The Food Stamp Game: a test case for teaching computational journalism, part 1


This fall, I am teaching a class, “Serious Games for News, ” in which journalism and interactive multimedia students will analyze and design various examples of “newsgames.”  In their book,  Newsgames: Journalism at Play(MIT Press, 2010) Ian Bogost and his colleagues use the term Newsgames to mean, broadly, using game design techniques to “do” journalism – that is to report, present and or comment on the news. That broad definition takes in everything from crossword puzzles to videogame-like simulations and alternate reality games of the type created by futurist Jane McGonigal. Since the students in the class are journalism and interactive multimedia majors, not computer science students, I see the class as a practical exploration of computer science concepts relevant to journalism, as well as an opportunity to learn about and test the possibilities of this rapidly developing journalistic medium.

Newsgames: Journalism at Play

The journalistic focus of the class will be on two pressing issues in Trenton New Jersey, the city just blocks away from the location of our college -pollution and food security. Trenton has experienced the difficulties that have beset many industrial American cities: disinvestment, environmental degradation, and a crumbling infrastructure. Enrollments in the federal supplemental nutrition assistance program have risen precipitously in the last five years. How can newsgames make the issues more visible, more comprehensible, and more amenable to citizen dialogue, engagement and resolution?

As part of my preparation for the class, I thought I would create a sample newsgame  in Scratch for the students to critique and remix. The the game below challenges players to buy a week’s worth of groceries on a food stamp budget – about $30/week, according to my research.  (The title reflects my age – when I was growing up, people getting government assistance to buy food got a coupon book from what was called the Food Stamp program. Now, they get an ATM-like card called an “EBT card,” and the program is now called the Supplemental Nutrition Assistance Program.)

The version below is in the user testing phase and will probably undergo some refinements in the fall, but I do not intend to present it to students as a finished product. In addition to some technical glitches, I think it has some important design flaws. I don’t think it has enough story elements to make recreate the experience of having to shop with an EBT card. (what . I have some ideas on how to make it more realistic – swap out the images for images from Trenton, add voices and back stories of real people, add more items to better illustrate the trade-offs people have to make..

Part of the conversation that I want to have with the students is to raise the question of how much information needs to be built into the game, and how much would need to be part of another story package. Maybe this is the wrong focus for a game about food insecurity in Trenton  – perhaps the focus should be on applying for benefits, or running one of our over-stretched food pantries. Perhaps it can be part of a suite of games around this theme.

The idea is to get the students to first try to improve on what I’ve done, and use the strength and weaknesses of my approach, along with the guidance from the texts, to develop their own ideas.

In this series of posts, I want to share some thoughts about what I expect my students to learn from working with this game and creating others like it.

A Note on the Use of Scratch

I chose to use the Scratch programming language for this class for the following reasons:

  • It has a low learning curve, but contains many of the features of more sophisticated  languages
  • It allows programmers to import their own still images and audio, which means that we ought to be able to achieve a strong documentary effect on the games we produce.
  • The Scratch website makes it easy to organize student work into galleries, and the uploading feature of the software has built-in version control, so it’s easy to see how projects evolve.
  • Interactive games and stories can be prototyped in Scratch relatively quickly for larger scale production in a subsequent course. We have done this successfully for several years at The College of New Jersey.

 

In reflecting upon the game design process in the context of journalism pedagogy, and on the use I expect to make of this game in particular, a series of guiding questions and considerations emerge that I want to share here.

Learn more about this project

Game design as journalism: general questions and considerations

  • What’s the journalistic goal of making this or any other newsgame?As with text, video, audio, still images and static information graphics, the value of news games as journalism is a function of editorial judgment and skill. Regardless of the medium, the focus is on the story one is trying to tell.

My goal with the food stamp game is to find new ways to share information and provoke conversations about poverty and the problem of healthy food access in poor communities. The actual experience of shopping with an electronic benefits card (EBT card for short) is something that many Americans, and thousands of Trenton-area residents experienced for the first time during the economic downturn of the last few years. They have joined an often-invisible army of millions. In 2008, the Columbia Journalism Review considered the need for fresh ways of shining a spotlight on the problems of the poor:

“How can a reporter cover that most persistent of problems, poverty, today without making it boring and predictable, or guilt-tripping readers and turning them off?”

