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Understanding “Serious” Games
Jonathan Frye, Ed. S. New York University
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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
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Definition serious games
Bergeron, (2006): “a serious game is an interactive computer application, with or without a significant hardware component, that: has a challenging goal, is fun to play and/or engaging, incorporates some concept of scoring, and imparts to the user a skill, knowledge, or attitude that can be applied in the real world.” (pg. xvii)
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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
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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)
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Goals of Serious Games Flow (Csikszentmihalyi) Scaffolding
Balancing challenge Scaffolding “Transfer” Knowledge System Understanding Attitude/behavior change
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Taxonomy of Serious Games (Sawyer & Smith, 2008)
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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
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Sectors cont. (Sawyer & Smith, 2008)
Education Ex. Math, Science, current events etc. Corporate: Ex. Training, continuing education, company policy Industry Ex. Training, Skills acquisition
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Uses Learning & Education Health Sciences Advertising Training
Science and Research Art/Statement Journalism
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Sawyer & Smith, 2008
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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
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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
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Advertising “Advergames” Using product themes and characters in games
Product placement within a game (similar to in movies)
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Training Often about learning tasks, policies, or skill acquisition
Employee Military Ex. Situational Awareness training Ex. America’s Army
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Science and Research Ex. Military research using simulated environments Ex. Sharkrunners
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Art/Statement Art Statement
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
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Games for Change Ayiti Darfur is Dying Budget Hero Climate Challenge
Manage a rural family in Haiti Darfur is Dying Budget Hero Climate Challenge Peacemaker Conflict in the Middle East
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News/Journalism Newsgames (Bogost et al., 2010) Ex. September 12th
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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?
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