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The Power of Play and Games in
These Uncertain Times
By Karl M. Kapp, Ed.D., Professor of Instructional Technology, Bloomsburg University
Spring 2020
Keep in Touch
Email: Karlkapp@gmail.com
Twitter: @kkapp
LinkedIn: https://www.linkedin.com/in/karlkapp/
Games and the
Pandemic….
Open a Browser Window
Type in: Pollev.com/karlkapp
Pollev.com/karlkapp
(No need to enter name-Skip)
Closing Session: The Power of Play and Games in These Uncertain Times
What games have
you played?
Closing Session: The Power of Play and Games in These Uncertain Times
Closing Session: The Power of Play and Games in These Uncertain Times
Gaming Usage
In March…2020 Hardware spending
spiked __%
Sales of video game hardware, software, accessories and game cards.
Gaming Usage
75%
In March…2020
Gaming Usage
75%
Hardware spending
spiked 63%
In March…2020
Gaming Usage
75%
Sales of video game hardware, software, accessories and game cards.
$1.6 Billion
Hardware spending
spiked 63%
In March…2020
Gaming Usage
75%
Sales of video game hardware, software, accessories and game cards.
$1.6 Billion
Hardware spending
spiked 63%
In March…
Why are Video Games Taking Over?
Video Games Front and Center
Study of veterans and video game play found:
Adaptive Coping: Distraction, Control, Symptom Substitution
Colder Carras, M., Kalbarczyk, A., Wells, K., Banks, J., Kowert, R., Gillespie, C., & Latkin, C. (2018). Connection, meaning, and distraction: A qualitative study of video game play and mental
health recovery in veterans treated for mental and/or behavioral health problems. Social science & medicine (1982), 216, 124–132. https://doi.org/10.1016/j.socscimed.2018.08.044
Video Games Front and Center
Study of veterans and video game play found:
Eudaimonic Well-Being: Confidence, Insight, Role-Functioning
Colder Carras, M., Kalbarczyk, A., Wells, K., Banks, J., Kowert, R., Gillespie, C., & Latkin, C. (2018). Connection, meaning, and distraction: A qualitative study of video game play and mental
health recovery in veterans treated for mental and/or behavioral health problems. Social science & medicine (1982), 216, 124–132. https://doi.org/10.1016/j.socscimed.2018.08.044
Video Games Front and Center
Study of veterans and video game play found:
Socializing: Participation, Support, Camaraderie
Colder Carras, M., Kalbarczyk, A., Wells, K., Banks, J., Kowert, R., Gillespie, C., & Latkin, C. (2018). Connection, meaning, and distraction: A qualitative study of video game play and mental
health recovery in veterans treated for mental and/or behavioral health problems. Social science & medicine (1982), 216, 124–132. https://doi.org/10.1016/j.socscimed.2018.08.044
Video Games Front and Center
“When you’re battling yourself with traumatic thoughts,
you can lose yourself in a game. Right now, during this
pandemic, real life is the traumatic situation. What
games are able to do for people in mental health
recovery, all of society now needs.”
--Michelle Colder Carras, a public health researcher at
Johns Hopkins University
Corona Ball Social-distancing Tag
Cray, K. (April, 2020) How the Coronavirus Is Influencing Children’s Play: The Atlantic.
https://www.theatlantic.com/family/archive/2020/04/coronavirus-tag-and-other-games-kids-play-during-a-pandemic/609253/
Closing Session: The Power of Play and Games in These Uncertain Times
Closing Session: The Power of Play and Games in These Uncertain Times
Meandering
path/opposed to
rigid routine.
Sense of
movement/
opposed to non-
movement.
Colorful and
bright/ opposed
to white and
sterile.
Effortless
movement/ opposed
to painful
movement.
Design Constructs of Candy Land
Freedom/
opposed to
confinement.