Hypothetically, simulations of how poor people attempt to meet basic needs might be a way of engaging news consumers and encouraging further exploration of the issues raised. To test this hypothesis, I plan to have students consider how the Food Stamp game might be improved both as a work of journalism and as a computing artifact. As the course evolves, I expect that other approaches to these and similar projects to emerge.

  • What kinds of stories and issues lend themselves best to newsgames and especially, to which type of game? Should the game stand alone or should it be combined with other forms of storytelling and exposition?

Using Wired.com’s “Cutthroat Capitalism” interactive feature and simulation game about the business model behind Somali piracy as an example, the Bogost text notes that game design techniques open up ways of revealing complex systems. Both the feature and the game make the point that piracy continues off the coast of Somalia because the shipping companies targeted find it more profitable to risk being pirated and pay ransoms than to change their shipping routes. For their parts, the pirates also find the potential wealth to be garnered from crime to be more lucrative than the alternatives available to them, despite the risk of arrest or violence.

The feature uses the expository technique of process analysis, a method for explaining the how or why something happens or is done. This is a common technique in magazine writing, especially for articles designed to impart personal advice, or to explain how a big news event happened. tt frequently lends itself to a very structured layout with accompanying graphics. (This Jan. 1992 Black Enterprise package, “The Big Comeback” which I worked on with Dawn Baskerville, is typical – it offers advice on how to recover after falling into debt.)

The Wired.com narrative feature, though, tries to do something more ambitious, which is to make an economic analysis interesting and accessible.

Wired’s Cutthroat Capitalism feature story and game broke new ground

It is organized into four sections:

  1. The Hot Zone:Pirates Know Plunder Pays
  2. The Attack: Shippers Brave Shortcuts Through Pirate Waters
  3. The Negotiation: Offer or Counteroffer, Shoot or Stand Down?
  4. The Resolution: Sealing the Deal and the Getaway

From the perspectives of computer science and game design, Wired.com structured and highly visual approach to the narrative was highly conducive to the kind of abstraction needed to create a game to complement the feature.

The process analysis method contrasts with the human-interest angle, another popular feature writing technique for approaching complex issues. Human interest stories help us understand what it feels like to be caught in the middle of a complex event, as Alfred Lubrano of the Philadelphia Inquirer does beautifully in his 2010 series on hunger in Philadelphia’s first congressional district.  Lubrano shows us hardworking parents rendered incapable of feeding their kids by sudden job losses, and spotlights a dedicated social worker struggling to help them. The series had an impact, too – readers responded by helping one mother find a new job and an apartment.

In theory, a well-designed game could complement a strong human-interest series. The food stamp game is one example of such a complementary

A Portrait of Hunger - by Alfred Lubrano
Alfred Lubrano’s Philadelphia Inquirer series on hunger inspired readers to help one struggling mother find a new job and home for her family.

effort. Other examples might be designed around the challenges faced by a social worker struggling with a burgeoning caseload,  or a social entrepreneur looking for ways to bring jobs and a healthy environment back to the community.

  • How do the journalism goals of the game translate into design requirements – and constraints- for the game?

Creating a game from a complex narrative, whether real or imagined, requires a level of abstraction that can have all kinds of unintended results. The interactive story Façade has been hailed for the sophistication of the artificial intelligence that allows the gamer to participate in a drama whose narrative arc bears an impressive similarity to the Edward Albee masterpiece, Whose Afraid of Virginia Woolf. In 2007 and 2008, I asked a number of students and others to play Façade and observed the results. After watching about 40 people between the ages of 15 and 45 participate in the story, I saw a consistent tendency to “game” the story. Instead of becoming immersed in the drama, players did things that they thought would skew the game one way or another, often with results they found hilarious. I think that this was partially a function of the rudimentary quality of the 3-D graphics (a compromised necessitated by the processing requirements of the AI.)  It became obvious that the experience of Façade is nothing like that of the drama that inspired it. This may be fine in this instance because the two works stand apart from each other, but a similar result in a game with a journalistic purpose threatens to trivialize the story or issue that it is trying to elucidate.


