Activating Narcissus: Cognitive and Affective Systems Transformed Through "Serious" Game Play

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    Ac#va#ngNarcissus:Cogni#veandAffec#veSystems

    TransformedThrough"Serious"GamePlay

    HeidiBoisvert MeiSiElectronicArtDepartment Cogni#veScienceDepartment

    RensselaerPolytechnicIns#tute RensselaerPolytechnicIns#tute

    [email protected] [email protected]

    Gamesaspopularartformsoffertoall animmediatemeansofpar3cipa3oninthefull

    lifeofasociety,suchasnosingleroleorjobcanoffertoanyman.MarshallMcLuhan1

    With the rapid development of computer and game console hardware, graphics, ar7ficialintelligenceandnetworktechnologies inrecentyears, videogamesarebecomingmoreand

    morecapableofprovidingavivid,fic7onalrealitywithinwhichplayerscanimmerse,andhave

    a

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    GamesDevelopmentonference(GD),the worlds largest professional-only gameindustry

    event, has addeda newG4 track, indica7ng that thegap between serious games andthe

    mainstreamindustryis closing. GamescholarStewartWoodshasevenventuredthatserious

    gamesarethegoal of thosewithinthegame industry for thefutureof games, no7ng that

    manydevelopers wishtocreateseriouscontentorexperiences thataretypically represented

    withintradi7onalnarra7veformssuchasbooksorfilm.2

    Almostall booksongamedesigncitetheDutchanthropologist,JohanHuizinga,as thefirstto

    interrogate, thoughnever quiteresolve,thedis7nc7onbetweenseriousness andplay.But a

    lesser knownar7factis lark.Abts 190sbooken7tledSeriousGames,whichaddresses

    theuseof analogboardgames in educa7on, science, government and industry. In hisfirst

    chapter,7tled TheReunionofAc7onandThought,Abtforwardsansurprisingly an7cipatory

    defini7onofserious games: Weare concernedwithseriousgames in thesensethat these

    gameshaveanexplicitandcarefullythoughtouteduca3onalpurpose andarenotintendedto

    beplayedprimarilyforamusement...this doesnotmeanthatseriousgamesarenot,orshouldnotbeentertaining.3

    Asearly asthe1980s,scholars,too,begantoseethepoten7alofvideogamesforeduca7on

    andenhancinglearningoutcomes.Gameassessmentresearch,therefore,primarilytargetsfive

    mainareas:learningtolearn throughnovel environmentalengagement, skilldevelopment,

    such as induc7ve discovery and problem-solving, and hand-eye coordina7on, mo7va7on,

    memoryreten7on,andu7lityforspecial groupssuchasa

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    oflearningwould involvemanydifferentelements,includingananalysisofcausalmechanisms,

    logical explana7ons, crea7on and defense of arguments, management of limited resources,

    tradeoffsofprocessesin acomplexsystem,andawayto resolve conflicts...Moreshallow level

    include perceptual learning, motor skills, defini7on of words, proper7es of objects, and

    memoriza7onoffacts.4

    Theyconcludethatasidefromthe depthofthe skills affordedbya seriousgame,thereisthe

    persistentques7onoftheiru7lityandrelevancetotherealworld.AsGraesseretalbemoan:

    [t]he scien7fic status of game features proposed by game designers is greatly in need of

    computa7onal andempiricalinquiry.Aside from the computa7onal essenceof games,thereis

    theques7onofwhat makesthemsuccessful psychologically.Atthispoint inthescience,there

    are few firmanswers to such ques7ons about the essence of gamesand their psychological

    impact.5

    Even when the empirical data exists, the quality of research design possesses severe

    shortcomings.InEvalua7ngthePoten7al ofSeriousGames:WhatanWeLearnfromPrevious

    ResearchonMediaEffectsandEduca7onal Interven7on,MarcoEnnemosermakesa strongandwell-reasonedcri7queof current naive researchmethodologiesemployedin studying

    seriousgames,andinpar7cular,the over-relianceonmedia effects. InvokingMcLuhan,he

    counsels[t]hemedium isnot themessage.Dontstudy mediaeffects.6 Hecallsforbe

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    Enjoyment, perhaps, is one of the most taken for granted, and oCen under-inves7gated

    assump7ons pervading the impact of serious games on learning, development and social

    change. Theplayersreac7ontoserious gamesimplicitlysupportsanincreasein enjoyment,

    which translates into a new found interest in a topic, what sikzentmihaly calls the flow

    experience.Flowoccurswhenthelearnerhassuchintense concentra7onthat7meandfa7guedisappear.

