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For any gamers out there.

Greg S.



http://www.kelowna.com/2010/09/16/age-of-persuasion/


Age of persuasion

Thursday, September 16th, 2010 | 6:46 am

Rating: 4.5/5 (2 votes cast)

NASA may have decided it's not returning to the moon anytime soon, but those of 
us on the Earth's surface can visit anytime we want, thanks to Moonbase Alpha, 
a new video game published in July by the U.S. space agency.

In the game — free to download and play on a PC — a meteorite strikes a 
settlement on the Moon, and players have to repair and replace oxygen-producing 
equipment before time runs out. Up to six players can play at the same time, 
and success in the mission requires communication and co-operation with the 
other “astronauts” playing the game.

Daniel Laughlin is with NASA's Learning Technologies division at the Goddard 
Flight Center in Maryland. In an interview, he said that the action game is a 
“proof of concept” to establish that a video game can be created using NASA 
data.

“The lunar architecture, all the buildings and structures and equipment in the 
game is from NASA's Advanced Concepts models when they were talking about doing 
lunar missions,” Laughlin said.

Still to come is a more ambitious video game project, called Astronaut: Moon, 
Mars and Beyond. It's a massively multiplayer online game (MMO) planned for 
release in 2011.

Laughlin is the project manager for the two games and says he believes that the 
video-games medium is perfect for meeting the mandate of Learning Technologies, 
which, according to the division's website, was set up to produce “learning 
tools that engage and inspire today's tech-savvy students.”

“The main goal,” said Laughlin of the two games, “is to get more kids to go 
into science, technology, engineering and mathematics [STEM] fields.

“We're not getting enough students going into those technical fields, we're not 
graduating enough students from those technical fields, and we really need to 
beef up the numbers of graduates in technical fields to do the work that we 
need in those areas. That's especially true for NASA.”

So NASA is using video games to recruit future astronauts.
America's Army wants you

This isn't the first time video games have been used to recruit. One 
high-profile — and some say resounding successful — example is America's Army, 
a free game first published by the U.S. Army in 2002.

Frank Blackwell is the director of the Army Game Studio, which led the 
development of the first-person shooter. He calls America's Army an “outreach 
tool” and says it wasn't designed specifically for recruitment. On the phone 
from his office in Alabama, Blackwell explained that the intent was “to provide 
correct information about what it is to be a soldier, opportunities within the 
army and army values.”

The idea, he said, is to communicate that information using media and 
technology that people are using regularly to gather information. Twenty years 
ago, it was television. Today, it is the internet and video games.

While the army can't establish a direct correlation between registration and 
the game, Blackwell said they have determined that between 30 and 40 per cent 
of people who had played America's Army were “more likely to consider a career 
in the army,” and 30 per cent of West Point cadets had played the game.

Army Game Studio develops other video games for the army, including 
applications to train soldiers how to operate weapon systems, and how to 
conduct chemical and biological reconnaissance to identify contaminants on the 
battlefield. They have even created game-based ethics training courses.

Games, Blackwell explained, are an “active way of learning” that require 
participants to make decisions. “Based on the decisions I make, there are 
different consequences presented to me,” he said. “It's so much more engaging.”
Realistic simulations

Blackwell's studio is also involved in developing games for other branches of 
the U.S. government, including leading the effort on Moonbase Alpha. North 
Carolina's Virtual Heroes, which helped create America's Army, also assisted on 
Moonbase Alpha.

Virtual Heroes and Indiana's Wisdom Tools are two-thirds of the development 
team working on Astronaut: Moon, Mars and Beyond. Winnipeg developer Project 
Whitecard is leading the effort.

As with Moonbase Alpha, all the information being used to create Astronaut's 
environments and equipment, and to design the missions, is all real data 
straight from NASA.

“We'll base the surface of Mars on the Mars Orbiter,” said Laughlin.

Project Whitecard has experience creating games based on NASA data. Khal 
Shariff, chief executive, described a game the company developed for the 
Canadian Space Agency. In RoboMath, a game set in a 3D rendering of the 
International Space Station, players tackle problems specific to the tasks 
performed by Canadian astronaut Julie Payette during the STS-127 shuttle 
mission. Solving the problems requires Grade 5 and Grade 11 mathematics 
concepts.

Last fall, Shariff said the Canadian Space Agency distributed about 45,000 
copies of Project Whitecard's RoboMath to schools across the country. He 
estimates more than one million Canadian students have played the game.
Tangible returns

Astronaut: Moon, Mars and Beyond will, according to Shariff, “deliver 
interesting concepts in science, technology, engineering and mathematics, but 
it's also targeted at the public.” That's because the game, for which Shariff 
says the budget will run between $5 million and $10 million, is being created 
to be retailed to everyday gamers.

“The idea,” said Shariff, “is for it to be sustainable.”

America's Army was distributed for free, but making these kinds of games 
commercially viable is a way for governments and agencies like NASA to take 
advantage of the video-game medium without having to pay the rising development 
costs hitting the industry.

NASA's benefit from Astronaut goes beyond recruitment, too. The agency will be 
able to use players to help solve problems. Said Laughlin: “We can literally 
crowdsource challenges NASA is trying to solve with thousands and thousands of 
players, and really tap their collective intelligence to try and come up with 
answers.”

But for Astronaut to be successful commercially, or as a recruitment tool, it 
has to succeed as a game. Laughlin explained that he solicited feedback from 
the public as to how NASA should “use games and virtual worlds” and expected a 
few responses from academics and game developers. What he got was more than 800 
pages of input from the public.

“Overwhelmingly,” he said, “the biggest message was, 'Make it fun.'”

It didn't matter who submitted the suggestion, said Laughlin, they all said 
that a game has to be fun or it's useless as a learning tool.

Shariff agrees. “Everybody realizes that in order to be a successful 
recruitment tool, you'd better be exciting,” he said, adding that the 
media-recruitment model has already been proved successful. “Star Trek was a 
fantastic recruitment tool for scientists.”

The science fiction television show — both the original series from the '60s 
and The Next Generation edition that ran in the late 1980s and early 1990s — 
motivated generations of scientists, Shariff said, because the stories being 
told were compelling and, to a certain degree, believable.

People have to see the media as being possible blueprints for their own lives, 
said Sharrif. “Is this narrative something I want my life to be?”

And so Astronaut could have players — thousands and thousands of them around 
the world — pursuing heroic careers in space, in the year 2035, 25 years from 
now. The timeline is significant, said Shariff. “If you're a 14-year-old you 
should be hitting your career high as an astronaut at that time. Or as a 
scientist.”

“I don't expect a seventh-grader to say, 'I want to be a rocket scientist,'” 
said NASA's Laughlin, “but I do expect them to say, 'I can see myself doing 
this, so I better make sure I study calculus before I finish high school so I 
don't close the door on those choices.'”



                                          
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