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Wicked Problems and Designing Games for Change
Dr. Cynthia Calongne
CTU Doctoral Symposium, April 17-19, 2014
Wicked Problems
• Hard to characterize
• No simple solution
• Ambiguous or complex
• Diverse perspectives
• Changing conditions
• Global impact
Wicked Problem Examples
• Public Planning and Policy
– Global climate change
– Human trafficking
– Drug trafficking
– Natural hazards
– Social injustice
– Healthcare
– Pandemics
– Nuclear
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
Types of Wicked Problems
• Environmental
• Economic
• Spiritual
• Political
• Medical
• Social
• Moral
How Can Emerging Media Help?
Global Communication
Global Argument
Social Media
Presencing
Diversity
Games
MIT’s Action Research Global Wellbeing and Gross National Happiness Lab
Presencing and Emerging Media
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
Presencing
Sharing
the
Social Space
within the
Mind Space
thru
Games &
Simulations
Everyone Matters
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
Game Design and Prototyping
Roleplay, Social Games and Simulations
Leveraging a Game-Based Culture
• Alternate reality games
• Augmented reality
• Games for change
• Serious games
• Gamification
• Social games
• MMORPGs
• MMOGs
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
Design Goals, Game Elements and Outcomes
By Jane McGonigal http://janemcgonigal.com/learn-me/
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
Designing the Game Components
Design Concepts
Game Mechanics
• Rules
• Objectives
• Environment
• Setting
• Win Conditions
• Challenges
• Treasure, Loot or Gold
• Badges
• Reputation
Roleplay Games
• Story
• Terrain
• 2D or 3D Graphics
• Strategies
• Conflict
• Players
• Non-Player Character (NPC)
• Enemies or Monsters
• Competition
Game Controls and Observation
Game Scoreboard
A Few Design Distinctions
Strategy Game
• Game engine
• Modeling
– 2D diagrams and 3D objects
• Character Creation
• Level & Strategy Design
• System Integration
• Game Events
• Win Strategy - Objectives
• Quality Assurance
– Unit & Integration Tests
– Play and Usability Tests
Virtual World Game
• Virtual World Simulator
• Rapid Prototyping
– 3D Game Objects
• Bots (NPCs) and Avatars
• Linking Object Models
– Designing Holodecks
• Multimedia & Animations
• Rubrics - Objectives & Outcomes
• QA - Change Management
– Object Behavior Tests
– Integration, Play & Usability Tests
Requirements for the Environment & Aesthetics
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
Prototyping the Game’s Design
A Game Designer Demos Her Game Badge
Emerging Media Tactics
• Global conversation
– Social networks
• Social media
• Semantic Web
• Mobile technology
• Cloud computing
• Game-based culture
Designing Collectible Card Games
Crowdsourcing the problem
Trial and error
Willingness to fail
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?
Mayan Temple Game Simulation
Non-Player Characters (NPCs)
Players and NPCs
Story, characterization and
aesthetics
Development of quality models
and game prototypes
Collaboration, Communication and
Transdisciplinarity
Scene from a CTU Emerging Media Sick Bay
Immersive and Mobile Games
Courtesy of Dr. Andrew Stricker
Designing a Game Inside a Game
Photo by C. Calongne
Game Design by AgileBill Firehawk
Wicked Problems and Designing Games
for Change
Dr. Cynthia Calongne
CTU Doctoral Symposium, April 17-19, 2014
Game Activities

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Designing games for change for wicked problems

  • 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
  • 10. Presencing Sharing the Social Space within the Mind Space thru Games & Simulations Everyone Matters
  • 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
  • 15. Design Goals, Game Elements and Outcomes
  • 16. By Jane McGonigal http://janemcgonigal.com/learn-me/
  • 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
  • 18. Designing the Game Components
  • 19. Design Concepts Game Mechanics • Rules • Objectives • Environment • Setting • Win Conditions • Challenges • Treasure, Loot or Gold • Badges • Reputation Roleplay Games • Story • Terrain • 2D or 3D Graphics • Strategies • Conflict • Players • Non-Player Character (NPC) • Enemies or Monsters • Competition
  • 20. Game Controls and Observation
  • 22. A Few Design Distinctions Strategy Game • Game engine • Modeling – 2D diagrams and 3D objects • Character Creation • Level & Strategy Design • System Integration • Game Events • Win Strategy - Objectives • Quality Assurance – Unit & Integration Tests – Play and Usability Tests Virtual World Game • Virtual World Simulator • Rapid Prototyping – 3D Game Objects • Bots (NPCs) and Avatars • Linking Object Models – Designing Holodecks • Multimedia & Animations • Rubrics - Objectives & Outcomes • QA - Change Management – Object Behavior Tests – Integration, Play & Usability Tests
  • 23. Requirements for the Environment & Aesthetics
  • 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
  • 26. A Game Designer Demos Her Game Badge
  • 27. Emerging Media Tactics • Global conversation – Social networks • Social media • Semantic Web • Mobile technology • Cloud computing • Game-based culture
  • 29. Crowdsourcing the problem Trial and error Willingness to fail
  • 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?
  • 31. Mayan Temple Game Simulation
  • 32.
  • 34. Players and NPCs Story, characterization and aesthetics Development of quality models and game prototypes
  • 36. Immersive and Mobile Games Courtesy of Dr. Andrew Stricker
  • 37. Designing a Game Inside a Game Photo by C. Calongne Game Design by AgileBill Firehawk
  • 38.
  • 39.
  • 40. Wicked Problems and Designing Games for Change Dr. Cynthia Calongne CTU Doctoral Symposium, April 17-19, 2014 Game Activities