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We show how we intend to include two meta-techniques in LOITER, a serious game about social interaction. In this game, players can interact with virtual characters with the ultimate goal of improving their own social awareness. We have constructed sets of learning goals around the interpersonal circumplex, a model for social interaction also used in the training curriculum of the police academy. The meta-techniques we are developing can assist players in attaining these learning goals by providing both feedback and insight into what is at play in characters’ minds.
Citation preview
Jeroen Linssen | PhD candidateHuman Media Interaction
University of Twente
Meta-techniques for a Social Awareness Learning Game
Mariët Theune
What?
• Improving social awareness
• Serious game with virtual characters
• Use meta-techniquesto stimulate reflection
• Context: law enforcement
Game Learning
How?
• Learning goals
Tasks that support these goals
• Interpersonal interaction: stance
• Bloom’s Taxonomy• Classify behaviour in terms of stance• Express a stance to invite a person to
behave in a desired way
• Experience different scenarios withdifferent character personalities
Dominance
Aff
ectio
n
LeadingAggressive
FollowingUnsociable
Game Learning
Meta-what?
• Meta-techniques from larps:communicating out-of-characterinformation
• Inner voice, ‘act break’
So…?
• Meta-techniques stimulate attainment of learning goals
• Next steps:1. Implement!
2. Evaluating player’s attainmentof learning goals
3. Interaction modality
4. Using integrated evaluation toadapt game
5. More meta-techniques...?
And they learned happily ever after...
mail [email protected]
blog jmlin.eu/phd
Social Simulation and Serious Games ss4sg.eu
IUALL.nl
Thanks for listening!
Let’s discuss...
Thanks for listening!
Let’s discuss...
(later)
Publications
• Bruijnes, M., Linssen, J.M., op den Akker, H.J.A., Theune, M., Wapperom, S., Broekema, C., & Heylen, D.K.J. (2014). Social Behaviour in Police Interviews: Relating Data to Theories, in Poggi, I., Vincze, L., & Vinciarelli, A. (eds.) Conflict and Negotiation: Social Research and Machine Intelligence, Springer, Berlin.
• Linssen, J.M., Theune, M., & de Groot, T.F. (2013). What Is at Play? Meta-techniques in Serious Games and Their Effects on Social Believability and Learning. In Proceedings of the Social Believability in Games Workshop.
• van Oostendorp, H., van der Spek, E.D., & Linssen, J.M. (2014). Adapting the Complexity Level of a Serious Game to the Proficiency of Players. EAI Endorsed Transactions on Serious Games, 14(2).
References
• Belarbi, S., Bergström, K., Ebbehøj, S. L., Hansen, E. E., Fatland, E., Giæver, O. P., … Westlund, A. (2010). Nordic larp. (J. Stenros & M. Montola, Eds.).
• Gurtman, M. B. (2009). Exploring Personality with the Interpersonal Circumplex. Social and Personality Psychology Compass, 3(4), 601–619.
• Koops, M., & Hoevenaar, M. (2012). Conceptual Change During a Serious Game: Using a Lemniscate Model to Compare Strategies in a Physics Game. Simulation & Gaming, 44(4), 544–561.
• Larp photograph: CC-BY-SA-2.0-de Ralf Hüls.
Links
• Human Media Interaction: http://hmi.ewi.utwente.nl• T-Xchange: http://www.txchange.nl• RE-liON: http://www.re-lion.com