Clearly, then, the journalistic success of The Food Stamp Game project requires careful attention to the dramatic elements – or the storytelling experience of the game, along with the formal game elements (such as rules) or the technical requirements. For a further understanding of these challenges, I will have students turn to the guidance in Tracy Fullerton’s Game Design Workshop: A Playcentric Approach to Creating Innovative Games along with some of the project management techniques that my colleagues and I have developed in seven years of teaching game design at The College of New Jersey. I will discuss this in a subsequent post.

Acknowledgements: This work draws upon research funded by Microsoft Research and National Science Foundation grants 0739173 and 0829616

Sidebar: How Kevin Brooks Found the Common Ground Between Writing and Computer Science

I first came across Kevin Brooks’ work around the time he was completing his Ph.D. dissertation at the MIT Media Lab on a technology and method for telling multithreaded interactive stories. Since earning his Ph.D. in 1999, Brooks has applied his knowledge of computer science and storytelling to the process of product and service design for Motorola. I was particularly interested in talking to him because his work arises from the isomorphism between writing and programming.In this video, he explains what he does as a technology storyteller, and explains how he found a way to integrate fields that had once seemed so separate. He has also shared his insights in a book that he co-authored with Whitney Quesenbery, Storytelling User Experience: Crafting Stories for Better Design (Rosenfeld Media, 2010).By the way, Brooks also performs as a storyteller. Here he is performing at 2010 storytelling event sponsored by Massmouth :

Sidebar: Learning about learning – a conversation with Deborah Tatar

Dr. Deborah Tatar, Virginia Tech
Deborah Tatar, cognitive scientist at Virginia Tech

Deborah Tatar is a cognitive scientist at Virginia Polytechnic University whose current research focuses on understanding and clearing the obstacles to student learning in mathematics and science. For example, she was a principal investigator on the SimCalc project, a software-based interactive math curriculum for middle schoolers that has shown demonstrable success when accompanied by professional development for teachers. She is a collaborator on the CPATH Distributed Expertise project for which I am a co-PI.

In this conversation about what it takes to bring students from under-represented groups into computing, Tatar cautions against easy generalizations and simplistic solutions, offering intriguing possibilities for ways in which we can assist learners in finding the paths to understanding that are most appropriate for them.

Tatar’s insights remind me of Georgetown University math professor Jim Sandefur’s use of “think-alouds” – recorded interviews with students who explain their thought processes while working on math problems. It also echoes and complements the insights from Visible Knowledge Project, spearheaded by Randy Bass during the last decade. I was a researcher in that project in the early 2000s. My research project for VKP, “Blogging on the Beat” details my action research project on whether having journalism students keep blogs will lead deeper and more richly-sourced reporting.

This interview is part of my work in progress: The Re-Education of Me: Journalism, Diversity and Computing. Pearson, a long-time professional writing practitioner and educator, is using auto-ethnography and literary journalism to probe the implications of the transformation of journalism by computer science for journalism education. This interview was recorded at the National Science Foundation’s CE 21 community meeting in New Orleans, Lousiana Jan. 30, 2011.

View the interview (Quicktime file, runtime about 26 minutes)

Mrs. Jefferson’s “Sympathetic Touch” Meets Mrs. Masterman’s Philanthropy

The Re-education of Me Table of Contents

  1. What we investigate is linked to who we are
  2. The Me nobody knew then
  3. Mrs. Jefferson’s “Sympathetic Touch” meets Mrs. Masterman’s Philanthropy
  4. Discovering Masterman, discovering myself
  5. The electronic music lab at Masterman School
  6. The Interactive Journalism Institute for Middle Schoolers and the quest for computing diversity

“The proper education of any people includes sympathetic touch between teacher and pupil, knowledge on the part of the teacher, not simply of the individual taught, but of his surroundings and background, and the history of his class and group; and contact between pupils, and between teachers and pupil, on the basis of social equality, as will increase this sympathy and knowledge; facilities for education, equipment and housing, and the promotion of such social and extra-curricular activities as will tend to induct the child into life.”

