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      <description>&lt;p&gt;

&lt;/p&gt;&lt;p class="MsoNormal"&gt;Previously Published in Game Daily &lt;/p&gt;&lt;p class="MsoNormal"&gt;&amp;nbsp;&lt;/p&gt;&lt;p style="font-weight: bold;" class="MsoNormal"&gt;&lt;font size="2"&gt;Opportunity is Knocking &#8211; Somebody Open the Door&lt;/font&gt;&lt;/p&gt;&lt;p&gt;

&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;font size="2"&gt;What is it about games from designers like Will Wright, Shigeru
Miyamoto, Peter Molyneux, Sid Meier and Hideo Kojima &#8211; to name an elite few &#8211; that
sets them apart? &lt;span style=""&gt;&amp;nbsp;&lt;/span&gt;Certainly, there could
be many answers to that question. For instance, they are original, creative,
and fantastic game designers who execute brilliantly. And, something I think
they also have in common is that they seem to take games beyond mere
entertainment, providing us with something extra &#8211; an added value, you might
say &#8211; on top of a thoroughly entertaining, absorbing and fulfilling experience.
Perhaps we learned something new, challenged ourselves with complex puzzles in
unique and imaginative worlds or experienced a story that moved us to consider
our personal relationship with good and evil. &lt;/font&gt;&lt;/p&gt;&lt;p&gt;

&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;font size="2"&gt;&lt;o:p&gt;&amp;nbsp;&lt;/o:p&gt;&lt;/font&gt;&lt;/p&gt;&lt;p&gt;

&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;font size="2"&gt;Despite many obvious examples of how great game design can
combine with learning, great stories and a deeper exploration of what it is to
be human, there seems to be little emphasis in video game discussions on
seeking any deeper quality, however you may define it. In fact, some game
designers actively oppose game stories, arguing that only the emergent story of
each player should be considered. However, stories or no stories, I personally
hope to see more games that teach us something or grab our emotions, challenge
us and take us on a journey of self-discovery. &lt;/font&gt;&lt;/p&gt;&lt;p&gt;

&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;font size="2"&gt;&lt;o:p&gt;&amp;nbsp;&lt;/o:p&gt;&lt;/font&gt;&lt;/p&gt;&lt;p&gt;

&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;font size="2"&gt;In all-too many game discussions, any perspective or feature
that doesn&#8217;t involve the latest and greatest graphics processors, physics engines
or the single-handed destruction of hordes of enemies by your tireless hero is often
dismissed as unnecessary or not fun. So-called &#8220;educational&#8221; games are often
reviled as boring or crude, yet a few notable exceptions have managed to crawl
out of a crowd of games that&#8217;s admittedly about as stimulating to most of us as
a gathering of mathematics professors. These few exceptional games, like an
exotic dancer at the professors&#8217; gathering, enliven the situation and at least help
to prove that the addition of something really fun can make even the dullest
subject interesting. They point out that learning and fun can go hand in hand,
with proper matchmaking of their teaching and entertainment goals. &lt;/font&gt;&lt;/p&gt;&lt;p&gt;

&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;font size="2"&gt;&lt;o:p&gt;&amp;nbsp;&lt;/o:p&gt;&lt;/font&gt;&lt;/p&gt;&lt;p&gt;

&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;font size="2"&gt;There are groups dedicated to applying game technology to
very useful purposes, and these groups are coming at the problem from a very
focused and productive angle. They have already accepted that video games are,
or can be, learning environments. In time, I expect that movements such as the
Serious Games Initiative, Games for Health and Games for Change will produce
some very successful games, although I have not yet seen how they will blend
into the more mainstream segments of the game market.&lt;/font&gt;&lt;/p&gt;&lt;p&gt;

&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;font size="2"&gt;&lt;o:p&gt;&amp;nbsp;&lt;/o:p&gt;&lt;/font&gt;&lt;/p&gt;&lt;p&gt;

&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;font size="2"&gt;Meanwhile, we have millions &#8211; by some counts hundreds of
millions &#8211; of people playing video games of one kind or another worldwide. For
the majority of these people, the game experience obviously serves a purpose &#8211;
or purposes &#8211; such as entertainment, social interaction and escape or even
self-empowerment. That more and more people are playing video games is
testament to video games&#8217; powers of attraction and retention, both of which are
desirable where the goal is to inspire people to learn or to experience
something that adds to and enriches their lives.&lt;/font&gt;&lt;/p&gt;&lt;p&gt;

&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;font size="2"&gt;&lt;o:p&gt;&amp;nbsp;&lt;/o:p&gt;&lt;/font&gt;&lt;/p&gt;&lt;p&gt;

