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AN	
  ORIENTATION	
  TO	
  SERIOUS	
  GAMES	
  
	
  
Fall	
  2011	
  
	
  
by	
  Anne	
  Derryberry	
  
Analyst,	
  Sage	
  Road	
  Solu@ons	
  
Producer/Designer,	
  I’m	
  Serious	
  
Fall	
  2011	
                            Anne	
  Derryberry,	
  Sage	
  Road	
  Solu@ons,	
  LLC	
     2	
  




Table	
  of	
  Contents	
  
Sec@on	
  1:	
     	
  What	
  Is	
  a	
  Game?	
  
Sec@on	
  2:	
     	
  The	
  Serious	
  Side	
  of	
  Games	
  
Sec@on	
  3:	
     	
  Examples	
  of	
  Serious	
  Games	
  	
  
Sec@on	
  3:	
     	
  Essen@al	
  Terminology	
  
Fall	
  2011	
             Anne	
  Derryberry,	
  Sage	
  Road	
  Solu@ons,	
  LLC	
     3	
  




       WHAT	
  IS	
  A	
  GAME?	
  
       Sec@on	
  1	
  
Fall	
  2011	
                            Anne	
  Derryberry,	
  Sage	
  Road	
  Solu@ons,	
  LLC	
     4	
  




Common	
  Game	
  ARributes	
  
•  No	
  single,	
  unified	
  defini@on	
  of	
  “game”	
  
•  Essen@al	
  elements	
  include:	
  
    •  Bounded	
  game	
  space,	
  including	
  ar@facts	
  
    •  End-­‐state	
  goal	
  =	
  winning	
  
    •  Conflict(s)	
  or	
  challenge(s)	
  
    •  Rules	
  
    •  Player(s)	
  
•  No	
  technology	
  requirement.	
  Most	
  game-­‐oriented	
  learning	
  
    ini@a@ves	
  are	
  technology-­‐based.	
  
Fall	
  2011	
                                                 Anne	
  Derryberry,	
  Sage	
  Road	
  Solu@ons,	
  LLC	
     5	
  




A	
  Game	
  Is	
  a	
  Complex	
  System	
  
•  Rules	
  
•  Variable	
  and	
  quan@fiable	
  outcomes	
  
       •  Content,	
  context,	
  goals	
  are	
  factors	
  each	
  @me	
  game	
  is	
  played	
  
•  Outcomes	
  “economy”	
  
       •  Both	
  posi@ve	
  (harder	
  to	
  reach)	
  and	
  nega@ve	
  (easier	
  to	
  reach)	
  
       •  Reflected	
  through	
  levels,	
  points,	
  badges,	
  grades	
  
•  Player(s)	
  and	
  player	
  work/effort/investment	
  
       •  Players	
  must	
  do	
  things	
  (e.g.	
  complete	
  tasks),	
  cannot	
  be	
  passive	
  
•  Player	
  aRached	
  to/invested	
  in	
  outcome	
  
       •  What	
  the	
  player	
  does	
  influences	
  outcome,	
  not	
  just	
  chance	
  
•  Nego@able	
  consequences	
  


Adapted	
  from	
  Jesper	
  Juul	
  hRp://www.@sch.nyu.edu/object/juul_gamectr.html	
  Danish	
  School	
  of	
  Design	
  and	
  NYU	
  	
  
Fall	
  2011	
                                 Anne	
  Derryberry,	
  Sage	
  Road	
  Solu@ons,	
  LLC	
     6	
  




A	
  Game	
  Is	
  a	
  Closed	
  System	
  
•  A	
  game	
  is	
  self-­‐contained	
  
•  It	
  doesn’t	
  require	
  or	
  rely	
  on	
  external	
  input	
  
•  It	
  doesn’t	
  provide	
  output	
  (e.g.,	
  a	
  student	
  record)	
  to	
  external	
  
    systems	
  	
  
       	
  
Fall	
  2011	
                                               Anne	
  Derryberry,	
  Sage	
  Road	
  Solu@ons,	
  LLC	
                  7	
  




Games	
  Are	
  Classified	
  by:	
  
                                                                                Approach	
  
         Purpose	
                       Genre	
                                                                             Technology	
  
                                                                                 to	
  Play	
  
•  Entertainment	
                •  Role-­‐playing	
                     •  Solo	
                                        •  Plaiorm	
  
•  Serious,	
  i.e.,	
  all	
     •  Strategy	
                           •  Parallel	
                                    •  Hardware	
  
   non-­‐                         •  Puzzle	
                             •  Social	
                                      •  Sojware	
  
   entertainment	
                •  Simula@on	
                          •  Coopera@ve/	
                                 •  Hybrid	
  
   purposes,	
  e.g.,	
                                                      collabora@ve	
  
                                  •  First-­‐person	
                                                                         •  Augmented	
  
   •  Learning	
                     shooter	
                            •  Compe@@ve	
                                         reality	
  
      (educa@on,	
  
                                  •  Hidden	
  objects	
                                                                      •  Alterna@ve	
  
      training,	
  
                                                                                                                                 reality	
  
      lifelong)	
  
                                                                                                                              •  Transmedia	
  	
  
   •  Advocacy	
  
   •  Collabora@on	
  
      and	
  problem-­‐
      solving	
  
   •  Physical	
  fitness	
  
Fall	
  2011	
                                                                                                           Anne	
  Derryberry,	
  Sage	
  Road	
  Solu@ons,	
  LLC	
                                                                              8	
  


Entertainment	
  Games	
  Are	
  	
  
Changing	
  Our	
  Lives	
  and	
  Culture	
  in	
  the	
  US	
  
          250"
                            145	
                              47	
                         215	
                                                      29	
            21.6	
                                                         26	
  
          200"


          150"


          100"


            50"


             0"
                                                %"who"spend"money"on"games"