WEB Du Bois

Does the Negro Need Separate Schools?” (1935)

One day during second grade at Kearny Elementary School, I was called out of class to go to the office. This would have been sometime during the 1964-5 school year.  I was introduced to a white man in a dark suit and told to sit at at table. I don’t remember what the man looked like or what he said – only that he gave some games to play and puzzles to complete. Some of them were on paper, and others involved blocks and other manipulatives. I think it was afterward that my parents told me that I had been given an IQ test, that I had scored well, and that I was now being placed on the waiting list for admission to a special school called Masterman. Masterman was described to me as a special school for children like me – children who liked to think, read and ask questions about the world. While the previous post in this series was intended as a broad sketch of those factors in my early life that laid the groundwork for my interest in writing, this post focuses more on the barriers to equal educational opportunity that existed in Philadelphia in the early 1960s, and reflects on one particular intervention in my own early schooling that I suspect was crucial to my future academic progress.

At the time that my entry into Julia Reynolds Masterman Laboratory and Demonstration School was first discussed, the school was only five years old. It was named for the  founder and first leader of the Philadelphia Home and School Council,  and according to a brief New York Times article announcing her death in 1958, she left the School District of Philadelphia a $10,000 trust fund “to help bright pupils finish high school.” Masterman School opened its doors the next year. (Masterman obit)

Mrs. Masterman’s gift appears to have been made necessary in part because of the miserliness of Add Anderson, the District’s business manager from the 1920s until 1962. Reportedly, Anderson’s first priority was to keep taxes down, and as a result, schools throughout the city were poorly staffed and maintained. More than one scholar quoted Peter Binzen’s description of Anderson as, “a penny pincher all his life…a ruthless man filled with contempt for ‘educators.'” Anderson presided over the school district at a time when the number of black children in the district increased substantially because of the Great Migration. Wealthier whites abandoned the schools and the city in droves, and white working-class ethnics were made to feel as if they had been left holding the bag, fomenting a resentment that would spark the rise of tough cop mayor Frank Rizzo.

Structural disparities.Although the district schools had been legally integrated since since 1881, they were functionally segregated: black students were consistently assigned to the most dilapidated schools and fewer resources were directed to those schools. Tracking systems within schools led to black students being disproportionately assigned to “RE” (retarded educable) classes. (References) Scholar Lisa Levenstein recalls a 1960 Philadelphia Bulletin series entitled, “The Slow Learners,”  in which schools superintendent Allen Wetter blamed black children for their plight, calling the children of the Great Migration “culturally deprived slow learners.” The series referred to these “slow learners” as “unlovable characters” responsible for “a tragic deterioration of our schools.” (Levenstein)

In December, 1966, when I was in fourth grade, change came to the Philadelphia schools in the form of a new superintendent named Dr. Mark R. Shedd. According to a New York Times story announcing his appointment, (Reference) Shedd was the 40-year-old Harvard-trained superintendent of the Englewood, New Jersey public schools. He had won praise for negotiating the integration of the public schools there after years of sit-ins and marches. Shedd would bring experimentation to the Philadelphia schools, and become an advocate for disadvantaged students.

Ever since the release of the 1966 study on Equality of Educational Opportunity by sociologist James Coleman, education researchers have been debating the degree to which these kinds of racially disparate investments and attitudes matter. Coleman’s study pioneered the use of regression analysis of large-scale data sets in order to understand the multiplicity of factors that affect school performance. Coleman found family dynamics and the opportunity to attend an integrated school were stronger determinants of success for students of lower socio-economic status than the state of school facilities or teacher training.   Subsequent analysis of the data from that study, as well as subsequent research,  yielded more nuanced conclusions. Among those conclusions was the view that smaller classes (which presumably allow more teacher attention to students) and particular kinds of resource investments can positively affect educational outcomes, especially for African American children. I am reminded of this as I recall a small intervention by one of my teachers at Kearny that was, I suspect, crucial to my subsequent academic success. It was the moment that I still recall with some emotion, nearly half a century later.

Mrs. Jefferson’s “sympathetic touch”

My recollection was that I was enthusiastic about the idea of going to a new school. Although I had warm memories of first grade at Kearny, by second grade I was already feeling out of place. I had started first grade in Mrs. Hayes’ class, where I remembered a lot of picture books and finger painting. After a few weeks, I was moved down the hall to Mrs. Marie Jefferson’s class, where the children were already reading Dick and Jane books. I could sound out letters, but I did not know how to read words yet. (Sonia Manzano, the actress and writer who plays the character Maria on Sesame Street, bears such an uncanny and poignant resemblance to Mrs. Jefferson as I remember her.)