    Yet in awide evalua7on of seriousgames by uihuaShen,HuaWang, andUte Ri

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    that "there is no [mental] ac7vity that is not situated."9 Next, wewill illustrate how our

    essen7almentalandpsychologicalfunc7onsareembodiedaccordingtothistheory.

    lark, therefore,mapsoutamoregranulardepic7onofcogni7ondistributedbetweenmind,

    bodyandworld,whichhelabels "principlesofecological assembly,"whereinheproposesthat

    theembodiedagent(whathelabelsthe"cannycognizer")recruits,some7mes,exploits,oCen

    onthespot, a mix ofproblem-solving resources/opportuni7esprovidedby dynamic loopsof

    perceptual andmotor rou7nes,combinedwithneuralprocessingandstorage,ac7ve sensing,

    and iterated bouts of environmental affordances, which produce self-s7mula7ng cycles of

    material scaffolding toyieldan acceptable resultwitha minimumofeffort,andno central

    meaner(lark,13).

    2.1DecisionMaking

    Embodiedcogni7ontheory pointsout thatour decisionmakingprocess is embodied, which

    means itdoesnothappenpurelyinourmind,butleverageresourcesintheenvironmentandinpar7cular our body-environment rela7onship.Therefore,physical movementscanhelpus to

    think, solveproblems,andmakedecisions. This has been evidencedin many scenarios. For

    example,peopleoCenwalkarounda roomwhiletryingto decidewherethefurniture should

    go,andwedonot rotateTetris piecesbecauseweknowwherethey cango,but ratheras a

    methodtofindoutwheretheycango.10

    2.2Emo7on

    Both our own emo7onal experience and our ability to understand anothers emo7onal

    experiencearedeeply rootedinourphysicalbody.This canbetracedbacktotheJames-Lange

    theory of emo7on, which states that emo7on is the mind's percep7on of physiological

    condi7onsthatresultfromsomes7mulus. 11 Thetheory (arrivedatbyWilliamJamesandarl

    Lange independently in 1884) famously underscores this by way of example, when James

    remarks:ommonsensesays,wemeeta bear,arefrightenedandrun...Thehypothesishereto

    bedefendedsays thatthis orderofsequenceis incorrect....Withoutthe bodilystates following

    ourpercep7on,the la

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    (evenanavataronascreen)inthesamewayaswhenwemoveourownbody. 13Thisprovides

    aphysiologicalbasisforhowpeoplecanunderstandeachother,haveempathy,andtreatone's

    owngestureasasocials7mulus.

    2.3Percep7on

    Evenourbasicperceptualfunc7onsarenotstraighorwardandimmediateprocesses.Instead,

    percep7onrequiresinterac7onwiththeenvironment.As AlvaNoe,a proponentoftheenac7ve

    view,observesthe"sensorimotormodel ofpercep7onsuggeststhatanimportantrole is played

    byembodiedac7onintermsofinforma7onpickupandini7allytuningcircuitrywhichsupports

    perceptualawareness."14ForNoe,sensorypercep7onisnotjustsomethingthatunfoldsinthe

    brain,butinsteadamodeofac7veandmo7vatedexplora7onoftheenvironmentdrawingon

    animplicitunderstandingofsensorimotorregulari7es.To model visioncorrectly,forexample,

    he believes "wemustmodel it not as something that takes place inside the brain, but as

    somethingthatdirectlyinvolves notonlythebrain,butalsotheanimatebodyandtheworld."15

    Whendiscussinghumanpercep7onandac7on,J.J.Gibsonsimilarlyestablishesthatthewayourbody actsservestwofunc7onssimultaneously:one isapproachingtoaccomplishthecurrent

    task, such as standing s7ll, catching a ball or reaching a des7na7on, and the other is

    informa7oncollec7onforthenextcycleofac7onplanning.16

    2.4Memory

    Moreover,our memory is oCenoff loadedto theenvironment. This can best be illustrated

    through Gibsons concept of affordance, which he describes as a person-environment

    rela7onship, such as the height ra7o of the stairs to a persons leg length, which can be

    immediatelypickedupbythepersonfordecidinghowhe/sheshouldact.Infact,Gibsons view

    ofpercep7onandac7ondoes notinclude theconstructofmemory.Instead,pastexperienceis

    encodedintovariousaffordancesoftheenvironment.

