explore what happens when we change the rules.
Right now many games that I've covered on Worldchanging present reality in the finite: the inexorable toll of poverty on the rural poor in Haiti, the mortal consequences of the complexities of the Israeli-Palestinian conflict, or the tragic environmental costs of thoughtlessly depleting resources. And these are things and people that we we should know about. But I wonder what these games would move players to do, after turning off the computer, if they included explorations of what to do to change these situations for the better.
Image: "Screenshot of the Second Life view of the mixed-reality 'virtual activism' panel at Games for Change." Credit: flickr/rikomatic