                                                                                                                                                                                                                    %"game"players"over"50"y.o."
                   Ac(ve"gamers,"in"millions"




                                                                              Total"hours"played"per"day,"in"millions"




                                                                                                                                %"Internet"(me"playing"online"games"




                                                                                                                                                                       Total"es(mated"spend"in"2011,"in"billions"
                                                                                                                                                                                                                                                   Sources:	
  US	
  Na6onal	
  
                                                                                                                                                                                                                                                   Gamers	
  Survey,	
  
                                                                                                                                                                                                                                                   conducted	
  June	
  2011	
  by	
  
                                                                                                                                                                                                                                                   Newzoo	
  	
  
                                                                                                                                                                                                                                                   (www.newzoo.com/
                                                                                                                                                                                                                                                   ENG/1589-­‐Infograph_	
  
                                                                                                                                                                                                                                                   US.html),	
  and	
  Humana	
  
                                                                                                                                                                                                                                                   Games	
  
                                                                                                                                                                                                                                                   (www.humana.com).	
  
                                                                                                                                                                                                                                                   	
  
Fall	
  2011	
            Anne	
  Derryberry,	
  Sage	
  Road	
  Solu@ons,	
  LLC	
     9	
  




       THE	
  SERIOUS	
  SIDE	
  OF	
  GAMES	
  
       Sec@on	
  2	
  
Fall	
  2011	
                                   Anne	
  Derryberry,	
  Sage	
  Road	
  Solu@ons,	
  LLC	
     10	
  



“Entertainment	
  Games”	
  Make	
  Sense.	
  	
  
What	
  Are	
  Serious	
  Games?	
  
•  “Serious	
  games”	
  first	
  introduced	
  by	
  Clark	
  Abt	
  in	
  1970	
  in	
  book	
  of	
  
       same	
  name.	
  (hRp://www.abtassociates.com/page.cfm?PageID=452)	
  	
  
	
  
•  Brought	
  to	
  wider	
  use	
  by	
  Woodrow	
  Wilson	
  Int’l	
  Center	
  for	
  Scholars	
  
       with	
  2002	
  launch	
  of	
  “Serious	
  Game	
  Ini@a@ve”	
  to	
  encourage	
  
       development	
  of	
  games	
  that	
  address	
  policy	
  and	
  management	
  issues.	
  
       Subsequently,	
  included	
  Games	
  for	
  Change	
  and	
  Games	
  for	
  Health.	
  
       (www.seriousgames.org)	
  
Fall	
  2011	
                                             Anne	
  Derryberry,	
  Sage	
  Road	
  Solu@ons,	
  LLC	
     11	
  




Serious	
  Games	
  Meet	
  Computers	
  
•  Updated	
  defini@on	
  by	
  Mike	
  Zyda	
  in	
  2005*:	
  	
  
       •  a	
  mental	
  contest,	
  played	
  with	
  a	
  computer	
  in	
  accordance	
  with	
  
     specific	
  rules,	
  that	
  uses	
  entertainment	
  to	
  further	
  
     government	
  or	
  corporate	
  training,	
  educa@on,	
  health,	
  public	
  
     policy,	
  and	
  strategic	
  communica@on	
  objec@ves.	
  
•  NOTE:	
  Computers	
  were	
  “necessary”	
  because	
  this	
  defini@on	
  
   was	
  derived	
  for	
  use	
  by	
  the	
  Ins@tute	
  of	
  Electrical	
  and	
  Electronics	
  
   Engineers.	
  
           *	
  Zyda,	
  M.	
  2005,	
  From	
  visual	
  simula@on	
  to	
  virtual	
  reality	
  to	
  games.	
  IEEE	
  
           Computer,	
  Sept	
  2005.	
  	
  
           	
  
Fall	
  2011	
                   Anne	
  Derryberry,	
  Sage	
  Road	
  Solu@ons,	
  LLC	
       12	
  


Gartner	
  Hype	
  Cycle	
  for	
  Emerging	
  Technologies	
  	
  
Includes	
  Games	
  
                                                               hRp://www.gartner.com/hc/images/215650_0001.gif	
  	
  
Fall	
  2011	
                                                     Anne	
  Derryberry,	
  Sage	
  Road	
  Solu@ons,	
  LLC	
               13	
  


Many	
  Industries	
  and	
  Disciplines	
  
Use	
  Serious	
  Games	
  to	
  Reach	
  Audiences	
  
          Marke@n
                  g	
  &
          Adver@si 	
                                    Govern                                                          The	
  Apply	
  Group	
  
                  ng	
                                          ment	
  
                                                                                                                         predicts	
  that	
  between	
  
                                               ate	
                                                                     100	
  and	
  135	
  of	
  the	
  
                                       C orpor g	
  
                                         Train
                                               in                          Educa@on	
                                    Global	
  Fortune	
  500	
  
          s	
  
    Poli@c                                        Work
                                                                                                                         will	
  have	
  adopted	
  
                                                       pla
                                                   Perso ce/	
                                         	
                games	
  for	
  learning	
  by	
  
                                                                                               od
                                                 Produ nal	
                         a l	
  Go                           the	
  end	
  of	
  2012,	
  with	
  
                   Health                             c@vit
                                                           y	
                  Soci
                            care	
                                                                                       the	
  United	
  States,	
  
                                                                                                                         United	
  Kingdom	
  and	
  
                                                 Journalism	
                                                            Germany	
  leading	
  the	
  
                                                                                      y	
  
                   Emergency	
                                                 Militar                                   way.	
  
