Heidi J. Boisvert speaks about “Moving Players Beyond Clicktavism” at the Serious Play Conference 2012
ABSTRACT:
Embodied and ambient technologies possess the ability to deeply encode us with unseen moral, social and political structures. This session will explore how game design can enhance cognitive and affective systems. By applying commercial media mechanics and persuasive narrative devices to "intelligent" user interfaces, informed by the conceptual frameworks of neuroscience, designers can better balance message with engagement and increase impact.
Through case studies of games drawn from a novel open design practice, including EEG and biometric assessment, this session will demonstrate how game-based experiences carry the potential to shape and powerfully transform not only individual attitudes and social behaviors, but also the underlying values that govern our society.
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“Moving Players Beyond Clicktavism” by Heidi J. Boisvert
1. GAME/WORLD:
Moving Players Beyond Clicktavism
Heidi J. Boisvert
Friday, August 31, 2012
9. “Ever since video games were invented, parents and
teachers have been trying to make them boring...making
games educational is like dumping Velveeta on broccoli.”
Justin Peters
Friday, August 31, 2012
18. OR WIND UP IN DETENTION
often indefinitely with little recourse for getting out.
Friday, August 31, 2012
19. SPEND TIME IN THE HOLE...
and then pressured to sign a voluntary deportation order.
Friday, August 31, 2012
20. AWAIT YOUR HEARING
before an immigration judge whose hands are tied.
Friday, August 31, 2012
21. HEAR YOUR OUTCOME
3 programmed randomly to mirror legal terrain.
Friday, August 31, 2012
22. IMPACT
• allowed over 230,000 to experience the devastating impact of unfair
detention and deportation laws.
• used by 250 groups in the U.S. to generate local support for fair
immigration policy.
• generated extensive media coverage (over 200 interviews): 68 TV
stations, 27 newspapers, 295 radio broadcasts, 140 blogs & 76 internet
news.
• changed the frame “what about illegal don’t you understand” in
mainstream media to “when you deny due process to one group of
people you put all of our freedoms at risk.”
• increased knowledge on subject by 84% and changed attitudes by 62%.
Friday, August 31, 2012
25. GO UNDERCOVER AS A GUARD
find out what happened to Boubacar Bah
Friday, August 31, 2012
26. GUIDE HELPS YOU NAVIGATE
the interactive map of the facility & introduces you to fellow
detainees.
Friday, August 31, 2012
27. WHEN YOU MEET CHARACTERS
click on the icon & listen to their personal testimonials.
Friday, August 31, 2012
28. DOCUMENTARY VIDEOS
of their personal stories offer you clues.
Friday, August 31, 2012
29. ANSWER QUIZ QUESTIONS
about the issues raised in the testimonies you heard.
Friday, August 31, 2012
30. IF CORRECT, EARN AN ITEM
which can be used to unlock critical information about each the
case.
Friday, August 31, 2012
31. THE MEDICAL RECORD
reveals that Boubacar was put in solitary confinement after
sustaining a serious head injury.
Friday, August 31, 2012
32. ACCUMULATE ALL ITEMS
and the clues will begin to fill the missing details of the case in
your notebook.
Friday, August 31, 2012
33. UNRAVEL THE MYSTERY
then you can publish your article exposing the lack of standards
in immigrant detention.
Friday, August 31, 2012
34. IMPACT
• rendered detention conditions & deaths in detention
accessible to over 86,000.
• used as a mobilizing tool by 300 partner groups during a night
of a thousand conversations.
• helped institute national detention standards policy.
Friday, August 31, 2012
35. AMERICA
2049
1st ARG on Facebook, 2011
“...parachutes us into an alternate
reality not too far from our own,
where we find America poised at a
crossroads, and where we are asked
to make critical decisions about
how we truly want to define
ourselves as a nation...”
Friday, August 31, 2012
57. LIVE EVENTS
with leading cultural
institutions each week
Jane Addams Hull House
LES Tenement Museum
Angel Island
Birmingham Civil Rts Institute
Bosque Redondo
Levine Museum
Skirball Cultural Ctr.
Arab American Museum
Ellis Island
Friday, August 31, 2012
58. CELEB INVOLVEMENT
generously donated their time
to put a face on the issues
Friday, August 31, 2012
59. IMPACT
• educated over 25,000 during the first 12 week run about the
enduring struggle for civil and cultural pluralism & engaged
players to participate in a future struggle for human rights.
• 86% of players indicated at least some willingness to become
active on an issue they encountered in the game.
• 25% reported they had spent time reconsidering their views
on the issue in real life.
• generated mainstream press coverage from 120 outlets.
