Play is the best teacher
Feeling jealous? There are currently some 30 graduate students (or playmates?) who, just like Liu, are having a good time in NTUE's graduate school of toy and game design, established in 2002.
The "research materials" include wooden toys, TV and computer games, action toys, figurines, things ridable, remote controlled toys, models--the list goes on. Some students are researching card and board games as well as physical, mental, and interactive games for individuals and groups.
"Games are the highest form of education," explains school chairperson Chang Shih-tsung, whose own mish-mashed academic background spans architecture, art, and education. Games challenge you personally and give you an opportunity for "self-actualization." They are activities that anybody can participate in and that give you a great feeling of accomplishment. As humans, we play almost from the moment we are born, without anybody telling us to. The graduate school of toy and game design encourages students to make the next logical progression--games that educate. The program's goal is to "use toys and games to produce educational entertainment and entertaining education."
The school's teachers and students are searching for the "fun and games gene" to find answers to a myriad of questions like--Why do we find toys and games so much fun? How can we make them more so? How can teaching be incorporated into amusement? Apart from educating, what other functions do toys and games have?
Let's take a look at graduate student Peng Chai-chen's study of "input devices and game interaction" as an example. He took Ballance, a game popular on the Internet, and exchanged the keyboard for a handheld round control device to make the game feel more convincing.
Peng explains that his inspiration comes from watching children play video games. "When kids use keyboards or push buttons to play the game, their bodies tend to move involuntarily along with the action taking place in the game, leaning this way and that as if they were part of the virtual game." This observation gave him a brilliant idea--a new input device to increase that feeling of "being there."
Chuang Hsueh-wen, who majored in information engineering, finds educational toys fascinating and is currently researching the idea of using the computer game Tetris to teach mathematics. Research topics being studied by other students include toys that help with physical rehabilitation and educational toys for autistic children.
The world at their feet
Chang's twin objectives for this graduate program are to incorporate toys in education, and to integrate the principles used in traditional toys into modern ones and share them with the world.
Taiwan's children no longer play with traditional toys from years ago; rather, they prefer battle tops, Pokemon, beetle cards, BB-Daman Bakugaiden, and every flavor of video game imaginable, all of which can be found on the shelves of toy stores almost anywhere in today's global village.
Chang has collected and researched Taiwan's traditional toys, like "seven-piece puzzles" and "nine magic rings," for years, and is dedicated to reintroducing to the world the wisdom that went into them. He explains that brainteasers like the nine magic rings, which are based on the binary principle, were once known as "a way to keep your guests from leaving." It's a pity that today, they are likely as not to scare them away.
Chang points out that Cambridge University's Professor Joseph Needham once praised the seven-piece puzzles and nine magic rings as the epitome of China's brainteaser games. They look deceptively simple, but these brilliantly enjoyable puzzles will put your noggin through the wringer. The principles behind them are worth incorporating into the design of modern toys.
The return of the king(dom)
Toys and games--not just for fun anymore. It's common knowledge that back in the 1980s, Taiwan was renowned as the toy OEM capital of the world. High production costs, however, have scattered manufacturers to the four winds. But profits from the two sides of the "smile curve" (R&D and marketing) are much higher than those of the dipping center (manufacturing), so to stay alive, Taiwan's game industry needs to shift its focus to R&D and design.
The Graduate School of Toy and Game Design is a new program that brings together a variety of fields from architecture and art to education and IT in hopes of attracting students with backgrounds in design and like to "work hard and play hard."
If you like to play and have that all-important "fun gene," the Graduate School of Toy and Game Design wants you to come out and play!