                    Services	
  
Fall	
  2011	
                         Anne	
  Derryberry,	
  Sage	
  Road	
  Solu@ons,	
  LLC	
     14	
  


Many	
  Forms/Formats	
  for	
  Serious	
  Games	
  	
  -­‐	
  	
  	
  
Known	
  by	
  Many	
  Names	
  
•  Learning	
  Games	
                             •  Newsgames	
  
    •  Educa@on	
  games	
                         •  Immersive	
  Learning	
  
    •  Training	
  games	
                            Simula@ons	
  
•  Simula@on	
  games	
                            •  Social	
  Impact	
  games	
  
•  Virtual	
  Reality	
  Games	
                   •  Persuasive	
  Games	
  
•  Alternate-­‐Reality	
  Games	
                  •  Games	
  for	
  Change	
  
•  Edutainment	
                                   •  Games	
  for	
  Good	
  
•  Digital	
  Game-­‐based	
  Learning	
           •  Games	
  for	
  Health	
  
•  Synthe@c	
  Learning	
                          •  Gamifica@on	
  
    Environments	
                                 •  Gamified	
  [whatever]	
  
                                                   •  Augmented	
  Reality	
  Games	
  


                                                   	
  
Fall	
  2011	
                              Anne	
  Derryberry,	
  Sage	
  Road	
  Solu@ons,	
  LLC	
     15	
  


Organiza@ons	
  Use	
  “Gamifica@on”	
  Techniques	
  to	
  
Engage	
  Audiences	
  	
  	
  
•  Gamifica@on	
  =	
  game	
  dynamics	
  and	
  reward	
  systems	
  
    applied	
  to	
  an	
  online	
  experience	
  in	
  order	
  to:	
  
       •  promote	
  awareness,	
  adop@on	
  and	
  aRachment	
  
       •  induce	
  par@cipa@on	
  
       •  make	
  tedious	
  content/ac@vi@es	
  seem	
  less	
  odious	
  
•  Based	
  on	
  behavior	
  management	
  systems	
  that	
  give	
  
    recogni@on	
  for	
  par@cipa@on,	
  engagement	
  via:	
  
       •  Contests	
  
       •  Badges	
  
       •  Leaderboards	
  
Fall	
  2011	
           Anne	
  Derryberry,	
  Sage	
  Road	
  Solu@ons,	
  LLC	
     16	
  




       EXAMPLES	
  OF	
  SERIOUS	
  GAMES	
  
       Sec@on	
  3	
  
Fall	
  2011	
                                                    Anne	
  Derryberry,	
  Sage	
  Road	
  Solu@ons,	
  LLC	
     17	
  




	
  Military	
                                                                Corporate	
  Training	
  


                                                                                       	
  
                                                                                       	
  
                                                                                       	
  
                                                                                       	
  
 Defense	
  Acquisi@on	
  University	
  uses	
  games	
                       Innov8,	
  the	
  IBM	
  Business	
  Process	
  
                                                                                      	
  
 and	
  simula@ons	
  in	
  three	
  different	
                               Management	
  (BPM)	
  simula@on	
  game,	
  gives	
  
 ini@a@ves:	
  Games	
  in	
  Curriculum,	
  Games	
  in	
                    both	
  IT	
  and	
  business	
  players	
  a	
  beRer	
  
 Con@nuous	
  Learning	
  Modules,	
  and	
  Mini-­‐                          understanding	
  of	
  how	
  effec@ve	
  BPM	
  
 Games—each	
  of	
  which	
  was	
  created	
  with	
                        impacts	
  an	
  en@re	
  business	
  ecosystem.	
  
 the	
  end	
  result	
  of	
  learning	
  in	
  mind.	
  	
                  hRp://www-­‐01.ibm.com/	
  
 hRps://clc.dau.mil/games	
                                                   sojware/solu@ons/soa/innov8/index.html	
  




                                               Anne	
  Derryberry,	
  Sage	
  Road	
  Solu@ons,	
  LLC	
  
Fall	
  2011	
                                               Anne	
  Derryberry,	
  Sage	
  Road	
  Solu@ons,	
  LLC	
     18	
  




MarkeAng	
                                                             Workplace/Personal	
  ProducAvity	
  
	
                                                                     	
  
	
                                                                     	
  
	
                                                                     	
  
	
                                                                     	
  
	
                                                                     	
  
	
                                                                     	
  
	
                                                                     	
  
	
                                                                     	
  
Dunkin’	
  Donuts	
  uses	
  its	
  Facebook	
  page	
  to	
           Based	
  on	
  social	
  intelligence	
  research	
  
put	
  up	
  games	
  to	
  promote	
  their	
  brand.	
               conducted	
  at	
  McGill	
  University,	
  MindHabits	
  
Winners	
  win	
  coupons	
  to	
  purchase...	
  Dunkin’	
            presents	
  stress	
  bus@ng,	
  confidence	
  boos@ng	
  
Donuts	
  food	
  items.	
                                             games	
  designed	
  to	
  help	
  players	
  develop	
  and	
  
hRp://www.facebook.com/	
                                              maintain	
  a	
  more	
  posi@ve	
  state	
  of	
  mind.	
  
DunkinDonuts?sk=app_116533491769429	
  	
                              hRp://www.mindhabits.com/index.php	
  
Fall	
  2011	
                                                             Anne	
  Derryberry,	
  Sage	
  Road	
  Solu@ons,	
  LLC	
     19	
  




Government	
                                                                          Emergency	
  Services	
  




                                                                                       	
  
As	
  part	
  of	
  its	
  outreach	
  efforts	
  to	
  kids,	
  the	
  CIA	
           With	
  the	
  services	
  of	
  the	
  University	
  of	
  
has	
  included	
  a	
  number	
  of	
  games	
  on	
  its	
                           Maryland	
  CATT	
  LAB,	
  the	
  I-­‐95	
  Coali@on	
  has	
  
website.	
  Games	
  “test”	
  players’	
  intelligence-­‐                             designed	
  and	
  developed	
  a	
  virtual	
  traffic-­‐
gathering	
  abili@es.	
                                                               incident	
  management	
  training	
  system	
  for	
  first	
  
hRps://www.cia.gov/kids-­‐page/	
                                                      responders.	
  	
