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Guiding Principles for Teen Games
Susan Rivers, PhD
Executive Director & Chief Scientist
and
Heidi McDonald
Senior Creative Director
#thisishowithrive @iThriveGames
Cooperation Growth
Mindset
Empathy Curiosity
Empower teens to thrive
with great games
MISSION
Competencies
Skills, knowledge, practices
Agency
Sense of influence over
world & life path
Integrated Identity
Sense of personal consistency
across personal & social roles
ThrivingTeens
Meaningful
Experiences
Competencies
Skills, knowledge, practices
Agency
Sense of influence over
world & life path
Integrated Identity
Sense of personal consistency
across personal & social roles
ThrivingTeens
Meaningful Experiences
➔ Don’t tell me what to do
➔ Don’t tell me what’s wrong
with me
➔ Don’t tell me what I
should do
➔ Don’t assume I...
◆ don’t know
◆ don’t understand
◆ don’t care
➔ Don’t try to fix me
➔ Don’t try to manipulate me
➔ Don’t treat me like a child
Standing out
Fitting in
Measuring Up
Committing
The Matrix Project
Explore and identify
features of games
that might promote
teen thriving.
Doris Rusch
Associate Professor
Game Design
DePaul University
The Matrix Project
GAMES
Journey
This War
of Mine
To The
Moon
Papers,
Please
Gone
Home
Empathy
Gratitude
Growth Mindset
Purpose
Resilience
Cooperation
Contentment
“In general, although the Matrix collects a lot of really good
data, I feel like it leaves out some of the most important
subjective data about positive emotional reactions to games.
Two vastly different games can allow the player to have a
positive emotional experience, and I think the Matrix doesn’t
really get at the subjective nature of the players’ experience
with the game. ...” - Jack Bogaard
 Great story
 Plots that have twists and turns and details
that aren’t obvious at first
 Emotionally powerful scenes that force you
to take actions that are conflicting
 Multiplayer games that facilitate cooperation
in and outside the game with real players
 Changing emotions throughout a game
 Realistic scenes of tragedy
 Relatable issues
 Games where your choices affect other’s
perceptions and feelings of you
 Likeable characters you care about
 Ability to choose your own path
 Sandbox games that allow creation
 Provided escape from real life issues
 Quests that provide a sense of purpose
 Shocking outcomes
The Matrix Project:
What are elements of Meaningful Games?
The Matrix Project: Meaningful Games facilitate players’
experiences, they don’t bully them into it.
Literature
review
Scientific
summary, for
Design Hive
pre-reading
What games exemplify this practice?
Narrow the list to a curated list.
Identify common themes or mechanics.
“Design Recipes” for developers.
Matrix
Study
Results
Design
Hive
Output
Game
Jams
Game
Design
Studio
Developer
Workshops
Developer
Consults
ETC
Journal
Game
Projects
Resource Center
www.ithrivegames.org
Cooperation Growth
Mindset
Empathy Curiosity
How will you make
meaningful games for teens?
www.ithrivegames.org
Share with us! Join us!
Thank You
Susan Rivers, PhD
Executive Director & Chief Scientist
@susanerivers
susan.rivers@ithrivegames.org
Heidi McDonald
Senior Creative Director
@Death_Bow
heidi.mcdonald@ithrivegames.org
#thisishowithrive @iThriveGames

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Guiding Principles For Teen Games

