Origins of Serious Games
Origins of Serious Games
Origins of Serious Games
IRIT, Toulouse III University (France) Ludoscience (France) European Centre for Childrens Products (CEPE), Poitiers University (France)
Abstract The purpose of this chapter is to discuss the historical origins of Serious Games to try to understand where the current wave of Serious Games comes from. We first review the origins of the Serious Games oxymoron. We will then analyse digital games designed for serious purposes before the 2000s. Such games can be traced back to the beginning of the history of video games. We will use all these elements to discuss how the current wave of Serious Games began; and to highlight the differences between Serious Games and their ancestors.
Introduction
At a glance, Serious Games appear to be a recent phenomenon. A market study shows that the worldwide Serious Games market is worth 1.5 billion in 2010 (J. Alvarez, V. Alvarez, Djaouti, & Michaud, 2010). If we consider this statistic as an indicator of the success of Serious Games, we can question whether they really represent the first attempt at using video games for serious purposes. The current definition of Serious Games appears to follow the lead set by Sawyer & Rejeski (2002). However, the oxymoron Serious Games was used with a similar meaning before the publication of this white paper. Therefore, we will first review the origins of this term and analyse how it evolved to designate games that do not have entertainment, enjoyment or fun as their primary purpose (Michael & Chen, 2005). Moreover, the idea of using games, and more specifically video games, to deal with serious matters is also older than we would at first think. According to Sawyer: [Americas Army] was the first successful and well-executed serious game that gained total public awareness (Gudmundsen, 2006). But games matching the definition drawn by Sawyer were released long before Americas
Army (2002). Actually, we can even suppose that some of the first video games were designed to serve serious purposes. We will review these pioneer video games in detail before broadening the scope of our study to analyse the variations of Serious Games releases from 1951 to 2011. We hope that this information will help the reader to understand the origins of the current wave of Serious Games.
conflict on a worldwide scale. But in his book, Abt also provides examples of non-digital Serious Games, such as math-related games to be used in schools. Abt also gives a clear definition of Serious Games: Games may be played seriously or casually. We are concerned with serious games in the sense that these games have an explicit and carefully thought-out educational purpose and are not intended to be played primarily for amusement. This does not mean that serious games are not, or should not be, entertaining. Another example of a non-digital game explicitly labelled as Serious Game is presented in the book The New Alexandria Simulation: A Serious Game of State and Local Politics (Jansiewicz, 1973). This book explains how to play a game designed to teach the basics of the U.S. political mechanisms. Despite its age, this game is still used in classrooms, thanks to several reissues since 2004. It is also interesting to note that Jansiewicz kept his game in a non-digital format, because he thinks that only human interactions can convey the complexity of politics (Jansiewicz, 2011). Kahn & Perez (2009) have conducted a study on this game and observed that it improved the learning outcome for students in an Introduction to American Politics course. Another example of Serious Games used as an oxymoron is the title of an artistic exhibition held in the Barbican Art Gallery from 1996 to 1997. The companion book of this exhibition (Graham, 1996) presents the work of eights artists who sought to make a link between video games and modern art. One of these artists, Regina Corwell, created an interactive art piece to ask if video games can be used as a mean of artistic expression: If we shift from the fun of games with their overt or covert messages about power, speed, command and control to those same messages delivered for expediency and with urgency by the military and to the efficiency of the office workplace and the various heritage in consumer culture, are art and culture ready to squarely face this complex mosaic? This latter example limits the scope of Serious Games to video games, in a similar fashion to most current definitions of Serious Games (Michael & Chen, 2005; Zyda, 2005). Indeed, all these definitions seem to be influenced by the vision of Ben Sawyer and his white paper entitled Serious Games: Improving Public Policy through Game-based Learning and Simulation. (Sawyer & Rejeski, 2002). As the title suggests, this paper is a call to use the technology and knowledge from the entertainment video game industry to improve game-based simulations in public organisations. However, this paper does not mention the oxymoron Serious Games one single time apart from in its title. Indeed, Sawyer first wrote his paper under the title Improving Public Policy through Game Based Learning and Simulations. But his colleague David Rejeski felt that this title lacked something. Rejeski was aware of a book entitled Serious Play (Schrage, 1999), which details how private companies use simulations to stimulate innovation. In reference to this book, Rejeski decided to modify the title of Sawyers white paper to include the oxymoron Serious Games. This paper was
quickly followed by the creation of the Serious Games Initiative, an association to promote the use of games for serious purposes. Thus, the oxymoron Serious Games was gaining some momentum in the minds of many people (Sawyer, 2009). By chance, 2002 was also the release date of Americas Army, a game that Sawyer considers as [...] the first successful and well-executed serious game that gained total public awareness (Gudmundsen, 2006). The conjunction of Americas Armys popular success and Sawyer & Rejeskis efforts to promote such games, makes us identify 2002 as the starting point of the current wave of Serious Games. Later, Sawyer refined his definition of Serious Games to any meaningful use of computerized game/game industry resources whose chief mission is not entertainment (Sawyer, 2007). Michael Zyda, who participated in the development of Americas Army, proposed a similar definition (Zyda, 2005) : A mental contest, played with a computer in accordance with specific rules, that uses entertainment, to further government or corporate training, education, health, public policy, and strategic communication objectives. Nowadays, most Serious Games that are released tend to follow this line by sticking to the use of digital games, instead of following the broader definition of Serious Games for both digital and non-digital games introduced in the 70s.
computer to have been publicly commercialized. It supports several programs created by researchers in computer science (Copeland, 2000). For example, Dietrich Prinz programmed a chess game that can play against a human, at least for the latter moves before checkmate (Wall, 2009). The first game able to play a full game of chess was released in 1958 for the IBM 704 computer (Bernstein, Roberts, Arbuckle, & Belsky, 1958). In a similar vein, Christopher Stratchey developed a checkers game in 1951 for the Pilot ACE computer. Unfortunately, this game required too much memory for the Pilot ACE to be able to run it properly. Stratchey then recreated his program for the Manchester Mark I (Jackson, 2000). All of these computer games were created by scientists to do research in computer science, especially in the artificial intelligence field (Newell, Shaw, & Simon, 1958). Last but not least, the United Kingdom is also the birthplace of what is currently considered as the first video game in history, OXO (Donovan, 2010). Also known as Noughts and Crosses, it is a tic-tac-toe game created by Alexander Douglas for the Cambridge Universitys EDSAC computer. The particularity of this game lies in its input and output devices. Unlike aforementioned examples, this game displays a tic-tac-toe grid on a CRT screen. This screen was originally built as a memory monitor for the EDSAC. But by manipulating the memory of the computer with his program, Douglas succeeded in displaying a tic-tac-toe grid on it. He also used the rotary phone dial plugged into the computer as a rudimentary gamepad. Each cell in the grid is numbered from 1 to 9. To select a cell and place a nought or a cross, the human player simply has to dial the corresponding number on the phone. This game was designed to illustrate a research thesis in computer science on human-computer interface (Cohen, 2009). Additional examples of such games for research can be found in the neighbourhood of Spacewar!. This game is widely regarded as the first video game solely designed for entertainment (Barton & Loguidice, 2009b; Chaplin & Ruby, 2006; Fleming, 2007; Graetz, 1981; Herz, 1997; Kent, 2001; Levy, 1984). It was created by a group of hackers at the MIT. Alongside this game, other programs were created, such as Qubic, a game that looks like a three-dimensional tic-tac-toe. It was programmed by Bill Daly in order support his masters thesis in computer science (Daly, 1961).