  
games/index.html	
                                                                     hRp://www.caRlab.umd.edu/	
  
                                                                                       index.php?page=research&a=00028	
  
Fall	
  2011	
                                                              Anne	
  Derryberry,	
  Sage	
  Road	
  Solu@ons,	
  LLC	
                   20	
  




PoliAcs	
                                                                             Social	
  Good	
  

                                                                                                 	
  
                                                                                                 	
  
                                                                                                 	
  
                                                                                                 	
  
                                                                                                 	
  
                                                                                                 	
  
                                                                                                 	
  
                                                                                                 	
  
                                                                                                 	
  
                                                                                                 	
  
Campaign	
  Game	
  is	
  a	
  poli@cally-­‐themed	
  turn-­‐                           EVOKE	
  was	
  developed	
  by	
  the	
  World	
  Bank	
  
based	
  tac@cal	
  combat	
  game.	
  You	
  choose	
  a	
                             Ins@tute	
  as	
  a	
  “10-­‐week	
  crash	
  course”	
  in	
  
candidate,	
  pick	
  your	
  staff,	
  and	
  literally	
  fight	
  it	
                 changing	
  the	
  world.	
  It	
  is	
  free	
  to	
  play	
  and	
  is	
  
out	
  with	
  the	
  opposi@on	
  —	
  slinging	
  mud,	
                              open	
  to	
  everyone,	
  everywhere.	
  The	
  goal	
  of	
  
launching	
  aRack	
  ads,	
  and	
  holding	
  rallies	
  to	
                         the	
  game	
  is	
  to	
  help	
  empower	
  people	
  all	
  over	
  
capture	
  states	
  and	
  earn	
  funds.	
                                            the	
  world	
  to	
  come	
  up	
  with	
  crea@ve	
  solu@ons	
  
www.kongregate.com/games/	
                                                             to	
  our	
  most	
  urgent	
  social	
  problems.	
  	
  
thup/campaign-­‐game	
                                                                  hRp://www.urgentevoke.com/	
  
Fall	
  2011	
                                                      Anne	
  Derryberry,	
  Sage	
  Road	
  Solu@ons,	
  LLC	
           21	
  




Journalism	
                                                                   Healthcare	
  



                                                                                           	
  




Budget	
  Hero,	
  produced	
  by	
  American	
  Public	
                        Humana’s	
  Famscape	
  is	
  an	
  online	
  experience	
  that	
  
Media,	
  provides	
  an	
  interac@ve	
  experience	
                           rewards	
  players	
  for	
  improving	
  their	
  real	
  world	
  
involving	
  policy	
  op@ons	
  that	
  have	
  been	
                          health	
  and	
  lifestyle.	
  An	
  online	
  community	
  of	
  
extensively	
  researched	
  and	
  veRed	
  with	
  non-­‐                      family	
  and	
  friends	
  mo@vates,	
  encourages	
  and	
  
par@san	
  government	
  and	
  think	
  tank	
  experts	
  to	
                 challenges	
  each	
  other	
  to	
  strive	
  for	
  and	
  sustain	
  
enable	
  players	
  to	
  objec@vely	
  evaluate	
                              healthy	
  living	
  and	
  a	
  balanced	
  life.	
  
candidates.	
  	
                                                                hRp://www.myfamscape.com/	
  	
  
hRp://budgethero.publicradio.org/	
  
widget/widget.php#	
  	
  
Fall	
  2011	
                                                         Anne	
  Derryberry,	
  Sage	
  Road	
  Solu@ons,	
  LLC	
                   22	
  




Problem-­‐solving	
                                                              Charity	
  



                                                                                             	
  




Foldit,	
  developed	
  at	
  the	
  University	
  of	
                          Wetopia	
  is	
  a	
  social	
  game	
  on	
  Facebook.	
  Players	
  
Washington,	
  aRempts	
  to	
  predict	
  the	
  structure	
                    build	
  a	
  town,	
  and	
  use	
  the	
  Joy	
  points	
  they	
  earn	
  to	
  
of	
  a	
  protein	
  by	
  taking	
  advantage	
  of	
  humans’	
               donate	
  to	
  children’s	
  chari@es	
  around	
  the	
  world.	
  
puzzle-­‐solving	
  intui@ons	
  and	
  having	
  people	
                       hRps://www.facebook.com/WeTopiaOfficial	
  
play	
  compe@@vely	
  to	
  fold	
  the	
  best	
  proteins.	
  
hRp://fold.it/portal/	
  
Fall	
  2011	
           Anne	
  Derryberry,	
  Sage	
  Road	
  Solu@ons,	
  LLC	
     23	
  




       ESSENTIAL	
  TERMINOLOGY	
  
       Sec@on	
  4	
  
Fall	
  2011	
                                                       Anne	
  Derryberry,	
  Sage	
  Road	
  Solu@ons,	
  LLC	
           24	
  




Essen@al	
  Terminology	
  
Alternate-­‐reality	
  game	
  –	
  an	
  interac@ve	
  narra@ve	
  that	
  uses	
  the	
  real	
  world	
  and	
  game	
  elements	
  
as	
  a	
  plaiorm	
  to	
  tell	
  a	
  story	
  that	
  may	
  be	
  affected	
  by	
  par@cipants'	
  ideas	
  or	
  ac@ons.	
  Ojen	
  
involves	
  mul@ple	
  media,	
  in	
  which	
  case	
  can	
  be	
  referred	
  to	
  as	
  “transmedia	
  games”	
  	
  
	