Friday, August 31, 2012
61. KEY LEARNINGS
• use emerging technology in unexpected (but familiar) ways
• mainstream medium enables pervasive integration into daily lives &
reaches large numbers
• high production values, slick & commercial makes a difference
• compelling narrative drives game play & engagement
• fun & challenging game play motivates continued exploration
• social collaborative problem-solving & awareness-raising
• expand virtual into physical activation around issues
Friday, August 31, 2012
62. BUT HOW CAN WE BETTER
BALANCE MESSAGE WITH
ENGAGEMENT TO INCREASE
IMPACT?
Friday, August 31, 2012
63. BY NOT MAKING
“SERIOUS GAMES.”
Friday, August 31, 2012
64. CHALLENGES
• attaining the “threshold of enjoyability” required for deep learning to
take place (Wang, Shen & Ritterfeld).
• combatting the “ecology of interruption” which erodes knowledge
schemas, and emotion-feeling cycles (Carr, Turkle et al)
• designing and employing more rigorous scientific research to measure
impact. (Graesser, Chipman, Leeming & Biedenbach & Ennemoser).
• transforming clicktavism into activism; bridging digital with physical
engagement.
• instigating long-term sustainable change through repeat exposure (aka
healthy addiction).
Friday, August 31, 2012
66. SOCIAL ISSUE
POP CULTURE
WITH A PURPOSE!
INTERACTIVE
MEDIA
TOOLS
PLAY
MESSAGING
+ SOCIAL
ENGINEERING
QUALITY
PRODUCTION
+ STYLE
Friday, August 31, 2012
67. “If we want to change Culture through culture, then we must learn to
speak to hearts and minds through the semiotic systems--the
cognitive and affective cues--employed by the commercial industry to
construct the alternative realities into which the masses are escaping,
not simply appropriate basic mechanics.”
Friday, August 31, 2012
68. “The conscious and intelligent manipulation of the organized
habits and opinions of the masses is an important element in
democratic society...those who man manipulate this unseen
mechanism of society constitute an invisible government...”
Friday, August 31, 2012
69. “In building our physical and social worlds, we build our minds
and our capacities of thought & reason...it is the brain’s great
plasticity and thirst for cheap outsourced labor that drives the
distributed engines of socio-technological adaptation and change.”
Friday, August 31, 2012
71. INCREASED CONFLUENCE
BTW PHYSICAL & VIRTUAL + HUMAN & MACHINE
Friday, August 31, 2012
72. QUESTIONS...
1. do emerging technologies
carry the power to create
“whole new agent-world
circuits” in the brain (and
body)?
11. if so, in what ways can we
speculate they transform us into
“profoundly embodied agents”?
III. how can i harness these
technological affordances &
cognitive theories into socially
conscious game design?
Friday, August 31, 2012
73. EXAMINATION AREAS
• brain architecture & neural mechanisms
• sensory motor system in the body
• scaffolding onto the environment
• affect & emotions as feedback loops
Friday, August 31, 2012
74. EMERGING FINDINGS
• Kinesthesia enhances learning, reasoning & cognitive change. (Goldin-
Meadows)
• Virtual worlds serve as cognitive niche construction; more embodied,
more we offload. (Laland)
• Repeated simulation changes perceptually guided behavioral patterns via
neural remapping. (Barsalou)
• Social collaborative learning generates “higher achievement outcomes,
better retention, improved motivation, high level reasoning & better
social skills.”(Johnson & Johnson)
• “Novelty effect” induces rapid orienting response patterns, which
stimulates limbic system, cueing brain for reward. (Birchfield et al)
Friday, August 31, 2012
76. PLAY AS PROCESS
• Humanizing target audience (understanding ecology of play)
• Getting at core values (rational)
• Cracking the “culture code” (emotional)
• Unearthing systems thinking (visualization)
• Designing a board game (creative application)
• Play-testing each teams games (iterative co-design)
Friday, August 31, 2012
80. GUIDING INGREDIENTS
• Abstract message to quietly infuse values through play
• Implement dynamic meaning to allow story to grow organically out of gameplay
• Encourage subjectivity and embodiment to increase authentic affective atunement
• Induce healthy dependence to ensure repeat exposure to social message
• Understand the multiplicity of social contexts and types of engagement of target
audience
• Integrate opportunity for social connection and emergent play (not false free will)
• Enhance super-boost fun factors by increasing complexity/diversity of game play and
audio/visual presentation
• Shift focus from content and knowledge transfer to a social ecology of participation
Friday, August 31, 2012
81. THANKS FOR LISTENING...
send questions to:
heidi@futureperfectlab.com
follow me on twitter:
@hjboisvert
Friday, August 31, 2012