topical media & game development

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serious games in a social context


Anton Eliëns

abstract

This paper provides ...
Keywords and phrases: serious gaming, education, game development

CTSG / replay(s) / utopia / serious.eliens.net

INTRODUCTION

game space(s)


... ever get the feeling that life's a game with changing rules and no clear sides, one you are compelled to play, but cannot win. Welcome to gamespace. Gamespace is where and how we live today.

serious issues

serious issues


  • awareness -- world problems / social dilemma(s)
  • education -- language / mathematics / history
  • health & wellbeing -- skill(s) & remediation
  • experience(s) -- playful application(s)

awareness -- game(s) / arg(s) / dilemma(s)
education -- reference(s) / www.mijnnaamishaas.nl
problem(s) -- health / remediation(s)

skill(s) & remediations

skill(s) & remediations


  • team up -- www.girlsinc.org/gc/page.php?id=6.2
  • dangerous situation(s) -- www.ditto.com.au
  • communication method(s) -- www.webwisekids.org
  • muscle rehabilitation -- on the move
  • physical exercise(s) -- www.silverfit.nl
  • fitness -- www.virtuagym.com
  • overcome fear(s) -- www.vrphobia.com

critical


games that depict everyday activities such as communication, social negotiation, caring for elements or characters that are part of a game world, or stabilizing precarious situations have become extremely popular with female players.

BASIC CONSIDERATIONS

serious games as social technology

serious games as social technology


  • target(s) -- which (group of) people?
  • sponsor(s) -- who initiates/pays?
  • goal(s) -- what behavior(s)/pattern(s)?
  • instrument(s) -- by what means/technology?

health games

health games


  • fitness -- www.virtuagym.com
  • elderly care -- www.silverfit.nl/en
  • diabetes -- www.gripsugarkids.nl
  • learn to fall -- nos broadcast (nl)

awareness

awareness


  • world hunger -- www.food-force.com
  • carabella goes to college -- www.privacyactivism.org
  • real lives -- www.educationalsimulations.com/products.html
  • refugee(s) -- escape from woomera
  • eye witness -- www.mic.polyu.edu.hk/nanjing
  • university politics -- www.virtual-u.org
  • sudan -- www.darfurisdying.com

THEORY BACKGROUND

(casual) game mechanics

complex adaptive systems

essential game theory

game matrix


A/Bcooperatedeflect
cooperateR/RS/T
deflectT/SP/P

T = temptation, R = reward, P = punishment, S = sucker

chicken


A/Bcooperatedeflect
cooperatelive/livecoward/girl
deflectgirl/cowarddead/dead

chicken: T > R > S > P

sucker(s) or saint(s)


T = temptation, R = reward, P = punishment, S = sucker

gamification dynamics

gamification dynamics


  • appointment(s) -- in which you must succeed / in time
  • influence & status -- achievement(s) / I want this!
  • progression(s) -- towards completion(s) / monitor(s)
  • communal discovery -- cooperation(s) / reward(s)

STRUCTURE OF THE COURSE

structure of the course


  1. introduction(s) -- the team & finding (y)our topic(s)
  2. theoretical background(s) -- narrative(s) & human(s)
  3. miscellaneous -- pitch / design(s) & gamification(s)
  4. game design workshop(s) -- express (y)our idea(s)
  5. student presentation(s) -- concept(s) & plan(s)
  6. reflection(s) -- ethical aspects of serious games
  7. final presentation(s) -- concept(s) & prototype(s)

basic exercise(s)

basic exercise(s)


  • project utopia -- brief description of ideal society and potential role of serious games
  • moodspace -- exercise in visual rethorics, preferably in unity

final project(s)

final project(s)


  • prototype(s) -- with sufficient documention
  • concept design -- with elaboration of narrative(s) and visual design
  • trailer -- promotion clip, with documentation and business plan
  • reflection(s) on societal impact -- with sufficient motivation and depth

deadline(s)

deadline(s)



      [R/X]: session 2 -- online presence / portfolio(s)
        [U]: session 3 -- project utopia
        [M]: session 4 -- mood space(s)
        [C]: session 5 -- concept(s)
        [E]: session 6 -- essay(s)
      [P/T]: session 7 -- final project(s) & peer reviews
  

PROJECT UTOPIA

project utopia


  • environment(s) -- facilitator(s), infrastructure ...
  • system(s) -- organization(s), incentive(s) ...
  • rule(s) -- code(s) of law, civic order ...
  • (moral) value(s) -- utility, behavior(s), ethic(s) ...

