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AN ORIENTATION TO SERIOUS GAMES Fall 2011 by Anne Derryberry Analyst, Sage Road Solu@ons Producer/Designer, I’m Serious

Orientation to Serious Games

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 AN  ORIENTATION  TO  SERIOUS  GAMES    Fall  2011    by  Anne  Derryberry  Analyst,  Sage  Road  Solu@ons  Producer/Designer,  I’m  Serious  

Table  of  Contents  

Sec@on  1:    What  Is  a  Game?  Sec@on  2:    The  Serious  Side  of  Games  Sec@on  3:    Examples  of  Serious  Games    Sec@on  3:    Essen@al  Terminology  

Fall  2011   Anne  Derryberry,  Sage  Road  Solu@ons,  LLC   2  

WHAT  IS  A  GAME?  Sec@on  1  

Fall  2011   Anne  Derryberry,  Sage  Road  Solu@ons,  LLC   3  

Common  Game  ARributes  • No  single,  unified  defini@on  of  “game”  •  Essen@al  elements  include:  •  Bounded  game  space,  including  ar@facts  •  End-­‐state  goal  =  winning  •  Conflict(s)  or  challenge(s)  •  Rules  •  Player(s)  

• No  technology  requirement.  Most  game-­‐oriented  learning  ini@a@ves  are  technology-­‐based.  

Fall  2011   Anne  Derryberry,  Sage  Road  Solu@ons,  LLC   4  

A  Game  Is  a  Complex  System  •  Rules  •  Variable  and  quan@fiable  outcomes  •  Content,  context,  goals  are  factors  each  @me  game  is  played  

• Outcomes  “economy”  •  Both  posi@ve  (harder  to  reach)  and  nega@ve  (easier  to  reach)  •  Reflected  through  levels,  points,  badges,  grades  

•  Player(s)  and  player  work/effort/investment  •  Players  must  do  things  (e.g.  complete  tasks),  cannot  be  passive  

•  Player  aRached  to/invested  in  outcome  • What  the  player  does  influences  outcome,  not  just  chance  

• Nego@able  consequences  

Fall  2011   Anne  Derryberry,  Sage  Road  Solu@ons,  LLC   5  

Adapted  from  Jesper  Juul  hRp://[email protected]/object/juul_gamectr.html  Danish  School  of  Design  and  NYU    

A  Game  Is  a  Closed  System  

•  A  game  is  self-­‐contained  •  It  doesn’t  require  or  rely  on  external  input  •  It  doesn’t  provide  output  (e.g.,  a  student  record)  to  external  systems      

Fall  2011   Anne  Derryberry,  Sage  Road  Solu@ons,  LLC   6  

Games  Are  Classified  by:  

Fall  2011   Anne  Derryberry,  Sage  Road  Solu@ons,  LLC   7  

Purpose  

•  Entertainment  •  Serious,  i.e.,  all  non-­‐entertainment  purposes,  e.g.,  •  Learning  (educa@on,  training,  lifelong)  

•  Advocacy  •  Collabora@on  and  problem-­‐solving  

•  Physical  fitness  

Genre  

•  Role-­‐playing  •  Strategy  •  Puzzle  •  Simula@on  •  First-­‐person  shooter  

•  Hidden  objects  

Approach  to  Play  

•  Solo  •  Parallel  •  Social  •  Coopera@ve/  collabora@ve  

•  Compe@@ve  

Technology  

•  Plaiorm  •  Hardware  •  Sojware  •  Hybrid  •  Augmented  reality  

•  Alterna@ve  reality  

•  Transmedia    

Entertainment  Games  Are    Changing  Our  Lives  and  Culture  in  the  US  

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Fall  2011   Anne  Derryberry,  Sage  Road  Solu@ons,  LLC   8  

145   47   215   29   21.6   26  

Sources:  US  Na6onal  Gamers  Survey,  conducted  June  2011  by  Newzoo    (www.newzoo.com/ENG/1589-­‐Infograph_  US.html),  and  Humana  Games  (www.humana.com).    

