1. Games and Simulation in Healthcare:
Past, Present, and Future
Eric B. Bauman, PhD, RN Alex Games, PhD
University of Wisconsin-Madison Michigan State University
9th Annual International Nursing Simulation/Learning Resource Centers Conference
June 17, 2010. Las Vegas Nevada
3. 1970’s (Free Bird, Love Keep us Together, Night Fever)
• The DOD funds the PLATO
System at the University of
Illinois, they develop the earliest
experimental educational games
around computer science issues
• Oregon Trail is developed at the
University of Minnesota, and
becomes one of the earliest
educational games adopted in
the classroom
• Early educational videogames
enter the home in nascent game
consoles
4. 1980’s (Livin’ on Prayer, When Doves Cry, Crazy Train)
• The home PC first
enters households
driven in large part by a
hobbyist videogame
production culture
• Seminal simulation
titles set the stage for
integrating traditional
educational content in
effective game format
5. 1990’s (Smells Like Teen Spirit, Vogue, Enter Sandman)
• The first “edutainment”
bubble raises and bursts as
book publishers make a
slew of poorly designed
educational games
• The exception was Where
in the World is Carmen
Sandiego, which
successfully entered
classrooms, culture, and
spawned a whole media
phenomenon.
6. 2000’s (Hey Ya!, Yellow, War Child, Small Town Vice)
• Interest in “serious games” arises in industry, education, and
public policy.
• In Healthcare, Simulation-based learning begins to accelerate.
– This gives rise to the Simulation versus Game discussion
7. What is the Difference between
Games and Simulation
This is always an easy question to answer
because when we talk about higher order
simulation, elements of good game design
also apply to simulation-based learning…
8. Higher order simulation includes and
integrates behavioral components into
designed experiences existing within
created spaces, whether those spaces
exist in a fixed or virtual environment…
9. Designed Experiences
• A Designed Experience is engineered to
include structured activities targeted to
facilitate interactions that drive anticipated
experiences. These activities are created to
embody participant experience as
performance.
Squire 2006
10. Created Environment
• An environment that has been specifically
engineered to accurately replicate an actual
existing space. Bauman, 2007
11. Ecology of Culturally
Competent Design
• Addresses the rigors and challenges of
accurately situating culture within virtual
environments using a four-element model
that emphasizes the importance of activities,
contexts, narratives, and characters.
Bauman, In Press; Games and Bauman, In Press
12. Ludology
The study of games and other forms of play
Does higher order simulation constitute
Ludology?
Narrative Engagement Interactivity
Leader Board
High Scores Consequence
System of Rewards
13. So what’s out there…
Cherry Ames – Nursing Game 1959 Parker Bros.
14. Trauma Team - Atlus U.S.A
Game with ‘realistic’ clinical
situations involving diagnosis,
triage, surgery , and forensic
medicine. User performs
procedures
19. Contact Information
Eric B. Bauman, PhD, RN
University of Wisconsin - Madison
Email: ebauman@wisc.edu
Linkedin: http://www.linkedin.com/in/ericbbauman