    Memory canalso beoff loaded to body-environment rela7onships that arecreated by the

    individual.Kinesthesiais suchanexample. IntheGoldin-Meadows2003 study,twomatched

    groupsof childrenwere asked tomemorize a list, and then carry out somemathema7cal

    problemsolvingbefore tryingtorecall the list. In thestudy,onegroupcould freely gesture

    during an intervening math task, while the other group was asked not to move while

    conduc7ngthesametask.Theresults showedthatthegroupthatwas notallowedtogesture

    13 McNeil, D. Action via Mirror Neuron System. (Cambridge: Cambridge University Press, 2005), 250.

    14 Noe, Alva. Action in Perception (Representation and Mind). (Cambridge, Ma: MIT Press, 2005), 87.

    15 ibid, 30.

    16 Gibson and Gibson, 77. need full citation.

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    performedsignificantly lower inthememoryrecall testthanthegroupthatwasabletomove

    aroundduringthe interveningmathtask. As Goldin-Meadowconcluded,"thephysical actof

    gesturing plays an ac7ve (not merely expressive) role in learning, reasoning, and cogni7ve

    changebyprovidinganalterna7ve(analog,motoric,visuospa7al)representa7onalformat."1

    2.5Embodiedogni7onDepartsfromEarlierTheoriesofogni7on

    The theoriesof embodiedcogni7onare fundamentallydifferent frommany other prevailing

    theories ofcogni7on.Forexample,RenDescartes describedadualis7crela7onshipbetween

    ourmindandbody,whichclaimsthatthehumanmindandconsciousnessareanabstracten7ty

    whichisseparatedfromthephysical body.Earlytheoriesofhumancogni7on, stemmingfrom

    cyberne7cs, perceived themind as a collec7on ofmentalprocessesand func7ons. Herbert

    Simon defines cogni7ve science as "the study of intelligence and intelligent systems, with

    par7cular referenceto intelligentbehavior ascomputa7on."18 Whilethisdefini7ondoesnot

    completely rule out thepossibility that our physicalbody plays a role in consciousnessand

    cogni7on, it clearly places more emphasis on computa7on and informa7on processing, andinscribesthecomputer as a perfectmetaphor for how ourmindfunc7ons. HowardGardner

    goesfurtherandargues thatitis necessary (andsufficient)to"positalevelofanalysiswholly

    separatefromthebiologicalorneurological,ontheonehand,andthesociological orcultural,

    ontheother.19 This viewsuggeststhathumanconsciousnessandcogni7oncanbesimulated

    orcreatedfromnon-physiologicalformsusingrepresenta7onsunrelatedtoourphysicalbody.

    Recent studies into cogni7ve extension, which reify thecri7cal roleboth thebody andthe

    environmentplayinins7ga7ngandsustainingcogni7veprocesses,therefore,offerinsightinto

    thepoten7alofusingembodiedtechnologiestoenhancedeeperlearningoutcomesinserious

    games.Mostexis7nggamesrelyongeneric,mechanical gesturesimposedbygamecontrollers,

    which have li

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    3.ogni7onExtensionEnactedinSeriousGamesthroughEmbodiedogni7on

    Inthemuch cited,seminalTac7le-VisualSubs7tu7onSystemstudyconductedoverthecourse

    ofseveralyearsby BachyRita,20

    a blindsubject isrigged intoa head-mountedcamera withsensorsa

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    structuresthattransformproblemspacesinways thataid(orsome7mesimpede)thinkingand

    reasoningaboutsometargetdomain(s).Suchorganism-inducedmodifica7onofvirtualspaces

    in games, which oCenmimic real spaces, but are far more permeable, offer an alternate

    mechanismforus toenhanceproblem-solvingandskilla

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    neutrally realized process of thought,but instead a "coupledneural-bodily unfolding that is

    itselfusefullyseenasanorganismicallyextendedprocessofthought."25 Movement,inessence,

    isaformofthinking.

