Designing and Researching Computer Games for Preschoolers
A Designing computer games for young children is a daunting task for game producers, who, for a long time, have concentrated on more "hardcore" game fans. This article chronicles the design process and research involved in creating the Nintendo DS for preschool gamers.
B After speaking with our producers who have a keen interest in designing for the DS, we finally agreed on three key goals for our project. First, to understand the range of physical and cognitive abilities of preschoolers in the context of handheld system gameplay; second, to understand how preschool gamers interact with the DS, specifically how they control the different forms of play and game mechanics offered by the games presently on the market for this platform; third, to understand the expectations of preschoolers' parents concerning the handheld systems as well as the purchase and play contexts within which gameplay occurs. The team of the researchers decided that in-home ethnographies with preschoolers and their families would yield a comprehensive database with which to give our producers more information and insights, so we start by conducting 26 in-home ethnographies in three markets across the United States: an East coast urban/suburban area, a West coast urban/suburban area, and a Midwest suburban/rural area.
C The subjects in this study included 15 girls and 11 boys ranging from 3 years and 3 months old to 5 years and 11 months old. Also, because previous research had shown the effects of older siblings on gameplay (demonstrated, for example, by more advanced motor coordination when using a computer mouse), households were employed to have a combination of preschoolers with and without elder peers. In order to understand both "experienced" and "new" preschool users of the platform, we divided the sample so that 13 families owned at least one Nintendo DS and the others did not. For those households that did not own a DS, one was brought to the interview for the kid to play. This allowed us to see both the instinctive and intuitive movements of the new players (and of the more experienced players when playing new games), as well as the learned movements of the more experienced players. Each of those interviews took about 60 to 120 minutes and included the preschooler, at least one parent, and often siblings and another caregiver.
D Three kinds of information were collected after each interview. From any older siblings and the parents that were available, we gathered data about: the buying decisions surrounding game systems in the household, the family's typical gameplay patterns, levels of parental moderation with regard to computer gaming, and the most favorite games played by family members. We could also understand the ideology of gaming in these homes because of these in-home interviews: what types of spaces were used for gameplay, how the systems were installed, where the handheld play occurred in the house (as well as on-the-go play), and the number and type of games and game systems owned. Most importantly, we gathered the game-playing information for every single kid.
E Before carrying out the interviews, the research team had closely discussed with the in-house game producers to create a list of game mechanics and problems tied to preschoolers' motor and cognitive capabilities that were critical for them to understand prior to writing the games. These ranged from general dexterity issues related to game controllers to the effectiveness of in-game instructions to specific mechanics in current games that the producers were interested in implementing for future preschool titles. During the interviews, the moderator gave specific guidance to the preschooler through a series of games, so that he or she could observe the interaction and probe both the preschooler and his or her parents on feelings, attitudes, and frustrations that arose in the different circumstances.
F If the subject in the experiment had previous exposure to the DS system, he or she was first asked to play his or her favorite game on that machine. This gave the researchers information about the level of gaming skill related to the complexity of the chosen one, allowing them to see the child playing a game with mechanics he or she was already familiar with. Across the 26 preschoolers, the Nintendo DS selections scope were very broad, including New Super Mario Bros, Sonic Rush Nintendo, and Tony Hawk's Proving Ground. The interviewer observed the child play, noting preferences for game mechanics and motor interactions with the device as well as the complexity level each game mechanic was for the tested subject. The researchers asked all of the preschoolers to play with a specific game in consultation with our producers, The Little Mermaid: Ariel's Undersea Adventure. The game was chosen for two major reasons. First, it was one of the few games on the market with characters that appeal to this young age group. Second, it incorporated a large variety of mechanics that highlighted the uniqueness of the DS platform, including using the microphone for blowing or singing.
G The findings from this initial experiment were extensive. After reviewing the outcomes and discussing the implications for the game design with our internal game production team, we then outlined the designing needs and presented the findings to a firm specializing in game design. We worked closely with those experts to set the game design for the two preschool-targeted DS games under development on what we had gathered.
H As the two DS games went into the development process, a formative research course of action was set up. Whenever we developed new game mechanics, we brought preschoolers into our in-house utility lab to test the mechanics and to evaluate both their simplicity, and whether they were engaging. We tested either alpha or beta versions of different elements of the game, in addition to looking at the overarching game structure. Once a full version of the DS game was ready, we went back into the field test with a dozen preschoolers and their parents to make sure that each of the game elements worked for the children, and that the overall objective of the game was understandable and the process was enjoyable for players. We also collected parents' feedback on whether they thought the game is appropriate, engaging, and worth the purchase.
Innovative transportation system: PRT RUF
A This is ludicrous! We can talk to people anywhere in the world or fly to meet them in a few hours. We can even send probes to other planets. But when it comes to getting around our cities, we depend on systems that have scarcely changed since the days of Gottlieb Daimler.