  
Augmented-­‐reality	
  game	
  –	
  games	
  relying	
  on	
  a	
  live	
  direct	
  or	
  an	
  indirect	
  view	
  of	
  a	
  physical,	
  
real-­‐world	
  environment	
  whose	
  elements	
  are	
  augmented	
  by	
  computer-­‐generated	
  sensory	
  
input	
  such	
  as	
  sound,	
  video,	
  graphics	
  or	
  GPS	
  data	
  	
  
	
  
Casual	
  game	
  –	
  a	
  single-­‐player	
  game	
  that	
  can	
  be	
  completed	
  in	
  10-­‐20	
  minutes	
  
	
  
Console	
  –	
  a	
  non-­‐PC	
  compu@ng	
  device	
  used	
  to	
  play	
  a	
  variety	
  of	
  games.	
  Can	
  be	
  handheld	
  using	
  
no	
  Internet	
  connec@vity	
  (e.g.,	
  Nintendo	
  DS),	
  or	
  connected	
  to	
  a	
  TV	
  or	
  monitor	
  to	
  take	
  
advantage	
  of	
  larger	
  screen	
  (e.g.,	
  PS2)	
  or	
  to	
  enable	
  Internet	
  access	
  (e.g.,	
  Xbox	
  Live).	
  
	
  
Edutainment	
  –	
  a	
  game	
  category	
  that	
  emphasizes	
  fun,	
  yet	
  purports	
  to	
  offer	
  some	
  educa@on	
  
value.	
  This	
  type	
  of	
  game	
  has	
  fallen	
  out	
  of	
  favor	
  since	
  there	
  is	
  typically	
  no	
  educa@onal	
  rigor	
  
involved	
  in	
  the	
  game’s	
  design.	
  	
  
	
  
Flash	
  game	
  –	
  any	
  kind	
  of	
  game	
  that	
  is	
  built	
  in	
  Flash	
  and	
  is	
  accessed	
  via	
  web	
  browser.	
  Since	
  
Flash	
  penetra@on	
  is	
  nearly	
  100%	
  in	
  web	
  browsers,	
  this	
  is	
  the	
  common	
  denominator	
  in	
  the	
  
developer	
  community.	
  
	
  
	
  
Fall	
  2011	
                                            Anne	
  Derryberry,	
  Sage	
  Road	
  Solu@ons,	
  LLC	
     25	
  




Terminology	
  (p.2)	
  
Game	
  theory	
  –	
  an	
  economic	
  theory	
  to	
  describe	
  investor	
  decision-­‐making	
  
	
  
Game	
  layer	
  –	
  alternate	
  term	
  for	
  gamifica@on	
  
	
  
Game	
  mechanics/game	
  dynamics	
  	
  –	
  the	
  interac@ons	
  between	
  players	
  and	
  the	
  game	
  
	
  
Gamer	
  –	
  a	
  frequent	
  player	
  of	
  videogames.	
  Carries	
  some	
  nega@ve	
  stereotyping.	
  
	
  
GamificaAon	
  –	
  the	
  prac@ce	
  of	
  applying	
  behavior	
  mo@va@ng	
  techniques	
  from	
  tradi@onal	
  games	
  to	
  
non-­‐game	
  experiences	
  
	
  
Gaming	
  –	
  gambling	
  (although	
  increasingly	
  used	
  for	
  nonbe~ng	
  games)	
  	
  
	
  
Immersive	
  environments	
  -­‐	
  characterized	
  by	
  	
  	
  
         Persistent	
  
         Mul@-­‐par@cipant	
  
         3D	
  
         Online/virtual	
  
n.b.,	
  Not	
  all	
  immersive	
  environments	
  are	
  games,	
  and	
  not	
  all	
  games	
  employ	
  immersive	
  
environments.	
  	
  
	
  
Mobile	
  game	
  –	
  requires	
  mobile	
  device	
  to	
  play	
  
	
  
	
  
Fall	
  2011	
                                                  Anne	
  Derryberry,	
  Sage	
  Road	
  Solu@ons,	
  LLC	
       26	
  




Terminology	
  (p.3)	
  
Mod	
  –	
  short	
  for	
  modifica@on.	
  Some	
  commercial	
  @tles	
  have	
  made	
  a	
  “kit”	
  available	
  to	
  enable	
  
development	
  of	
  addi@onal	
  content	
  that	
  is	
  compa@ble	
  with	
  that	
  game’s	
  system.	
  Mods	
  can	
  be	
  
extensions	
  of	
  the	
  original	
  game	
  design	
  or	
  can	
  take	
  a	
  game	
  in	
  an	
  en@rely	
  new	
  direc@on,	
  e.g.,	
  
teaching/learning	
  purpose.	
  
	
  
Online	
  game	
  –	
  a	
  game	
  that	
  requires	
  an	
  Internet	
  connec@on	
  to	
  play	
  
	
  
Serious	
  game	
  –	
  a	
  non-­‐entertainment	
  game	
  
	
  
SimulaAon	
  –	
  a	
  facsimile	
  of	
  RW	
  event(s)	
  without	
  RW	
  consequences.	
  Most	
  simula@ons	
  include	
  
game	
  dynamics,	
  although	
  this	
  is	
  not	
  essen@al	
  to	
  the	
  category.	
  
	
  
Social	
  game	
  –	
  a	
  casual	
  game	
  played	
  by	
  many	
  people	
  using	
  a	
  common	
  plaiorm	
  (e.g.,	
  Farmville	
  on	
  
Facebook)	
  	
  	
  
	
  
Videogame	
  –	
  a	
  non-­‐browser	
  based	
  online	
  game	
  
	
  
Virtual	
  world	
  –	
  a	
  persistent,	
  3D,	
  digital	
  environment	
  (e.g.,	
  Second	
  Life).	
  Applica@ons	
  include	
  
training/educa@on,	
  small-­‐	
  to	
  large-­‐group	
  collabora@on,	
  virtual	
  social,	
  pornography,	
  sales	
  and	
  
marke@ng…	
  Games	
  may	
  or	
  may	
  not	
  be	
  included.	
  	
