Think back to when you first contemplated getting into the video games industry. The ‘aha’ moment probably occurred while playing a particular game.
That certainly was the case for Suzanne Seggerman, co-founder and president of Games for Change, the social change/social issues branch of the Washington, D.C.-based Serious Games Initiative. While working as a documentary film producer for PBS, a co-worker slipped Seggerman a diskette containing Jim Gasperini’s government simulation game, Hidden Agenda. “I had played a little Asteroids while in college,” the New Yorker remembers, “but I definitely wasn’t a gamer.”
That all changed after she spent a weekend with her computerized present. “It was a transformative experience for me,” Seggerman says. “I sat up in the attic while a party was going on below—and I’m never one to miss a good party—and must have played the game for 10 hours straight.”
“I learned more about politics by playing Hidden Agenda than by reading 10 newspapers,” she adds.
Seggerman continued making films for a few years, but that ‘aha’ moment was never far from her thoughts. “I made a mental note that it had been something important and powerful and that I’d get back to that place at some point in my career,” she says.
That moment came in 2004 when Seggerman, who in the meantime had earned a master’s degree from New York University's Interactive Telecommunications Program, co-founded Games for Change with Global Kids’ Barry Joseph and NetAid’s Ben Stokes (now with the John D. and Catherine T. MacArthur Foundation).
“We act as the primary community of practice for the people making activist games, documentary games, persuasive games, political games, serious games, social-issue games—whatever you want to call them,” Seggerman explains.
Games for Change fills a void Seggerman discovered when she attended her first Game Developers Conference in 1996. “I went there to find people working on what I called ‘meaningful’ games,” she says. “Much to my surprise, I couldn’t find anyone.”
“That made me realize what an aberration Hidden Agenda was at that point,” Seggerman adds. “I’m amazed it made it into my hands when it did, because I don’t think any other game would have impacted me the way that one did.”
Serious Attention
Serious games are no longer an aberration, of course. Countless examples created by the likes of Ian Bogost, Gonzalo Frasca, Paolo Pedercini, Chris Swain and more have caught the attention of the press and the public in the years since Seggerman’s first trip to GDC. They’ve also caught the attention of the mainstream game development community, though not often in a positive way.
“There’s a lot of hatred toward serious games right now,” Seggerman says, adding that the lack of love could be due to any number of reasons. “It could be because of the name or it could be because they think—and rightfully so—that many educational games have been terrible,” she adds. “Bad educational software has done us a lot of harm.”
Another knock against so-called serious games is that they simply don’t stack up to more mainstream offerings.
“Most people are less generous with their words; they’d say that most activist/political/serious games just plain suck” says Bogost, Ph.D., founding partner of Atlanta-based Persuasive Games, LLC, makers of Presidential Pong, Disaffected! and Airport Insecurity. “And that might be true, in part. The level of craft in serious games often leaves much to be desired.”
Powerful Robot Games' September 12th Of course, mainstream titles generally garner bigger budgets than their “serious” brethren. "I think the main problem is that it is very expensive to make any kind of game," offers Frasca, co-founder of Powerful Robot Games, a Uruguay-based studio that has crafted such titles as September 12th and the Howard Dean for Iowa Game. “Political games generally do not have a financial return, and that makes it particularly hard to produce them with the same quality as commercial work.”
Swain, an assistant professor in the USC School of Cinematic Arts’ Interactive Media Division and a co-director of the school’s Electronic Arts Game Innovation Lab, also cites miniscule budgets and less access to experienced talent as reasons for the discrepancy between mainstream and serious games.
That said, Swain—who designed The Redistricting Game and acted as a faculty advisor for the PlayStation3 game, fl0w—suggests “the field of political/activist games is very young. We need some success stories to prove our value because right now political games mostly grab headlines and have little real impact.”
Referensi http://www.gamasutra.com/view/feature/1465/who_says_video_games_have_to_be_.php

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