B In recent years, the pollution belched out by millions of vehicles has dominated the debate about transport. The problem has even persuaded California that home of car culture to curb traffic growth. But no matter how green they become, cars are unlikely to get us around crowded cities any faster. And persuading people to use trains and buses will always be an uphill struggle. Cars, after all, are popular for very good reasons, as anyone with small children or heavy shopping knows.
C A professor of mechanical engineering sits typing at a computer keyboard, conjuring up a scene on his monitor that looks something like the classic computer game PacMan. White dots stream in from the right of the screen, switch to red and merge with green boxes, which swiftly change colour to yellow and then red, while moving through a bewildering maze. But this is not a video game. J. Edward Anderson of Boston University is testing an urban transit system that he believes could revolutionise public transport worldwide.
D For the past quarter of a century, Anderson has been promoting his version of personal rapid transit (PRT). Other versions came and went in the 1970s, from Europe, Japan and elsewhere in the US, but he was so convinced of the idea's potential that he stuck with it and, in 1983, founded the Taxi 2000 Corporation to 'commercialise' the initiative. Although the University of Minnesota, Anderson's employer until 1986, holds the patents to the technology, he is licensed to develop it and to sub-license other developers. So politicians should be trying to lure people out of their cars, not forcing them out. There's certainly no shortage of alternatives. Perhaps the most attractive is the concept known as personal rapid transit (PRT), independently invented in the US and Europe in the 1950s.
E The idea is to go to one of many stations and hop into a computer-controlled car which can whisk you to your destination along with a network of guideways. You wouldn't have to share your space with strangers, and with no traffic lights, pedestrians or parked cars to slow things down, PRT guideways can carry far more traffic, nonstop, than any inner-city road. It's a wonderful vision, but the odds are stacked against PRT for a number of reasons. The first cars ran on existing roads, and it was only after they became popular – and after governments started earning revenue from them – that a road network designed specifically for motor vehicles was built. With PRT, the infrastructure would have to come first – and that would cost megabucks.
F What's more, any transport system that threatened the car's dominance would be up against all those with a stake in maintaining the status quo, from private car owners to manufacturers and oil multinationals. Even if PRTs were spectacularly successful in trials, it might not make much difference. Superior technology doesn't always triumph, as the VHS versus Betamax and Windows versus Apple Mac battles showed.
G But "dual-mode" systems might just succeed where PRT seems doomed to fail. The Danish RUF system envisaged by Palle Jensen, for example, resembles PRT but with one key difference: vehicles have wheels as well as a lot allowing them to travel on a monorail, so they can drive off the rail onto a normal road. Once on a road, the occupant would take over from the computer, and the RUF vehicle – the term comes from a Danish saying meaning to "go fast" – would become an electric car.
H Build a fast network of guideways in a busy city centre and people would have a strong incentive not just to use public RUF vehicles, but also to buy their own dual-mode vehicle. Commuters could drive onto the guideway, sit back and read as they are chauffeured into the city. At work, they would jump out, leaving their vehicles to park themselves. Unlike PRT, such a system could grow organically, as each network would serve a large area around it and people nearby could buy into it. And a dual-mode system might even win the support of car manufacturers, who could easily switch to producing dual-mode vehicles.
I The RUF system can reduce the energy consumption from individual traffic. The main factor is the reduction of air resistance due to close coupling of vehicles. The energy consumption per ruf can be reduced to less than 1/3 at 100 km/h. Since RUF is an electric system, renewable sources can be used without problems. A combination of windmills and a RUF rail could be used over water. Solar cells can also be integrated into the system and ensure completely sustainable transportation.
J Of course, creating a new transport system will not be cheap or easy. But unlike adding a dedicated bus lane here or extending the underground railway there, an innovative system such as Jensen's could transform cities. The vehicles in a RUF system "rides" very safely on top of a triangular monorail. This means that derailments are impossible and that the users will feel safe because it is easy to understand that when the rail is actually inside the vehicle it is absolutely stable. The special rail brake ensures that braking power is always available even during bad weather. The brake can squeeze as hard against the rail as required in order to bring the vehicle to a safe stop. If a vehicle has to be evacuated, a walkway between the two rails can be used.
K And it's not just a matter of saving a few minutes a day. According to the Red Cross, more than 30 million people have died in road accidents in the past century – three times the number killed in the First World War – and the annual death toll is rising. And what's more, the Red Cross believes road accidents will become the third biggest cause of death and disability by 2020, ahead of diseases such as AIDS and tuberculosis. Surely we can find a better way to get around.
