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Achievement Unlocked:
Comparing Principles of Video Game
Design to Clinical Practice
Authors
• John Wm. Folkins
• Tim Brackenbury
• Allison Hadley
• Miriam Krause
Bowling Green State University
Bowling Green, Ohio
Disclosure: The authors have no conflict of interest or relevant financial
or nonfinancial relationships to disclose.
Video Games Motivate
• People invest money in video games
– Games grossed $10.5 billion in 2009
• People willingly invest time and effort in video games
– The average gamer spends eight hours per week
playing video games
• People concentrate on video games and stay on task for
long periods of time
Reference: http://www.esrb.org/about/images/vidGames04.png
Video Games Motivate
• A wide variety of people play video games
– 67% of U.S. households play video games
– 40% of gamers are female
– average age of gamers is 34
– 48% of games are rated “E for Everyone”
Reference: http://www.esrb.org/about/images/vidGames04.png
The Appeal of Video Games is Not
Accidental
• Games of all sorts have been refined through
the years.
• Game designers are motivated to make games
more engaging.
• Principles of game design have been studied
extensively in both industry and academia.
• Principles of game design have been applied
in other contexts, e.g. education.
Our Purpose Today:
• Introduce five (of many possible) video game
design principles.
• Discuss ways these principles might
be applied to improve clinical
practice.
Five Principles of Video Game Design
1. Full Experience Principle
2. Risk Taking Principle
3. Discovery Principle
4. Generalization Principle
5. Rewards System Principle
Five Principles of Video Game Design
Notes:
• Not every games includes every principle
• The newer video games are particularly
relevant (sorry, Pong)
Five Principles of Video Game Design
Your Task:
• As we introduce each principle,
start thinking about how it could
relate to clinical practice.
1. Full Experience Principle
• Many games address epic themes
– Examples of themes: allocation of limited resources
or decision making in ambiguous contexts.
• Every aspect of the game contributes to the epic
themes
• Designers make decisions to guide players in
relation to the epic themes
Example Game: Penumbra
Penumbra
2. Risk Taking Principle
• Not too difficult, not too hard
• Failure has only small penalties and is
expected
• Innovation and individual choices are
encouraged as the risks are small
• Example Game: Braid
Braid
3. Discovery Principle
• Players learn by exploration and
experimentation
• “How to” instruction is kept to a minimum
• Players are not dependent on manuals
Example Game: World of Goo
World of Goo
4. Generalization Principle
• New knowledge is put to work right away
• Skills learned early should transfer and be
useful later
Example Game: Epic Mickey
Epic Mickey
5. Rewards System Principle
• Intrinsic rewards are best—they lead to a
recognized benefit or ability
• Extrinsic rewards (pointification) can often be
used to help reach intrinsic rewards
• Both intrinsic and extrinsic rewards are
ubiquitous in video games, appealing to
individual player preferences
Example Game: Pokémon
Pokémon
• Each group gets a principle
• Discuss how it might relate to client learning
• How might current clinical practice reflect this
principle?
• What might be new ways to incorporate this
principle into practice
Groups will report out in 15 minutes.
Groups
Recap of the Five Principles of Video
Game Design
1. Full Experience Principle
2. Risk Taking Principle
3. Discovery Principle
4. Generalization Principle
5. Rewards System Principle
Group Reports
• Each group reports
• General Discussion, questions, and
observations
Gee, James, P. (2007) What Video Games Have to Teach Us About Learning and
Literacy. New York: Palgrave Macmillan.
Koster, Ralph (2005) A Theory of Fun for Game Design. Scottsdale AZ: Paraglyph Press.
McGonigal, Jane (2011) Reality Is Broken. New York: Penguin Press.
Orlando, John, (2011) Failure is an option: Helping Students Learn from Mistakes,
greebananablog.org: Critical Thought About Senseless Contradictions. Retrieved
on March 18, 2012 from http://greenbananablog.org/2011/05/failure-is-an-option
,
Smith-Robins, Sarah (2011) This Game Sucks: How to Improve the Gamification of
Education. Educause Review, 46(1).
Schell, Jesse (2009) The Art of Game Design. Burlington MA: Morgan Kentoran
(Elsevier).
Zichermann, Gabe and Christopher Cunningham (2011) Gamefication by Design.
