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8/2/2019 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,
29
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