    Interes7ngly, emo7on and affect rely upon a similar dynamic coupling, or feedback loop.

    Emo7ons,Damasioclaims,arecomplex,largelyautomatedprogramsofac7onsconcoctedby

    evolu7on,26 and like other aspectsof our brain func7onandconsciousness,emerged, and

    con7nuetoevolve,as aliferegulator. Theac7ons,hesuggests,arecomplementedbya

    cogni7on program that includes certain ideas and modes of cogni7on, but the world of

    emo7ons is largely one of ac7ons carried out in our bodies, from facial expressions and

    posturesto changes in viscera and internalmileu.2 Thus, affec7ve cues in games,which

    triggerdopamine,causesanemo7on-feelingcycle,whichservestosustainengagement,which

    inturndeepenslearningoutcomes.

    3.3RealizeEmbodiedogni7oninSeriousGamesusingKinectTheMicrosoCKinect,whichcametomarket inNovember2010,is anaddondevicefor the

    XBox360,whichconsistsofsoCwareandanonrange cameratechnology,whichinterprets 3D

    sceneinforma7onfromacon7nuouslyprojectedinfraredstructuredlight.Thesensorfeatures

    a"RGBcamera,depthsensorandmul7-arraymicrophonerunningproprietarysoCware,which

    provides full-body 3D mo7on capture, advanced gesture and facial recogni7on and voice

    recogni7on capabili7es," per thecompany website. S7ll fairly primi7ve, theKinect canonly

    capturetwentyjointsperplayer,andtrackuptwoac7veplayers,whomustac7vatethesensor

    throughhandgesturesfor thescenetocalibrate. But once ac7vated, theKinect providesa

    device-free interface for theplayer tousetheir body movementsandgestures tonaturally

    interact,therebyembodyingcommunica7on.

    Asdiscernedabove,theenvironment,virtual orphysical, inwhichperceptually guidedac7ons

    takeplaceoffers individuals amaterialoutlet for cogni7vescaffolding(definedbyVgotsky as

    theprocessbywhicha learner leverages theenvironmenttoaidin learningbyoffloadinglow

    level brainac7vi7es).Therefore,ifthe Kinect's sensor-driveninterac7vescreen,whichresponds

    togesture andvoice,servesas boththevirtualenvironmentandanotherlayeroffeedbackon

    topoftheself-s7mula7ongeneratedbythegesturealone,thescreencanpoten7ally func7on

    as aquasi,real 7mecogni7venicheconstruc7on. Indoingso,this malleableandresponsive

    25 Clark, Andy. Supersizing the Mind: Embodiment, Action and Cognition. (New York: Oxford UniversityPress, 2008), 126.

    26 Damasio, Antonio. Self Comes to Mind: Constructing the Conscious Brain. (New York: Pantheon,2010), 113.

    27 ibid, 114.

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    subs7tutefora physicalenvironmentlendsitselftoprogramming--construc7ng--func7onality

    toenhancelearningandmodifybehaviorchange.

    4.EmbodiedLearning:AaseStudy

    Whileembodiedlearningprac7cesfacilitatedbysensor-basedtechnologyiss7llrela7velynew,

    afewresearchers,likeourselves,havebeguntodocumentitspromiseineduca7onalsengs.

    Aseminal studyon"Technology-enabledEmbodiedLearningEnvironments"ini7atedbyMina

    . Johnson-Glenberg,DavidBirchfield,Lisa Tolen7no,andTatyanaKoziupaas partofa STEM

    research grant recently concluded at Arizona State University's Situated Mul7-Media Arts

    LearningLab(SMALLab). onductedovertwosixdaysessions,withhighschoolstudents,the

    same teacher, and curricular content, the researchers broke the students into two control

    groups androtatedstudents betweentechnology-basedembodiment learningenvironmentat

    theSMALLab, andregularinstruc7onina classroom. Inbothsengs, thestudy focusedon

    teaching7tra7on(addingunknownsolu7onofacidorbasetoa knownreactantofunknownmolarity un7l the endpoint of reac7on occurs), which is part of any tradi7onal chemistry

    curriculum.

