Understanding “Serious” Games Jonathan Frye, Ed. S. New York University.

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Understanding “Serious” Games Jonathan Frye, Ed. S. New York University

Transcript of Understanding “Serious” Games Jonathan Frye, Ed. S. New York University.

Understanding “Serious” Games

Jonathan Frye, Ed. S. New York University

Essential Game Elements• Huizinga (1950)

• Free activity, outside “ordinary” life, not “serious”• Absorbs the player• No material interest or profit• Distinct Boundaries of time and space

• Caillois (1961)• Free (voluntary), separate (time and space)• uncertain, unproductive, governed by rules, make-believe

• Salen and Zimmerman (2003)• A system in which players engage in an artificial conflict, defined

by rules, that results in a quantifiable outcome

Definition serious games

Advantages of Games• Motivation/Engagement• Interactivity• Mechanic is the Learning

• To beat the game is to learn the message/skill• But only when done right, very difficult• Beyond content to problem solving/systems learning

• Adaptive to the Learner• Real-Time Assessment

• Analytics/Data/Log Files

Simulations and Games• Squire (2003) examples of uses:

• manipulate otherwise unalterable variables• enable students to view phenomena from new

perspectives• observe systems behavior over time• pose hypothetical questions to a system• visualize a system in three dimensions• compare simulations with their understanding of the

system (p. 5)

Goals of Serious Games• Flow (Csikszentmihalyi)

• Balancing challenge• Scaffolding• “Transfer” Knowledge• System Understanding• Attitude/behavior change

Taxonomy of Serious Games (Sawyer & Smith, 2008)

Sectors (Sawyer & Smith, 2008)

• Government & NGO:• Defense:

• Ex. America’s Army, Skills based training• Healthcare:

• Ex. Surgery Simulations, Check-up routines• Marketing and Communication:

• Ex. Product placement, use of company characters

Sectors cont. (Sawyer & Smith, 2008)

• Education• Ex. Math, Science, current events etc.

• Corporate:• Ex. Training, continuing education, company policy

• Industry• Ex. Training, Skills acquisition

Uses• Learning & Education• Health Sciences• Advertising• Training• Science and Research• Art/Statement• Journalism

Sawyer & Smith, 2008

Learning & Education• Any subject you can imagine• History/Context, ex. Quest Atlantis, Civilization

Series• Math, ex. Dimenxion M, Lure of the Labyrinth• Physics, ex. Waker, Crayon Physics• Biology, ex. Beetle Readers

Health Sciences• Training/Practice for aspiring doctors and nurses

• Ex. Conducting an exam; the steps involved in surgery• Uses with Patients

• Psychological/Physical Therapy• Education• Ex. Re-Mission

Advertising• “Advergames”• Using product themes and characters in games• Product placement within a game (similar to in

movies)

Training• Often about learning tasks, policies, or skill

acquisition• Employee• Military

• Ex. Situational Awareness training• Ex. America’s Army

Science and Research• Ex. Military research using simulated environments• Ex. Sharkrunners

Art/Statement• Art

• Brenda Brathwaite’s “Mechanic is the Message Series”

• One Falls for Each of Us• Train

• Statement• Games for Change.org

• Human Rights, Economics, Public Policy, Public Health, Poverty, Environment, Global Health, News, Politics

Games for Change• Ayiti

• Manage a rural family in Haiti • Darfur is Dying• Budget Hero• Climate Challenge• Peacemaker

• Conflict in the Middle East

News/Journalism• Newsgames (Bogost et al., 2010)• Ex. September 12th

Class activity• Get into groups of 2-3 and play a game from the

GamesforChange.org website• Topics to discuss/think about:

• What is the learning objective?• Is it part of the mechanic?• How would you assess learning?

• Is the game engaging?• How could the design/mechanic be improved?