computations to resource management, the U.S. army was very familiar with computer simulations. Meanwhile, military officers around the world were using war games for training purposes (Halter, 2006). These two influences formed the idea of creating computer-based war games in research departments (Montfort, 2005). HUTSPIEL is a very good example of such games. Created in 1955, this strategy war game allows two human players to experiment with the impact of nuclear weapons on a global battlefield. The OTAN fights against the URSS in a fictional but highly probable at the time battle along the Rhine. This game is highly detailed. It simulates ammunition and fuel supply for each unit controlled by the two players (Harrison Jr., 1964). HUTSPIEL was invented by the Operations Research Office (ORO), a research centre conducted by the John Hopkins University. This centre was closed down in 1961 in favour of the Research Analysis Corporation (RAC), which pursued most of its research projects. These two research centres conducted many studies on the use of computer games for training purposes (Research Analysis Corporation, 1965). Besides HUTSPIEL, NEWS (Naval Electronic Warfare Simulator) was designed in 1958 to simulate naval battles. In the early 60s, the RAC built THEATERSPIEL, an improved version of HUTSPIEL (Harrison Jr., 1964). Several similar games were created during the 60s, mainly under the command of the Joint War Games Agency (Banister, 1967). This section of the U.S. Army was dedicated to the use of games for military purposes. T.E.M.P.E.R., the ColdWar simulation game created in 1961 by a team led by Clark Abt, was created for this agency. Abt later founded his own company, Abt Associates, to create similar games. For instance, ARPA-AGILE COIN GAME simulates an internal revolutionary conflict in a country (Abt Associates, 1965). These strategy games represent the first step to more complex simulation models used for tactical evaluation, such as CARMONETTE (Dondero, 1973). Alongside such military-related games, the RAC also designed training computer games for civilians. For example, in 1956 they built a series of games called American Management Association Games. This collection of turn-based strategy games casts the players as managers of a product firm. They compete against each other in order to earn as much money as possible within 40 turns of play (Harrison Jr., 1964). Obviously, none of these games was available to the general public, and the little information we can find about them today comes from unclassified military documents. We can however consider them as being the ancestors of the simulation video games that appeared on personal computers in the 80s, either with military topics (Dunnigan, 1992) or not (Wolf, 2007).
Manhattan project, he spent most of his life fighting against the proliferation of nuclear weapons. Besides the quality of his scientific works and his ethical engagement, Higinbotham illustrates the close relationship between the technological progress due to the Cold War and the field of video games (A. Wilson, 1968).
3.1 Education
One of the most famous ancestors of current Serious Games can be found in the field of Education. The Oregon Trail (MECC, 1971) started as a text-only game created by three History teachers: Don Rawitsch, Bill Heinemann and Paul Dillenberger. It casts the player as an American pilgrim in 1848, whose goal is to reach Oregon in order to settle down. The road to Oregon is full of traps, but the
game is enriched with information related to this period of American History. This game was published by the Minnesota Educational Computing Consortium (MECC). This institution helped teachers from Minnesota to use computers for teaching. The Oregon Trail was so popular with students (and teachers) that many upgrades have been released. In 1978 a graphical version of the game was released in open-source format. It was improved and released commercially in 1985. This game was followed by several sequels The Oregon Trail II (MECC, 1996), The Oregon Trail: 3rd Edition (MECC, 1997) and spin-offs The Amazon Trail (MECC, 1993), The Africa Trail (MECC, 1997). But the original game is still popular today thanks to mobile phone versions and a Facebook application. Ultimately, this game clearly shows that an educational or serious game is not necessarily the opposite to a popular and commercially successful game.
