This document discusses using games to address wicked problems. It defines wicked problems as difficult to solve due to ambiguous, changing conditions with diverse perspectives. Examples include climate change and social injustice. Games can help by stimulating problem solving, strategy, and collaboration. The document outlines designing games through defining the problem, identifying genres, exploring mechanics and story, integrating elements, and evaluating outcomes. It provides examples of game genres, components, and tactics like social media that could engage global participation in crowdsourcing solutions. The goal is designing games that address problems in novel ways through trial and error.
1. Wicked Problems and Designing Games for Change
Dr. Cynthia Calongne
CTU Doctoral Symposium, April 17-19, 2014
2. Wicked Problems
• Hard to characterize
• No simple solution
• Ambiguous or complex
• Diverse perspectives
• Changing conditions
• Global impact
3. Wicked Problem Examples
• Public Planning and Policy
– Global climate change
– Human trafficking
– Drug trafficking
– Natural hazards
– Social injustice
– Healthcare
– Pandemics
– Nuclear
4. Addressing Wicked Problems
• Novel solutions for unique problems
– Normal tactics will fail
– Exploration by trial and error
– Solution defines the problem
• Potential steps lead to consequences
• Solutions are neither right or wrong
• A symptom of another problem
• Reciprocal cause and effect
5. Types of Wicked Problems
• Environmental
• Economic
• Spiritual
• Political
• Medical
• Social
• Moral
6. How Can Emerging Media Help?
Global Communication
Global Argument
Social Media
Presencing
Diversity
Games
7. MIT’s Action Research Global Wellbeing and Gross National Happiness Lab
Presencing and Emerging Media
8.
9. Virtual-
Physioception
Motivation Intersubjective
Presencing
Collaborative Virtual
Environments (CVEs)
Transdisciplinarity
Body awareness
(Mehling, Gopisetty,
Daubenmier, Price,
Hecht & Stewart)
Virtual Self (Fox &
Bailenson; Ratan;
McCreery)
Social Presence (Biocca
et al.; Blascovich)
Player Identification (Van
Looy)
Supermorphic Persona
(Young)
Metacognition Theory
(Flavell)
Being (Maslow)
Grit (Duckworth)
Generativity (McAdams )
Intrinsic (Dickey)
Intrinsic v. Extrinsic
(Finkelstien)
Volunteerism (Shye)
Avatar appearance
(Baylor)
Presencing- (Senge
et. Al; Scharmer)
Transformed Social
Interaction
(Bailenson, Beall,
Loomis, Blascovich
&Turk; Bailenson)
Presence in VWs –
(Allmendinger,
Suter)
Dialogue (Bohm)
Transformed Social
Interaction in CVEs-
(Bailenson)
CVEs- (Montoya)
WoW- (Yee)
3D Visualization (Siau,
Nah, Mennecke &
Schiller; Sonnewald)
Manifesto
(Nicolescu,
Montuori)
Team Science
(Stokols)
Team cognition
(Salas & Fiore)
Complexity Theory
(Morin)
Wicked Problems-
(Rittel; Conklin)
Courtesy of Dr. Barbara Truman, research in presencing and transdisciplinarity
11. Benefits of Games
Games can stimulate
• Problem solving
• Critical thinking
• Digital literacy
• Strategy & tactics
• Motor skill development
• Collaboration
• Leadership & courage
• Socialization
Game-based learning
• Vision & creativity
• Sustainability
• Immersion
• Learning retention
• Heutagogy
• Knowledge networks
• Socio-technical skills
• Entrepreneurship
12. Game Design and Prototyping
Roleplay, Social Games and Simulations
13. Leveraging a Game-Based Culture
• Alternate reality games
• Augmented reality
• Games for change
• Serious games
• Gamification
• Social games
• MMORPGs
• MMOGs
14. Design Games for Change
• Define the problem and desired outcomes
• Identify the possible genres and tactics
• Explore the story and game mechanics
• Identify the EM tools, technology and resources
• Design the quests
• Integrate the story, quests and game mechanics
• Play the game
• Evaluate the desired outcomes and aesthetics
17. Game Genres and Play Styles
Types of games
• Word, trivia or puzzle
• Scavenger or Treasure Hunt
• Action or adventure
• Real Time Strategy (RTS)
• Roleplay game (RPG)
• MMORPGs
• Arcade or Video games
• First Person Shooter (FPS)
• Simulations (Sims)
• Board or card games
• Mobile and social games
Play styles
• Individual or social
• Multiplayer cooperative
• Multiplayer competitive
• Everyone is a winner!
• Last man standing – PvP
• Player vs Environment
• Roleplay
• Capture the flag
• Team wins
• High score
• Social and free play games
24. Activity
• In groups of 3-5
–Identify a problem
–Identify a game genre for investigating it
»Explore the problem
»Explore possible solutions
• Discuss the forces at work
–The mnemonic = the words that end in –al
27. Emerging Media Tactics
• Global conversation
– Social networks
• Social media
• Semantic Web
• Mobile technology
• Cloud computing
• Game-based culture
30. Game Activity
• Using games for change
–Identify the EM strategies for your game
–Review its features and behavior
»How it uses the Web
»How it leverages socialization & collaboration
»How it supports individual play
• Describe the game mechanics
–How do the players “win” at the game?