Closing Session: The Power of Play and Games in These Uncertain Times
Team 1
You are Playing as Karl
Name: Score:
Mike:* 0
Jane: 1
Mark: 0
Karl: 1
https://www.enspire.com/digital-games/
Closing Session: The Power of Play and Games in These Uncertain Times
Closing Session: The Power of Play and Games in These Uncertain Times
Closing Session: The Power of Play and Games in These Uncertain Times
Closing Session: The Power of Play and Games in These Uncertain Times
Closing Session: The Power of Play and Games in These Uncertain Times
Closing Session: The Power of Play and Games in These Uncertain Times
Closing Session: The Power of Play and Games in These Uncertain Times
Closing Session: The Power of Play and Games in These Uncertain Times
Closing Session: The Power of Play and Games in These Uncertain Times
Closing Session: The Power of Play and Games in These Uncertain Times
“Plague Inc. has been out for eight years now, and whenever there is an outbreak of disease,
we see an increase in players, as people seek to find out more about how diseases spread and
to understand the complexities of viral outbreaks,” the studio said in a post
https://www.ndemiccreations.com/en/
On the game’s official Facebook page, some players said they considered the
simulation essential to their understanding of the coronavirus outbreak.
https://www.ndemiccreations.com/en/
“It engages you while it teaches you,” said Ali S. Khan, a former senior official at the Centers for
Disease Control and Prevention. “The game is based on a solid mathematical model of how
[a pathogen] spreads in a community. A simplistic [one], but no fantasy.”
https://www.ndemiccreations.com/en/
The popularity and longevity of Plague Inc., as well as its broader social relevance, can be explained by placing it
within the context of public anxieties about vulnerability to infectious diseases.
Mitchell, S. & Hamilton, S. N. (January 2017) Playing at the apocalypse: Reading Plague Inc in pandemic culture. Convergence: The International Journal of Research into Media
Technologies. Vol. 24, Issue 6. PP 587-606,. DOI https://doi.org/10.1177/1354856516687235
Pandemic 2 placed on Addicting Games in 2008.
In the first 12 days of March, Pandemic 2's page experienced a 3,500% increase in views
https://www.addictinggames.com/strategy/pandemic-2
https://www.addictinggames.com/strategy/pandemic-2
https://www.addictinggames.com/strategy/pandemic-2
https://www.addictinggames.com/strategy/pandemic-2
https://www.addictinggames.com/strategy/pandemic-2
https://www.addictinggames.com/strategy/pandemic-2
https://www.addictinggames.com/strategy/pandemic-2
https://www.addictinggames.com/strategy/pandemic-2
https://www.addictinggames.com/strategy/pandemic-2
Games Help with Sense-making
Measure of Control
Games Help with Sense-making
-Insight into Actions/Behaviors
Games Help with Sense-making
Big Picture View
Games Help with Sense-making
Make Some Sense of Our World
Games Help with Sense-making
Express Concern
https://socialexpress.com/
Games Help with Sense-making
Seeking Understanding
Games Help with Sense-making
”Try on” Behaviors
Games Help with Sense-making
Visceral Understanding
Games Help with Sense-making
“The reality is that playing helps
us process the world around us.”
-Audra M. Swarthout, an associate professor of biology
at Delta College in Michigan
https://www.shortsims.com/covid19
Who Could Have
Predicted this Pandemic?
Anyone who plays games…
Closing Session: The Power of Play and Games in These Uncertain Times
Closing Session: The Power of Play and Games in These Uncertain Times
Sims players discovered
that the pet guinea pig was
carrying a potentially fatal
virus that could kill a human
character in the game.
A pet guinea pig spread a disease in the Sims.
if a Sims player neglected to clean its cage, and
if a player reached into the cage to pet the
animal and is bitten then they got sick.
If someone who has gotten sick sneezes
and coughs and will infect other human
characters in the game who come within
several ''tiles'' distance.
Whyville is an educational Internet site geared
towards children from ages 8–14+ . The game
environment engages its users in learning about
a broad range of topics, including science,
business, art and geography.
February of 2002,
the first cases of
Why-Pox appeared.
At first just a few Whyvillians
noticed they had red spots on
their faces and sometimes when
they tried to talk they would
cough instead.
Reactions:
-Cover pock marks
-Contract disease
-Avoid Disease
-Prevent Spreading
-Spread the Disease
Researchers asked students the question “In which ways was Whypox like a real infectious disease?”
Answers showed students perceived several features of the virtual infectious disease as features
inherent in natural infectious diseases including: being contagious, having symptoms, and being like a
specific other disease.
Neulight, N., Kafai, Y. B., Kao, L., Foley, B., & Galas, C. (2007). Children's Participation in a Virtual Epidemic in the Science Classroom: Making Connections to
Natural Infectious Diseases. Journal of science education and technology, 16(1), 47. https://doi.org/10.1007/s10956-006-9029-z
Why-Pox
reappeared in 2003,
annual event.