THE  SERIOUS  SIDE  OF  GAMES  Sec@on  2  

Fall  2011   Anne  Derryberry,  Sage  Road  Solu@ons,  LLC   9  

“Entertainment  Games”  Make  Sense.    What  Are  Serious  Games?  •  “Serious  games”  first  introduced  by  Clark  Abt  in  1970  in  book  of  same  name.  (hRp://www.abtassociates.com/page.cfm?PageID=452)    

 •  Brought  to  wider  use  by  Woodrow  Wilson  Int’l  Center  for  Scholars  with  2002  launch  of  “Serious  Game  Ini@a@ve”  to  encourage  development  of  games  that  address  policy  and  management  issues.  Subsequently,  included  Games  for  Change  and  Games  for  Health.  (www.seriousgames.org)  

Fall  2011   Anne  Derryberry,  Sage  Road  Solu@ons,  LLC   10  

Serious  Games  Meet  Computers  

• Updated  defini@on  by  Mike  Zyda  in  2005*:    •  a  mental  contest,  played  with  a  computer  in  accordance  with  specific  rules,  that  uses  entertainment  to  further  government  or  corporate  training,  educa@on,  health,  public  policy,  and  strategic  communica@on  objec@ves.  

• NOTE:  Computers  were  “necessary”  because  this  defini@on  was  derived  for  use  by  the  Ins@tute  of  Electrical  and  Electronics  Engineers.  

Fall  2011   Anne  Derryberry,  Sage  Road  Solu@ons,  LLC   11  

*  Zyda,  M.  2005,  From  visual  simula@on  to  virtual  reality  to  games.  IEEE  Computer,  Sept  2005.      

Gartner  Hype  Cycle  for  Emerging  Technologies    Includes  Games  

Fall  2011   Anne  Derryberry,  Sage  Road  Solu@ons,  LLC   12  

hRp://www.gartner.com/hc/images/215650_0001.gif    

Many  Industries  and  Disciplines  Use  Serious  Games  to  Reach  Audiences  

Fall  2011   Anne  Derryberry,  Sage  Road  Solu@ons,  LLC   13  

Emergency  Services  

Social  Goo

d  

Journalism  

Healthcare  

Workplace/  Personal  Produc@vity  

Military  

Corporate  

Training  

Poli@cs  

Government  

Marke@ng  &  Adver@sing  

Educa@on  

The  Apply  Group  predicts  that  between  100  and  135  of  the  Global  Fortune  500  will  have  adopted  games  for  learning  by  the  end  of  2012,  with  the  United  States,  United  Kingdom  and  Germany  leading  the  way.  

Many  Forms/Formats  for  Serious  Games    -­‐      Known  by  Many  Names  •  Learning  Games  •  Educa@on  games  •  Training  games  

•  Simula@on  games  •  Virtual  Reality  Games  •  Alternate-­‐Reality  Games  •  Edutainment  • Digital  Game-­‐based  Learning  •  Synthe@c  Learning  Environments  

• Newsgames  •  Immersive  Learning  Simula@ons  •  Social  Impact  games  •  Persuasive  Games  • Games  for  Change  • Games  for  Good  • Games  for  Health  • Gamifica@on  • Gamified  [whatever]  •  Augmented  Reality  Games  

 

Fall  2011   Anne  Derryberry,  Sage  Road  Solu@ons,  LLC   14  

Organiza@ons  Use  “Gamifica@on”  Techniques  to  Engage  Audiences      • Gamifica@on  =  game  dynamics  and  reward  systems  applied  to  an  online  experience  in  order  to:  •  promote  awareness,  adop@on  and  aRachment  •  induce  par@cipa@on  • make  tedious  content/ac@vi@es  seem  less  odious  

• Based  on  behavior  management  systems  that  give  recogni@on  for  par@cipa@on,  engagement  via:  •  Contests  •  Badges  •  Leaderboards  

Fall  2011   Anne  Derryberry,  Sage  Road  Solu@ons,  LLC   15  

EXAMPLES  OF  SERIOUS  GAMES  Sec@on  3  

Fall  2011   Anne  Derryberry,  Sage  Road  Solu@ons,  LLC   16  

Fall  2011  

Anne  Derryberry,  Sage  Road  Solu@ons,  LLC  

17  

 Military   Corporate  Training  

         Defense  Acquisi@on  University  uses  games  

and  simula@ons  in  three  different  ini@a@ves:  Games  in  Curriculum,  Games  in  Con@nuous  Learning  Modules,  and  Mini-­‐Games—each  of  which  was  created  with  the  end  result  of  learning  in  mind.    hRps://clc.dau.mil/games  

