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/B | cooperate | deflect |
cooperate | R/R | S/T |
deflect | T/S | P/P |
T = temptation, R = reward, P = punishment, S = sucker
chicken
A/B | cooperate | deflect |
cooperate | live/live | coward/girl |
deflect | girl/coward | dead/dead |
chicken:
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
- introduction(s) -- the team & finding (y)our topic(s)
- theoretical background(s) -- narrative(s) & human(s)
- miscellaneous -- pitch / design(s) & gamification(s)
- game design workshop(s) -- express (y)our idea(s)
- student presentation(s) -- concept(s) & plan(s)
- reflection(s) -- ethical aspects of serious games
- 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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