    TheSMALLabis aneduca7onalplaormthatengagesthemajor sensemodali7es(i.e. visual,

    auditory,andkinesthe7c)thathumans usetolearn.Itusesinfraredmo7ontrackingcamerasto

    send informa7on to computersabout wherea student is in a floor-projectedenvironment.

    Studentsstepintotheac7ve, definedspaceandgrabawand(atrackableobject)thatallows

    thephysical bodytonowfunc7onlike a3Dcursorintheinterac7vespace.Thespaceallowsfor

    mul7ple students (upto4) tobe tracked simultaneously. Teachersusewirelessperipheral

    devices(remotecontrols andgame remotes)tocontrol theflowofthe dynamicvisual,textual,

    physicalandsonicmediathatstudentsinteractwith.

    Notsurprisingly,thestudyfoundthatplacementintheembodiedenvironmentconsistentlyled

    togreaterlearninggains (effectsizes from.53to1.93).Theresearchersbelievethefindingsare

    duetothreeprimaryfeatures:embodied,kinesthe7clearning,thehighdegreeofcollabora7on

    designedintothelearningplaorm,andthe"noveltyeffect"oftheenvironmentalexperience.

    Thestudyprofessesthatinternalknowledgestructures that aregatheredinan ac7ve mul7-

    modal andkinesthe7cmannerarelearnedfaster,andthatfirst degreeembodied learningisdriven by locomo7on (increased sensorimotor ac7va7on and its varying environmental

    affordances),percep7onofimmersion,andtangibleobjectmanipula7onwithcontent-relevant

    gestures.

    MinaJohnson-Glenberg,DavidBirchfield,LisaToledinoandTatyanaKoziupaconcludethat:

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    Ifthecogni7veprimi7vesofunderstandingareembodied,thenlearningenvironmentsthathighlightthe

    physicalgroundedknowledge,andthatinducementalsimula7onsof abstract constructs like chemical

    reac7ons...maybemorepowerfullearningmethodsthan techniques emphasizing observa7on and

    symbolmemoriza7on.28

    Whilesuchfindings are bynomeansconclusive,andbarelyscratchthescien7ficsurface,thesestrategiesofferinspiringpossibili7esfortheintegra7onofdevice-freekinesthe7cengagement.

    5.onclusionandFutureWork

    Mul7pleresearchareas nowsupportthe tenetthatembodimentis apowerful underpinningof

    cogni7on. To a lesser extent, some disciplines accept cogni7ve extension as an ac7ve,

    unhierarchicalnego7a7on between thebody,mindandenvironment that equally op7mizes

    cogni7on.Butwhencombinedwithserious gamemechanics,whichas D.W.Shaffercontends

    havetremendouseduca7vepowertointegratethinking,social interac7onandtechnologyinto

    thelearningexperience,

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    opportuni7esforincreasingimpactgrowexponen7ally.

    Bothpersuasive,culturalstrategiesandemerging,embodiedtechnologypossesstheabilityto

    deeplyencodeus withunseenmoral,socialandpoli7calstructures.Serious gamedesign,which

    harnessescommercial mediamechanicsandnarra7vedevices, andappliesa deepknowledge

    of cogni7ve neuroscience to natural user interfaces can enhance cogni7ve and affec7ve

    systems. We argue that such game-based experiences carry the poten7al to shape and

    powerfullytransformnotonlyindividualatudes andbehaviors,butthe underlyingvaluesthat

    governoursociety.

    Becauseofthe Kinectsmainstreampopularity,easeofuseandaffordability,webelieveitwill

    notonlychange whocanplaygames,butwill alsofundamentallyalterthe wayweengagewith

    games,howwewill make gamesin thefuture, and theabilityofgames toeffect long term

    learning,behaviorandemo7onaloutcomes.

    To further explore how the affordances of kinesthesia, vocal recogni7on and full body

    immersion, providedby theKinect canenhanceseriousgames,wehave several projects in

    produc7onthatweareintheprocess ofcarryingoutoverthenexttwoyears(ofwhichwemay

    showworks inprogress),which focuson: 1) increasing conceptual reten7onwhen teaching

    logic,2)ins7ga7ngbehavioralchangeinex-offendersinana