Innov8,  the  IBM  Business  Process  Management  (BPM)  simula@on  game,  gives  both  IT  and  business  players  a  beRer  understanding  of  how  effec@ve  BPM  impacts  an  en@re  business  ecosystem.  hRp://www-­‐01.ibm.com/  sojware/solu@ons/soa/innov8/index.html  

Anne  Derryberry,  Sage  Road  Solu@ons,  LLC  

Fall  2011   Anne  Derryberry,  Sage  Road  Solu@ons,  LLC   18  

MarkeAng  

               Dunkin’  Donuts  uses  its  Facebook  page  to  put  up  games  to  promote  their  brand.  Winners  win  coupons  to  purchase...  Dunkin’  Donuts  food  items.  hRp://www.facebook.com/  DunkinDonuts?sk=app_116533491769429    

Workplace/Personal  ProducAvity  

               Based  on  social  intelligence  research  conducted  at  McGill  University,  MindHabits  presents  stress  bus@ng,  confidence  boos@ng  games  designed  to  help  players  develop  and  maintain  a  more  posi@ve  state  of  mind.  hRp://www.mindhabits.com/index.php  

Fall  2011   Anne  Derryberry,  Sage  Road  Solu@ons,  LLC   19  

Government  

As  part  of  its  outreach  efforts  to  kids,  the  CIA  has  included  a  number  of  games  on  its  website.  Games  “test”  players’  intelligence-­‐gathering  abili@es.  hRps://www.cia.gov/kids-­‐page/  games/index.html  

Emergency  Services  

 With  the  services  of  the  University  of  Maryland  CATT  LAB,  the  I-­‐95  Coali@on  has  designed  and  developed  a  virtual  traffic-­‐incident  management  training  system  for  first  responders.    hRp://www.caRlab.umd.edu/  index.php?page=research&a=00028  

Fall  2011   Anne  Derryberry,  Sage  Road  Solu@ons,  LLC   20  

PoliAcs   Social  Good  

                   

Campaign  Game  is  a  poli@cally-­‐themed  turn-­‐based  tac@cal  combat  game.  You  choose  a  candidate,  pick  your  staff,  and  literally  fight  it  out  with  the  opposi@on  —  slinging  mud,  launching  aRack  ads,  and  holding  rallies  to  capture  states  and  earn  funds.  www.kongregate.com/games/  thup/campaign-­‐game  

EVOKE  was  developed  by  the  World  Bank  Ins@tute  as  a  “10-­‐week  crash  course”  in  changing  the  world.  It  is  free  to  play  and  is  open  to  everyone,  everywhere.  The  goal  of  the  game  is  to  help  empower  people  all  over  the  world  to  come  up  with  crea@ve  solu@ons  to  our  most  urgent  social  problems.    hRp://www.urgentevoke.com/  

Fall  2011   Anne  Derryberry,  Sage  Road  Solu@ons,  LLC   21  

Journalism   Healthcare  

 

Budget  Hero,  produced  by  American  Public  Media,  provides  an  interac@ve  experience  involving  policy  op@ons  that  have  been  extensively  researched  and  veRed  with  non-­‐par@san  government  and  think  tank  experts  to  enable  players  to  objec@vely  evaluate  candidates.    hRp://budgethero.publicradio.org/  widget/widget.php#    

Humana’s  Famscape  is  an  online  experience  that  rewards  players  for  improving  their  real  world  health  and  lifestyle.  An  online  community  of  family  and  friends  mo@vates,  encourages  and  challenges  each  other  to  strive  for  and  sustain  healthy  living  and  a  balanced  life.  hRp://www.myfamscape.com/    

Fall  2011   Anne  Derryberry,  Sage  Road  Solu@ons,  LLC   22  

Problem-­‐solving   Charity  

 

Foldit,  developed  at  the  University  of  Washington,  aRempts  to  predict  the  structure  of  a  protein  by  taking  advantage  of  humans’  puzzle-­‐solving  intui@ons  and  having  people  play  compe@@vely  to  fold  the  best  proteins.  hRp://fold.it/portal/  

Wetopia  is  a  social  game  on  Facebook.  Players  build  a  town,  and  use  the  Joy  points  they  earn  to  donate  to  children’s  chari@es  around  the  world.  hRps://www.facebook.com/WeTopiaOfficial  

