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713
Using Game Mechanics to Design
Serious Games
Tara Aiken, C.H. Robinson
San Diego, CA • June 20 – 22, 2017
I’M TARA.
I like games.
INSTRUCTIONS FOR USE
START
END
THE POWER
OF GAMES
WHAT’S IN
A GAME?
GAME
MECHANICS
APPLYING GAME
MECHANICS
THE POWER
OF GAMES
1.2 Billion
Number of people worldwide
who play games
Source: Spil Games State of the Industry Report
Source: Spil Games State of the Industry Report
700 Million
Number of people worldwide
who play online games
Source: Entertainment Software Association
150 Million
Americans play video games
Source: Spil Games State of the Industry Report
46%
women
54%
men
$24,271,294,000
China 2016 Video-Game Revenue
$23,459,093,000
U.S. 2016 Video-Game Revenue
Source: Big Fish Games
China and the U.S. are amongst the global leaders in
video game revenue.
GAMIFICATION
Application of elements of
game play to a non-game
situation (e.g., points, time,
badging, rewards).
Gamification has motivational
components, not always learning
components.
GAME-BASED
LEARNING
A method of learning
that uses games to
enhance the learning
experience with defined
learning outcomes. It
balances subject matter
with gameplay.
SERIOUS GAME
A game designed with a
purpose other than
entertainment. Can also
be considered a type of
game-based learning.
“Serious” is generally
used to refer to video or
more complex games
(e.g., LeapFrog, etc.)
Deconstruct the fun in any good game,
and it becomes clear that what makes
it enjoyable is the built-in learning
process.
- Jessica Trybus, New Media Institute
To progress in a game is to learn.
ENCOURAGE
DISCOVERY
FORCED TO
INTERACT
ACTIVELY
ENGAGED
IMMEDIATE
FEEDBACK
MOTIVATED CONSTANT
DECISION-
MAKING
Games > Gamification
WHAT’S IN A
GAME?
Terminology in ludology and gaming
differs from source to source.
GOOD GAMES HAVE FOUR COMPONENTS
Game
Goal
The Game Goal is the win state or the objective of the game.
This is any achievement or activity that ends the game.
Core
Dynamics
Game
Goal
GOOD GAMES HAVE FOUR COMPONENTS
Core Dynamics are what players must do to achieve the goal.
Most games have 1-2 core dynamics.
Core
Dynamics
Game
Goal
Game
Mechanics
GOOD GAMES HAVE FOUR COMPONENTS
Game Mechanics are the rules or what define how people
achieve the game goal.
Core
Dynamics
Game
Goal
Game
Mechanics
Game
Elements
GOOD GAMES HAVE FOUR COMPONENTS
Game Elements are the components that enhance the game
play and immerse the player(s) in the game (visual
aesthetic, theme, rewards, resources, etc.).
MUST WORK
TOGETHER
GAME
MECHANICS
…it is the mechanics of a game – not
the theme – that make it fun.
- Zichermann and Cunningham
Mechanics drive perception and engagement.
RELATIONSHIP
Game Mechanics should
have an appropriate
relationship to the content
and other components of the
game design.
Source: YouTube-Designing Digitally
INTERACTION
Vary the length, difficulty, and
completion time of your
interactions or challenges.
Configure interactions or
challenges based on the
actions and behaviors you’re
tracking or looking to change
through the game (i.e.
interactions + relationships).
Source: YouTube-DinerDash
COMPLEXITY
Interaction of Game
Mechanics determines the
complexity of the game
and the level of player
interaction in the game.
vs.
Source: (top) Propietary, (bottom) YouTube-Designing Digitally
RISK TAKING
Encourage failure – failure
is a good thing. Allow
players to start from the
last saved area when they
fail. This encourages them
to take risks, explore, and
try new things.
Using Game Mechanics to Design Serious Games
FEEDBACK LOOPS
Game players rarely
know all the rules.
