Videogames as "Edutainment“ Enabling A New Form of Intervention Barry G. Silverman, PhD Ackoff...
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Transcript of Videogames as "Edutainment“ Enabling A New Form of Intervention Barry G. Silverman, PhD Ackoff...
Videogames as "Edutainment“Enabling A New Form of Intervention
Barry G. Silverman, PhDAckoff Center for Advancement of
Systems Approaches (ACASA)University of Pennsylvania
www.acasa.upenn.edu
“I cut my class to beat the game”
-- a student in my lab(he didn’t beat it, only
got to next level)
Talk Overview
Teaching Challenges & Games
Issues in StoryTellingPrinciples for Game DesignCase StudyLessons Learned
Game-Based Learning
Learning & adaptation is now a lifelong function– there is a need for ubiquitous, JIT learning
Didactic teaching (talking head) is weak approach for learning, transfer, and retention – Not meta-cognitive (learning to learn)
Use games & characters to make learning fun:– We learn creativity through play (stealth learning)– We learn reasoning through puzzles and exercises
Retention in Learning Situations
10% of what they see20% of what they hear30% of what they see and hear70% of what they talk over with others80% of what they use and do in real life
• Or immersively in a videogame
95% of what they teach someone else to do• Or teach another agent in a videogame
» The Association of Libraries
Patient Behavior Change Theory
Each Villager You Teach is a Dialog Chain ~100 Decision Nodes
Attitudes
Intention(Dial 911)
Norms
Self-Efficacy Environment
Hindrances
Change inBehavior
Skills
SymptomRecognition
“People rarely succeed unless they have fun in what they’re doing”
-- Dale Carnegie
Who Plays Games?
34%
16%13% 12%
0%
10%
20%
30%
40%
Play PC &Video
Games
Watch TV SurfInternet
Go tomovies
What is the most popular entertainment activity in the USA?
IDC Research, Winter 2001
> 67% Male (but the female sector is growing fast)70% over 18, and 40% over 35 (mean = 31)Mean of US workforce = 39 (BLS, 1999)
“Adults, not kids, now dominate computer game market.”
-- Wall Street Journal, 2000
Wow, this should keep me busy all summer, Dad!
$40/game, 30-100 hours each (practice, practice)Expectation – better than last, not as good as nextWomen are big users of SIMS and SIM Exchange
Applications as Research Opportunities
(Improving Theory of Agents in Meta-Games/Systems)
Elements of Games1) Emotive, Smart Agents
2) Strong Story3) Challenge/Adventure
4)Feedback/Coach
ACASA Experiments1) Enterprise/Commerce(Business Sponsor - GM)
2) Health Behavior/Self-Care(NIH/NLM Sponsor)
3) Virtual Terrorist Generator(Pentagon Sponsor)
Human Mindset Sampling1) Individuals/Groups2) Worldview/Needs3) Context/Setting
4) PsychoSocial DifferencesSystemsThinkingGames
Validated MetricsPlay, Learn, Fun, Transfer
Lessons LearnedAbout Games
Talk Overview
Teaching Challenges & GamesIssues in StoryTelling
Principles for Game DesignCase StudyLessons Learned
Story Telling/Listening 2nd Oldest Profession
Be transported (immersed) into an ‘exciting’ worldEscape your own existenceFantasize/experience others’ experiencesPlay out a hero’s role in a safe environment
BEYOND ENTERTAINMENT: cathartic, educational, natural (to organization of our minds), learn while having fun.
There are only 2 or 3 human stories; and they go on fiercely repeating themselves as if they
had never been told before.
- W. Cather, O Pioneers
THE ACTION HERO TALE (Campbell) : Morphology of Countless Movies, Novels, Fairy Tales, etc1. ORDINARY WORLD2. CALL TO ADVENTURE3. REFUSAL OF THE CALL4. MENTOR5. 1ST THRESHOLD6. TESTS, ALLIES, ENEMIES7. APPROACH TO THE INMOST CAVE8. SUPREME ORDEAL9. REWARD (SEIZING THE SWORD)10. THE ROAD BACK11. RESURRECTION12. RETURN WITH THE ELIXIR
Patient Behavior Change Theory
Each Villager is a Dialog Chain ~100 Decision Nodes
Attitudes
Intention(Dial 911)
Norms
Self-Efficacy Environment
Hindrances
Change inBehavior
Skills
SymptomRecognition
Action Hero as Frame Story for Teaching Personas to Change Their Behavior
Ordinary world
Call to Action
Refusal of Call
SuperTech Aid (Magic)
Crossing Threshold
Villain Defeated/Victory
Crisis of Health Resolved
Ordinary World Transformed
Testing the Hero:Persona who can help defeat villainprovided player rescues them first(from themselves)
Twitch GameA
INE
SR
CasesInner Voyage
Plot Reversal Arose from Observing Phase I Players (Anticipate player moves)
Answering the Call(Earlier trauma =>Afraid to Practice)
Quests (To Save orNot to Save???)
Climax
Some Repetitive Stories across Disease Categories
Disease Category– Preventive– Chronic– Addictive
Storyline– Scare ->Behavior Change– “Days of Our Lives”– Skill Building w/Role
Playing Partners
Many (most) providers & consumers have their own stories to tell:•Could create their own games.