New diseases
started appearing in
2007.
Closing Session: The Power of Play and Games in These Uncertain Times
Corrupted Blood Incident
Extremely virulent,
highly contagious
disease.
NPCs were
asymptomatic.
Started in isolated
area, spread animal
to character and
character to
character.
Lofgren, E. T. & Fefferman, N. (Sept 2007) The untapped potential of virtual game worlds to shed light on real world epidemics. The Lancet: Infectious Diseases.
VOLUME 7, ISSUE 9, P625-629, https://doi.org/10.1016/S1473-3099(07)70212-8
Blizzard employees imposed
quarantine measures, isolating
infected players from as-yet
uninfected areas.
First online instance of
uncontrolled plague to affect
millions of Americans, Asians, and
Europeans at home
By games using games as an untapped experimental framework, we may be able to gain deeper insight
into the incredible complexity of infectious disease epidemiology in social groups.
Eric T. Lofgren and Nina H. Fefferman.
https://int.nyt.com/data/documenthelper/6824-2019-10-key-findings-and-
after/05bd797500ea55be0724/optimized/full.pdf
https://int.nyt.com/data/documenthelper/6824-2019-10-key-findings-and-
after/05bd797500ea55be0724/optimized/full.pdf
A large-scale outbreak of novel
influenza begins in China and
quickly spreads, first detected in
Chicago in the U.S. and grows to
pandemic proportion by human-
to-human contact.
2019 Government
Sponsored
Table Top Exercise
Findings:
• Insufficient federal funding sources for a severe influenza pandemic.
• Confusion on how to apply the Defense Production Act.
• The current medical supply chain and production capacity could not meet the
demand.
• Global manufacturing would be unable to meet the domestic demand for personal
protective equipment (PPE) and ancillary supplies (including ventilators).
A pro-invasion admiral who presided at the war game, set aside a
ruling made by more objective umpires. Thus, providing a
favorable “prediction” to the outcome of the battle. But the real
outcome more closely resembled the original umpires ruling.
Total War Research Institute, a part of the Japanese
government in the 1940’s conducted a war-game (table
top simulation) of the invasion of Midway.
A pro-invasion admiral who presided at the war game, set aside a
ruling made by more objective umpires. Thus, providing a
favorable “prediction” to the outcome of the battle. But the real
outcome more closely resembled the original umpires ruling.
The war with Japan had been reenacted in the game rooms at
the Naval War College by so many people and in so many
different ways, that nothing that happened during the war was a
surprise…absolutely nothing except the kamikaze tactics toward
the end of the war
-- Admiral Nimitz
Games test personnel, tactics, procedures, organizations and
equipment. Games have a tendency to expose weaknesses in
everything from individual leadership to tactics and doctrine.
Games can be seen as a stress test.
Mizokami, K. (September, 2013) A Brief History of Naval War Games.
SNI News. https://news.usni.org/2013/09/24/brief-history-naval-wargames
Closing Session: The Power of Play and Games in These Uncertain Times
Conclusion Power of Play and Games
Keep in Touch
Email: Karlkapp@gmail.com
Twitter: @kkapp
LinkedIn: https://www.linkedin.com/in/karlkapp/

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Closing Session: The Power of Play and Games in These Uncertain Times

  • 1. The Power of Play and Games in These Uncertain Times By Karl M. Kapp, Ed.D., Professor of Instructional Technology, Bloomsburg University Spring 2020
  • 2. Keep in Touch Email: Karlkapp@gmail.com Twitter: @kkapp LinkedIn: https://www.linkedin.com/in/karlkapp/
  • 4. Open a Browser Window Type in: Pollev.com/karlkapp
  • 10. Gaming Usage In March…2020 Hardware spending spiked __% Sales of video game hardware, software, accessories and game cards.
  • 13. Gaming Usage 75% Sales of video game hardware, software, accessories and game cards. $1.6 Billion Hardware spending spiked 63% In March…2020
  • 14. Gaming Usage 75% Sales of video game hardware, software, accessories and game cards. $1.6 Billion Hardware spending spiked 63% In March…
  • 15. Why are Video Games Taking Over?