  

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Orientation to Serious Games

  • 1.   AN  ORIENTATION  TO  SERIOUS  GAMES     Fall  2011     by  Anne  Derryberry   Analyst,  Sage  Road  Solu@ons   Producer/Designer,  I’m  Serious  
  • 2. Fall  2011   Anne  Derryberry,  Sage  Road  Solu@ons,  LLC   2   Table  of  Contents   Sec@on  1:    What  Is  a  Game?   Sec@on  2:    The  Serious  Side  of  Games   Sec@on  3:    Examples  of  Serious  Games     Sec@on  3:    Essen@al  Terminology  
  • 3. Fall  2011   Anne  Derryberry,  Sage  Road  Solu@ons,  LLC   3   WHAT  IS  A  GAME?   Sec@on  1  
  • 4. Fall  2011   Anne  Derryberry,  Sage  Road  Solu@ons,  LLC   4   Common  Game  ARributes   •  No  single,  unified  defini@on  of  “game”   •  Essen@al  elements  include:   •  Bounded  game  space,  including  ar@facts   •  End-­‐state  goal  =  winning   •  Conflict(s)  or  challenge(s)   •  Rules   •  Player(s)   •  No  technology  requirement.  Most  game-­‐oriented  learning   ini@a@ves  are  technology-­‐based.  
  • 5. Fall  2011   Anne  Derryberry,  Sage  Road  Solu@ons,  LLC   5   A  Game  Is  a  Complex  System   •  Rules   •  Variable  and  quan@fiable  outcomes   •  Content,  context,  goals  are  factors  each  @me  game  is  played   •  Outcomes  “economy”   •  Both  posi@ve  (harder  to  reach)  and  nega@ve  (easier  to  reach)   •  Reflected  through  levels,  points,  badges,  grades   •  Player(s)  and  player  work/effort/investment   •  Players  must  do  things  (e.g.  complete  tasks),  cannot  be  passive   •  Player  aRached  to/invested  in  outcome   •  What  the  player  does  influences  outcome,  not  just  chance   •  Nego@able  consequences   Adapted  from  Jesper  Juul  hRp://www.@sch.nyu.edu/object/juul_gamectr.html  Danish  School  of  Design  and  NYU    
  • 6. Fall  2011   Anne  Derryberry,  Sage  Road  Solu@ons,  LLC   6   A  Game  Is  a  Closed  System   •  A  game  is  self-­‐contained   •  It  doesn’t  require  or  rely  on  external  input   •  It  doesn’t  provide  output  (e.g.,  a  student  record)  to  external   systems      
  • 7. Fall  2011   Anne  Derryberry,  Sage  Road  Solu@ons,  LLC   7   Games  Are  Classified  by:   Approach   Purpose   Genre   Technology   to  Play   •  Entertainment   •  Role-­‐playing   •  Solo   •  Plaiorm   •  Serious,  i.e.,  all   •  Strategy   •  Parallel   •  Hardware   non-­‐ •  Puzzle   •  Social   •  Sojware   entertainment   •  Simula@on   •  Coopera@ve/   •  Hybrid   purposes,  e.g.,   collabora@ve   •  First-­‐person   •  Augmented   •  Learning   shooter   •  Compe@@ve   reality   (educa@on,   •  Hidden  objects   •  Alterna@ve   training,   reality   lifelong)   •  Transmedia     •  Advocacy   •  Collabora@on   and  problem-­‐ solving   •  Physical  fitness  
  • 8. Fall  2011   Anne  Derryberry,  Sage  Road  Solu@ons,  LLC   8   Entertainment  Games  Are     Changing  Our  Lives  and  Culture  in  the  US   250" 145   47   215   29   21.6   26   200" 150" 100" 50" 0" %"who"spend"money"on"games" %"game"players"over"50"y.o." Ac(ve"gamers,"in"millions" Total"hours"played"per"day,"in"millions" %"Internet"(me"playing"online"games" Total"es(mated"spend"in"2011,"in"billions" Sources:  US  Na6onal   Gamers  Survey,   conducted  June  2011  by   Newzoo     (www.newzoo.com/ ENG/1589-­‐Infograph_   US.html),  and  Humana   Games   (www.humana.com).    
  • 9. Fall  2011   Anne  Derryberry,  Sage  Road  Solu@ons,  LLC   9   THE  SERIOUS  SIDE  OF  GAMES   Sec@on  2  
  • 10. Fall  2011   Anne  Derryberry,  Sage  Road  Solu@ons,  LLC   10   “Entertainment  Games”  Make  Sense.     What  Are  Serious  Games?   •  “Serious  games”  first  introduced  by  Clark  Abt  in  1970  in  book  of   same  name.  (hRp://www.abtassociates.com/page.cfm?PageID=452)       •  Brought  to  wider  use  by  Woodrow  Wilson  Int’l  Center  for  Scholars   with  2002  launch  of  “Serious  Game  Ini@a@ve”  to  encourage   development  of  games  that  address  policy  and  management  issues.   Subsequently,  included  Games  for  Change  and  Games  for  Health.   (www.seriousgames.org)  
  • 11. Fall  2011   Anne  Derryberry,  Sage  Road  Solu@ons,  LLC   11   Serious  Games  Meet  Computers   •  Updated  defini@on  by  Mike  Zyda  in  2005*:     •  a  mental  contest,  played  with  a  computer  in  accordance  with   specific  rules,  that  uses  entertainment  to  further   government  or  corporate  training,  educa@on,  health,  public   policy,  and  strategic  communica@on  objec@ves.   •  NOTE:  Computers  were  “necessary”  because  this  defini@on   was  derived  for  use  by  the  Ins@tute  of  Electrical  and  Electronics   Engineers.   *  Zyda,  M.  2005,  From  visual  simula@on  to  virtual  reality  to  games.  IEEE   Computer,  Sept  2005.      
  • 12. Fall  2011   Anne  Derryberry,  Sage  Road  Solu@ons,  LLC   12   Gartner  Hype  Cycle  for  Emerging  Technologies     Includes  Games   hRp://www.gartner.com/hc/images/215650_0001.gif    
