Playing at Reality
Exploring the Potential of the Digital Game as a
Medium for Science Communication
Alexander Lewis Aitkin
October, 2004
A thesis submitted for the degree of Doctor of Philosophy of The Australian National University
Declaration
I certify that this thesis does not incorporate without acknowledgment any material
previously submitted for a degree or diploma at any university and that, to the best of my
knowledge and belief, it does not contain any material previously published or written
by another person except when due reference is made in the text. The empirical work
described within was not carried out with any other person.
Acknowledgements
With thanks to Sue Stocklmayer and Chris Bryant – respectively my supervisor and
adviser at the Centre for the Public Awareness of Science – for guidance and comments
Abstract
Scientific culture is not popular because the essential nature of science – the models and
practices that make it up – cannot be communicated via conventional media in a manner
that is interesting to the average person. These models and practices might be
communicated in an interesting manner using the new medium of the digital game, yet
very few digital games based upon scientific simulations have been created and thus the
potential of such games to facilitate scientific knowledge construction cannot be studied
directly. Scientific simulations have, however, been much used by scientists to facilitate
their own knowledge construction, and equally, both simulations and games have been
used by science educators to facilitate knowledge construction on the part of their
students. The large academic literatures relating to these simulations and games
collectively demonstrate that their ability to re-create reality, model complex systems, be
visual and interactive, engage the user in the practise of science, and to engage the user
knowledge construction. Moreover, the large non-academic literature discussing the
nature of digital games (which are themselves both simulations and games) demonstrates
that their ability to perform the above tasks (i.e. to re-create reality, model complex
systems, and so forth) is what makes them enjoyable to play.
Because the features of scientific and educational simulations and games that facilitate
knowledge construction are the very same features that make digital games enjoyable to
play, the player of a scientific-simulation-based digital game would be simultaneously
gaining enjoyment and acquiring scientific knowledge. If science were widely
communicated using digital games, therefore, then it would be possible for there to be a
Contents
Prologue 1
Chapter One - Introduction 5
Chapter Two - Science Communication and Media 9
Science 10
Communication 13
Level A 14
Level B 15
Level C 25
Science Communication 36
Media, Representations and Science Communication 42
An Hypothesis 50
Chapter Three - Digital Games 53
Games and Entertainments 55
Interactive Entertainment 66
Data-Intensive Interactive Entertainment 69
Process-Intensive Interactive Entertainment 77
Metagame Activities 93
Interactive Entertainment Artefacts 97
Hardware 97
Software 102
Simulation Games 109
The Users of Interactive Entertainment 134
The Creation of Interactive Entertainment 147
Summary 157
What are Scientific Simulations? 160
Why Design Scientific Simulations? 162
Who Designs Scientific Simulations 167
Designing a Simulation 169
Using Scientific Simulations 171
1. Complementary to Empirical Investigation 171
2. Superior to Empirical Investigation 178
3. The Only Way that Empirical Investigation may be Accomplished 181
Factors Affecting Simulation Use in Science 183
Summary 187
Chapter Five - Educational Simulations 189
What is an Educational Simulation? 190
Why Use Educational Simulations? 194
1. Superior to Traditional Textbooks and Lectures 194
2. Experiences Difficult or Impossible to Gain Any Other Way 197
3. Desirable Types of Learning and Knowledge Construction 203
Summary 210
Chapter Six - Educational Games 212
What is an Educational Game? 212
Two Classes of Educational Game 216
Data-Intensive Educational Games 217
Process-Intensive Educational Games 221
The Creation of Educational Games 232
Summary 241
Chapter Seven - Conclusion 243
Can digital games make science intrinsically enjoyable? 244
1. SciSim games and science communication 250
2. Games, Science, Culture 255
3. How To, and How Not To, Design a SciSim Game 261
Appendix 279
Figures and Tables
Figure 1 – The experiential learning model 19
Figure 2 – Piet Mondrian, Composition with Large Blue Plane, Red, Black,
Yellow, and Gray, 1921. 21
Figure 3 – Comparison of sales of computer and video games. 101
Figure 4 – Interactive entertainment taxonomy developed by Talin (1994). 103 Figure 5 – Interactive entertainment taxonomy developed by Crawford (1991b). 104 Figure 6 – The popularity of various genres present in About.com’s Computer
Simulation Games list (as per March 14, 2004). 110
Figure 7 – SimEarth screenshot. 113
Figure 8 – SimLife screenshot. 116
Figure 9 – SimAnt screenshot. 118
Figure 10 – Screenshot from Microsoft Flight Simulator 2002 120
Figure 11 – SimCity 4 Screenshot. 123
Figure 12 – Civilization III screenshot. 125
Figure 13 – The Sims Screenshot. 127
Figure 14 – The sodaconstructor applet. 133
Figure 15 – Penetration of various technologies into U.S. households 1995-2001. 135 Figure 16 – Media consumption for the average U.S. citizen in hours per person
per year. 136
Figure 17 – Comparison of U.S. sales of digital games and cinema box office
takings for years 1996 through 2002. 136
Figure 18 – Percentages of digital game players by age group and platform. 138
Figure 19 – An educational applet. 192
Supercharged and Replicate. 230
Table 1 – The relationships between SciSim games and the other types of games
1
Prologue
The first ever video game was designed by William Higinbotham, a physicist working at
the Brookhaven National Laboratory (BNL) in Suffolk County, Long Island, New York.
