NCSU Libraries Focus Online
Volume 28 number 3 - Spring 2008
NC State Has Game: Serious Games on Campus
By Joe Williams, Learning Commons
What do video games have to do with NC State's teaching, learning,
and Libraries? More than most people might realize. Video games
have come a long way in terms of content, complexity, and popularity
since their emergence in the early 1970s. Today, gaming is a multimillion
dollar industry that attracts a very broad audience--male and female,
young and old. While games designed purely for entertainment are
pervasive and account for a large portion of the current gaming
market, educational or serious games and 3D online
environments represent an exciting and growing area of game
research and development. North Carolina State faculty and students
are actively involved in the study and creation of serious games,
focusing on new modes of entertainment and interaction in digital
media.
"Serious games are typically described as the application
of gaming technology in contexts other than entertainment," says R.
Michael Young, associate professor of computer science
at NC State. Young is one of many faculty currently engaged in
game development and research on campus. Young "looks at the
ways artificial intelligence techniques can be put behind game
engines to make games more adaptive to users. That often means
creating educational games where the experience is tailored to
specific learning goals" or a player's background or interests.
Young is very active in both the local and national gaming research
communities. In addition to his teaching and research efforts,
he is director of NC State's Digital Games Research Center and
also serves as editor-in-chief of the Journal of Game Development.
Young and other NC State faculty also maintain connections with
several area gaming industry representatives through the NC Serious
Games initiative, based in the Research Triangle area. In fact,
the Triangle is home to a very large concentration of nationally
known gaming companies, including Virtual Heroes and Emergent Technologies.
Many of these companies are leading the nation in innovative game
development, and they serve as potential employers to NC State
graduates.
Young teaches a number of courses related to game design, including
Advanced Computer Game Projects (Computer Science 482), taught
each spring in coordination with a studio class on 3D modeling
and animation, 3D Game Development Studio (Industrial Design 500)
taught by College of Design Professor Tim Buie.
The students form multidisciplinary teams to build semester-long
game projects, then show their work at the annual "Game Development
Showcase" on campus.
In January 2008 Buie and Young held an evening class session in
the D. H. Hill Library, where their computer science and industrial
design multidisciplinary student teams pitched their game ideas
to their professors and classmates. Each student team described
its game idea in detail, provided concept art and color palettes,
discussed the technical and design challenges anticipated, and
proposed solutions to those challenges. Following the presentations,
the students and faculty played multiplayer games on the Libraries'
Xbox 360 gaming consoles to help the students get to know one another
better and let them blow off a little steam after their rigorous
pitch session.
The D. H. Hill Library has been providing video game support to
faculty, staff, and students since the opening of the Learning
Commons on March 12, 2007, featuring the most popular gaming consoles--Microsoft
Xbox 360, Sony Playstation 3, and Nintendo Wii--as well as a small
and growing collection of popular game titles. There is also a
small collection of games at the Design Library, and the Special
Collections Research Center is seeking to collect examples of computer
games from previous decades, to enable scholars to examine their
evolution from a historical perspective. Librarians are collaborating
with DELTA (Distance Education and Learning Technology Applications)
on the development of the NC State "Wolflands" island
in Second Life, an experimental virtual campus. Another project,
an interactive 3D online tour of the D. H. Hill Library that could
also provide the backdrop for a variety of gaming activities, is
in the works as a partnership with Young and some of his students.
"The Learning Commons is an amazing thing for the
Libraries to do," says Young. "Students no longer isolate
study from social life and play. When the library reflects the
way they live, they're more comfortable using all the resources" made
available to them. "So, when we build something like that,
the university is showing the students we understand how they live."
"People like me learn to do things with manuals," Professor
Buie explains, "but our current students like to use videos" and
other media. "The next generation will use simulations for
learning, practicing, and training," he says, citing the important
interactivity that games and simulations offer. The appeal of that
type of interactivity "is not so much to keep us entertained,
but just involved. We'll likely retain learning if we're involved."
"Games are a narrative, the same as a book, film, or magazine," adds
Buie. "Why should they not be included"
in library collections? "It's another art form, and I see
art as a way to learn something. Fine art touches us emotionally
and involves us, inspires us, and motivates us. I haven’t
seen a game done as a piece of fine art yet,"
Buie emphasizes, but he notes "it took film twenty years" or
so to gain the heightened artistic levels the medium finally achieved.
For Buie and many others, games are a vehicle with a powerful potential
to engage and connect people.