Game Mechanics should
encourage a player to
explore and learn
through the use of
feedback mechanisms or
feedback loops.
FEEDBACK LOOPS
player performs
an action
the action
causes an
effect
the
player
receives
feedback
the player
performs
another
action
using what
they’ve
learned
Using Game Mechanics to Design Serious Games
APPLYING
GAME
MECHANICS
Core
Dynamics
Game
Goal
Game
Mechanics
Game
Elements
REMEMBER:
GOOD GAMES HAVE FOUR COMPONENTS
Game Mechanics are just one part of your overall game design.
To progress in a game is to learn.
ENCOURAGE
DISCOVERY
FORCED TO
INTERACT
ACTIVELY
ENGAGED
IMMEDIATE
FEEDBACK
MOTIVATED CONSTANT
DECISION-
MAKING
DESIGN IS
CRITICAL
See how technology is not mentioned here? That’s on purpose.
4 principles of a well-designed game
SUBSET PRINCIPLE
Takes place in a simplified subset
of the real domain. It should omit
unimportant details so that players
can focus on the simulation
aspects relevant to the learning
objective.
ACTIVE, CRITICAL LEARNING
PRINCIPLE
Environment must encourage
active and critical learning. Players
do not “watch” examples, but
rather think, act, and experience
consequences.
PROBING PRINCIPLE
A cycle of doing something,
reflecting on this action, and
forming a hypothesis to re-
experiment (using feedback loops).
PRACTICE PRINCIPLE
Players get a lot of practice in
context (where practice is not
boring). This keeps players
engaged and encourages them to
develop good habits.
PLAY
GAMES
Core
Dynamics
Game
Goal
Game
Mechanics
Game
Elements
REMEMBER:
GOOD GAMES HAVE FOUR COMPONENTS
Using Game Mechanics to Design Serious Games
Don’t forget to complete the survey!
Find me at…
@taiken_names
linkedin.com/in/TaraAiken
taikentraining@gmail.com
Slideshare.net/TaraAiken
focuson17.com/resources
RESOURCES
◇ http://www.newmedia.org/game-based-learning--what-it-is-why-it-works-and-where-its-going.html
◇ James Paul Gee, What Video Games Have to Teach Us about Learning and Literacy
◇ https://en.wikipedia.org/wiki/Game_mechanics
◇ http://www.lostgarden.com/2006/10/what-are-game-mechanics.html
◇ https://www.quora.com/How-do-I-define-the-core-mechanics-of-a-game
◇ http://gamedesigntools.blogspot.com/2012/04/core-progressive-game-mechanics.html
◇ https://www.gamedesigning.org/learn/basic-game-mechanics/
◇ Sharon Boller and Karl M. Kapp, Play to Learn: Everything You Need to Know About Designing Effective Learning Games
◇ https://www.learningsolutionsmag.com/articles/1337/gamification-game-based-learning-serious-games-any-
difference
◇ https://www.td.org/Publications/Newsletters/Learning-Circuits/Learning-Circuits-Archives/2011/02/Barriers-to-
Adopting-Games-in-Corporate-Environments
VIDEO RESOURCES
◇ Video Links:
◇ Diner Dash: https://www.youtube.com/watch?v=sflKaX8Un98
◇ Designing Digitally:
https://www.youtube.com/watch?v=iT3KOqcgoe4&list=PLP1WrNbxRvD2nCqZN0AeJ3QpKPra4q7T4&index=8
◇ Designing Digitally:
https://www.youtube.com/watch?v=Ef_vAih13pU&index=10&list=PLP1WrNbxRvD173BJCSjBi4tLxfG0qwzY9
◇ Uncharted 4: A Thief’s End: https://www.youtube.com/watch?v=_r3YTwDJoqw <note: graphic scenes>
◇ Super Mario Bros.: https://www.youtube.com/watch?v=KeZCtI0XuwM

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Using Game Mechanics to Design Serious Games

  • 1. 713 Using Game Mechanics to Design Serious Games Tara Aiken, C.H. Robinson San Diego, CA • June 20 – 22, 2017
  • 3. INSTRUCTIONS FOR USE START END THE POWER OF GAMES WHAT’S IN A GAME? GAME MECHANICS APPLYING GAME MECHANICS
  • 5. 1.2 Billion Number of people worldwide who play games Source: Spil Games State of the Industry Report
  • 6. Source: Spil Games State of the Industry Report 700 Million Number of people worldwide who play online games
  • 7. Source: Entertainment Software Association 150 Million Americans play video games
  • 8. Source: Spil Games State of the Industry Report 46% women 54% men
  • 9. $24,271,294,000 China 2016 Video-Game Revenue $23,459,093,000 U.S. 2016 Video-Game Revenue Source: Big Fish Games China and the U.S. are amongst the global leaders in video game revenue.
