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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

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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.

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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

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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

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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

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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

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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

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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

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Supercharged and Replicate. 230

Table 1 – The relationships between SciSim games and the other types of games

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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.

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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

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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

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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

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