ESSENTIAL  TERMINOLOGY  Sec@on  4  

Fall  2011   Anne  Derryberry,  Sage  Road  Solu@ons,  LLC   23  

Essen@al  Terminology  Alternate-­‐reality  game  –  an  interac@ve  narra@ve  that  uses  the  real  world  and  game  elements  as  a  plaiorm  to  tell  a  story  that  may  be  affected  by  par@cipants'  ideas  or  ac@ons.  Ojen  involves  mul@ple  media,  in  which  case  can  be  referred  to  as  “transmedia  games”      Augmented-­‐reality  game  –  games  relying  on  a  live  direct  or  an  indirect  view  of  a  physical,  real-­‐world  environment  whose  elements  are  augmented  by  computer-­‐generated  sensory  input  such  as  sound,  video,  graphics  or  GPS  data      Casual  game  –  a  single-­‐player  game  that  can  be  completed  in  10-­‐20  minutes    Console  –  a  non-­‐PC  compu@ng  device  used  to  play  a  variety  of  games.  Can  be  handheld  using  no  Internet  connec@vity  (e.g.,  Nintendo  DS),  or  connected  to  a  TV  or  monitor  to  take  advantage  of  larger  screen  (e.g.,  PS2)  or  to  enable  Internet  access  (e.g.,  Xbox  Live).    Edutainment  –  a  game  category  that  emphasizes  fun,  yet  purports  to  offer  some  educa@on  value.  This  type  of  game  has  fallen  out  of  favor  since  there  is  typically  no  educa@onal  rigor  involved  in  the  game’s  design.      Flash  game  –  any  kind  of  game  that  is  built  in  Flash  and  is  accessed  via  web  browser.  Since  Flash  penetra@on  is  nearly  100%  in  web  browsers,  this  is  the  common  denominator  in  the  developer  community.      

Fall  2011   Anne  Derryberry,  Sage  Road  Solu@ons,  LLC   24  

Terminology  (p.2)  Game  theory  –  an  economic  theory  to  describe  investor  decision-­‐making    Game  layer  –  alternate  term  for  gamifica@on    Game  mechanics/game  dynamics    –  the  interac@ons  between  players  and  the  game    Gamer  –  a  frequent  player  of  videogames.  Carries  some  nega@ve  stereotyping.    GamificaAon  –  the  prac@ce  of  applying  behavior  mo@va@ng  techniques  from  tradi@onal  games  to  non-­‐game  experiences    Gaming  –  gambling  (although  increasingly  used  for  nonbe~ng  games)      Immersive  environments  -­‐  characterized  by      

Persistent  Mul@-­‐par@cipant  3D  Online/virtual  

n.b.,  Not  all  immersive  environments  are  games,  and  not  all  games  employ  immersive  environments.      Mobile  game  –  requires  mobile  device  to  play      

Fall  2011   Anne  Derryberry,  Sage  Road  Solu@ons,  LLC   25  

Terminology  (p.3)  Mod  –  short  for  modifica@on.  Some  commercial  @tles  have  made  a  “kit”  available  to  enable  development  of  addi@onal  content  that  is  compa@ble  with  that  game’s  system.  Mods  can  be  extensions  of  the  original  game  design  or  can  take  a  game  in  an  en@rely  new  direc@on,  e.g.,  teaching/learning  purpose.    Online  game  –  a  game  that  requires  an  Internet  connec@on  to  play    Serious  game  –  a  non-­‐entertainment  game    SimulaAon  –  a  facsimile  of  RW  event(s)  without  RW  consequences.  Most  simula@ons  include  game  dynamics,  although  this  is  not  essen@al  to  the  category.    Social  game  –  a  casual  game  played  by  many  people  using  a  common  plaiorm  (e.g.,  Farmville  on  Facebook)        Videogame  –  a  non-­‐browser  based  online  game    Virtual  world  –  a  persistent,  3D,  digital  environment  (e.g.,  Second  Life).  Applica@ons  include  training/educa@on,  small-­‐  to  large-­‐group  collabora@on,  virtual  social,  pornography,  sales  and  marke@ng…  Games  may  or  may  not  be  included.    

Fall  2011   Anne  Derryberry,  Sage  Road  Solu@ons,  LLC   26