  • 10. GAMIFICATION Application of elements of game play to a non-game situation (e.g., points, time, badging, rewards). Gamification has motivational components, not always learning components.
  • 11. GAME-BASED LEARNING A method of learning that uses games to enhance the learning experience with defined learning outcomes. It balances subject matter with gameplay.
  • 12. SERIOUS GAME A game designed with a purpose other than entertainment. Can also be considered a type of game-based learning. “Serious” is generally used to refer to video or more complex games (e.g., LeapFrog, etc.)
  • 13. Deconstruct the fun in any good game, and it becomes clear that what makes it enjoyable is the built-in learning process. - Jessica Trybus, New Media Institute
  • 14. To progress in a game is to learn. ENCOURAGE DISCOVERY FORCED TO INTERACT ACTIVELY ENGAGED IMMEDIATE FEEDBACK MOTIVATED CONSTANT DECISION- MAKING Games > Gamification
  • 15. WHAT’S IN A GAME? Terminology in ludology and gaming differs from source to source.
  • 16. GOOD GAMES HAVE FOUR COMPONENTS Game Goal The Game Goal is the win state or the objective of the game. This is any achievement or activity that ends the game.
  • 17. Core Dynamics Game Goal GOOD GAMES HAVE FOUR COMPONENTS Core Dynamics are what players must do to achieve the goal. Most games have 1-2 core dynamics.
  • 18. Core Dynamics Game Goal Game Mechanics GOOD GAMES HAVE FOUR COMPONENTS Game Mechanics are the rules or what define how people achieve the game goal.
  • 19. Core Dynamics Game Goal Game Mechanics Game Elements GOOD GAMES HAVE FOUR COMPONENTS Game Elements are the components that enhance the game play and immerse the player(s) in the game (visual aesthetic, theme, rewards, resources, etc.).
  • 22. …it is the mechanics of a game – not the theme – that make it fun. - Zichermann and Cunningham Mechanics drive perception and engagement.
  • 23. RELATIONSHIP Game Mechanics should have an appropriate relationship to the content and other components of the game design. Source: YouTube-Designing Digitally
  • 24. INTERACTION Vary the length, difficulty, and completion time of your interactions or challenges. Configure interactions or challenges based on the actions and behaviors you’re tracking or looking to change through the game (i.e. interactions + relationships). Source: YouTube-DinerDash
  • 25. COMPLEXITY Interaction of Game Mechanics determines the complexity of the game and the level of player interaction in the game. vs. Source: (top) Propietary, (bottom) YouTube-Designing Digitally
  • 26. RISK TAKING Encourage failure – failure is a good thing. Allow players to start from the last saved area when they fail. This encourages them to take risks, explore, and try new things.
  • 28. FEEDBACK LOOPS Game players rarely know all the rules. Game Mechanics should encourage a player to explore and learn through the use of feedback mechanisms or feedback loops.
  • 29. FEEDBACK LOOPS player performs an action the action causes an effect the player receives feedback the player performs another action using what they’ve learned
  • 32. Core Dynamics Game Goal Game Mechanics Game Elements REMEMBER: GOOD GAMES HAVE FOUR COMPONENTS Game Mechanics are just one part of your overall game design.
