More Than Fun and Games

 

On the horizon of emerging ideas today is the concept of “serious games,” simply defined as games that have a learning purpose behind them.  Many of us have used the simple concept of these in our school days with the typical “Review Jeopardy” that a professor might do before an exam, but the concept of employing technology to use games in the corporate world is quite different.  This concept is so new that Ann DeMarle, the director of the Emergent Media program at Champlain College, knows of no other organization that provides the type of gaming applications that they do.  The Emergent Media program provides opportunities for students to work on real-world projects outside of their classroom studies.  The group recently attended an MPI conference and showcased two serious games, one called “Go Green,” which teaches users about the environment, and another called “A Social Sim,” which explores the layout of space and how the environment can generate ideas.  Champlain College is one of the few institutions in the nation to have developed gaming programs in their curriculum and offer two degrees in this arena: Multimedia Graphic Design and Electronic Game Development.

The Emergent Media program that DeMarle created aims to define the future use of game technologies and encourage students to use creativity and artwork in each of these projects.  She defines the term “Emergent Media” as consisting of four main elements: Network, Participatory, Interactive, and Communication.          

Network simply refers to the media holding this project together – basically, the Internet.  This emphasizes the point that the game environment is now virtual; there is no necessity to be in the physical location of the game.  Christopher Rolfs, a student at Champlain College majoring in Video Game Design, says that he “considers the internet to be one of the best uses for networking.”  When a game or a video is released on the Internet, it becomes ubiquitous and connects people in a different way than most other media.  He concludes that, “the Internet is a tying entity of our society that will start tying people together across the world, significantly increasing productivity.”

The second element, participatory, describes how users are actively engaged in the media.  They use the network to interact, thereby engaging with others and being able to converse through the medium.  Examples of this include social networks such as MySpace and Facebook, instant messaging devices, or a blog, where readers can read and post comments, often sparking new ideas and discussion. 

The term interactive, on the other hand, refers to a type of communication that does not necessarily involve a response from another person.  An example that DeMarle gives is YouTube.  It is similar to the participatory element; however, a response may not necessarily be elicited from the initial publication or channel of communication. 

The last term that defines Emergent Media is communication.  The underlying principle behind this term is that this medium delivers a message or has a learning element behind the fun.  In this sense, the device can be used for training or some other type of teaching mechanism.

Gaming technology for learning purposes in the meetings industry is the wave of the future.  The Emergent Media program provides a wonderful opportunity, not only for the students at Champlain College, but also for the industry.  These games encourage greater participation in training sessions and also increase retention.  The pervasiveness of games in the consumer world will undoubtedly lead to their further implementation and adoption into the corporate world.

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Author: Sarah Sultan
Published on: 3/24/2008
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Originator:Advon Technologies
     
Posted:3/24/2008 3:50:33 PM
Great article.
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