Serious Games and Things

If you start a job as an oil rigger, then there’s a 50% chance you’ll have a reportable accident within the next six months. After that period, the risk drops to 5% or less, as you get to know the ropes.
That’s quite frightening for potential oil-riggers and for people in the oil and gas industry who hire such folk.
I was lucky enough to be at a presentation from Kevin McNulty from Coole Immersive yesterday, part of the Visual Web Convention. They’ve made a simulation game that allows new oil-riggers to get that first six months’ experience for free. That’s to say, the likelihood they’ll have a reportable accident drops to <5% if they’ve used the game. That’s a fairly cast-iron case for games in the workplace, if you ask me.
Earlier in the day, Lord Puttnam gave a challenging keynote suggesting that this field – serious games – was a potential answer to the work he was doing with the climate change commission in the House of Lords. Briefly, his argument was that younger people are more likely to engage with games than any other media – I’d agree with this but suggest that older people are also gamers. Games are also blessed with the ability to offer experiential learning unlike any other pedagogic technique currently available – I think the oil rigger case study shows that’s true. Communicating the things that all of us need to do to avoid the looming disaster that climate change will bring is a tough problem for all professional communicators. We held a private event this week for advertising professionals called Can Advertising Save the Planet? The answer is probably ‘no’, but as communicators, we have the ability and responsibility to make things a little easier and better – the disaster is imminent, after all, but even the lowest of the low can do something to help.
If we are to steer society away from catastrophe and into education, games will have a key part to play.
Unfortunately, as Puttnam admitted, as soon as something is called a ‘game’ then bureaucracy and government recoils. The idea of our government lending public support, and ultimately money, to games, is stymied by its vocabulary. Games are trivial and a social harm in the minds of most bureaucrats and, sadly, most newspaper editors (see the press about the recent Byron Review which, while admitting a need for some governance over which titles were available to younger gamers, was overwhelmingly in favour of video games as a learning resource, if you bother to read the whole thing).
Flipping back to climate change and the emergency we face communicating the facts about it and what needs to be done, then games provide an excellent opportunity. But the flip-side of the problem with bureaucrats then sets in – entertainment providers are terrified of being associated with anything remotely ‘worthy’. Being ethical is, apparently, uncool. There have already been a few brave attempts – World without Oil, the BBC’s Climate Challenge and others. But the likes of Sony, EA and Microsoft aren’t developing or promoting these sorts of titles. What needs to happen to make the big games publishers alert to their power to change the future?
[Update - Robin Blandford has some videos of what this looks like and a challenge for the rescue industry]
Possibly related:
Thanks for the link and the video, which I failed to find!
Ian
Better not work on an oil rig then. I can imagine an oil rig simulator being excruciatingly boring










Hi Ian. Thanks for pointing that out to me. very relevant to my latest project:
http://www.decisionsforheroes.com/blog/2008/07/11/serious-games-learn-rescue/