Health: January 2008 Archive Page

January 16, 2008

Fatworld Review

On Jan 14, Ian Bogost of Persuasive Games rolled out Fatworld -- a digital work that illustrates the complex connections between health, class, economics, and politics, via the rhetoric of the sandbox game. 

FatworldMain.pngA sandbox game features open-ended play, with no single predetermined "winning" outcome.  A target-shooting game such as Space Invaders forces the player to shoot waves of attacking enemies, because the game ends when the enemies encroach upon the player's position.  By contrast, an open-ended game such as Sim City permits the player to decide whether the goal of the game is to create a thriving gridlocked metropolis, a road-free utopia. a network of hamlets insulated by forests, or an urban wasteland.

Fatworld presents a series of interconnected systems, such as a socio-economic model, a political model, and (the most complex in the game) a nutrition and health model.  Playing Fatworld is a matter of figuring out how the game depicts connections between these systems.

The release of Fatworld seems perfectly timed, after McDonalds UK CEO Steve Easterbrook, ruminating on the causes of childhood obesity, noted last week that "there's fewer green spaces and kids are sat home playing computer games on the TV when in the past they'd have been burning off energy outside."  

Bogost is an accomplished games scholar and proponent of what the field in general calls "serious games."  His studio produced the Howard Dean for Iowa game, and has provided editorial material to the New York Times in the form of "newsgames" (a cross between a game and a political cartoon) such as Food Import Folly.

His book Unit Operations introduces a universal method for analyzing texts from literary works to video games, and this week students in my Video Game Theory and Culture class are reading his book Persuasive Games: The Expressive Power of Videogames.

Knowing Ian was behind Fatworld, I had high hopes. I really, really wanted to like it much better than I do.

FatworldHealthOMat.pngI wanted to write a review that discusses the game's educational potential, its elegance, and its rhetorical effectiveness at using the game format to communicate a message about health (and politics, economics, and lifestyle). 

I wanted to say I loved the isometric cuteness of the game world, and that the puffy menu bars and the bloated cartoon hand that serves as the mouse pointer fit wonderfully with the theme of the game. I wanted to praise the Govern O Mat, where you can select food-related legislation and click the "Bribe" button to influence a politician. I wanted to try to work restaurant review clichés into my review.

I did not want to do what I'm about to do instead -- bellyache about a confusing interface that violates basic UI principles; puzzle over displays with unexplained readouts that never change and clocks that count up by increments of four and down by increments of two (why?); grumble about design flaws that make mini-games unnecessarily confusing; and grouse about bugs that make minigames cut off abruptly for no reason.


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January 14, 2008

FATWORLD - The Game

FATWORLD is a video game about the politics of nutrition. It explores the relationships between obesity, nutrition, and socioeconomics in the contemporary U.S. The game's goal is not to tell people what to eat or how to exercise, but to demonstrate the complex, interwoven relationships between nutrition and factors like budgets, the physical world, subsidies, and regulations. Existing approaches to nutrition advocacy fail to communicate the aggregate effect of everyday health practices. It's one thing to explain that daily exercise and nutrition are important, but people, young and old, have a very hard time wrapping their heads around outcomes five, 10, 50 years away. You can choose starting weights and health conditions, including predispositions towards ailments like diabetes, heart disease, or food allergies. You'll have to construct menus and recipes, decide what to eat and what to avoid, exercise (or not), and run a restaurant business to serve the members of your community. FATWORLD comes with numerous foods, recipes, and meal plans, or players can create their own from the foods in their pantry or their imaginations.
I'm assigning this as tomorrow's discussion question for my Video Game Culture and Theory course. The in-game tutorial is long, and it's not immediately clear how to exit out of some windows (the circle with the X in it is not close enough to where the information is listed), and when the message "enter" appears on the screen, I keep wanting to push the "enter" button (rather than space, which is what the game expects). So I'm still exploring at this stage.

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January 11, 2008

People in Order


One hundred different people hitting a drum, from age 1 to 100. A short film by Lenka Clayton and James Price.

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Jay Dixit, in Psychology Today, surveys research that considers dreams to be the brain's training grounds for real-world emergencies.

The idea that dreams are a dojo for perfecting waking activities fits well with what is already known about practice. Mental rehearsal through visualization improves skills, enhances learning, and changes the brain, polishing performance in almost any domain, from sports to piano playing.

The single most pervasive theme in dreaming is that of being chased or attacked. Just as athletes in training repeat parts of their performance, we may, in our nightmares, be attacked and chased over and over again, not to solve a particular problem but to actually practice efficient escape behavior.

Saber-toothed tigers no longer stalk our villages, but Stone Age themes still rule our dreams. "Nowadays, the evolutionary footprint is clearest in the dreams of children, who often dream about being chased by monsters, much the same way we were once chased by predators," says Revonsuo. As life has evolved, so have the threats we rehearse. "You insert a modern danger into that ancestral key and get a bizarre combination," says Revonsuo. "We dream of being chased, shot, or robbed, getting into traffic accidents, a burglar in our house, or perhaps smaller mishaps such as losing our wallets--and that prepares us for our waking life."


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About this Archive

This page is a archive of entries in the Health category from January 2008.

Health: October 2007 is the previous archive.

Health: April 2008 is the next archive.

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