Interviews
March 11, 2008
Jeannie
Novak talks about the state of the perceptions of gaming
By
Michael Lafferty
“We see major developments emerge in the game industry on a regular basis, but we still have far to go.”
Her biography is an impressive list of accomplishments and work references. Jeannie Lee Novak is one of those people that speaks games fluently and when she does talk about the subject, people listen. Why?
Ok, let’s break down her accomplishments:
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She is the co-author of three pioneering books on the interactive entertainment industry
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She is the Online Academic Department Director of the Game Art & Design and Media Arts & Animation departments at the Art Institute Online
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She has consulted for UC Berkeley's Center for New Media and UCLA Extension's Entertainment Studies department
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She has also taught game development courses and has been a curriculum advisor at UCLA Extension, Art Center College of Design, Academy of Entertainment and Technology at Santa Monica College, DeVry University, ITT Technical Institute and Westwood College
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She has developed or participated in game workshops and panels at Macworld, Digital Hollywood, and iHollywood Forum
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She is a member of the International Game Developers Association (IGDA) and has served on selection committees for the Academy of Interactive Arts & Sciences (AIAS) and the ALT+CTRL Festival of Independent & Alternative Games
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She was chosen as one of the 100 most influential people in high-technology by MicroTimes magazine and has been profiled by CNN, Billboard Magazine, Sundance Channel, Daily Variety, and the Los Angeles Times
Her educational background is just as impressive. When the chance came to interview her, GameZone jumped at the opportunity.
Question: What do you think is the biggest misconception people have about playing video games?
Jeannie:
Some parents in particular have the misconception that all (or even most) games
are violent; related to this is the assumption that there's mainly one genre:
combat-based action, especially first-person shooters (FPSs). Violence is not a
focus of the majority of simulation, strategy (non-military), puzzle, and
music/rhythm games - and even many platformers. Just look at Nintendogs, The
Sims, Sim City, Forza Motorsport, Rock Band, and Super Mario Galaxy (and other
Mario games). Another assumption is that "video games" have no educational value
- but I would argue that every single game (as long as it's a true game and not
an "interactive movie"!) is automatically educational … even by accident.
Do you think that the industry has misconceptions about the skill levels or abilities of younger gamers? In other words, when we see games with target age groups on the cover, do you think the industry underestimates or overestimates the abilities of gamers?
Jeannie: That's an interesting question! This is one reason (in my opinion) why E10+ was introduced - because kids under 10 didn't yet have the critical thinking skills necessary to fully understand certain strategy - and RPG-related gameplay elements. With EC, T, and E10+, I haven't seen anything that jumps out at me as questionable. In fact, I feel that movie ratings are less rigorous.
While there are certainly some games that push the limits when it comes to ethics, violence or even just taste, do you think the industry generally does a good job of presenting viable interactive fare for the general population?
Jeannie: Yes - but I think that particular sub-genres (such as RPG, FPS and RTS) sometimes go "by the book" to meet expectations of the target market rather than taking chances and trying something unexpected - or incorporating genre hybrids. Puzzle Pirates was an ingenious idea in this way - by incorporating puzzle elements as the primary gameplay in an MMORPG that was intended to attract casual online players and turn them into hardcore players through the MMO component - all in a 2D environment. This is just one example of a significant contribution from an indie developer (Three Rings Design, helmed by Daniel James).
What do you feel are key elements for parents choosing games for children?
Jeannie: If the children 6 and older (past the EC stage), I feel that choosing games should be a team effort. Parents should familiarize themselves with ratings, educational value, and online game review/demo sites. Their kids should research a set of games they're interested in playing - and share with their parents which features of these games appear compelling to them (and why).
A tactic we discuss in Play the Game focuses on selecting games as part of "learning bridges." This involves making the game a project, which could relate to a school assignment (for example). A child in the 8th grade who is studying WWII could do the following:
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play Call of Duty 3
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watch Saving Private Ryan and The World at War (documentary)
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read Flags of Our Fathers and/or Ghost Soldiers
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research WWII online
If the children are very young (3-5 years old, when an EC-rated game makes the most sense), parents should focus on what is involved in playing the game (gameplay strategies such as memory, pattern matching, color recognition, reflexive action, etc.) and choose a variety of games that guide their kids through. A common scene is a parent sitting at a computer (rather than console) with their child in their lap :)
What do you think are some of the biggest benefits derived from playing video games?
Jennie: As mentioned above, games are always educational (whether focusing on reflexive action, pattern/color matching, memory, navigation - or more advanced concepts such as strategic/critical thinking, applying real-world rules, and social/negotiation skills). Many games are also therapeutic - whether in a physical, mental or emotional sense. Finally, many players enjoy games as sheer entertainment and escapism.
Having such a strong background in the industry, what to you feel needs to be addressed and improved upon by the industry as a whole?
Jeannie: Games that are accessible for the disabled. Robert Florio, recent GAD graduate from AiP-OD and a quadriplegic, has been an advocate for the creation of more games that allow people of all disabilities to play games. He has worked with the IGDA Accessibility Sig (chaired by Michelle Hinn) and with veteran game developer and consultant David Perry.
Do you think the recent (and seemingly continual) trend of bigger companies acquiring smaller ones is good or bad for the industry? And do you think indie developers will likely become the major source of unique material or ideas that stretch the sometimes cliché gameplay mechanics?
Jeannie: As a small business owner (Indiespace) that has been an advocate of the "indie scene" since 1994, I am definitely biased in favor of independent companies in all areas of the entertainment industry - whether traditional or not. Some of those "small" companies have also become larger companies on their own (e.g., Activision), and several indie developers have not accepted offers from larger companies. Having said this, there are many larger companies that have a hands-off approach and don't really "interfere" with their acquired development studios. I'm not worried that indie companies will somehow be "obliterated" from the scene; just like the film industry, indie game companies will continue to gain their own power. Currently, indie developers also fortunately have a lot of support from game industry associations such as IGDA and communities such as GarageGames.
What do you like the most about the industry?
Jeannie: I love the fact that it's still in its infancy, and that it's also progressing very quickly. We see major developments emerge in the game industry on a regular basis, but we still have far to go. This is a very exciting time in the electronic game industry.
What are your favorite types of games?
Jeannie: I personally love both turn-based and real-time strategy games (Advance Wars series, Civilization, Rome: Total War, etc.) and simulation games (Flight Simulator, Forza, Sim City). The Wii games Super Mario Galaxy and Wii Sports are brilliant. Although I also enjoy MMOGs, I'm always wary of getting too caught up in them - not enough time! That's why one of my goals is to come up with other types of MMOGs that actually "end" - perhaps used as online distance learning apps.

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