Campus Review Volume 26. Issue 4 | Page 31

campusreview.com.au “I modified a version of ‘Dance Revolution’ a few years ago and have got older people to play this rapid-stepping game, and what we’ve done is reduce their risk of having a fall through engaging this kind of game,” Smith says. “Older people fall over a lot – it’s quite horrendous – 1 in 3 people over the age of 65 who are living independently will have at least one fall each year and many of those falls can be injurious. We know if we can get older people to exercise and do lots of it, particularly balance- and strength-related exercises, then we can significantly reduce the risk of them having a fall.” Smith thought the best way to engage vulnerable people in exercise and to make sure they were doing enough of it was to situate the activity in the living room, thereby reducing a lot of the barriers to entry. “For me, using the television and game consoles was a good way to engage people in exercise, so we built a modified version of ‘Dance Revolution’ and demonstrated through a randomised control trial that we could reduce their risk of having a fall,” he says. Earlier this March, in South Korea, the Google-developed supercomputer AlphaGo artificial intelligence vanquished Lee Sedol, one of the greatest Go players of all time, in a best-of-five series of the famously complex strategy game from Asian antiquity. In the midst of this battle, University of Sydney professors warned of how the broader application of AlphaGo’s masterful AI to robotics, smoke detectors and driverless cars could presage our impending doom. “A human player can be affected by emotions such as pressure or happiness, but a computer will not,” opines professor Dong Xu from USYD’s School of Electrical Engineering and Information Engineering. “If a supercomputer could totally imitate the human brain, and have human emotions such as being angry or sad, it would be even more dangerous.” No wonder then that USC is initiating a dedicated bachelor of serious games to impart knowledge of the subject to the emergent generations, lest we all fall slaves to Terminator-esque android overlords. Multivalent by nature, it’s a subject area that borrows elements from sociology, anthropology, history, design, psychology and more, Smith says. And he’s proud of USC for being a trailblazer in this space. “There are other game-related bachelor degree programs – there are bachelor of interaction and design and bachelor of game design courses,” he explains. “What we’ve done is position an offering that is different from all of those but integrates elements of all the related kinds of content out there at the moment. fAcuLty fOcus “The whole notion of serious games is a relatively recent phenomenon. There are elements of ways in which people have been thinking about serious games, as opposed to games for entertainment. I suspect that I’m correct in saying this is the first full bachelor degree program in serious games, at least in this country.” Smith says a lecture in the program would strip down to the fundamentals of what games are all about. Students would look at the history of pen and paper games, board games and digital games to find out what makes people tick. ‘What are the behavioural determinants of engaging in a kind of behaviour – potentially over a long period of time – that makes use of the rewarding elements of game play?’ is the type of essay question that would confront students. Listening to Smith talk about this highly specialised – some might say niche – university course calls to mind one of the plenary discussions from the recent Universities Australia Higher Education 2016 conference in Canberra. Dr Simon Eassom is global manager for education systems at IBM and he was at the summit to instigate a conversation about the usefulness of a university education to the Generation Zers tertiary institutions are trying to lure away from the workforce and into continued scholarship. “The disconnect between universities and requirements of industry isn’t narrowing; it’s growing,” Eassom warns. “The insight from corporate recruiters highlights that higher education is not adapting fast enough to the changes in business and industry. Corporations are unable to find applicants with sufficient relevant experience to be effective immediately in the workforce.” So is a bachelor of serious games a pathway to meaningful employment or a lifetime of student debt? Smith assures me it is the former. “We need to be able to have our students capable of looking at the problems presented to them from an external stakeholder and thinking about how games might be used to solve that particular problem. This course is situated where the government is trying to go with its whole STEM innovation agenda,” he says, citing the ‘jobs of the future we don’t even know exist yet’ aphorism. “What we need to do is equip our students with not just numeracy and literacy, but digital literacy,” he ar