Sebastopol CA: O’Reilly Media.
References & Suggested Readings
Video Game Movie URLs
• Penumbra
http://www.youtube.com/watch?v=GAvQAkXqnUg
• Braid
http://braid-game.com/
http://www.youtube.com/watch?v=QxXkcg-stLE&feature=related
• Skyrim
http://www.youtube.com/watch?v=Fe_lhUuyyZw
• World of Goo
http://www.youtube.com/watch?v=XAoW9fjKmo4
• Super Mario Galaxy 2
http://www.youtube.com/watch?v=3EIVDo_uuSM
• Epic Mickey
http://www.youtube.com/watch?v=-pyQLiE5wEg
Image URLs
• Slide # 1
http://rlv.zcache.com/achievement_unlocked_sticker-p217613456253850489envb3_400.jpg
• Slide # 3
http://t2.gstatic.com/images?q=tbn:ANd9GcQmPCbd4inAGQhzZgtmjM6-hhweO4IV-drI6Ft33UD8pihETLLtOmLiuU3
• Slide # 6
http://images.wikia.com/assassinscreed/images/archive/8/8e/20110509151451!Ezio.jpg
• Slide # 9
http://koolkid321.webs.com/photos/Sonic-Pictures/Sonic_the_hedgehog_2006_game1.png
• Slide # 20
http://fc03.deviantart.net/fs46/f/2009/178/0/e/Best_VideoGame_Characters_Ever_by_PacDuck.jpg
• Slide # 21
http://www.gamerdad.com/blog/wp-content/uploads/2008/10/super-smash-bros-brawl.jpg
• Slide # 22
http://cdn.redmondpie.com/wp-content/uploads/2011/05/Angry-Birds.png
http://www.shoemycolor.com/media/wysiwyg/plants-vs-zombie-papercraft.jpg

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Achievement unlocked.final

  • 1. Achievement Unlocked: Comparing Principles of Video Game Design to Clinical Practice
  • 2. Authors • John Wm. Folkins • Tim Brackenbury • Allison Hadley • Miriam Krause Bowling Green State University Bowling Green, Ohio Disclosure: The authors have no conflict of interest or relevant financial or nonfinancial relationships to disclose.
  • 3. Video Games Motivate • People invest money in video games – Games grossed $10.5 billion in 2009 • People willingly invest time and effort in video games – The average gamer spends eight hours per week playing video games • People concentrate on video games and stay on task for long periods of time Reference: http://www.esrb.org/about/images/vidGames04.png
  • 4. Video Games Motivate • A wide variety of people play video games – 67% of U.S. households play video games – 40% of gamers are female – average age of gamers is 34 – 48% of games are rated “E for Everyone” Reference: http://www.esrb.org/about/images/vidGames04.png
  • 5. The Appeal of Video Games is Not Accidental • Games of all sorts have been refined through the years. • Game designers are motivated to make games more engaging. • Principles of game design have been studied extensively in both industry and academia. • Principles of game design have been applied in other contexts, e.g. education.
  • 6. Our Purpose Today: • Introduce five (of many possible) video game design principles. • Discuss ways these principles might be applied to improve clinical practice.
  • 7. Five Principles of Video Game Design 1. Full Experience Principle 2. Risk Taking Principle 3. Discovery Principle 4. Generalization Principle 5. Rewards System Principle
  • 8. Five Principles of Video Game Design Notes: • Not every games includes every principle • The newer video games are particularly relevant (sorry, Pong)
  • 9. Five Principles of Video Game Design Your Task: • As we introduce each principle, start thinking about how it could relate to clinical practice.