  • 16. Video Games Front and Center Study of veterans and video game play found: Adaptive Coping: Distraction, Control, Symptom Substitution Colder Carras, M., Kalbarczyk, A., Wells, K., Banks, J., Kowert, R., Gillespie, C., & Latkin, C. (2018). Connection, meaning, and distraction: A qualitative study of video game play and mental health recovery in veterans treated for mental and/or behavioral health problems. Social science & medicine (1982), 216, 124–132. https://doi.org/10.1016/j.socscimed.2018.08.044
  • 17. Video Games Front and Center Study of veterans and video game play found: Eudaimonic Well-Being: Confidence, Insight, Role-Functioning Colder Carras, M., Kalbarczyk, A., Wells, K., Banks, J., Kowert, R., Gillespie, C., & Latkin, C. (2018). Connection, meaning, and distraction: A qualitative study of video game play and mental health recovery in veterans treated for mental and/or behavioral health problems. Social science & medicine (1982), 216, 124–132. https://doi.org/10.1016/j.socscimed.2018.08.044
  • 18. Video Games Front and Center Study of veterans and video game play found: Socializing: Participation, Support, Camaraderie Colder Carras, M., Kalbarczyk, A., Wells, K., Banks, J., Kowert, R., Gillespie, C., & Latkin, C. (2018). Connection, meaning, and distraction: A qualitative study of video game play and mental health recovery in veterans treated for mental and/or behavioral health problems. Social science & medicine (1982), 216, 124–132. https://doi.org/10.1016/j.socscimed.2018.08.044
  • 19. Video Games Front and Center “When you’re battling yourself with traumatic thoughts, you can lose yourself in a game. Right now, during this pandemic, real life is the traumatic situation. What games are able to do for people in mental health recovery, all of society now needs.” --Michelle Colder Carras, a public health researcher at Johns Hopkins University
  • 20. Corona Ball Social-distancing Tag Cray, K. (April, 2020) How the Coronavirus Is Influencing Children’s Play: The Atlantic. https://www.theatlantic.com/family/archive/2020/04/coronavirus-tag-and-other-games-kids-play-during-a-pandemic/609253/
  • 23. Meandering path/opposed to rigid routine. Sense of movement/ opposed to non- movement. Colorful and bright/ opposed to white and sterile. Effortless movement/ opposed to painful movement. Design Constructs of Candy Land Freedom/ opposed to confinement.
  • 25. Team 1 You are Playing as Karl Name: Score: Mike:* 0 Jane: 1 Mark: 0 Karl: 1 https://www.enspire.com/digital-games/
  • 36. “Plague Inc. has been out for eight years now, and whenever there is an outbreak of disease, we see an increase in players, as people seek to find out more about how diseases spread and to understand the complexities of viral outbreaks,” the studio said in a post https://www.ndemiccreations.com/en/
  • 37. On the game’s official Facebook page, some players said they considered the simulation essential to their understanding of the coronavirus outbreak. https://www.ndemiccreations.com/en/
  • 38. “It engages you while it teaches you,” said Ali S. Khan, a former senior official at the Centers for Disease Control and Prevention. “The game is based on a solid mathematical model of how [a pathogen] spreads in a community. A simplistic [one], but no fantasy.” https://www.ndemiccreations.com/en/
  • 39. The popularity and longevity of Plague Inc., as well as its broader social relevance, can be explained by placing it within the context of public anxieties about vulnerability to infectious diseases. Mitchell, S. & Hamilton, S. N. (January 2017) Playing at the apocalypse: Reading Plague Inc in pandemic culture. Convergence: The International Journal of Research into Media Technologies. Vol. 24, Issue 6. PP 587-606,. DOI https://doi.org/10.1177/1354856516687235
  • 40. Pandemic 2 placed on Addicting Games in 2008. In the first 12 days of March, Pandemic 2's page experienced a 3,500% increase in views https://www.addictinggames.com/strategy/pandemic-2
  • 49. Games Help with Sense-making Measure of Control
  • 50. Games Help with Sense-making -Insight into Actions/Behaviors
  • 51. Games Help with Sense-making Big Picture View
  • 52. Games Help with Sense-making Make Some Sense of Our World
  • 53. Games Help with Sense-making Express Concern https://socialexpress.com/
  • 54. Games Help with Sense-making Seeking Understanding
  • 55. Games Help with Sense-making ”Try on” Behaviors
  • 56. Games Help with Sense-making Visceral Understanding
  • 57. Games Help with Sense-making “The reality is that playing helps us process the world around us.” -Audra M. Swarthout, an associate professor of biology at Delta College in Michigan
  • 59. Who Could Have Predicted this Pandemic?