  • 33. To progress in a game is to learn. ENCOURAGE DISCOVERY FORCED TO INTERACT ACTIVELY ENGAGED IMMEDIATE FEEDBACK MOTIVATED CONSTANT DECISION- MAKING
  • 34. DESIGN IS CRITICAL See how technology is not mentioned here? That’s on purpose.
  • 35. 4 principles of a well-designed game SUBSET PRINCIPLE Takes place in a simplified subset of the real domain. It should omit unimportant details so that players can focus on the simulation aspects relevant to the learning objective. ACTIVE, CRITICAL LEARNING PRINCIPLE Environment must encourage active and critical learning. Players do not “watch” examples, but rather think, act, and experience consequences. PROBING PRINCIPLE A cycle of doing something, reflecting on this action, and forming a hypothesis to re- experiment (using feedback loops). PRACTICE PRINCIPLE Players get a lot of practice in context (where practice is not boring). This keeps players engaged and encourages them to develop good habits.
  • 39. Don’t forget to complete the survey! Find me at… @taiken_names linkedin.com/in/TaraAiken taikentraining@gmail.com Slideshare.net/TaraAiken focuson17.com/resources
  • 40. RESOURCES ◇ http://www.newmedia.org/game-based-learning--what-it-is-why-it-works-and-where-its-going.html ◇ James Paul Gee, What Video Games Have to Teach Us about Learning and Literacy ◇ https://en.wikipedia.org/wiki/Game_mechanics ◇ http://www.lostgarden.com/2006/10/what-are-game-mechanics.html ◇ https://www.quora.com/How-do-I-define-the-core-mechanics-of-a-game ◇ http://gamedesigntools.blogspot.com/2012/04/core-progressive-game-mechanics.html ◇ https://www.gamedesigning.org/learn/basic-game-mechanics/ ◇ Sharon Boller and Karl M. Kapp, Play to Learn: Everything You Need to Know About Designing Effective Learning Games ◇ https://www.learningsolutionsmag.com/articles/1337/gamification-game-based-learning-serious-games-any- difference ◇ https://www.td.org/Publications/Newsletters/Learning-Circuits/Learning-Circuits-Archives/2011/02/Barriers-to- Adopting-Games-in-Corporate-Environments
  • 41. VIDEO RESOURCES ◇ Video Links: ◇ Diner Dash: https://www.youtube.com/watch?v=sflKaX8Un98 ◇ Designing Digitally: https://www.youtube.com/watch?v=iT3KOqcgoe4&list=PLP1WrNbxRvD2nCqZN0AeJ3QpKPra4q7T4&index=8 ◇ Designing Digitally: https://www.youtube.com/watch?v=Ef_vAih13pU&index=10&list=PLP1WrNbxRvD173BJCSjBi4tLxfG0qwzY9 ◇ Uncharted 4: A Thief’s End: https://www.youtube.com/watch?v=_r3YTwDJoqw <note: graphic scenes> ◇ Super Mario Bros.: https://www.youtube.com/watch?v=KeZCtI0XuwM

Editor's Notes

  • #3: Introduce Self and Background Name/Company Fell into Instructional Design Management/Strategic Side – Company, locally and nationally Technology and Media = ID Sweet Spots Gamer (video games mostly, etc.) What I am “Not Not an author Not a business owner (just like you)
  • #4: Overview Goal: (objective review) Dynamic: (expectations/win-state/what to do to accomplish goal) Mechanics (rules/how to achieve the goal) Elements (visuals, arrangements, themes)
  • #5: Power of games overall; consumer/gaming industry Quick hit serious games (vs. game-based?) vs. gamification Why serious games/game-based learning perform better than gamification Potential: Hit on how they can impact almost any learning objective
  • #6: The world’s population stands at about 7.1 billion. (17% of the world’s population are gamers) Source: https://venturebeat.com/2013/11/25/more-than-1-2-billion-people-are-playing-games/
  • #7: Source: https://venturebeat.com/2013/11/25/more-than-1-2-billion-people-are-playing-games/
  • #8: http://www.theesa.com/article/150-million-americans-play-video-games/ 2015 US Population: 321.4 Million
  • #10: Source: http://www.bigfishgames.com/blog/2017-video-game-trends-and-statistics-whos-playing-what-and-why/
  • #11: I perceive Gamification as motivational components, not learning components.