"Most people think about video games when they talk about
'games,'" says Adriana de Souza e Silva,
assistant professor with NC State's Department of Communication.
De Souza e Silva's research focuses on how mobile and wireless
technologies change perceptions of space, particularly urban spaces.
"Critics of video games say that players lose their connection
with 'real life,' but mobile games can actually get people out
into the world, get them to rediscover their physical space and
create local connections."
She is looking beyond stereotypical ideas of what video games are
and is working to understand games as social spaces.
As de Souza e Silva explains, there are a number of mobile devices
available today, such as Web-enabled cell phones or the iPod touch,
that connect easily to the Internet. With a growing number of people
in urban and rural areas connecting to and accessing an enormous
body of information, de Souza e Silva wonders: "how does this
affect them?" Through her research interests in communication,
she first discovered "location-based" mobile games. Some
of these types of games use GPS devices, others use Web-enabled
phones or other mobile devices to facilitate game play. With mobile
games, players can interact with each other using their real-life
positions and location information. "This can change what
we can do with the Internet. It doesn't make sense for us to talk
about physical and virtual spaces as separate,"
In addition to her current research projects, de Souza e Silva
is also discussing developing "a location-based game on NC
State campus," where players "would use cell phones to
create location-based awareness." This particular "contextualized
learning" project would be a collaborative effort with faculty
from the Department of Landscape Architecture.
"It is important to link (gaming) content among disciplines
and programs. North Carolina State has the potential to move forward
in this area and to become a leader in the area of game study research." De
Souza e Silva is also director of the Mobile Gaming Research Lab
at NC State, which promotes interdisciplinary and interinstitutional
research on games in general and mobile games in particular.
Leonard Annetta, assistant professor in science
education, is another faculty member deeply engaged in game research
and interdisciplinary collaboration. He currently leads several
grant-funded research projects on serious games and is passionate
about the teaching and learning potential of this new medium.
Annetta's interest in serious games research
"lies in the fact that people are knee-deep in games, not
necessarily serious games, but they're playing. I want
to . . . find ways to keep the excitement and entertainment aspect,
but also embed education into these games." Annetta's background
is in distance learning, and he is interested in using "massively
multiplayer online gaming" or MMOG environments, as a framework
for how a classroom environment can be set up online.
Annetta teaches a number of courses within the 3D virtual environment
Wolf Den, which is built on Active Worlds. "We host an [Active
Worlds] universe on campus in the College of Education,"
which limits the class space to participants registered by NC State.
This added control "allows me to conduct research within my
classes."
In addition to teaching, Annetta is involved in a number of game-related
efforts, including his widely acclaimed HI FIVES project that involves
many partners from across campus, including DELTA and the Kenan
Institute for Engineering, Technology and Science. The HI FIVES
project is developing sixty competitive simulations that will teach
information technology-driven science to North Carolina students
in grades five through nine, using inexpensive, online multiuser
simulation software. The project is providing valuable new skills
and first-hand experience to students as well as science educators.
Annetta hopes that more NC State faculty will become interested
in using gaming technologies in their teaching. Young also hopes
that more faculty will explore serious games as they relate to
their own teaching, learning, and research. "Instructors need
to know more about the potential for serious games before they
can see how serious games can help them in their instruction. Off
campus, a good source of information on serious games is the Serious
Games Summit," a national annual event where individuals report
on case studies of serious games developed in a range of disciplines,
says Young. On campus, the Digital Games Research Center's Future
of Games speaker series provides valuable information on this subject
to interested faculty.
Serious Games Links:
Virtual Heroes
http://www.virtualheroes.com/
Emergent Game Technologies
http://www.emergent.net/
RMY homepage
http://liquidnarrative.csc.ncsu.edu/rmy/
Annetta homepage
http://www4.ncsu.edu/~lannett/Home/Welcome.html
Buie homepage
http://www4.ncsu.edu/~twbuie/
HI FIVES
http://ced.ncsu.edu/hifives/
Libraries Gaming Web page
http://www.lib.ncsu.edu/learningcommons/gaming.html
Mobile Gaming Research Lab
http://www.mglab.chass.ncsu.edu/
De Souza e Silva homepage
http://www.souzaesilva.com/
Digital Game Research Center
http://dgrc.ncsu.edu/
3D-OLE
http://delta.ncsu.edu/about/research_initiatives/3d_ole/
Active Worlds
http://www.activeworlds.com/
Second Life
http://secondlife.com/
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