Lynn Osborn passed THIS ARTICLE along from the Economist. I figure since the last opinion piece was on video games and game play for the real world I should follow it up with another that reaches into different territory.
The article brings up good ideas as to how we can use video games to simulate disaster and response; something Ryan Bardsley has made a name for himself with at CIMIT in RIPS and COMETS. While I think there is no doubt this type of “play” simulation is of incredible use and its value now clear, I have to ask myself what we really gain? Do we stop to ask ourselves if we are measuring experiments that perhaps can’t be measured?
What I mean is… Do humans really do what computers think they do? And do we tell the computers the correct things about our behavior when we practice simulation? Is it all far too unique to program? Or in the case of a real person being in control of each simulated character, as in an MMO, do the controllers actually do as they would in real life?
The thing I have found myself wondering from this article is: Why can we train for reality through fantasy, but not measure reality through fantasy?
Fundamentally it rests in one question: Are people willing to admit their own shortcomings? If you are in control of an animated character do you have the same instinct and response? The answer in my mind is, no. As the article points out we may value our simulated characters lives as extensions of ourselves, but do we value the responsibilities the same? Do we have computer simulated children and spouses? Bills to pay? Jobs and personal lives to balance? Friends and feelings? Tempers and jealousy?
Many people don’t join the military because they do not wish to be killed or seriously injured. But many of those same people would probably play military oriented MMO’s. I think it is impossible to entirely divorce ourselves from the euphoria of invincibility and consequence free decision making in a simulator.
Most of us don’t run into the burning building because we have family we would leave behind if killed or we fear for our own safety. But we all like to think that we would run into the burning building. However, we can train ourselves to run into that building as fire fighters do. But why is there a separation of reality and fantasy here? Why can’t we measure the reality of instinct through simulators?
The one common element of simulation is “The Screen.” We view all of our new media, TV, film, video games and simulations through a screen. This screen may be an LCD, plasma, head display or old tube, but in one way or another they are all screens. These screens are barriers that physically separate us from our real life decision-making. We have been conditioned to suspend our disbelief and can easily bring about a life of fantasy when positioned in front of a screen. We see images and have feelings about them differently than we would in real life. But the edge of the screen, that spot where an image disappears, is where that fantasy/reality meet.
And so when it comes to simulators of real life we have a balance between fantasy and reality, which function simultaneously in a simulator. We have to balance what we would do with what we wish we could do and I simply don’t know if we can.
The military has been putting their recruits through boot camp for hundreds of years. The idea is not to teach the recruit of actual war, but give them concrete actions to reflexively perform once in the breach. The hope is that repetition of action will be enough to survive in situations where our natural reactions are lacking.
This is the real strength of a simulator. We cannot begin to expect true reality of instinct from a simulator. What a simulator can do is provide people with reflex training. Actions that become repetitive and replace instinct. Actions that we perform when faced with situations we’ve seen on a screen many times.
What this article hopes for falsely is that we can study honest human behavior and reaction from MMO’s or simulators. I don’t see this being possible at this time or with the style simulator anyone currently produces. This would take a fundamental change of doctrine.
No soldier goes into battle because it is his or her instinct to do so. They go because they have been trained to. So to study a plague through The World of Warcraft probably won’t get us far because the people behind the controls of each character don’t have to be responsible to their real feelings. They feel pressure to be heroic or courageous when in real life they may simply walk away. It is the difference between hitting the walk-off homerun and saying you would have when the real player strikes out.
However, I do not enjoy being so negative about any new technology, a technology which is sure to give us great advances in medicine so…
Here’s to looking forward.