GHC Reflections: Video Games

The video games topic was definitely helpful not just from a video gaming perspective, but from future technologies and augmenting reality points of view as well. Even if you’re not an intrepid game developer, some of the points were definitely worth noting for any developers, and even interactive media/story planners. Intrigued? I was. Read on for more.

ReconstructMe (http://reconstructme.net) plus correct camera technologies (they suggested Asus Camera) was an interesting project, and was showcased specifically between Maya and Unity. The basic premise of ReconstructMe is using a camera rotating around an object to then render a life-perfect 3D model of that object: a backpack, a laptop, a tree. You could use the technology even on animals and humans – but of course you would only have them in a singular pose unless you were able to edit the model joints from the mesh (which I am uncertain of the capability for). You can then  retrieve (from a 3D technology such as Maya) and paint mesh skins for the models to use them in any 3D application (such as Unity), or even configure the models to 3D print replications (like making statues of yourself to put on trophies – for being awesome, of course). When it comes to wanting real-to-life object models, or when the model is needed quickly, ReconstructMe definitely looks like a viable option.

The next presenter focused on developing a hierarchy for critically evaluating learning games, so that they can be more widely accepted and used in STEM classrooms and their merit understood on a broad metric scale. She based her evaluation on Bloom’s Taxonomy, with criteria for Remembering, Understanding, Applying, Analyzing, Evaluating, and Creating. She would then correlate the objectives of the game and player actions to these categories – if task one in a game was to design your own character, she may check that creativity is present in task one. Examples she had of quality STEM teaching games were CodeHero (for Unity and Variables) and Spore (for predator prey interaction). It was intriguing to see someone attempt to quantify a metric for gaming and entertainment based on valuable content rather than personal preference. Something like this, if done with care and properly implemented, could easily make its way into school systems to evaluate games that could be used in the core curriculum and have value to students – an exciting prospect for getting children excited about learning in a fun and different way!

Next, we focused on developing true stories in games – striving for non-linearity. One of the largest downfalls of gaming as a story mode is that our stories often must end up linear: this interaction must occur before this event, leading up to the final boss and ending. While this linearity from a coding perspective seems near unavoidable, this topic focused on ways to branch our stories such that the linearity does not become a limitation. A key takeaway was that our stories may be linear, but our gameplay should strive to be non-linear. A suggestion was “Satellite scenes”, which are based on a player action and then dynamically modifies a tiny bit of the story, until the fragments become the linear whole. Scenes that are the quintessential backbones to the story and must exist or must be in a certain order are known as “Kernel scenes”. Therefore, more open world and progressive, non-linear gameplay lies in tying satellite scenes to shaping the world, and not overpowering the game with a progression of consecutive kernel scenes. Some terminology to remember as a takeaway also: Actors perform actions, the world changes, and these events should relate to each other – and always remember that actors should be people, not things, two or more agents who understand each other and respond properly. Put effort and focus on depth in satellite scenes and letting the player see the little changes their choices make to the world at large (strong core story with flexible relevant nodes that add to gameplay), and your game will provide depth beyond the standard linear story.

This intrigued me from the standpoint of an experiences (as a user experience lover!) – be the experience a story, video games, or an alternate reality/marketing plan, considering the ripple effect on individual users rather than the funnel to the end goal is definitely something that can add finesse and excitement to any endeavor where participation from and excitement by the audience is hoped for!

The final presenter discussed the XBox SmartGlass, which is relevant for contextual use of augmented reality and future media consumption beyond simply video games. The XBox SmartGlass is designed to turn any smart device into a controller. It accounts for devices and the media SmartGlass is being used with through simplified text entry and contextual user interface – with the hope of keeping users engaged even when away from their initial screen, or continue to keep them interacting with their secondary device and engaged while at the primary screen. Examples included Forza, where the second device would provide an aerial GPS view, or a game like God of War, where SmartGlass may provide hints, maps, weaknesses, or additional scenes and content contextual as you progress, so there is never a need to look up a game guide. Again, as a UX person, I loved the idea of contextual content and assistance or depth added for users without additional work on their part, or without distracting them if they do not wish to utilize that aspect of the experience. I would love to see more contextual work like SmartGlass appearing in other media, and hopefully as AR continues to develop, on more devices as well.

As a lover of video games, I went into this talk expecting to be happy I went even if the content was lacking (because video games!). Instead I found quite a bit of content that inspired me beyond what I anticipated, and points for innovation beyond the gaming sphere. It’s amazing how gaming has become so strongly linked to experiences and technology development in our culture, and it’s exciting to see the possible applications across other modes and mediums as we continue to develop these immersive entertainment worlds.

“Video games foster the mindset that allows creativity to grow.” – Nolan Bushnell

ReconstructMe copyright ReconstructMe Team, Spore copyright Spore, Xbox copyright Microsoft

What Girls’ Toys are Really Lacking

I wanted to take a break from my Grace Hopper reflections for this blog, as I think during the holiday season it is especially pertinent. I was wrapping Christmas presents for my extended family when this thought dawned on me – and with all the articles and bemoaning of the “pink aisle”, it seemed a worthy time to add my two cents.

The dreaded “pink aisle” – for those unaware, it is a nickname for the girls toy aisle, as rolling past it in any store you will most likely see a large wall of pure, unadulterated hot pink. Is the pink the problem though? Or is there something more at play?

