Crysis and the Biological Singularity of Life

Another article by Auroch Digital's Tomas Rawlings is out on the Wellcome Trust blog:

A recent game release that has done well both critically and with fans is Crysis 2.  A ‘First Person Shooter’ (FPS), the player looks through the eyes of the character they control, shooting enemies and being shot at. That’s all good fun if you like that sort of thing, but why are we writing about it here?  Well, like Deus Ex (covered in an earlier post), Crysis 2 explores a number of interesting biomedical ideas.

The story is set in a war-torn Manhattan, where an alien incursion has turned the city into a dangerous no-go area. The few civilians who remain have become infested with an alien virus, while the aliens themselves have set about building mysterious funnel-like structures that reach into the sky. You play a rogue solider equipped with a powerful state-of-the-art nano(technology)-suit who is hunted by both the CEPH (the aliens) and human forces trying to control the area. The player’s technologically advanced suit is a pawn in a much bigger game that many people wish to possess.

Full article.

(Past articles for the Wellcome Trust blog include one on Deus Ex:Human Revolution & Portal 2)

Warcraft, Portal and the scientific habit of mind

Tomas has written a new article on the Wellcome Trust blog looking at the scientific habit of mind and how games like Warcraft and Portal can help with this:

I believe that the scientific habit of can be widely found within gaming. All video games present the player with a virtual space to be explored. The laws of nature within that space start as a mystery to the player and they must engage in a series of trial-and-error experiments to probe and understand that world and gradually build up a predictive model of how this virtual world operates and how the player can thrive within. This ‘gameplay’ is akin to the scientific method. In Portal 2, for example, the player finds themselves in a room and must solve its puzzles in order to exit. Puzzles take the form of an increasingly complex series of switches, lasers, locks, springs and fluids. To assist the player in solving each puzzle, they are equipped with a ‘portal gun’ – a device that fires two connected portals that allow objects, lasers, people and more to pass between two points.

Full article. (Past articles for Wellcome include one on the game 'Deus Ex:Human Revolution')

Strange Seeds: The Ethics of Artificial Sperm and Eggs

Auroch Digital's Tomas Rawlings is going to be facilitating this event:

What will happen if scientists succeed in their attempts to create artificial sperm and eggs? Could anyone become a parent, regardless of age, gender or sexuality? Would this make reproduction truly ‘democratic’? This raises interesting ethical questions. What if the safety of artificial sperm and eggs could only be established by trials in humans? Access to IVF is currently limited, but is society ready to allow ‘IVF for all’?

In Vitro is a 20-minute film that explores these questions through the story of Rachel. She’s a high-flying scientist who fertilises her own egg with artificial sperm created from her bone marrow. Compelling and provocative, the film shows a world where using artificial sperm and eggs to conceive is as routine as IVF.

Stay on after the screening as scientist Robert Lovell-Badge and ethicist Anna Smajdor take on the issues raised by the film and discuss whether artificial eggs and sperm are likely to play a part in our future.

If you're interested in attending, the event is at the Dana Centre in London on 13th October at 7pm.

A Serious Game about Waste and Water

We've been working alongside ToolBox Design with Wessex Water on a game to help people understand what can (and can't) be put down the drain. Tomas has written a little about the project:

Above is an image of two critters in the most recent Wessex Water magazine that dropped though my letterbox. They are the stars of a new iPhone/iPod game that I've been working on along with the nice people of ToolBox Design. This cute little bundle of digitally-smelly fun is a game that as well as being enjoyable, also teaches the player about what waste you should and shouldn't put down the drain or flush down your loo. The serious message behind the game is that putting the wrong stuff into the sewer system not only risks creating a blocked drain for you (eew!) but can also have knock-ons that waste lots of water and could cause environmental damage. See here for more information.

Notes from Charity Comms Talk on Games

Tomas did a talk today on games and charity:

From Wii Fit to Farmville, games are now common currency for millions of us; the average social gamer is a 43-year-old woman and 8 out of 10 UK homes have one or more games consoles. But they can offer more than fun, research found 52% of players report games help them think about moral issues. Sega raised $250,000 to help with the Japanese earthquake in a week. This session introduces the gaming sector and explores its potential for charities.

The notes with lots of links, from the talk are over on his blog. Thanks to Charity Comms for the invite to speak and also to those who attended!

Deus Ex: Medical Revolution

Tomas has an article over on the Wellcome Trust's blog on the game Deus Ex: Human Revolution:

If, like me, you’re a gamer then you probably already know of the release of the hugely anticipated action game ‘Deus Ex: Human Revolution‘. If you’re not quite so geeky then let me introduce it – the game is a prequel to one of the most highly rated video games of all time, ‘Deus Ex’. Both games are a fusion of concepts; the cyberpunk ideas of William Gibson’s Neuromancer; age-old conspiracy theories; global pandemics; dystopia futures; and the upheaval of rapid technology development.

The original game received huge praise for the depth of its narrative and the excellent game that allowed players to solve problems and puzzles by means other than combat, such as stealth or dialogue. This game also featured a number of overarching biomedical themes, including a deadly virus called ‘Gray Death’ that had ravished the human population and the shortage of the vaccine that fights it.

Crucial to both the gameplay and story of Deus Ex was the idea of nanotechnologically-augmented human beings. The exploration of transhumanism and augmenting the human body far beyond our genetic heritage – with its technological ‘hows’ and the ethical ‘whys’ – are also critical elements of the current game. ...

Read the full article here.