BNL hosted both a particle accelerator and a small nuclear reactor designed for research.
Because some residents of Suffolk County felt that the laboratory posed a threat to their
community, BNL began to host an annual ‘visitor’s day’ in order to generate positive
public relations. The idea was that visitors would see the harmless research being
conducted there and feel more easy.
2 likely the first implementation of a ‘joystick’ in an interactive game.
Tennis For Two was displayed on a 5’ monochrome oscilloscope screen and debued in the Instrumentation Division display that same year. People waited hours to play (Burnham, 2001, p. 28).
The story behind the development of the first ever digital-computer-based
simulation-game♣
is in certain respects very similar. When the Massachusetts Institute of
Technology (MIT) received its first PDP-1 computer in the autumn of 1961, a group of
computer science students began devising a plan for how to show off its capabilities, and
particularly, how to show them off to the non computer-literate visitors who would come
during MIT’s annual open-house day.
“You Mean That’s All It Does?”
When computers were still marvels, people would flock to watch them still at work whenever the opportunity arose. They were usually disappointed. Whirring tapes and clattering card readers can hold one’s interest for only so long. They just did the same dull thing over and over; besides, they were obviously mechanical – at best, overgrown record changers – and thus not mysterious. The
mainframe, which did all the marvellous work, just sat there. There was nothing to see (Graetz, 1981/2001).
The students wanted to develop a computer program that could demonstrate the abilities
of the new computer, and a good demonstration program, they decided, ought to satisfy
three criteria:
• It should demonstrate as many of the computer’s resources as possible, and tax
those resources to the limit.
• Within a consistent framework, it should be interesting, which means every run
should be different.
♣ Though not the first ever digital computer game (a version of Tic Tac Toe), which may have run on the
3 • It should involve the onlooker in a pleasurable and active way – in short, it
should be a game.
Spacewar!, designed by MIT students Steve Russell, Peter Samson, Dan Edwards, Jim
Graetz, and others in 1961-62, was the result. This game involved players controlling
from two to five spacecraft, each with limited fuel, ‘torpedoes’, and the ability to jump
into ‘hyperspace’, battling each other within the gravitational field of a sun. The
acceleration of the ships was realistically inertial in that it took time to build up speed,
and to slow down one had to turn one’s ship around and thrust in the opposite direction.
The background of the game was a realistic depiction of the entire night sky between
22.5N and 22.5S, with the stars shown at something close to their relative brightnesses
(Graetz, 1981/2001). Spacewar! was a massively popular game:
. . . the handful of people that copied Spacewar off MIT’s PDP-1 gave it to their colleagues, who shared it with their students, who spread it among their fellow programmers, until, by the mid-sixties, there was a copy of Spacewar on every research computer in
America, as well as hundreds of personal variations on the source code and millions of dollars of lost-time cost to academia and the military-industrial complex. . . . Spacewar was so pervasive that it’s hard to overestimate its impact upon the computer culture of the time. Virtually every young programmer in the sixties played it. (Herz, 1997, pp. 7-8)
It is in one sense remarkable, and yet in another sense completely natural, that the first
ever analog-computer-based simulation game and the first ever digital-computer-based
simulation game were independently created with the same goal in mind: to introduce
computer technology to non-experts. It is remarkable because digital games are
regarded as being trivial and unserious while in their early days computers were seen as
very serious indeed. It is completely natural because computers facilitate game playing
4 the computer from an alien and forbidding device into something popular and enjoyable
that even children could relate to. Can digital games also turn science from something
alien and forbidding into something popular and enjoyable that even children can relate