  • 13. Fall  2011   Anne  Derryberry,  Sage  Road  Solu@ons,  LLC   13   Many  Industries  and  Disciplines   Use  Serious  Games  to  Reach  Audiences   Marke@n g  & Adver@si   Govern The  Apply  Group   ng   ment   predicts  that  between   ate   100  and  135  of  the   C orpor g   Train in Educa@on   Global  Fortune  500   s   Poli@c Work will  have  adopted   pla Perso ce/     games  for  learning  by   od Produ nal   a l  Go the  end  of  2012,  with   Health c@vit y   Soci care   the  United  States,   United  Kingdom  and   Journalism   Germany  leading  the   y   Emergency   Militar way.   Services  
  • 14. Fall  2011   Anne  Derryberry,  Sage  Road  Solu@ons,  LLC   14   Many  Forms/Formats  for  Serious  Games    -­‐       Known  by  Many  Names   •  Learning  Games   •  Newsgames   •  Educa@on  games   •  Immersive  Learning   •  Training  games   Simula@ons   •  Simula@on  games   •  Social  Impact  games   •  Virtual  Reality  Games   •  Persuasive  Games   •  Alternate-­‐Reality  Games   •  Games  for  Change   •  Edutainment   •  Games  for  Good   •  Digital  Game-­‐based  Learning   •  Games  for  Health   •  Synthe@c  Learning   •  Gamifica@on   Environments   •  Gamified  [whatever]   •  Augmented  Reality  Games    
  • 15. Fall  2011   Anne  Derryberry,  Sage  Road  Solu@ons,  LLC   15   Organiza@ons  Use  “Gamifica@on”  Techniques  to   Engage  Audiences       •  Gamifica@on  =  game  dynamics  and  reward  systems   applied  to  an  online  experience  in  order  to:   •  promote  awareness,  adop@on  and  aRachment   •  induce  par@cipa@on   •  make  tedious  content/ac@vi@es  seem  less  odious   •  Based  on  behavior  management  systems  that  give   recogni@on  for  par@cipa@on,  engagement  via:   •  Contests   •  Badges   •  Leaderboards  
  • 16. Fall  2011   Anne  Derryberry,  Sage  Road  Solu@ons,  LLC   16   EXAMPLES  OF  SERIOUS  GAMES   Sec@on  3  
  • 17. Fall  2011   Anne  Derryberry,  Sage  Road  Solu@ons,  LLC   17    Military   Corporate  Training           Defense  Acquisi@on  University  uses  games   Innov8,  the  IBM  Business  Process     and  simula@ons  in  three  different   Management  (BPM)  simula@on  game,  gives   ini@a@ves:  Games  in  Curriculum,  Games  in   both  IT  and  business  players  a  beRer   Con@nuous  Learning  Modules,  and  Mini-­‐ understanding  of  how  effec@ve  BPM   Games—each  of  which  was  created  with   impacts  an  en@re  business  ecosystem.   the  end  result  of  learning  in  mind.     hRp://www-­‐01.ibm.com/   hRps://clc.dau.mil/games   sojware/solu@ons/soa/innov8/index.html   Anne  Derryberry,  Sage  Road  Solu@ons,  LLC  
  • 18. Fall  2011   Anne  Derryberry,  Sage  Road  Solu@ons,  LLC   18   MarkeAng   Workplace/Personal  ProducAvity                                   Dunkin’  Donuts  uses  its  Facebook  page  to   Based  on  social  intelligence  research   put  up  games  to  promote  their  brand.   conducted  at  McGill  University,  MindHabits   Winners  win  coupons  to  purchase...  Dunkin’   presents  stress  bus@ng,  confidence  boos@ng   Donuts  food  items.   games  designed  to  help  players  develop  and   hRp://www.facebook.com/   maintain  a  more  posi@ve  state  of  mind.   DunkinDonuts?sk=app_116533491769429     hRp://www.mindhabits.com/index.php  
  • 19. Fall  2011   Anne  Derryberry,  Sage  Road  Solu@ons,  LLC   19   Government   Emergency  Services     As  part  of  its  outreach  efforts  to  kids,  the  CIA   With  the  services  of  the  University  of   has  included  a  number  of  games  on  its   Maryland  CATT  LAB,  the  I-­‐95  Coali@on  has   website.  Games  “test”  players’  intelligence-­‐ designed  and  developed  a  virtual  traffic-­‐ gathering  abili@es.   incident  management  training  system  for  first   hRps://www.cia.gov/kids-­‐page/   responders.     games/index.html   hRp://www.caRlab.umd.edu/   index.php?page=research&a=00028  
  • 20. Fall  2011   Anne  Derryberry,  Sage  Road  Solu@ons,  LLC   20   PoliAcs   Social  Good                       Campaign  Game  is  a  poli@cally-­‐themed  turn-­‐ EVOKE  was  developed  by  the  World  Bank   based  tac@cal  combat  game.  You  choose  a   Ins@tute  as  a  “10-­‐week  crash  course”  in   candidate,  pick  your  staff,  and  literally  fight  it   changing  the  world.  It  is  free  to  play  and  is   out  with  the  opposi@on  —  slinging  mud,   open  to  everyone,  everywhere.  The  goal  of   launching  aRack  ads,  and  holding  rallies  to   the  game  is  to  help  empower  people  all  over   capture  states  and  earn  funds.   the  world  to  come  up  with  crea@ve  solu@ons   www.kongregate.com/games/   to  our  most  urgent  social  problems.     thup/campaign-­‐game   hRp://www.urgentevoke.com/  
