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π Digital π Science and technology
Do video games contribute to scientific progress?

Video games and research: a two-way relationship?

with Jean Zeid, Journalist
On October 6th, 2021 |
4min reading time
Raphaël Granier de Cassagnac
Raphaël Granier de Cassagnac
CNRS researcher in particle physics, holder of the "Science and Video Games" chair at École Polytechnique (IP Paris), and writer
Key takeaways
  • With over $100bn annual revenue, video games have the biggest audience in terms of entertainment on the planet.
  • Science and video games have always had an unbreakable bond, both being based on experience and technology.
  • Both make use of innovative technologies: virtual reality (VR), augmented reality (AR), network technology, artificial intelligence (AI), computer graphics, 3D modelling and more.
  • Video game development has driven technological advances in graphics computing and, to a lesser extent, artificial intelligence.
  • Conversely, for Raphaël Granier de Cassagnac, scientific research such as cognitive science can provide inspiration for game experiences.

For the past two years, our aim at the Sci­ence and Video Games research and teach­ing chair has been to facil­it­ate exchanges between three main play­ers: research­ers from all fields of sci­ence, experts from the video game industry and, finally, our stu­dents. The former has known how to use video games to pop­ular­ise sci­ence since the early days of this form of enter­tain­ment. For example, the game Ten­nis for two – the ancest­or of Pong – was developed in 1958 at Brookhaven, a research labor­at­ory near New York. The research­ers’ idea was to demon­strate the cap­ab­il­it­ies of the com­puter to the pub­lic at an open day.

Also, the first gamers were sci­ent­ists from all over the world based in research centres; a situ­ation that las­ted for years before video games became pop­u­lar in the early 1970s. This chair, which relies on a hand­ful of gam­ing pro­fes­sion­als in res­id­ence at Poly­tech­nique, for example, pushes col­lect­ive sci­entif­ic pro­jects that allow some fifty second-year stu­dents to explore the prob­lems asso­ci­ated with video games.

Common points: experience and technology

Sci­ence and video games have always had an unbreak­able bond. Their com­mon fron­ti­ers are two­fold: exper­i­ence and tech­no­logy. Sci­ence, like video games, is all about exper­i­ence; for both, the notions of tri­al and error are cent­ral, essen­tial. Moreover, both sci­ence and video games make use of tech­no­lo­gies, often innov­at­ive ones. Examples include vir­tu­al real­ity (VR), aug­men­ted real­ity (AR), net­work tech­no­logy, arti­fi­cial intel­li­gence (AI), com­puter graph­ics, 3D mod­el­ling and more. In 2016, aug­men­ted real­ity was glob­ally pop­ular­ised by a game, Poké­mon Go, which achieved half a bil­lion down­loads only three months after its release. New digit­al tech­no­lo­gies have been used very quickly to pro­duce or enrich games. The lat­ter some­times even serve as illus­trat­ors, if not pop­ular­isers, of these same technologies.

In my opin­ion, video games com­bine at least four import­ant ele­ments that explain this strong link. Firstly, it has an audi­ence, the largest in terms of enter­tain­ment on the plan­et, with over $100bn annu­al rev­en­ue. In fact, almost every­one plays today, thanks to mobile phones. The second aspect is the power of rep­res­ent­a­tion of the mov­ing image, which can also be found in anim­ated films. The third import­ant fea­ture is game mech­an­ics. These mech­an­ics can be inspired by the sci­entif­ic approach, allow­ing people to under­stand an envir­on­ment through experience.

Finally, the fourth asset is the strength of inter­activ­ity in learn­ing. One of the best ways to learn is to put know­ledge into prac­tice rather than to be sub­jec­ted to it. For example, as a teen­ager, I felt that I under­stood some­thing about the his­tory of human civil­isa­tion by play­ing the game Civil­iz­a­tion. It was an ideal first step towards a more ser­i­ous course or con­tent. So, games are fant­ast­ic tools for learn­ing or at least for illus­trat­ing science.

Video games in the service of research

But can video games help research? On the face of it, this enter­tain­ment industry has driv­en devel­op­ment in tech­no­logy of graph­ics com­put­ing, and to a less­er extent, arti­fi­cial intel­li­gence. Com­puter graph­ics because with the advent of 3D, the gam­ing industry has seized on every advance in this tech­no­logy, often before the anim­a­tion industry. A French game like Alone in the Dark, in 1992, was a pion­eer in this field.

AI has seen pro­gress thanks to video games, too. You may remem­ber when Deep Blue, the IBM super­com­puter, man­aged to beat Garry Kas­parov at chess in 1997. Is it con­sidered a video game or not? It’s a ques­tion of defin­i­tion. Today, video games at least advance AI because they rep­res­ent a new chal­lenge. In 2019, AlphaStar, an AI sys­tem designed by Deep­Mind – a sub­si­di­ary of Google – ranked among the top 0.2% of play­ers in the world on the game Star­craft 2. The best human play­ers are able to per­form about 300 actions per minute with infin­ite com­bin­at­or­ics; still a major chal­lenge for an AI.

But in some cases, the play­ers’ intel­li­gence can be used to solve prob­lems that AI can­not. This is the case of the game Foldit, which has been try­ing for sev­er­al years to provide a col­lect­ive answer to unsolved pro­tein fold­ing prob­lems in bio­logy. After solv­ing the struc­ture of an enzyme called M‑PMV in 3D in 2011, the plat­form was used in the fight against Cov­id-19 to make the 200,000 play­ers on the site ‘work’ togeth­er. But just recently, Deep­Mind announced that they had bent this prob­lem thanks to AI.

In fact, while I doubt that there will be much more pro­gress of this kind for the hard sci­ences, there is still a lot of research to be done on the play­er, his brain, his social atti­tudes, etc. When the sub­ject becomes human­ity, there is still, in my opin­ion, a lot to be done using video games and what they can provide in terms of data. The cog­nit­ive, social, and eco­nom­ic sci­ences should take advant­age of this in the years to come, via crowd­sourcing for example.

Science at the service of video games

Finally, we can ask the oppos­ite ques­tion. Can sci­ence inspire game exper­i­ences? This is one of the aspects I believe in the most. There have been thought exper­i­ments in games for a few years now. A play­er with a hel­met on his head is able to play a kind of Space Invaders without a con­trol­ler, just by think­ing. This is an example where a sci­ence, cog­nit­ive sci­ence in this case, would help to pro­duce a new tech­no­logy, in this case the hel­met, which can cap­ture the player’s thoughts and trans­late them into com­mands. If research makes advances on this issue, it will lead to new innov­at­ive games. From these games, we will be able to col­lect the data pro­duced by the play­ers. And ask, for example, how cog­nit­ive pro­cesses and the brain itself work. Once again, sci­ence will be re-fuelled by video games.

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