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  Persuasive Games: This Is Only A Drill
by Ian Bogost [Design, Serious]
13 comments Share on Twitter Share on Facebook RSS
 
 
July 28, 2009 Article Start Previous Page 2 of 3 Next
 

After 9/11, flight attendants won a long-fought battle to be recognized as safety workers. The results have been helpful from a labor perspective, but they haven't done much for overall passenger safety.

As Drew Whitelegg describes in his book Working the Skies, airlines don't draw any more attention to matters of safety than they absolutely must, lest they turn off rather than attract customers.



In some cases, like Southwest Airlines' famous safety rap, individual flight attendants have taken it upon themselves to liven up the cabin, to make the announcements more fun (and probably to make their jobs more tolerable).

More recently, the airlines have adopted a similar approach as an official corporate strategy. For example, my hometown airline Delta introduced a new safety video last year, featuring a shapely strawberry blonde flight attendant as its narrator.

The video included numerous cuts to close-crops of her face, accentuating her high cheekbones and full lips. At one point, she playfully wags a finger in front of the camera, rejoining: "Smoking is not allowed on any Delta flight."

Her name is Katherine Lee, and she is an actual flight attendant who works at Delta corporate in Atlanta.

But the Internet dubbed her "Deltalina" thanks to her resemblance to sexpot actress Angelina Jolie.

The YouTube video of her security schtick has been viewed over 1.3 million times. She appeared on television talk shows and on CNN. Wired.com called her Delta's Sexy Safety Starlet. In a weird historical inversion, this very much is your father's Pan Am.

In a similar, yet weirder maneuver, Air New Zealand recently began running an in-flight safety video with its cabin crew, both male and female, totally naked, but emblazoned with body-paint uniforms.

Careful framing and cuts insure the video is totally PG (there is a blurry booty shot at the end), but the intention is clear: reinvigorate attention by giving passengers something they want to look at.

Lift the Metal Flap to Release

And these videos certainly have made passengers pay more attention, even if they have also perpetuated a retrograde picture of the air hostess as sex object. In the words of the Delta manager who produced the Deltalina video, they "make sure [our customers] know what to do in the event of an emergency... adding bits of humor and unexpected twists to something pretty standard."

Yet, in making the safety briefing more interesting, efforts like those of Delta and Air New Zealand actually reduce its ability to communicate safety information, if that was even possible.

Flight attendants tell us that "There may be 50 ways to leave your lover but there are only eight ways to leave this airplane" as a way to get our attention. Airlines produce and air safety videos with bombshells and nudists because they want to try to raise our interest above the level a printed pamphlet, illustrated card, filmed demonstration, or live display can accomplish.

The pique works; we hear and see them (Rapper Steward is funny, Katherine Lee is beautiful). But what we attend to is not the material being delivered, but the manner by which it is delivered. I have flown hundreds of thousands of miles on Delta since Deltalina made her debut, but I still have no idea where to find my life vest ("Life vests are either between your seats, under your seats, or in a compartment under your armrest"). Never mind the eight steps required to don one properly.

The result is a kind of safety theater. Airlines perform the appearance of safety in order to comply with federal and international regulations while imposing the lowest cognitive and emotional burden possible on the passenger.

To Your Muster Stations

If you've ever been on an ocean cruise, you've been required to do what's called a "muster drill." Even though ships sink even more rarely than planes crash, international law requires the crew to conduct an actual drill, not just a demo (with or without body paint), in which passengers must don their lifejackets and report to their assigned lifeboat station within a certain amount of time.

The lessons learned from this practice are banal, but startling. It's easy to put on a life vest, once you have done it once. It's easy to find the right lifeboat station, once you know where to look. It's easy to find the fastest route to that station, once you have tread it. But the first time, all of these tasks are confusing.

Likewise, it's easy to fasten and unfasten your airplane seatbelt, because you have done it so many times. Thankfully, I've never had to put on one of those yellow oxygen masks that may fall "in the unlikely event that cabin pressure changes." But if they did, despite myself, I bet I wouldn't know exactly what to do -- never mind finding the exit doors that have inflatable rafts instead of slides, or divining the proper way to unlatch and extract an exit door.

 
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Comments

Sam Anderson
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I think you're on to something here, if only because it can shake up whatever assumptions you had about your knowledge in practice. That Learn to Park game was teeth-gratingly shaming, because "I know how to parallel park, and this stupid program won't tell ME different!" Whoever makes games like this have to nail that "tactile" verisimilitude. The folks who put together that parking game really convinced me that my real-life parking skills (bereft though they apparently are) map over to the game. I don't think the same applies to Cooking Mama.

Ian Bogost
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Good point Sam. Drills defamiliarize rather than affirm abilities, drawing attention to actions we take for granted. I can't cook nearly as well in my kitchen as I can on my Wii. Still, I found Cooking Mama to be the closest match in the commercial market, at least mechanically speaking.