  • 21. Fall  2011   Anne  Derryberry,  Sage  Road  Solu@ons,  LLC   21   Journalism   Healthcare     Budget  Hero,  produced  by  American  Public   Humana’s  Famscape  is  an  online  experience  that   Media,  provides  an  interac@ve  experience   rewards  players  for  improving  their  real  world   involving  policy  op@ons  that  have  been   health  and  lifestyle.  An  online  community  of   extensively  researched  and  veRed  with  non-­‐ family  and  friends  mo@vates,  encourages  and   par@san  government  and  think  tank  experts  to   challenges  each  other  to  strive  for  and  sustain   enable  players  to  objec@vely  evaluate   healthy  living  and  a  balanced  life.   candidates.     hRp://www.myfamscape.com/     hRp://budgethero.publicradio.org/   widget/widget.php#    
  • 22. Fall  2011   Anne  Derryberry,  Sage  Road  Solu@ons,  LLC   22   Problem-­‐solving   Charity     Foldit,  developed  at  the  University  of   Wetopia  is  a  social  game  on  Facebook.  Players   Washington,  aRempts  to  predict  the  structure   build  a  town,  and  use  the  Joy  points  they  earn  to   of  a  protein  by  taking  advantage  of  humans’   donate  to  children’s  chari@es  around  the  world.   puzzle-­‐solving  intui@ons  and  having  people   hRps://www.facebook.com/WeTopiaOfficial   play  compe@@vely  to  fold  the  best  proteins.   hRp://fold.it/portal/  
  • 23. Fall  2011   Anne  Derryberry,  Sage  Road  Solu@ons,  LLC   23   ESSENTIAL  TERMINOLOGY   Sec@on  4  
  • 24. Fall  2011   Anne  Derryberry,  Sage  Road  Solu@ons,  LLC   24   Essen@al  Terminology   Alternate-­‐reality  game  –  an  interac@ve  narra@ve  that  uses  the  real  world  and  game  elements   as  a  plaiorm  to  tell  a  story  that  may  be  affected  by  par@cipants'  ideas  or  ac@ons.  Ojen   involves  mul@ple  media,  in  which  case  can  be  referred  to  as  “transmedia  games”       Augmented-­‐reality  game  –  games  relying  on  a  live  direct  or  an  indirect  view  of  a  physical,   real-­‐world  environment  whose  elements  are  augmented  by  computer-­‐generated  sensory   input  such  as  sound,  video,  graphics  or  GPS  data       Casual  game  –  a  single-­‐player  game  that  can  be  completed  in  10-­‐20  minutes     Console  –  a  non-­‐PC  compu@ng  device  used  to  play  a  variety  of  games.  Can  be  handheld  using   no  Internet  connec@vity  (e.g.,  Nintendo  DS),  or  connected  to  a  TV  or  monitor  to  take   advantage  of  larger  screen  (e.g.,  PS2)  or  to  enable  Internet  access  (e.g.,  Xbox  Live).     Edutainment  –  a  game  category  that  emphasizes  fun,  yet  purports  to  offer  some  educa@on   value.  This  type  of  game  has  fallen  out  of  favor  since  there  is  typically  no  educa@onal  rigor   involved  in  the  game’s  design.       Flash  game  –  any  kind  of  game  that  is  built  in  Flash  and  is  accessed  via  web  browser.  Since   Flash  penetra@on  is  nearly  100%  in  web  browsers,  this  is  the  common  denominator  in  the   developer  community.      
  • 25. Fall  2011   Anne  Derryberry,  Sage  Road  Solu@ons,  LLC   25   Terminology  (p.2)   Game  theory  –  an  economic  theory  to  describe  investor  decision-­‐making     Game  layer  –  alternate  term  for  gamifica@on     Game  mechanics/game  dynamics    –  the  interac@ons  between  players  and  the  game     Gamer  –  a  frequent  player  of  videogames.  Carries  some  nega@ve  stereotyping.     GamificaAon  –  the  prac@ce  of  applying  behavior  mo@va@ng  techniques  from  tradi@onal  games  to   non-­‐game  experiences     Gaming  –  gambling  (although  increasingly  used  for  nonbe~ng  games)       Immersive  environments  -­‐  characterized  by       Persistent   Mul@-­‐par@cipant   3D   Online/virtual   n.b.,  Not  all  immersive  environments  are  games,  and  not  all  games  employ  immersive   environments.       Mobile  game  –  requires  mobile  device  to  play      
  • 26. Fall  2011   Anne  Derryberry,  Sage  Road  Solu@ons,  LLC   26   Terminology  (p.3)   Mod  –  short  for  modifica@on.  Some  commercial  @tles  have  made  a  “kit”  available  to  enable   development  of  addi@onal  content  that  is  compa@ble  with  that  game’s  system.  Mods  can  be   extensions  of  the  original  game  design  or  can  take  a  game  in  an  en@rely  new  direc@on,  e.g.,   teaching/learning  purpose.     Online  game  –  a  game  that  requires  an  Internet  connec@on  to  play     Serious  game  –  a  non-­‐entertainment  game     SimulaAon  –  a  facsimile  of  RW  event(s)  without  RW  consequences.  Most  simula@ons  include   game  dynamics,  although  this  is  not  essen@al  to  the  category.     Social  game  –  a  casual  game  played  by  many  people  using  a  common  plaiorm  (e.g.,  Farmville  on   Facebook)         Videogame  –  a  non-­‐browser  based  online  game     Virtual  world  –  a  persistent,  3D,  digital  environment  (e.g.,  Second  Life).  Applica@ons  include   training/educa@on,  small-­‐  to  large-­‐group  collabora@on,  virtual  social,  pornography,  sales  and   marke@ng…  Games  may  or  may  not  be  included.