WORKSHOP DESIGN

case study: civic order(s)

case study: civic order(s)


  • (y)our player(s) ... ?
  • what super power(s) ... ?
  • invitation(s) -- message(s) !
  • (mini) game -- mechanic(s) ?
  • nudge(s) -- re-enforcement(s) ... !?

LET'S BE SERIOUS!

In one of my first papers on this topic  [Serious], I observed that -- ICT is not a (simple) game. When speaking about civic order(s), a similar phrase might be either taken as an understatement or even as a warning, given the need expressed all over the world to guide and control (or nudge) the behavior of citizens, in urban areas as well areas threatened by the effects of consumerism, with as a dramatic example the rural areas of the countries I recently visited, China, where pollution due to production and consumption is a number one threat. The China Dream workshop, in which I participated at the end of my stay in China, and in general the activity of JUCCCE is one of the many attempts to deal with such problems, due to, according to many, the rise of a larger and larger middle class as a consequence of the astounding economic growth. What ideals, dreams or aspirations should the people becoming part of this middle class have, and how can we bring about such ideals, or, put more plainly, what civic values should be emphasized and promoted to contain consumerism and te lead people to a better life, in whichb they still enjoy their well-deserved luxury, in good health, which is another latent threat underlying unconstrained consumption.

Our question, as addressed in this paper, is how can we deploy serious games to counteract problems of personal health, order in public spaces, and in general civic behavior that leads to a sustainable society.

theme(s)


  • urban -- (un)safety in urban environment(s)
  • climate -- climate change and energy consumption
  • fitness-- (social network) support for sport and fitness
  • media -- prevent(ion) of media and information overload
  • scenario(s) -- emergency / rescue in public area(s)
  • communication -- exchange(s) in private/public space(s)

CONCLUSIONS

In this paper we have reported on our

ACKNOWLEDGEMENT(S)

Thanks to my collegues from the University of Amsterdam, Jacobijn Sandberg and Frank Nack, for their positive encoragements and support.

REFERENCES

[Creativity] Eliens A. (1979),
Creativity: reflection and involvement, Ninth Int Conf of Aesthetics, Dubrovnic, August 1979
[VULife] Eliens A. and S.V. Bhikharie (2006),
Game @ VU -- developing a masterclass for high-school students using the Half-life 2 SDK, In: Proc. GAME'ON-NA'2006, Monterey, USA
[SecondLife] Eliens A. Feldberg F., Konijn E., Compter E. (2007a) ,
VU @ Second Life -- creating a (virtual) community of learners, In Proc. EUROMEDIA 2007, Delft, Netherlands
[Climate] Eliens A., van de Watering M., Huurdeman H.,
Bhikharie S.V., Lemmers H., Vellinga P. (2007b), Clima Futura @ VU -- communicating (unconvenient) science, In Proc. GAME-ON 07, Bologna, Italy
[Replay] Eliens A. and Ruttkay Z. (2008),
Record, Replay & Reflect -- a framework for understanding (serious) game play, In Proc. Euromedia 09, Brugge, Belgium
[Math] Eliens A. and Ruttkay Z. (2009),
Math game(s) -- an alternative (approach) to teaching math?, In Proc. GAME-ON 2009, Dusseldorf, Germany
[Chinese] Eliens A. (2010),
Elements of a Chinese language game, In Proc. GAME-ON 2010, Shanghai, China
[CTSG] Eliens A. (2010),
creative technology -- the CTSG: game design in 7 steps, In Proc. GAME-ON 2010, Shanghai, China

Anton Eliens

(PhD) is lecturer and coordinator of multimedia @ VU University Amsterdam, and works at the University of Twente as professor creative technology / new media. He has experience in web-based interactive media, interactive video, game engines and the application of such technologies in serious games.

(C) Æliens 04/09/2009

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