http://chronicle.com/daily/2007/02/2007021901j.htm

 


Monday, February 19, 2007

A glance at the online edition of Wired: New designs for video-game programs 

As the $10-billion-a-year video-game industry expands "to include everything 
from big-budget epics to viral, Web-based minigames," educators are creating a 
variety of new approaches to game design, writes Chris Kohler, who edits the 
magazine's games blog.

 Mr. Kohler cites the design programs at three institutions in particular: 
the Massachusetts Institute of Technology, Michigan State University, and the 
Expression College for Digital Arts, in California.

 At MIT, new design research will take place at the recently announced 
Singapore-MIT International Game Lab. The lab will be a collaborative project 
between the institute and the Singapore government's Media Development 
Authority. 
Singapore wants to create 10,000 new jobs in the digital-media sector, Mr. 
Kohler says, "and to that end will send its best and brightest to study at 
MIT." 
Collaborators at the lab hope to create new game genres and turn them into 
commercial products -- as many as 10 new games each year.

 Instructors at the program in game art and design at the Expression College 
for Digital Arts want "to teach budding designers how to tell stories, then 
train them in a pseudo-professional environment," Mr. Kohler writes. The 
college 
looks like a real production studio, he says, complete with the latest 
equipment and a staff with experience at leading design studios, such as Pixar. 
The 
college emphasizes creativity. Students are required to help produce a short 
film whether or not they want to work in the movies. As officials at the 
college see it, Mr. Kohler explains, a successful game depends on a strong 
story 
line.

 "And some game designers have serious stories to tell," he writes. For 
example, the United Nations used the video game Food Force to get the word out 
about its food-aid projects. A program in the works at Michigan State, Mr. 
Kohler 
says, will be devoted to the study of those types of games, "with goals that 
go beyond pure entertainment."

 The article, "Today's Homework: Make Good Games," is available on the 
magazine's Web site.

http://www.wired.com/news/culture/games/0,72707-0.html?tw=wn_index_18

Today's Homework: Make Good Games

By Chris Kohler|  Also by this reporter
02:00 AM Feb, 13, 2007

MIT professor Henry Jenkins is the accidental hero of video gamers. As the 
longtime head of MIT's groundbreaking Comparative Media Studies department, 
Jenkins is a well-spoken, passionate advocate of the benefits of new media and 
popular culture. In a world where video games are excoriated by authority 
figures 
who say they rot our children's brains, Jenkins is their highest-profile 
defender.

So when Jenkins speaks, the game industry listens. And right now, he thinks 
the business could use a dose of creativity.

"Studio-based production, across all media, has had two effects: ensuring a 
relatively high standard of production and capping opportunities for innovation 
and individual expression," Jenkins says. "As the costs of games get pushed 
higher and higher, many wonder where fresh new ideas will come from."

The fresh new ideas will be coming from the next generation of game designers 
-- and the schools that train them. As the medium expands to include 
everything from big-budget epics to viral, web-based minigames -- both of which 
can be 
highly profitable -- educators are creating a variety of new approaches to 
game design. Michigan State University is readying a master's program in 
"serious games." And a small digital arts college in the San Francisco Bay Area 
wants 
to teach budding designers how to tell stories, then train them in a 
pseudo-professional environment. And Jenkins and MIT want to create new game 
genres 
and turn them into commercial products.

The recently announced Singapore-MIT International Game Lab is a 
collaboration between MIT and the Singapore government's Media Development 
Authority. 
Singapore hopes to create 10,000 new jobs in the digital media sector by 2015, 
and 
to that end will send its best and brightest to study at MIT -- about 30 to 
40 undergraduate students each year, says Philip Tan, executive director of the 
lab's U.S. operations.

Faculty, postdoctoral students and graduate researchers will all work 
together under the auspices of the lab to study game design and produce "a lot 
of 
games, somewhere between five and 10 each year," says Tan.

"The game industry isn't particularly fond of reading research papers from 
academia," but its leaders do pay attention to games, says Tan.

Jenkins says the university connection will foster greater innovation: "We 
see the lab as a space where we can move swiftly from pure research into 
compelling applications, and then partner with the games industry to bring the 
best 
ideas to market."

The Asian connection is also key. Games developed in Asia don't always 
translate well to Western audiences, and vice versa. "The next generation of 
game 
designers will need to be able to communicate in a global context and 
appreciate 
the cultural diversity that characterizes current game production," Jenkins 
says.

But what also characterizes current game production is a bleeding-edge, 
high-tech production process -- which even well-funded universities rarely 
match. 
Expression College for Digital Arts in Emeryville, California, kicked off a 
bachelor's degree program in game art and design this month, with an eye toward 
putting its students on the fast track to professional competency.

Expression's program is nearly indistinguishable from actually working in the 
business, says Spencer Nilsen, the school's president. "It's really a 
production company, as well as a school," he says.

Students use the same equipment as the pros, and work in the same type of 
environments -- in fact, if you didn't know any better you'd swear that 
Expression's campus was one of the Bay Area's innumerable digital production 
studios.


Expression's faculty is made up mostly of working professionals with years of 
experience at places like Pixar Animation Studios, Electronic Arts and 
Industrial Light & Magic. Nilsen is the former heard of the music department at 
games publisher Sega.

Nilsen is a proponent of mastering the basics. Students who want to work with 
the school's million-dollar digital mixing boards must first learn to splice 
magnetic tape. Wannabe 3-D modelers are first put through "drawing boot camp." 
Designers get hands-on with old 8-bit gaming hardware.

"We want to know that if we took everything away and gave them a napkin and a 
pencil, they could get their ideas across," he says. "We want to make sure 
that students understand that the constraints of the system can sometimes spark 
creativity."

To get those juices flowing, every Expression student will collaborate with 
their peers to create a fully produced short film -- whether or not they want 
to work in the movies, says Nilsen. "It's stories that drive people's obsession 
with video games, whether they're playing on a handheld or a big screen. I'm 
hoping our students will get that," he says.

And some game designers have serious stories to tell. Michigan State 
University is gearing up to launch the world's first master's degree course 
devoted 
entirely to the study of games with goals that go beyond pure entertainment.

Serious games are quickly becoming a seriously big business: $60 million a 
year, by some estimates.

The United Nations got the word out about its food-aid programs with a game 
called Food Force. Student-resistance leader Ivan Marovic is using games to 
teach strategies for nonviolent protests.

The university is currently seeking students to enter the program this fall, 
opening the program to candidates from such far-flung majors as journalism, 
museum studies and computer science.

Bringing together so many different disciplines is a challenge. While the 
power of serious games stems from their ability to reinforce a message or 
reward 
a desired behavior, putting together a successful game requires skilled 
designers and people educated in the science of learning, as well as the 
specific 
subject matter. And it's not always easy for them to work together.

"Everything the game designers would come up with," says professor Carrie 
Heeter, "the scientists would say was not good science. And then the scientists 
would say, 'What about this?' and the game designers would say, 'It's not a 
good game.'

"But after a couple of years of working together, these people are going to 
be really great team members."

If Heeter and her colleagues are right about the power of serious games, the 
possibilities are endless. "In 25 years, my hope is that doctors will be at 
least as likely to prescribe a relaxation sleep game as they would an insomnia 
pill. I like that kind of a world."


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