I attended an event organised by Digital Surrey last night. The speaker was one of the original programmers behind the game M.U.D., Richard Bartle. His focus this evening was trying to predict what virtual massively multiplayer online (M.M.O.) game worlds might be like in 2022. He gave us various scenarios, some positive and others negative and it was all very interesting seeing how things might turn out, but the but one thing that really got me thinking was his comment that Edutainment doesn't equal fun education, it equals unfun games

I can see what he's saying. I remember receiving "French is fun" with my MSX computer back in the mid 1980s. LIES! It might have been fun if the game consisted of throwing onions at blocky images of The Eiffel Tower that exclaimed "Mon dieu" or "Zut alors" every time you hit it... but unfortunately all it did was try to give you French lessons... Which wasn't fun at all, despite the fact that I wanted to learn French.

Edutainment! (c) Videocrab/Flickr

After Richard's Edutainment comment and with my "Libraries give information" hat on, I've got some thoughts going around my head - wondering if virtual games can/could successfully educate by providing information subtly as an integral part of the game? For example, if you're playing a game set in a fantasy world based around ancient Egyptian mythology could you drop in facts about ancient Egypt as part of the narrative if it didn't impinge on the game play? Or actually include those facts as part of the game play? Would the player think "Hang on a minute. Someone's trying to teach me something here!"? If it's true that serious M.M.O. game players get engrossed in the game, wouldn't their immersion in the virtual world work in the educators favour? Wouldn't the gamer take in those facts readily in a willingness to be enveloped in the story, or if they believed remembering the facts were essential to progress through the game? But then again, if you're giving gamers facts and fantasy in the same world could they also equate the fantasy as fact too? Could the division between fantasy and reality be blurred and any value that the factual parts have be undone by the misinformation of the fantasy? I suppose if that was the case you could also say that "The Mummy" film was also giving out confusing information and messing with our heads... On one hand it talks about known Pharoah's and other ancient Egyptian facts, and on the other it raises them from the dead to wreak chaos! I'm not sure many people believe The Mummy to be an accurate account of Egyptian history.

So, what information could you plonk in there and how could you do it so it was disguised as part of the fun? Could you do it so that it was genuinely part of the fun, not just disguised as it? How far could you take it before someone realised it was no fun any more and had become edutainment? And, if you were devising the game for edutainment purposes, would you already be involved in a losing battle, because games are for playing and your primary purpose in this instance is serving up the information, not playing the game?

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Tags: education, gaming, information, libraries

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Comment by Caroline Han on April 5, 2012 at 7:50pm

Another thing that detracted me was the Turn Around command.  In theory, you can use it to backtrack to a visited location - for example, a fort at which you forgot to buy crucial items earlier.  In practice, you can get lost.  I remember one time I end up trekking up and down Utah when I could have arrived at Salt Lake City much earlier.

Maybe I would have been the ideal player for Oregon Trail a few years later ...

Comment by Gary Green on April 5, 2012 at 5:46am

Hello Caroline.

I hadn't heard of Oregon Trail 2 before today. It looks like it would fit neatly under the banner of edutainment, especially after reading this web page about it and what the programmers were aiming for. http://ldt.stanford.edu/ldt1999/Students/kemery/esc/otDesFrame.htm It's interesting that one of things that detracted from it when you were younger was the wagon weight maths problem. Interesting because maths seems to have been an educational sideline in this game, but in my head combining practical maths with history at the same time doesn't seem to sit well together. I'm not a teacher, but I don't think it's likely that a real life classroom lesson focused on history and maths at the same time would be as successful as separate maths and history lessons. I also wonder if educational games can be more successful with an older audience - just because learning as an adult is often undertaken by those who want to learn, rather than just because you have to/are forced to learn? Whereas, for children, the emphasis is more on learning because you have to/are made to go to school. (I'll stop rambling now. :-) )

Comment by Caroline Han on April 4, 2012 at 7:47pm

There is one game which I might peg as educational and fun: Oregon Trail II.  I remember having lots of fun playing it as a youngster, and recently.  The problem of Oregon Trail II may be its difficulty level - it overestimated its intended audience.  Winning the game was easy as an adult, but near-impossible as a child.  For example, taking into account wagon weight was beyond my 9 year old mind ...

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