3.2 Healthcare
Captain Novolin (Raya Systems, 1992) is designed to teach kids how to manage diabetes. This game lets you play as a diabetic superhero, who must take care of the glucose-level in his blood while beating evil junk food aliens. This platform game hijacks the well-know collectable bonuses mechanism to broadcast a message. The bonuses that the hero can collect are all food items. So, if the hero collects too many of them he risks feeling sick due to a high level of glucose in his blood. Hopefully, before each level, a nutritionist tells players how many food items they are allowed to eat. Players also have to manage their insulin. This game and three other health-related titles were released for the Super Nintendo console by the same company, Raya Systems. While they were not labelled as Serious Games, several research studies have been conducted to analyse their effects on children (Lieberman, 2001). For example, the game Packy & Marlon (Raya Systems, 1994), similar to Captain Novolin with a two-player mode, was analysed in a clinical trial (Brown et al., 1997). The group of children who were presented with this game was observed to be better at managing their diabetes. The number of cases where these children had to go to the hospital due to a glucose crisis decreased by 77% compared with the group who did not play it. The study concludes that the games helped the children to learn how to manage insulin and to have healthy meals in order to prevent glucose-related crises.
3.3 Defence
Apart from the games produced for the Joint War Games Agency and before the release of Americas Army, the U.S. army showed a high interest in entertainment video games for its training purposes. One of the most famous examples is The Bradley Trainer (Atari, 1981). Also known as Military Battlezone
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or Army Battlezone, this game is a customised version of Battlezone (Atari, 1980). The original game casts the player as a tank in a 3D world, and asks him to shoot down opposing vehicles. The U.S. Army hired Atari to create a more realistic version of this game so they could use it as a training tool. Instead of a fictional tank, the player is now controlling the Bradley Fighting Vehicle, a military ground vehicle armed with a chain-gun and a canon. The player must shoot down opposing helicopters and tanks by firing the weapons of this real vehicle. The realism of the ballistics simulation has been improved to match the training purpose of this game (James, 1997). Although Atari accepted to create this customized version of its game for the U.S. Army, several of its employees were clearly against it, including Ed Rotberg, the designer of Battlezone (Kent, 2001): We didnt want anything to do with the military. I was doing games. I didnt want to train people to kill. Though anecdotal, this reaction illustrates the cultural differences between the field of entertainment video games and the current Serious Games industry.
3.5 Religion
Captain Bible in the dome of Darkness (BridgeStone Multimedia Group, 1994) is an adventure-action video game designed to teach Christian religion. In a distant future, the player is cast as a hero in a city full of robots telling lies (e.g. You dont have to serve either God or the devil, you can be your own master.). The player must navigate through the city and seek verses from the Bible. These verses can counter the lies told by the robots in order to defeat them. Like many entertainment titles of the same period, this game was distributed both as shareware and retail versions.
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Fig. 2. Market repartition of Serious Games released before 2002 [953 games]
Fig. 3 Market repartition of Serious Games released after 2002 [1265 games]
Out of the 953 ancestors of Serious Games, 65.8% were designed for the educational market, as seen in figure 2. We also note that 10.7% of them were created for advertising and 8.1% for ecology. The ancestors of Serious Games show a clear dominance of educational games. The situation is very different when we look at the current wave of Serious Games in figure 3. Though Education is still a major market, it represents only 25.7%. As the size of Education decreased, all the others market have grown. Advertising reaches the top with 30.6% of the games, and all others markets that were often below 2% are now between 4% and 10%.