Talk Overview
Teaching Challenges & GamesIssues in StoryTellingPrinciples for Game Design
Case StudyLessons Learned
Base Needs To Create A Valuable Game
A good story to share– Interaction & Drama/Tension
Some knowledge engineering/scripting efforts– Goals (adventure, learning) & Rules– Outcomes & Feedback
Characters that players care about– Hero/Player’s Avatar– Personas to be taught
Psychological Stimulation to us of Events That Effect:
Self
Most intriguing
Least intriguing
Least intriguing
Friends
Strangers
Key Metaphor: Distance and (Psychological) Transport
Character Depth Creates Empathy(Literature, Movies, TV all know this)
Admirable Traits, Humanity Classic Weakness, Human FrailtyIdiosyncratic or Trademark MannerismsBehavior Consistency Throughout StoryDevelopment and Growth
Character Depth Quiz
Deepening Characters We Only Encounter Briefly
Each Line of Dialog Serves 3 Purposes:Advance Overall Plot/StorylineConvey Character Persona– its “storied” past (family, values, mores, desires, …)– its trademark mannerisms/idiosyncracies– its defining fear, weakness, human frailty
Setup Next Lines (humor, irony, conflict, etc.)
Story-in-Game To Date:Opportunity Unconquered
Great Action with Shell of Story & No Character Depth– state of practice today (Mario, Golden Eye, RolePlayers)
Forgetting to Use a Visible Player “Avatar”– first person games (Doom, Myst, Racing Games)– loss of empathy for hero, no character development
Great Story with Side Games at Stop Points (F.Fantasy)– destroys story transport/char. integrity during games– loss of player control during story
Highly Branching, Non-Linear Story– loss of author control/character definition (The SIMS)
Story in EdutainmentGames may or may not ultimately adopt story– Sega’s ‘Gran Tourismo’ Developer (Story belongs in pub
after game is over)– TV & Movies not broken – don’t want interactivity – Fun/Work Ratio (eg., couch potato effect)
Edutainment has no choice– Flight simulators can avoid – but this is equipment training– People skills & social behavior training require
story/character
Edutainment Revisited
Videogames•Great action•Replayability
Movies/TV•Great stories•Deep characters
Education•Great knowledge•Skills transfer
Trainingsimulators Documentaries
BranchingFictions
Roleplaylearning
Talk Overview
Teaching Challenges & GamesIssues in StoryTellingPrinciples for Game DesignCase Study
Lessons Learned
(Can a Game) Reduce Morbidity and Mortality from the Number 1 Killer in the USA?
Case Study: Heart Sense Game Ph.I
NIH/National Heart Attack Alert Program
Delay After Heart Attack Leads to Adverse Effects
0 1 2 3 4 5 6 7 8 9 10 11 12
Hours till arrival at ER
ActualArrivals
IdealTime
Probabilityof FullRecovery
10% of people
Current Approach is Making Little Headway
Didactic Videos and Training Groups (trainees soon forget)Hardcopy training documents (sits unopened on shelf)Complex Websites (overwhelming, pull not push)Calling Doctor, Asking Spouse
Barriers/Access to Care
Symptom Mis-recognitionDenial (I’m too young, too macho)Perceived Acceptability of ERPoor advice (spouse, relative)Peer pressure Procedural (referral, HMO policy)Cost & lack of insurance
Rationale for Game
Work through all your delay issues in a virtual world
Have no Delay Issues when a heart attack actually occurs
Get to ER in 1st hour!!!
Phase I Prototype – One Villager’s Delay(No avatar, no hero’s tale)
Answering the Call(Earlier trauma =>Afraid to Practice)
Quests (To Save orNot to Save???)
Climax
Modules of the Phase 1 Prototype Heart Sense Game
ENGAGE TRAIN REHEARSEIMMERSE LEARN TEACH OTHERS
Talk Overview
Teaching Challenges & GamesIssues in StoryTellingPrinciples for Game DesignCase StudyLessons Learned
Test Results of 18 Users of Ph.1 Heart Sense Game
0
20
40
60
80
100
120
MultimediaDidactic/Text
HS Case Study Conclusions
Cardiovascular Disease is #1 Killer– Mortality & Morbidity need to be reduced– Pre-Hospital Delay is the issue
Game Appears to Reduce Delay– Major Intention Shifts (every version)– Multimedia, Interactive Agent Version Preferred
Caregivers Have Interesting Stories to Share
Advisory and Focus Groups
End users (middle-aged and elders) - Focus Groups– 11 of 12 Physicians & Cardiologists Would Disseminate As Is– 100% of patients in waiting room said they’d play a videogame– 75% of them have tried computer games – 32% of them play computer games at least 1x/week
Health & delay cause advisors (AHA, ACPM, ACFM, ACC, etc.)– AHA scientific approval, website invite
Phase I – Prototype Issues(Reason for Phase II)
Only One Episode to rehearse know-how and convince a recalcitrant persona – need more casesDrama: little story, no action hero, no frame storyPlaying Delayed to End: all learning in middle moduleCharacters -- loved by some, drove others to attempt “evil” (anticipate and surprise your players)Cartoons, not video
Lessons from all 3 Cases
Game-based learning is not just a youth phenomenon– Promise in all age groups (seniors too), across all sectors– Particularly appropriate for meta-learning and transfer– Rehearse new behaviors in context/teach others
Need today is:– Seed the World with Good Intervention Games– Interactive Animated Fiction Generator– Many Spinoff Applications (and an online exchange site)– Better, Validated Instruments (game evaluation)
Some Repetitive Stories across Disease Categories
Disease Category– Preventive– Chronic (Diabetes)– Addictive
Storyline– Scare ->Behavior Change– “Days of Our Lives”– Skill Building w/Role
Playing Partners
Many (most) providers & consumers have their own stories to tell:•Could create their own games.
“Days of Our Lives”
Focus is on Day-by-Day Care & Relationship to Long Term OutcomesSimilar Interactive Fiction Ingredients to HS Game– Strong drama/deep characters who need help– Hero with weakness/idiosyncrasies– Solving a crime while teaching characters to manage their day– See health impacts of neglecting diabetes over time
Exchange Site/Story Generator– People may have a need to share their stories
Research may show gamers are right
Videogames are good for you!