&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;font size="2"&gt;So where is the mainstream game designer in the discussion
of games that offer some added positive benefit? Why is it that trying to
discuss games that are totally kick-ass fun and that also somehow teach or
inspire players is frequently met with a blank stare, a polite nod or a
flat-out denial? &lt;/font&gt;&lt;/p&gt;&lt;p&gt;

&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;font size="2"&gt;&lt;o:p&gt;&amp;nbsp;&lt;/o:p&gt;&lt;/font&gt;&lt;/p&gt;&lt;p&gt;

&lt;/p&gt;&lt;p class="MsoNormal" style=""&gt;&lt;font size="2"&gt;Look at the dominant paradigm. For
the most part, the general public still thinks that video games are good for
nothing but wasting time. And that&#8217;s the best case. At worst, video games turn
players into spud-brained couch potato addicted losers or antisocial
psychopathic mass killers. I think even many game designers harbor doubts about
whether what they are doing has &#8211; or can have &#8211; any positive social value. &lt;/font&gt;&lt;/p&gt;&lt;p&gt;

&lt;/p&gt;&lt;p class="MsoNormal" style=""&gt;&lt;font size="2"&gt;&lt;o:p&gt;&amp;nbsp;&lt;/o:p&gt;&lt;/font&gt;&lt;/p&gt;&lt;p&gt;

&lt;/p&gt;&lt;p class="MsoNormal" style=""&gt;&lt;font size="2"&gt;Despite this conventional &#8220;wisdom,&#8221;
in my travels and association with many fabulous industry people, I have found
a variety of highly-placed, successful designers, producers, executives,
visionaries and even other authors who concur with my premise &#8211; that video
games can be simultaneously fun to play, successful in the market, and
beneficial to players in a variety of ways, not all of which have been
thoroughly explored so far. So I don&#8217;t feel as alone as I once did.&lt;/font&gt;&lt;/p&gt;&lt;p&gt;

&lt;/p&gt;&lt;p class="MsoNormal" style=""&gt;&lt;font size="2"&gt;&lt;o:p&gt;&amp;nbsp;&lt;/o:p&gt;&lt;/font&gt;&lt;/p&gt;&lt;p&gt;

&lt;/p&gt;&lt;p class="MsoNormal" style=""&gt;&lt;font size="2"&gt;Little by little, games from
major companies seem to acknowledge the value of learning and of expanding
people&#8217;s mental horizons through games, but most of these are aimed at
specifically narrow audiences, and never the core player. And although I think
I understand why that is so, I still shake my head that, after years of
motivational lectures at the Game Developers Conference (back when we had such
lectures) about our social responsibility and opportunity, and so many great
inspirational examples of games that go that extra step, the idea of games as a
positive social force is still not considered as a prime directive in our
industry. For the surprising number of people I find who agree with me when I
suggest these ideas, I see little public focus on the opportunities present in
mainstream games. I think every game design course in university should teach
new designers how to conceive of games both from the fun and marketability
angle, and from the opportunity, again, to go further and consider their
potential impact on players.&lt;/font&gt;&lt;/p&gt;&lt;p&gt;

&lt;/p&gt;&lt;p class="MsoNormal" style=""&gt;&lt;font size="2"&gt;&lt;o:p&gt;&amp;nbsp;&lt;/o:p&gt;&lt;/font&gt;&lt;/p&gt;&lt;p&gt;

&lt;/p&gt;&lt;p class="MsoNormal" style=""&gt;&lt;font size="2"&gt;I did my best to summarize my
thoughts on the subject in my recent book, &#8220;Reset: Changing the Way We Look at
Video Games.&#8221; After spending a good deal of time researching theories of human play
and how we learn, I realized that video games do seem to have a unique
combination of qualities that, when taken together, explain why they are such
potent learning environments. I&#8217;m sure there are many ways to look at this, but
the five qualities that emerged from my research &#8211; motivation, immersion,
identification, interactivity and choice &#8211; are all simultaneously elements of
games and effective learning environments. &lt;/font&gt;&lt;/p&gt;&lt;p&gt;

&lt;/p&gt;&lt;p class="MsoNormal" style=""&gt;&lt;font size="2"&gt;&lt;o:p&gt;&amp;nbsp;&lt;/o:p&gt;&lt;/font&gt;&lt;/p&gt;&lt;p&gt;