MyUK Launches to Teach Parliamentary Democracy

Tomas has written about a new game expereince amied at young people;

There is an interesting game/experience application by the Parliamentary Education Service and Preloaded called 'MyUK' just gone live.  Its aimed at young people and is about teaching them the core ideas of parliamentary democracy.  I did have a look at a beta version of this while doing a bit of work with the PES, so its great to see it out in the wild.  It has lots of fun little mini-games within a wrapper about running your own political party.  One of the things I like about it, is that there are elements of compromise in the overall experience, something important in the democratic process but that rarely feature in games, which are about winning or losing.

Develop Panel Post on Wellcome's Blog

Tomas has written a follow-up post about the Develop Conference event for Wellcome's blog:

Our panel brought together an eclectic group of people representing different facets of gaming. We had the outgoing Channel 4 Commissioning Editor for Education and founder of Makielab, Alice Taylor, Demis Hassabis, games developer and neuroscientist (and Sir Henry Wellcome Postdoctoral Fellow), Phil Stuart of Preloaded and industry veteren Jez Harris.

We looked at how games can talk about the bigger questions, morality and mortality. Preloaded gave us a preview of their new game The End, which looks at the biggest question of all: death. The panel also explored the issues around how the brain deals with the new technologies of games and gaming and what impact it might be having on development (though we reached no clear consensus on this).

Also discussed was how best to design games that are more than just fun – that impart knowledge and question assumptions. The consensus was that this is already being done with many games, but fun must still be the driving force! Games are a good way to talk with an audience about such topics, in part because they are interactive and so give the player an opportunity to explore.

Wellcome Trust Panel a Success!

A big thanks to our panellists and all who took part in the Develop 2001 panel discussion and who helped to make the event a great success.  Here is a description of the event from Tomas's blog:

Then was the session I was part of for the Wellcome Trust.  I’d say it was the most eclectic line-up at Develop this year from a neuroscientist (Demis Hassabis) to a new start-up doing 3D printing (Alice Taylor) to mainstream games development (from Jez Harris).  I think it went well, at least the panel did a great job of talking about serious stuff like fun, death, sex and drugs. Paul Canty from Preloaded showed off their fascinating new game for Channel 4, that looks at death; The End.  Demis also gave us some great insight from a scientific perspective on games development saying that games (and digital media) are rewiring our brains in some ways and that the data that can now be gathered from games and gaming can offer insights into not only how to make better (scarier!) games, but also into how our brains work.  Notes on the Wellcome Trust’s funding for making games is here.

It was also independently reviewed by another blogger (our emphasis):

Next stop was a business seminar (I tried to mix up the tracks I attended) entitled “Money for Good Games”. With the support of the Wellcome Trust (a charitable organisation who offer to fund the development of games with a biomedical theme), an impressive panel chaired by Tom Rawlings comprised of Alice Taylor, Dr Demis Hassabis, Jez Harris and Paul Canty discussed the use of games in the wider world in such fields as education, medicine, mental health and death. However, let’s not forget about the aspect of fun in video games. Indeed, Alice Taylor was keen to emphasise the importance of fun in educational games and beyond, saying: “If you’re bored, you’re not learning”, as well positing that Facebook games such as Farmville were “training wheels for real games”, these often causing players to seek out other, more meaty video game fare in the future. It was also interesting to find out that, according to research, 52% of players think of moral and ethical questions during play… so perhaps people really do care when they’re hurling their villagers to their deaths in Black & White (one of Demis’s past projects). Additionally, some research done for the BBC in 2005 allegedly revealed an almost 50/50 gender split in gaming, the latter statistic arguably quite contrary to the usual assumption of all gamers being male.

Develop Panel for The Wellcome Trust

We're helping to put together an amazing panel of people to talk about games at this year's Develop Conference. Here is a summary of the information:

The Develop Conference is the UK’s main event for games development. This year, the Wellcome Trust is hosting a panel discussion that brings together fascinating voices from in and around industry. There’s also the chance for games developers to find out more about how to get funding for projects around a biomedical theme.

The event looks at the impact of games beyond the console and runs on Wednesday 20th July (11am-12pm)On the panel we have the outgoing Channel 4 Commissioning Editor for Education and founder of MakielabAlice Taylor, along with Demis Hassabis, a Sir Henry Wellcome Postdoctoral Fellow who, before becoming a neuroscientist, made a splash in the games industry with games like the BAFTA-nominated Republic: The Revolution. Joining them are Phil Stuart of the multi-award winning Preloaded, and Jez Harris, an industry veteran whose works include Buzz! and the Harry Potter games. The panel is chaired by myself, Tomas Rawlings, games consultant for the Wellcome Trust.

After the discussion, a number of Wellcome Trust staff will be around to chat with developers about how they may be able to access Trust funding to create games. We have a number of schemes for funding games with a biomedical theme (please note the Trust’s engagement around biomedical sciences is predominately aimed at UK audiences).

Our Broadcast Development Awards offer up to £10,000 to a developer with an unsigned project idea, allowing them to develop it up to a state at which a publisher may fund the full title.

We also offer funds to create complete games too: the People Awards scheme offers up to £30,000 to small development studios to explore an aspect of biomedicine in an interactive or game form – particularly if the studio partners with a scientist or science institution.

Another option is the Society Awards, which offer grants of more than £30,000 for developers, again especially if partnered with a scientist or science institution. This is intended for those who wish to explore and engage society at large with an issue in biomedical science.

Funded projects for any of these schemes can take the form of virtual engagement such as via social games, websites, mobiles technology, casual games, ARGs (Augmented Reality Games) and the like, or be based around a physical location.

So for any developers at the conference, do come along to the session on Wednesday 20th July to find out more and talk to us. We may be able to work together to create great games that can inform, educate and engage.