  • 60. Anyone who plays games…
  • 63. Sims players discovered that the pet guinea pig was carrying a potentially fatal virus that could kill a human character in the game.
  • 64. A pet guinea pig spread a disease in the Sims. if a Sims player neglected to clean its cage, and if a player reached into the cage to pet the animal and is bitten then they got sick.
  • 65. If someone who has gotten sick sneezes and coughs and will infect other human characters in the game who come within several ''tiles'' distance.
  • 66. Whyville is an educational Internet site geared towards children from ages 8–14+ . The game environment engages its users in learning about a broad range of topics, including science, business, art and geography.
  • 67. February of 2002, the first cases of Why-Pox appeared.
  • 68. At first just a few Whyvillians noticed they had red spots on their faces and sometimes when they tried to talk they would cough instead.
  • 69. Reactions: -Cover pock marks -Contract disease -Avoid Disease -Prevent Spreading -Spread the Disease
  • 70. Researchers asked students the question “In which ways was Whypox like a real infectious disease?” Answers showed students perceived several features of the virtual infectious disease as features inherent in natural infectious diseases including: being contagious, having symptoms, and being like a specific other disease. Neulight, N., Kafai, Y. B., Kao, L., Foley, B., & Galas, C. (2007). Children's Participation in a Virtual Epidemic in the Science Classroom: Making Connections to Natural Infectious Diseases. Journal of science education and technology, 16(1), 47. https://doi.org/10.1007/s10956-006-9029-z
  • 76. NPCs were asymptomatic. Started in isolated area, spread animal to character and character to character. Lofgren, E. T. & Fefferman, N. (Sept 2007) The untapped potential of virtual game worlds to shed light on real world epidemics. The Lancet: Infectious Diseases. VOLUME 7, ISSUE 9, P625-629, https://doi.org/10.1016/S1473-3099(07)70212-8
  • 77. Blizzard employees imposed quarantine measures, isolating infected players from as-yet uninfected areas.
  • 78. First online instance of uncontrolled plague to affect millions of Americans, Asians, and Europeans at home By games using games as an untapped experimental framework, we may be able to gain deeper insight into the incredible complexity of infectious disease epidemiology in social groups. Eric T. Lofgren and Nina H. Fefferman.
  • 80. https://int.nyt.com/data/documenthelper/6824-2019-10-key-findings-and- after/05bd797500ea55be0724/optimized/full.pdf A large-scale outbreak of novel influenza begins in China and quickly spreads, first detected in Chicago in the U.S. and grows to pandemic proportion by human- to-human contact. 2019 Government Sponsored Table Top Exercise
  • 81. Findings: • Insufficient federal funding sources for a severe influenza pandemic. • Confusion on how to apply the Defense Production Act. • The current medical supply chain and production capacity could not meet the demand. • Global manufacturing would be unable to meet the domestic demand for personal protective equipment (PPE) and ancillary supplies (including ventilators).
  • 82. A pro-invasion admiral who presided at the war game, set aside a ruling made by more objective umpires. Thus, providing a favorable “prediction” to the outcome of the battle. But the real outcome more closely resembled the original umpires ruling.
  • 83. Total War Research Institute, a part of the Japanese government in the 1940’s conducted a war-game (table top simulation) of the invasion of Midway.
  • 84. A pro-invasion admiral who presided at the war game, set aside a ruling made by more objective umpires. Thus, providing a favorable “prediction” to the outcome of the battle. But the real outcome more closely resembled the original umpires ruling.
  • 85. The war with Japan had been reenacted in the game rooms at the Naval War College by so many people and in so many different ways, that nothing that happened during the war was a surprise…absolutely nothing except the kamikaze tactics toward the end of the war -- Admiral Nimitz
  • 86. Games test personnel, tactics, procedures, organizations and equipment. Games have a tendency to expose weaknesses in everything from individual leadership to tactics and doctrine. Games can be seen as a stress test. Mizokami, K. (September, 2013) A Brief History of Naval War Games. SNI News. https://news.usni.org/2013/09/24/brief-history-naval-wargames
  • 88. Conclusion Power of Play and Games
  • 89. Keep in Touch Email: Karlkapp@gmail.com Twitter: @kkapp LinkedIn: https://www.linkedin.com/in/karlkapp/