  • #14: Every good game has a built-in learning process, weather it’s intended that way or not.
  • #15: We don’t need more time in the classroom to learn how to think and perform in the face of real-world challenges. We need effective, interactive experiences that motivate and actively engage us in the learning process. Why a serious game is more effective than gamification! And why games work so well and can achieve almost any learning objective.
  • #16: Ludology is the study of games and gaming, especially video games. Terminology in gaming differs from source to source. Game Mechanics to one designer or developer, could mean something different to another. This information has been pulled from a wealth of game and educational game resources
  • #21: All four components must work together!
  • #22: In this session, we’re primarily focusing on Game Mechanics. Because… Mechanics drive perception. Mechanics drive engagement. **You can have a great game goal, but if you have bad rules (mechanics), the game won’t be engaging.
  • #24: Don’t just create a rule to create it, connect it to the goal, learning objectives, or behavior you want to change. Source: Designing Digitally: https://www.youtube.com/watch?v=Ef_vAih13pU&index=10&list=PLP1WrNbxRvD173BJCSjBi4tLxfG0qwzY9
  • #25: Too difficult, and the game becomes impossible. Too easy, and the game is boring. Video Source: https://www.youtube.com/watch?v=sflKaX8Un98 Example: Diner Dash The interactions she takes emulate reality. The interactions start out simple, and enough of a challenge to achieve – but get more complicated as you progress through the levels.
  • #26: Bottom Video Source: https://www.youtube.com/watch?v=iT3KOqcgoe4&list=PLP1WrNbxRvD2nCqZN0AeJ3QpKPra4q7T4&index=8
  • #27: Example: Uncharted Anytime you die, you begin very closely to where you last left out (frequent checkpoints). (Note: This game is also a great example of Game Elements and use of storytelling in games)
  • #30: Mario example: Mario jumps across the mushroom and runs into the piranha plant. Mario dies and play begins again from last checkpoint. When player approaches piranha plant again, player times Mario’s jump to avoid the piranha plant. There are NO INSTRUCTIONS that explain this at the start of the game!! Learning is achieved through feedback loops!
  • #34: We don’t need more time in the classroom to learn how to think and perform in the face of real-world challenges. We need effective, interactive experiences that motivate and actively engage us in the learning process. Why a serious game is more effective than gamification! And why games work so well and can achieve almost any learning objective.
  • #35: The most critical aspect is not the technology, which is the focus of many when thinking about games. Rather, the most critical aspect is the design. Example: Smoothie Making game for Life Time Fitness (LifeCafe’s) created for $0 in Articulate Storyline (presented last year at Focus On Learning).
  • #36: Active, Critical Learning Principle – There are little to no instructions or tutorials at the beginning of a well-designed online or video game. You provide the user “just enough” to get started, and let them discover the rest. Source: James Paul Gee, author of What Video Games Have to Teach Us about Learning and Literacy , describes 36 learning principles that well-designed games embody. http://www.newmedia.org/game-based-learning--what-it-is-why-it-works-and-where-its-going.html
  • #37: GREAT GAMERS MAKE GREAT GAME DESIGNERS – So Play Games to Better Design Games! Don’t think about how you can create your own game from scratch (this can get overwhelming for beginners or smaller teams). Think about games you love to play (board games, puzzles, video games, etc.) and play them. As you play, begin to break down what you see in them (themes, goals/game dynamics, rules, mechanics, story, etc.) and bring those components into your next game design.