While I wrapped up the latest mishap in the Barbie-to-Bratz-gone-wrong saga – Monsters High, my problems with the pink aisle hit me like a ton of bricks. I was reading the back of the doll’s boxes – Abby Bominable and some Poltergeist one for those who’ve manhunted the dolls this holiday season – and on the back I noticed mugshots like yearbook pictures, where the doll in question mentioned who they hated, who was their friend, etc. Miss Poltergeist had Abby as her “BFF”, but Abby did not reciprocate such feelings, instead some mermaid also blue-skinned buddy named Lagoona was hers. I commented on this to my dad as he walked past, who laughed and said “it sounds just like high school”. Of course, the dolls were high school girls, but something about that statement fit the pieces together to me.

Girls toys promote conformity. Boys toys promote imagination.<br />
Cut and dry, it clicked. Before anyone thinks I’m jumping to conclusions (and of course, there’s always going to be outliers in the equation), let me break it down.

Almost every popular girls toy most seasons is some variation of Barbie/Cabbage Patch/Friendship-Super-High-School-Buddies/Bratz … the picture of the generic doll souped up to whatever is relevant this year comes to mind. Yet most of these dolls, while at times promoting exploration, have gone the way of having one central theme: how important being liked is. No, maybe they mask it as the importance of friendship (always a good thing to learn), or making memories and finding yourself with friends, but at the heart of every one of these toys is a glaring message if you dig deep enough: you need people to like you in order to be worthwhile.

Even My Little Pony – one of the less blatantly gender specific toys of our era despite its pinkness (as evidenced by brony culture) – the tagline is “Friendship is Magic”. Of course, the show teaches a deeper message – love and tolerance despite differences, honing ones talents and using them to help others. In all actuality it is probably one of the least representative franchises out there for this phenomena.

That is, until Equestria Girls is taken into account – blatantly following the trends of the other competitors just in time for the holidays. Of course, Equestria Girls the TV Show has yet to actually have any air time -so it’s still undetermined if it will be a high school show actually maintaining the high school show archetype, or follow more closely the vein of MLP:FiM.

Moving back to the point though – these girl’s toys as they stand don’t really promote individualism, encourage creative scenarios/problem solving, or tell them much other than that they need to be popular. With girl’s toys you’re given a doll with an outfit and a purse/day-planner/laptop/desk – some sort of school/home and fashion accessory. What story is there to imagine up for that doll beyond, well, high school drama?

Boys get action figures with laser blasters – you can shoot the laser blaster at the crocodile you got three holidays ago, shoot it at your brother, shoot it at the dog, pair him up with the superhero from another franchise entirely….the stories are endless.

Put a high school doll with another high school doll and the only story is cross-high school drama.
Even adding in toys like ponies, unicorns, fairy princesses – there are little ways to explore them besides accessorizing them in the girl’s aisle.

Even dress up toys and the ideas children have while wearing them reinforce this concept. When a boy dresses in a ninja turtle costume or a Batman mask, if asked why he is more than likely to say he wants to be Batman “so he can do anything” – or more kid-maginatively – so he can “fight off the evil zombie hoard outside the living room”. If you ask a girl
why she wants to be in a princess costume, it’s so “she can be pretty
and play dress-up with the sparkliest clothes” or “so everyone will love
her”. Or craft toy kits, while fueling artistic creativity, typically
only teach girls the same message that “pretty-fying” is important and
are typically geared again, toward sharing or playing with their friends
– not exploring their own individual creativity, but creating together
and thus sometimes stifling their true exploration (not to say that
group play is a bad thing – but children also should grow their own
talents).

What girl’s toys really lack is opening their minds to something more than the same old message. That how you look is the most important, that you need to fit in to be significant. Boy toys have samurais, pirate ships, ancient crypts, and plenty of gadgets and weapons to explore with – they encourage imaginatively dreaming up new scenarios, and believing in oneself. Boys also get more villain toys – lessons in overcoming adversity and never quitting come to mind (though granted, the villain archetype is a bit black and white compared to real life). Boys are taught that things are about what they want – what they can dream up, and that they are more than capable of achieving them. Girls toys teach the importance of sticking with your “pack” and reinforce staying in the same boxes of the high school, the home, the pretty pink vacation yacht.

In my eyes it’s not the “pinkness” of the pink aisle that leads girls astray. It’s the message that conformity is key. Imagination fuels exploration and learning – some of the best engineers in the world have huge, vividly creative imaginations. When we hand girls toys that tell them to pay attention to what others think and not stray “outside the box” – how can we question the lower numbers of women in STEM fields? We never used toys that taught them to dream outside the friendship circle, to be their own person, and to make their own stories and be problem-solving heroines, rather than gossiping schoolgirls. And of course when these messages of conformity are drilled in – if they never see women in STEM, they won’t stray from the “normal path”.

Don’t hate the pink aisle for its pink, glitter, and unicorns – franchises like My Little Pony have proven that the pink is not the problem and that it can break gender walls.
Instead, wonder why the unicorns can’t have laser blasters, and the dolls can’t go anywhere beyond the mall, the classroom, or the sparkly mansion. Check back with me on the damage the pink aisle does when we see the diversity of possibilities those fuchsia boxes hold matches what we offer boys.

“I love to see a young girl go out and grab the world by its lapels” – Maya Angelou

Monsters High (c) Mattel, My Little Pony (c) Hasbro, Justice League (c) DC Comics