Reid Kimball
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http://www.youtube.com/watch?v=5YGc4zOqozo is a music video created after United Airlines broke this singer's guitar. Apparently, the video generated so much attention that United finally agreed to reimburse him and they want to use the video he made as part of their training.



Now, tell me that won't be a fun game to play, learning how trashing luggage will increase costs for the company.

Ian Bogost
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Reid, I saw this a week or two ago and laughed all morning. It's great isn't it? I think understand what you're suggesting: games could also be used as drills in the a customer service context.

Mark Nelson
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My impression is that these sorts of games used to be somewhat more common, back in the good ol' edutainment days--- in addition to Math Blaster types of games, there were games that provided a simulated first experience of some skill or technique or environment, before actually doing it. For example, before I ever used a test tube or bunsen burner, I had played chemistry-lab Apple ][ games (in school), which made familiar some of the basic procedures of how a chemistry lab works, what the equipment does, how you use it, and so on. In the process they taught how to avoid safety pitfalls, in part by making the negative consequences of unsafe chem-lab use much more likely in the game than they would be in an actual chemistry lab. Perhaps it's a set of ideas worth reviving?

Sharon Hoosein
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Mark,

As someone who learned math through Math Blaster, I definitely see what you're saying. But I don't think it's a matter of going back to the "good ol' days". According to wikipedia, the Blaster series are still very much alive and kicking.

The problem is that they're geared towards kids. Maybe it's just me, but I feel like there are a good deal of educational games for young children, but once you hit high school and up, educational games suddenly become extinct. Why is that?

Ian Bogost
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@Sharon, Mark

I think what Mark's suggesting is that there were other games during the MathBlaster era that were more along the lines of the sort that I'm suggesting. I have vague memories of them too, but I can't put my finger on it. Time to go search the archives.

Reid Kimball
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I wish there was a Math Blaster for adults. I'd love to play Half-Life and have to tweak physics equations to get the trajectory just right for launching missiles on the Combine. Would fit a lot better with Gordon Freeman's supposed physics background.



Ian, yeah I was saying a game about customer service has benefits. Not a new idea, but your article about airlines and the case with United breaking the guitar made me think of it.

Jonathan Hartley
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I'm picturing a lively 2D action adventure, with your character jumping around inside an aeroplane. Outside the window, one of the engines is clearly on fire.



Players who dally to pick up their luggage, or who head for the wrong exit, end up dragged to a watery grave.



I'm not sure this would have precisely the desired effect, but nevertheless I wish someone would make it. Isn't there a PyWeek and Ludum Dare coming up next month?

Brandon Van Every
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So what you're asking for, is a simulation that makes potential airline customers unreasonably afraid of flying, thereby lowering revenues.



Let's face it, a lot of human beings are panicky, stupid, and have little emotional discipline. If you're the kind of person who actually wants to survive a plane crash, I guarantee you've read the safety card dozens of times, and gone through your exit check. Most people are not wired that way, and in a plane crash they're just gonna have to die. You'd be well advised to worry about keeping your own wits, help anyone you can to escape, and be prepared to punch the lights out of that obstreperous jerk who's just climbing over everyone to save his own hide.



[Great, the May 2011 edition of "Serious Game News" listed this as a featured article, but it was written almost 2 years ago. Oh well.]

Ian Bogost
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@Reid

I asked myself if BrainAge was a drill game but concluded that it's not, because the drills are just anonymous content to noodle. No reason it has to be that way.



@Ludum Ludo

You put your finger on an issue with games like this: we tend to think people don't want to be reminded of the possibility of bad things happening. But the muster drill is a good counterpoint to this argument. It is actually a comforting process, precisely because one acts it out.

Michael Rivera
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I thought that this was always the desired end goal of the whole Serious Games industry--that eventually games would pervade so deeply into our society that even pre-flight safety instructions would be interactive.

John Jamison
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I think the use of game for these types of learning is right on target...well said!



I'm leading a new class in the Fall...using Second Life as the platform...(I hear the gamers groaning...but I'm using SL because the Edu folks have become more comfortable there and I see it as an opportunity to help them take another step). The course focuses on helping educators understand the basic elements of game design...what makes a good game a good game...and then apply some of those concepts to instructional re-design of their traditional learning materials. The result may or may not be a "game"...but it certainly ought to be more engaging and interesting...like what you describe in the post. We're currently focusing on things like meaningful decision-making, the use of failure (getting fragged in Algebra), and embedded and authentic assessment...to name a few directions.



I'd love to hear from anyone who might want to provide their personal thoughts about what makes a "good game", and what educators/trainers might need to know to recreate some of the more traditional learning activities into what you think would be more engaging. I've been talking with several game developers, game program instructors...and others from my own background in game development....but am interested in hearing from anyone else out that who wants to add to the mix.



If you're interested...drop me a note....



Thanks for the time!

John


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