"The Paleobiology Database" containing fossil records
Are we now living through the sixth extinction as our own activities destroy ecosystems and wipe out diversity? That's the doomsday scenario painted by many ecologists, and they may well be right. The trouble is we don't know for sure because we don't have a clear picture of how life changes between extinction events or what has happened in previous episodes. We don't even know how many species are alive today, let alone the rate at which they are becoming extinct. A new project aims to fill some of the gaps. The Paleobiology Database aspires to be an online repository of information about every fossil ever dug up. It is a huge undertaking that has been described as biodiversity's equivalent of the Human Genome Project. Its organizers hope that by recording the history of biodiversity they will gain an insight into how environmental changes have shaped life on Earth in the past and how they might do so in the future. The database may even indicate whether life can rebound no matter what we throw at it, or whether a human induced extinction could be without parallel, changing the rules that have applied throughout the rest of the planet's history.
But already the project is attracting harsh criticism. Some experts believe it to be seriously flawed. They point out that a database is only as good as the data fed into it, and that even if all the current fossil finds were catalogued, they would provide an incomplete inventory of life because we are far from discovering every fossilised species. They say that researchers should get up from their computers and get back into the dirt to dig up new fossils. Others are more sceptical still, arguing that we can never get the full picture because the fossil record is riddled with holes and biases.
Fans of the Paleobiology Database acknowledge that the fossil record will always be incomplete. But they see value in looking for global patterns that show relative changes in biodiversity. "The fossil record is the best tool we have for understanding how diversity and extinction work in normal times," says John Alroy from the National Center for Ecological Analysis and Synthesis in Santa Barbara. "Having a background extinction estimate gives us a benchmark for understanding the mass extinction that's currently underway. It allows us to say just how bad it is in relative terms."
To this end, the Paleobiology Database aims to be the most thorough attempt yet to come up with good global diversity curves. Every day between 10 and 15 scientists around the world add information about fossil finds to the database. Since it got up and running in 1998, scientists have entered almost 340,000 specimens, ranging from plants to whales to insects to dinosaurs to sea urchins. Overall totals are updated hourly at www.paleodb.org. Anyone can download data from the public part of the site and play with the numbers to their heart's content. Already, the database has thrown up some surprising results. Looking at the big picture, Alroy and his colleagues believe they have found evidence that biodiversity reached a plateau long ago, contrary to the received wisdom that species numbers have increased continuously between extinction events. "The traditional view is that diversity has gone up and up and up," he says. "Our research is showing that diversity limits were approached many tens of millions of years before the dinosaurs evolved, much less suffered extinction." This suggests that only a certain number of species can live on Earth at a time, filling a prescribed number of niches like spaces in a multi-storey car park. Once it's full, no more new species can squeeze in, until extinctions free up new spaces or something rare and catastrophic adds a new floor to the car park.
Alroy has also used the database to reassess the accuracy of species names. His findings suggest that irregularities in classification inflate the overall number of species in the fossil record by between 32 and 44 per cent. Single species often end up with several names, he says, due to misidentification or poor communication between taxonomists in different countries. Repetition like this can distort diversity curves. "If you have really bad taxonomy in one short interval, it will look like a diversity spike – a big diversification followed by a big extinction – when all that has happened is a change in the quality of names," says Alroy. For example, his statistical analysis indicated that of the 4861 North American fossil mammal species catalogued in the database, between 24 and 31 per cent will eventually prove to be duplicated.
Of course, the fossil record is undeniably patchy. Some places and times have left behind more fossil filled rocks than others. Some have been sampled more thoroughly. And certain kinds of creatures – those with hard parts that lived in oceans, for example – are more likely to leave a record behind, while others, like jellyfish, will always remain a mystery. Alroy has also tried to account for this. He estimates, for example, that only 41 per cent of North American mammals that have ever lived are known from fossils, and he suspects that a similar proportion of fossils are missing from other groups, such as fungi and insects. Not everyone is impressed with such mathematical wizardry. Jonathan Adrain from the University of Iowa in Iowa City points out that statistical wrangling has been known to create mass extinctions where none occurred. It is easy to misinterpret data. For example, changes in sea level or inconsistent sampling methods can mimic major changes in biodiversity. Indeed, a recent and thorough examination of the literature on marine bivalve fossils has convinced David Jablonsky from the University of Chicago and his colleagues that their diversity has increased steadily over the past 5 million years.
With an inventory of all living species, ecologists could start to put the current biodiversity crisis in historical perspective. Although creating such a list would be a task to rival even the Palaeobiology Database, it is exactly what the San Francisco-based ALL Species Foundation hopes to achieve in the next 25 years. The effort is essential, says Harvard biologist Edward O. Wilson, who is alarmed by current rates of extinction. "There is a crisis. We've begun to measure it, and it's very high," Wilson says. "We need this kind of information in much more detail to protect all of biodiversity, not just the ones we know well." Let the counting continue.