  • 10. 1. Full Experience Principle • Many games address epic themes – Examples of themes: allocation of limited resources or decision making in ambiguous contexts. • Every aspect of the game contributes to the epic themes • Designers make decisions to guide players in relation to the epic themes Example Game: Penumbra
  • 12. 2. Risk Taking Principle • Not too difficult, not too hard • Failure has only small penalties and is expected • Innovation and individual choices are encouraged as the risks are small • Example Game: Braid
  • 13. Braid
  • 14. 3. Discovery Principle • Players learn by exploration and experimentation • “How to” instruction is kept to a minimum • Players are not dependent on manuals Example Game: World of Goo
  • 16. 4. Generalization Principle • New knowledge is put to work right away • Skills learned early should transfer and be useful later Example Game: Epic Mickey
  • 18. 5. Rewards System Principle • Intrinsic rewards are best—they lead to a recognized benefit or ability • Extrinsic rewards (pointification) can often be used to help reach intrinsic rewards • Both intrinsic and extrinsic rewards are ubiquitous in video games, appealing to individual player preferences Example Game: Pokémon
  • 20. • Each group gets a principle • Discuss how it might relate to client learning • How might current clinical practice reflect this principle? • What might be new ways to incorporate this principle into practice Groups will report out in 15 minutes. Groups
  • 21. Recap of the Five Principles of Video Game Design 1. Full Experience Principle 2. Risk Taking Principle 3. Discovery Principle 4. Generalization Principle 5. Rewards System Principle
  • 22. Group Reports • Each group reports • General Discussion, questions, and observations
  • 23. Gee, James, P. (2007) What Video Games Have to Teach Us About Learning and Literacy. New York: Palgrave Macmillan. Koster, Ralph (2005) A Theory of Fun for Game Design. Scottsdale AZ: Paraglyph Press. McGonigal, Jane (2011) Reality Is Broken. New York: Penguin Press. Orlando, John, (2011) Failure is an option: Helping Students Learn from Mistakes, greebananablog.org: Critical Thought About Senseless Contradictions. Retrieved on March 18, 2012 from http://greenbananablog.org/2011/05/failure-is-an-option , Smith-Robins, Sarah (2011) This Game Sucks: How to Improve the Gamification of Education. Educause Review, 46(1). Schell, Jesse (2009) The Art of Game Design. Burlington MA: Morgan Kentoran (Elsevier). Zichermann, Gabe and Christopher Cunningham (2011) Gamefication by Design. Sebastopol CA: O’Reilly Media. References & Suggested Readings
  • 24. Video Game Movie URLs • Penumbra http://www.youtube.com/watch?v=GAvQAkXqnUg • Braid http://braid-game.com/ http://www.youtube.com/watch?v=QxXkcg-stLE&feature=related • Skyrim http://www.youtube.com/watch?v=Fe_lhUuyyZw • World of Goo http://www.youtube.com/watch?v=XAoW9fjKmo4 • Super Mario Galaxy 2 http://www.youtube.com/watch?v=3EIVDo_uuSM • Epic Mickey http://www.youtube.com/watch?v=-pyQLiE5wEg
  • 25. Image URLs • Slide # 1 http://rlv.zcache.com/achievement_unlocked_sticker-p217613456253850489envb3_400.jpg • Slide # 3 http://t2.gstatic.com/images?q=tbn:ANd9GcQmPCbd4inAGQhzZgtmjM6-hhweO4IV-drI6Ft33UD8pihETLLtOmLiuU3 • Slide # 6 http://images.wikia.com/assassinscreed/images/archive/8/8e/20110509151451!Ezio.jpg • Slide # 9 http://koolkid321.webs.com/photos/Sonic-Pictures/Sonic_the_hedgehog_2006_game1.png • Slide # 20 http://fc03.deviantart.net/fs46/f/2009/178/0/e/Best_VideoGame_Characters_Ever_by_PacDuck.jpg • Slide # 21 http://www.gamerdad.com/blog/wp-content/uploads/2008/10/super-smash-bros-brawl.jpg • Slide # 22 http://cdn.redmondpie.com/wp-content/uploads/2011/05/Angry-Birds.png http://www.shoemycolor.com/media/wysiwyg/plants-vs-zombie-papercraft.jpg

Notes de l'éditeur

  1. A possible time to refer to Wreck-it Ralph
  2. Note: I changed this slide a lot. Is it OK?
  3. Super Mario Galaxy 2, The Elder Scrolls V Skyrim (?) (I think Skyrim illustrates the principle better than SMG2, personally – AH) (We can make a video from this Skyrim trailer on Youtube to play, if you all feel that would work. Since Miriam is playing its prequel, the Elder Scrolls IV Oblivion, she can speak to the nature of this game, as they have very similar discovery/exploratory gameplay elements, should we approve this change. http://www.youtube.com/watch?v=PjqsYzBrP-M)
  4. Use this slide to give credit for video clips or pictures of video game characters.