&lt;/p&gt;&lt;p class="MsoNormal" style=""&gt;&lt;font size="2"&gt;I won&#8217;t go into detail about each
of these of the five qualities. I&#8217;m sure you probably understand them
intuitively anyway, but as I considered these qualities, I also began to look
at how games actually can, and do, offer a learning experience. I came up with
four ways &#8211; teaching, modeling (by showing), simulating (in a sandbox
atmosphere, for instance), and inspiring. I know that not all video games will
equally teach or inspire. Some games are just for fun, and that&#8217;s good enough. And
clearly games often seem to teach, model, simulate or inspire some very
antisocial ideas and messages, probably not always intentionally. However, my
goal is to get people thinking consciously about this potential, because with
conscious design, a great deal of positive impact is possible with video games.
The impact doesn&#8217;t have to be accidental, simply emergent effects or generated
only by a few really dedicated genius designers. Any designer who adds this
kind of thinking to their design goals can do it, at least some of the time.&lt;/font&gt;&lt;/p&gt;&lt;p&gt;

&lt;/p&gt;&lt;p class="MsoNormal" style=""&gt;&lt;font size="2"&gt;&lt;o:p&gt;&amp;nbsp;&lt;/o:p&gt;&lt;/font&gt;&lt;/p&gt;&lt;p&gt;

&lt;/p&gt;&lt;p class="MsoNormal" style=""&gt;&lt;font size="2"&gt;&lt;i style=""&gt;As an aside, I also conducted considerable research into the most
common negative charge leveled against video games &#8211; violence. After reading a
shelf full of books, interviewing most of the top experts on both sides of the
discussion, reading court cases and articles of all kinds, I have concluded
that there is no compelling evidence that people learn to be violent from
violent media &#8211; video games included. Why? I don&#8217;t know the exact answer to
that, but my theory is that it&#8217;s like hypnosis. They say you can&#8217;t make anyone
do something under hypnosis that&#8217;s against their deepest morals, such as killing
someone. If this is true, then perhaps there&#8217;s something similar in the
learning effect of violent games. However, it is also true that proper
conditioning and propaganda can turn ordinary people into killers. All wars are
fueled with soldiers by using that premise. So, if there is a real danger
inherent in video games, it may be the possibility of propaganda more than
simply violence without realistic context.&lt;o:p&gt;&lt;/o:p&gt;&lt;/i&gt;&lt;/font&gt;&lt;/p&gt;&lt;p&gt;

&lt;/p&gt;&lt;p class="MsoNormal" style=""&gt;&lt;font size="2"&gt;&lt;o:p&gt;&amp;nbsp;&lt;/o:p&gt;&lt;/font&gt;&lt;/p&gt;&lt;p&gt;

&lt;/p&gt;&lt;p class="MsoNormal" style=""&gt;&lt;font size="2"&gt;Perhaps one question any game
designer can ask is, &#8220;What impact do I want to have on my player? Do I want to
frighten them, amuse them and make them laugh, confuse or mystify them,
challenge them in various ways, or even offer something that will positively
impact their lives? Or all of the above?&#8221;&lt;/font&gt;&lt;/p&gt;&lt;p&gt;

&lt;/p&gt;&lt;p class="MsoNormal" style=""&gt;&lt;font size="2"&gt;&lt;o:p&gt;&amp;nbsp;&lt;/o:p&gt;&lt;/font&gt;&lt;/p&gt;&lt;p&gt;

&lt;/p&gt;&lt;p class="MsoNormal" style=""&gt;&lt;font size="2"&gt;&lt;span style=""&gt;&amp;nbsp;&lt;/span&gt;Positive impact can be a checklist goal in the
design process. Quoting from my book, when I asked Louis Castle about this, he
surprised me by saying, &#8220;We want to know how the game will make people feel
more fulfilled, feel as if they&#8217;ve learned something. We want to make sure
every product has you feeling enriched. That&#8217;s the real imperative for us.&#8221; He
went on to say, &#8220;We believe that if you leave people with some positive
benefit, they&#8217;ll play longer, talk about it with their friends and feel better
about the experience.&#8221;&lt;/font&gt;&lt;/p&gt;&lt;p&gt;

&lt;/p&gt;&lt;p class="MsoNormal" style=""&gt;&lt;o:p&gt;&amp;nbsp;&lt;/o:p&gt;&lt;/p&gt;&lt;p&gt;

&lt;span style="font-size: 11pt; line-height: 115%; font-family: &amp;quot;Calibri&amp;quot;,&amp;quot;sans-serif&amp;quot;;"&gt;How to do it? What&#8217;s the way? I think there are
myriad answers. I&#8217;ve given very light sketches of some scenarios in Reset, but the
book was written to be accessible to non-gamers, so I kept the design detail
limited. However, I believe that the first step is to acknowledge that it&#8217;s
possible to expand the range of what video games can teach, model, simulate and
inspire, and, in the end, that to do so can help change people&#8217;s lives for the
better, and any time we can do that, it&#8217;s a good thing.&lt;br style=""&gt;
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