Seeing my plight, Mrs. Jefferson had me come to her desk at the back of the room when the other children were reading silently. She sat me on her lap, opened a Dick and Jane book, and asked me to read to her. I told her I could only sound out letters. She asked me to do that and pointed to a word. “O-H,” I said. “Not ‘o-h,'” she responded. “Oh. The “H” is silent.” We “read” together in this way for a little while longer, and I went back to my seat with the feeling that I had been let in on an incredible mystery.

After that, there was daily reading at home,  the arrival of a set of Britannica Junior Encyclopedias, and regular exposure to children’s literature alongside the sessions spent reading Shakespeare and Plato aloud with my father. (A conversation with my father about those sessions is forthcoming. Suffice to say that it bore many similarities to Chicago educator Marva Collins’ use of the the Socratic method in urban classrooms.)

So while I attended a school where teachers could give us little more than love, my father and stepmother created an incredibly rich intellectual environment for me. These were the things that, in retrospect, probably prepared me academically for Masterman, even as they made me the odd child out at school. For me, going to Masterman promised that I would finally find other kids like me. Educator Salome Thomas-El, who attended Masterman for 5-8 grade in the late 1970s, recalls his own sense of dislocation as he tried to negotiate between the culture at Masterman and that of his inner-city neighborhood:

“I never felt that I was as good as many of my [Masterman] peers, or that I belonged there, or that I was part of [Masterman.]…The kids I knew and liked were still back in the inner-city.

“Each school day, as they went in one direction, I took the bus and went a different way. By my second year at Masterman, I felt strange. I didn’t feel comfortable at Masterman, and yet I no longer belonged with my old friends.” (Thomas-El)

This feeling of dislocation strikes me as a  natural companion for child sent on a journey across the boundaries inscribed by race, class, gender, age and geography – what the late newspaper publisher Robert Maynard called the “fault lines” of  American culture.  It was a journey made by thousands of black children between the 1950 and 1970s  – children integrating schools with or without federal troops, court orders, or civil rights marches. We did not face dogs, hoses or jeering crowds as we entered schools such as Masterman, and except for one teacher, I don’t recall any instances of racism there, but we were crossing barriers nonetheless. Masterman, and later, Girls’ High, would also teach me that black children weren’t the only ones facing obstacles to academic achievement. It was there that I would begin to be introduced to the frustrations experienced by the white ethnic families in Philadelphia who had, they thought, played by the rules of immigration and assimilation only to see those rules change overnight.

What I would come to understand in later years is that Masterman not only afforded me an opportunity for a superior education – it was an opportunity to be socialized into an intellectual community. Without the sympathetic touch of Mrs. Jefferson and her colleagues at Kearny, and the reinforcement I received at home, it’s very possible that opportunity might never have come my way.


Endnotes

  1. “Mrs. John Masterman.” New York Times (1923-Current file); Mar 8, 1958; ProQuest Historical Newspapers The New York Times (1851 – 2007) pg. 17
  2. Sources for Peter Binzen’s description of Add Anderson and racial disparities in the Philadelphia school district: Paul Lyons, The people of this generation: The rise and fall of the New Left in Philadelphia. Philadelphia: University of Pennsylvania press, 2003. p. 15; and Lisa Levenstein, A Movement Without Marches: African American Women and the Politics of Poverty in Postwar Philadelphia UNC Press, April, 2009. p. 125. Levenstein details the policies that shunted black students into inferior schools, and the scapegoating of black families for the subsequent poor performance of black students on pages 126-137.
  3. Levenstein, p. 137
  4. Equality of Educational Opportunity: A 40-Year Retrospective
    Adam Gamoran and Daniel A. Long, WCER Working Paper No. 2006-9 December 2006, 27 p.
  5. Thomas-El, Salome and Cecil Murphrey. I Choose to Stay: A Black Teacher Refuses to Desert the Inner City. New York: Kensington Publishing. 2004, p. 26
  6. “Englewood Educator Named Head of Philadelphia Schools.” New York Times, Dec. 1, 1966. ProQuest Historical Newspapers The New York Times (1851 – 2007)
    pg. 77