Editor's Notes

  1. Welcome everyone, introduce self.
  2. Many of you know me from wearing goofy hats at conferences. Today, I’m wearing a Sorting Hat, from out of the Harry Potter series.
  3. We’ve done work lately to create game design resources around four specific prosocial outcomes. We were thinking of a fun way to promote our new resources, when I was scrolling through my Facebook feed one day, seeing all this stuff about the 20th Anniversary of the Harry Potter Series, and had an epiphany: These four prosocial outcomes are actually the basic motivations behind the four Hogwart’s Houses! So, we decided to have a little fun with that this week, here at Serious Play. (Ask people to raise their hands.) Yay! Today, we’re going to tell you more about the work of iThrive Games and how we got to the point of being able to offer design resources for these prosocial outcomes. I’m happy to introduce Dr. Susan Rivers, my boss, and the Executive Director of iThrive Games.
  4. Can games provide meaningful assets that empower teens to thrive?
  5. Can games provide meaningful assets that empower teens to thrive?
  6. We approach meaningful experineces from positive psychology frameworks & social & emotional development / emotional intelligence
  7. How can we create meaningful experiences through technology, and games in particular? Meeting teens where they are?
  8. So, my work at iThrive Games is mostly in developer outreach and resource production. I started my career in games at Jesse Schell’s studio in Pittsburgh, PA, where I spent 4 and a half years working on 9 different titles as a designer and writer, some of which you see here.
  9. One of the most rewarding projects I had the pleasure to work on was PlayForward: Elm City Stories, an HIV prevention game that we did in cooperation with Yale University School of Medicine and Digital Mill. We had some really interesting challenges with that project…
  10. This was my first experience with serious games, and it taught me an awful lot about the unique challenges involved with developing those. In PlayForward, we had to try to be relatable, while using clinical information. We wanted our game to be a game kids would want to play, as opposed to one they would only play if they were told to play. It was by definition a serious game, but we also wanted it to be fun. There were things we had to think very deeply about in terms of whether two often disparate categories could co-exist, and how. Sometimes, in our quest to answer design questions, more were raised. To me, the importance of this work we do is often in those additional questions that get raised!
  11. Some of the questions we’re finding right now, with the work I’m doing with iThrive Games: How do we make game that teens want to play? How do we know the games work? How do you test whether games have prosocial outcomes? AND how do you design games to have those prosocial outcomes. You need the games before you can gather evidence for the connection. Constance Steinkuehler, in a meeting we had, said, “Wow, that’s a sexy problem.”
  12. It’s a Sexy Problem! Like, Aquaman is a sexy problem. You have the least effective, speedo-clad member of the Justice League whose only real contribution is summoning the whale, but now he’s being played by Jason Momoa. Like, it’s Aquaman…but it’s Jason Momoa…but it’s Aquaman…but it’s Jason Momoa…and your brain just goes in circles and doesn’t know what to do with it. IT’S A SEXY PROBLEM.
  13. At iThrive Games, we are doing a number of things to approach this sexy problem. How do you take the latest scientific findings from neuroscience and social psychology, analyze games and their mechanics, and turn that into any kind of resource information that developers can use? You can have game designers read the science, but how does that actually play out in terms of intention and structural design? We took a parallel approach that informed the production of our new resources. Susan’s going to talk first about her work with DePaul and Doris Rusch.
  14. We did an analysis of games that the students deemed “meaningful vs. not meaningful” using the Mechanics, Dynamics, Aesthetics framework (MDA) framework. The goal was to ask the question:.Is there anything this group of games have in common?
  15. We did an analysis of games that the students deemed “meaningful vs. not meaningful” using the Mechanics, Dynamics, Aesthetics framework (MDA) framework. The goal was to ask the question:.Is there anything this group of games have in common?
  16. Sorry. I just wanted to look at Jason Momoa again.
  17. A parallel approach we took, to get to the root of what is it, specifically, about certain games that can make them effective tools of prosocial outcomes, has been our Design Hives.
  18. The Design Hives are a Think Tank I invented that we hold twice a year, rather than once, to keep the momentum going. We invite top game developers and game academics for a retreat full of fun and hard work. If you’re lucky, Colleen Macklin will make you fresh guacamole.
  19. Here’s the model I came up with, to get the expert output. (Explain the Model)
  20. People I’ve told about this are SUPER EXCITED and are like OH MY GOD!!! WHAT ARE YOU GOING TO *DO* WITH THIS!!!!