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Overall, we can observe that most of the ancestors of Serious Games are in fact educational games edutainment, edugames, etc. According to these figures, we can argue that the current wave of Serious Games allows video games to embrace a wider variety of themes. Their ancestors were mostly meant for education while current Serious Games can be found in different markets with a more homogenous breakdown. This may be due to the fact that Serious Games are far more numerous than their ancestors. Indeed, 1265 Serious Games were released between 2002 and 2010 (8 years), while only 926 of their ancestors were published between 1980 and 2001 (21 years). Although Serious Games and their ancestors match the same definitions, here we can see a difference between them. Serious Games are different from their ancestors not as individual games, but as a group of games which targets a wider range of topics thanks to a larger population. The full list of the 2218 Serious Games that we used as a reference corpus for these data is available in an online collaborative database: http://serious.gameclassification.com/
4. Discussion
Taking into account the existence of games designed for serious purposes before 2002, we can question why the oxymoron Serious Games has only been widely used since the beginning of 2002. Indeed, if such games are available since the beginning of video games, why wait 40 years to name them with a specific term? Several elements can explain this fact. The main one seems to be the dominance of entertainment games in the market, and the bad reputation from which they sometimes suffer. As we noted earlier, the current wave of Serious Games mainly originates from the USA. Games like Americas Army and the work of Sawyer through the Serious Game Initiative were the driving forces of the current wave of Serious Games. Our conviction is that U.S. designers of Serious Games had to invent a new label to convince people that their games were not just for entertainment. But why did video games have such a negative image that these designers wanted to emphasize how different they are from entertainment video games? The history of video games can shed some light on this topic. More specifically, we think that two factors explain the quite negative image of video games in the USA at the beginning of the 2000s: - The marketing strategies of video game manufacturers that targeted childrens entertainment. - Several controversies about the content of video games, especially their violence and the possible impact they may have on children.
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4.3 U.S. video games market as the birthplace for Serious Games?
It is also interesting to note that the two other historical video games markets, Europe and Japan, did not rely on such a label to release video games for serious purposes. Video game historians always observed that the Japanese video games market was not focused on a child audience (Ashcraft, 2009; Kohler, 2004). Though many games are available for children, games for adults and/or serious purposes also get published in Japan without raising public controversy. Therefore, to release Dr Kawashimas Brain Training (Nintendo, 2005), Nintendo did not need to use the Serious Game label. Regarding the European video game market, it is very similar to the U.S. game market with one historical exception: a better balance between the home console and home computer markets, especially during the 80s and 90s (Donovan, 2010; Railton, 2005). At the time, the European market was always the last market segment to receive home console games. This delay between the international releases of games produced by big studios allowed several smaller companies to thrive on the home computer market. These smaller companies often designed games that addressed different themes than those created by big studios. For example, the wave of cultural entertainment video games is a European phenomenon. To summarize, we can identify that the U.S. video games market was the one that most needed to use a different label in order to be able to produce video games dealing with serious purposes and/or targeting an adult audience.
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Games were greatly focused on Education while the newer games embrace a wide variety of themes. This may be due to the fact that educational games were easier to sell with the previous economic model than games dealing with other topics. Hence, this new economic model is likely to enable the current wave of Serious Games to last longer and embrace more public recognition than their ancestors.
Conclusion
At first sight, Serious Games may seem to be a new phenomenon that appeared from nowhere. Whilst there is unquestionably some novelty in the current wave of Serious Games, we can identify several sources of their historical origins. First, we observe that the very first video games were not designed purely for entertainment. We can also note that these early video gaming experiments coincide with the first use of the Serious Game oxymoron to name games designed to serve purposes other than purely entertainment. But the first Serious Games were not necessarily based on a digital support. For example, Clark Abt and his colleagues designed several Serious Games using a wide range of supports, from board games to sports to early computer simulations. Meanwhile, video games flourished as an industry focused on entertainment. However, some of the titles released in the video games market were designed to serve serious purposes, such as education, healthcare, defence... Whilst they were not labelled as Serious Games, these video games are the closest ancestors to the Serious Games we know today. Apart from public awareness, the main difference between these ancestors and current Serious Games is their economic model. However, to be able to use an economic model better suited to video games dealing with serious matters and/or targeting an adult audience, designers had to mark their difference from entertainment video games and their sometimes negative image. We think that this is the main reason that explains why the label Serious Games was used again, 40 years after its creation, to name a new generation of video games designed for serious purposes. Nevertheless, history is a rich and complex resource, and these elements are just a little information relating to Serious Games. While we do not pretend to have reached completeness, we hope that the historical elements proposed in this chapter will help the reader to understand the origins of the current wave of Serious Games.
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Acknowledgements
Authors would like to thank Maxine Johnson for proof-reading this chapter and correcting many of its English language errors.
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