Rules of Play Design Elements of Addictive Online Learning Games Museums & the Web 2014 Dave Schaller eduweb Why Games? “Why does learning have to be a game? Why can’t learning just be learning?” Museum Director of Education 1997 Why Games? 97% of American teens play computer games Games are designed to be highly compelling and meaningful experiences All games are educational— to win, you must learn how to play the game Learning in Games But it’s not always obvious what you’re learning! Learning in Games It’s good to match gameplay with game content Learning in Games "Know" is a verb before it is a noun, "knowledge." And something very interesting happens when one treats knowledge first and foremost as activity and experience, not as facts and information—the facts come to life. Facts become easier to assimilate if learners are immersed in activities and experiences that use these facts for plans, goals, and purposes within a coherent knowledge domain. -James Paul Gee A Series of Interesting Decisions Narrative A series of events (or decisions) with a beginning and (possibly multiple) ending(s) Game A series of actions (or decisions) within a rule-based system Simple rules create complex situations Making Meaning Within the Rules For the player: “Games provide situated experiences in which players are immersed in complex, problemsolving tasks.”* To an observer: “He’s just doing the same thing over and over again.”** *Kurt Squire **Mother of 10-year-old gamer The core dynamic (not the topic, not the content) is the single thing A Game is Defined by Core Dynamics the game is about. It’s what the player spends most of their time doing—while thinking about how to do it well. A Game is Defined by Core Dynamics The core dynamic must be interesting enough to do over and over and over again. • • • • • • • • • • Territorial Acquisition (Risk) Prediction (Roulette) Spatial Reasoning (Tetris) Survival (Stay Alive) Destruction (Boom Blox) Building (SimCity) Collection (Pokeman) Chasing or Evading (PacMan) Trading (Pit) Race to the End (Candyland) Elements of a Game The game dynamics are created by the interplay of the elements of the game • Space • Components • Rules • Actions • Skills • Chance Where the game takes place Space • How do players move through the space? • What is the look and feel of the space? Rules define the goals of the game and the relationships between components. Rules • • • Need a mix of short-term and long-term goals A few simple rules can create emergent gameplay Rules must be easy to learn and remember A few simple things that players can do Actions • Actions should have clear (and sometimes powerful) effects. • The more objects that a verb can act on, the better the gameplay • What would players like to do in the game, and can we enable that? What the player must exercise to play the game. Skills Games can exercise physical, mental and social skills • Elements of chance encourage players to take risks. • Chance adds uncertainty, alleviating tedium. Chance • Randomness should make players excited and challenged, not hopeless and out of control. • Asymmetric risk/ reward choices are extremely engaging. Balance Skill and Chance Good games balance elements of skill and chance: Skill • Games can exercise physical, mental and social skills • Skills can be innate, learned, or virtual • The game passes judgment on player’s actual abilities • When the game’s challenges match the player’s skills, the player is in flow Chance • Players should have opportunities to take risks • Elements of chance alleviate tedium • Randomness should make players excited and challenged, not hopeless and out of control • Hidden information (including what other players know or intend to do) feels like chance. Small Groups: Skills and Chance Add skills to a game of pure chance. Physical Skills Dexterity, coordination, endurance Mental Skills Memory, observation, puzzle-solving Social Skills Reading an opponent, fooling an opponent, teamwork Presentation Slides www.eduweb.com/mw2014.pdf Core Dynamic Examples • Race to the End (Cannon in the Cupola) No chance • Collection (American Pop) Separation of gameplay and content • Trading (London Factor) Chance elements obscured • Design (Rocketlab) Shorten the learning curve Designing Skill-Based Gameplay Virtual Skills Innate Skills Learned Skills Innate skills as analogs for learned skills “A Series of Interesting Choices” What makes choices interesting? Consequences: • Must be a real choice, not a quiz with a correct answer • Dominant strategies (clearly better choices) negate the value of other choices* • Must have meaningful consequences in the game Context: • Game rules and gameworld complicate choices • Current situation in game affects assessment of choices Savvy Appeals to Human Psychology • Gambler’s Fallacy and Loss Aversion • Choices involving low risk/low reward vs. high risk/high reward outcomes are highly engaging * A puzzle is a game with a dominant strategy; once found, there’s no reason to play it again. The Importance of Chance Gameplay is more than keeping the machinery going No correct or incorrect choices. Everything is a judgment call— based on the situation at that moment. Risk & Reward Choices That’s where the learning happens. Choices affect progression toward goals, quantitatively rather than qualitatively Risk & Reward Make Choices Interesting Small Group: Interesting Choices Add interesting choices to a skill-based game. Choices • Real choices, not a quiz • Always a judgment call Consequences • Meaningful consequences affect future choices and options, but don’t foreclose on any of them. • No dominant strategies Context: • Game rules and gameworld complicate choices • Current situation in game affects assessment of choices Human Psychology • Gambler’s Fallacy and Loss Aversion • Low risk/low reward vs. high risk/high reward choices The core dynamic (not the topic, not the content) is the single thing A Game About the Core Dynamics the game is about. It’s not about the content Game Mechanics and Museum Content Extrinsic Intrinsic Game mechanics and content operate on different levels. A marriage of game mechanics and content. The game is populated with museum content and collections according to general attributes, and the player never delves deep into the details. Inherent attributes of the game objects (e.g. the content) are integrated into the gameplay, so the player must consider those attributes to succeed. Extrinsic Game Mechanics Advantages: Goal: Rescue treasured objects and return them Tried and true gameplay •safely to the local people. Familiar game mechanics = Short learning curve •Genre: Adventure Content “bins” simplify content development •Gameplay: Players collect historical artifacts Scalable •and information, which “help the player climb the scoreboard and rise through the curatorial ranks: the more knowledge you get, the higher up the promotional ladder you’ll go – to curator, keeper and ultimately director” (Prudames, 2011). Disadvantage: • Content learning is optional Time Explorer, The British Museum Intrinsic Game Mechanics The content is an active element in the game, with functional attributes that must be considered both by players and by the game itself. WolfQuest, Minnesota Zoo & eduweb Designing the Game Top-Down Development Content & Audience Goals Outcomes Components Game Mechanics Let the gameplay shape the experience, for a stronger match between gameplay and learning Find the fun! Goals Outcomes Game Mechanics Content & Audience Bottom-Up Development Recommended Reading Recommended Playing Contact me: [email protected] Twitter: @davidschaller Dave’s Papers www.eduweb.com/research.html Workshop Evaluation mwconf.com/mw2013-workshop-eval This slide deliberately left blank.
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