Computer Games: Implications for Art Education
I. Computer and Video Game History
With all of the flashy computer games vying for our attention, it it easy to lose track of their amazing inception spearheaded by a few ingenious fellows. However, before I jump into the facts I must admit that, for some strange reason, I previously believed that video games predated computer games. I was clearly wrong.
Video games played through televisions would not have been possible without the development of their predecessors on early computers. In fact, “video” in “video game” refers to a raster display device: a data structure characterized by a grid of pixels, or points of color, which can be viewed through a monitor or other display medium. Personal computers and video game consoles are merely “platforms” used to display games… the basic premise of user and interface remains the same. Therefore, although I offer concrete examples of games played on computers, the quest for educationally fulfilling interactives spans all platforms of electronic gaming.
The Facts:
“In 1952, A.S. Douglas [completed] his PhD degree at the University of Cambridge on Human-Computer interaction. Douglas created the first graphical computer game – a version of Tic-Tac-Toe.”
“William Higinbotham created the first video game ever in 1958… called “Tennis for Two”. (Follow the link to see more info and play an updated game!)
“In 1962, Steve Russell invented SpaceWar!. Spacewar! was the first game intended for computer use. Russell used a MIT PDP-1 mainframe computer to design his game.” Below is an image of the gamers in action.
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“In 1967, Ralph Baer wrote the first video game played on a television set, a game called Chase.”
Then came arcade games, video game consoles and Silicon Valley… and computer games still have so much potential!
II. Computer Games in the Classroom
**While researching this topic, I was initially unable to distinguish between a “computer activity” and a “computer game”. Many websites use these terms interchangeably… though I could sense a fundamental difference in their ability to engage participants. After looking up basic definitions, I am concluding that “computer game” refers to a competitive activity involving skill and/or chance played according to a set of rules. Oftentimes games are played with two or more people, but as our virtual world expands, a single person may compete against a computer. It is this sense of competition or urgency that lends games their motivational force.
Computer games were originally developed for entertainment value, but their value as education tools has been steadily rising due to increased computer usage and web expansion. Below I’ve discussed a handful of worthwhile games. Many others exist, and many have yet to be developed…
Existing games of interest to the art educator:
1. GWAP (Games with a Purpose)
GWAP, created by a team at Carnegie Mellon University, is a seemingly simple site offering five basic gaming options. The site is intended to help programmers train computers to better serve humans; as players agree on words and actions, these agreements are recorded and used to enhance search engines.
After registering and selecting a game, the site links you with an online partner. (Yes, it’s unfortunate that you have to register–and be 13 years old–but this is due to the chat functionality. The game can, if asked, use your profile to select a similar partner.) My favorite game, ESP, presents an image visible to both you and your partner. You both type in as many descriptive words as you can…with the hope of typing the same word. The more you match, the higher your score climbs. After the game, you have the option of chatting…(social networking possibility). All of the above is good… but in ESP, students practice looking! I know this sounds simple, but looking skills are the foundation of any arts curriculum. There is even a”recap” function where you can revisit each image, consider the matching words and elaborate further to build vocabulary and draw awareness to the communicative capabilities of simple imagery. (Oh… and students may flag any offensive content…which I saw none of. This could also lead to an interesting discussion.)
2. Getty Games (from the Getty Museum)
Most major museum websites have activities and/or games for children. I first visited the MoMA site and, although they offer student podcasts, kid-friendly artists’ interviews and “art-making” activities, games are not their forte. However, the Getty’s site has a couple of cool games with clear benefits. Not only do players have the opportunity to view and learn about works of art, their primary task often revolves around looking closely. In many cases, a teacher could obtain images of works used in the games for subsequent discussions and/or projects…Getty Games could be used as warm-ups.
3. eduweb
This site offers sophisticated games and interactives about art, history, science and technology. The participant always has a goal… whether that be to successfully reach the end of an adventure or finalize construction on a building according to client requests. Eduweb offers amazing educational role-playing games including WolfQuest, which has immersive graphics and a dynamic online community. All categories provide rich lesson material.
Before finding the eduweb home page, I came across one of their first art history adventures: A. Pintura, Art Detective: The Case of Grandpa’s Painting . This detective game, although the graphics are basic and it provides relatively few options, quickly navigates the player through art historical information and imagery while encouraging him/her to draw comparisons. The language is simple and appropriate… yet has an appealing edginess.
III. Making Your Own Computer Game; Examining Existing Computer Games
Unfortunately, I could not find any truly simple game-making websites. In fact, if anyone knows of one… please let me know. I did find a site, www.pictogame.com… but you are only able to input a picture and write a title. This is not very exciting.
I did find some seemingly user friendly software, but could not download it onto my computer. This software, Gamemaker 7.0, can be found at http://www.yoyogames.com/make. Like other software we have discussed in class, Gamemaker 7.0 can be used to create both simple and complex professional products. However, the online tutorials look complicated enough to warrant MANY HOURS of teacher practice before introducing it to students. In addition to using the software in the classroom (and perhaps more practical in the beginning), teachers can create small games to reinforce information in their lessons.
If neither students nor teacher are able to create computer games, students may be asked to examine existing games. For example, students might discuss the use of visual elements to dictate the focus of the scene and enhance player immersion. Students could explore anything from plot and characters to the professional requirements of a game developer.
IV. Thinking Beyond
Like most digital media, computer games are only becoming more prolific. Whether we as educators choose to create our own games, use existing games, spread information about educational gaming or voice our opinions about what should be considered by the gaming industry, we need to be aware of the tool and its potential.
I end (or begin) with an elegant student video: http://www.youtube.com/watch?v=mfv_hOFT1S4