At the Social Simulation and Serious Games special track at ESSA 2014, Jeroen Linssen gave this talk about his ideas for a serious game for the improvement of social awareness of police officers and why he thinks that game mechanics can be used to offer a better learning experience than simply having a strict simulation of a certain situation.
Bentham & Hooker's Classification. along with the merits and demerits of the ...
Jeroen Linssen: Beyond Simulations: Serious Games for Training Interpersonal Skills in Law Enforcement
1. Beyond Simulations:
Serious Games for Training
Interpersonal Skills in
Law Enforcement
Jeroen Linssen | PhD candidate
Human Media Interaction
University of Twente
Thomas de Groot Merijn Bruijnes, Mariët Theune
2. • Discuss connections between (social) simulations and
games
• Convince you that games can add something to
simulations
Social interaction model
Goal
Beyond the
model: games
LOITER
Implementations
& implications
2/19
3. Social interaction model Serious games LOITER Implementations
• Gaining social insight
• Improving awareness of causality
in interactions
• Domain: law enforcement
• Peacefully resolving conflicts
Social awareness
3/19
4. Social interaction model Serious games LOITER Implementations
• Analysed behaviour (corpus)
• Semantic frame
• Which factors play an important
role?
• From practice to theory
Modelling social interactions
4/19
5. Social interaction model Serious games LOITER Implementations
• Stance: the interpersonal circumplex
(Leary, 1957)
• Face (Goffman, 1955)
• Need for autonomy
• Need for approval
Dominance
• Rapport: feeling ‘in sync’ with someone (Tickle-Degnen & Rosenthal,
1992)
• From theory to practice: abstract model
Factors in social interactions
Affection
Aggressive Leading
Introverted Following
5/19
6. Social interaction model Serious games LOITER Implementations
• Simulating interactions
• Serious game:
“A game that has a goal other than entertainment”
• Simulations vs. games?
Beyond the model
6/19
7. Social interaction model Serious games LOITER Implementations
• Simulations
• Abstractions
• Models meant to replicate reality
• Games
• Abstractions
• Models meant to replicate… some world?
• Playful/fun/entertaining?
(Duke & Geurts, 2004)
Simulations and games
7/19
8. Social interaction model Serious games LOITER Implementations
• Board game
by T-Xchange
• Police vs.
juveniles
• Police trainees
act as juveniles
• Evokes
discussion
Example: ‘Samen Hangend’
(Sequacious)
8/19
9. Social interaction model Serious games LOITER Implementations
• Feedback and reflection highly important!
• Simulations
• Experiential learning
• Discussion afterwards
• Serious games
• Lemniscate Model
(Koops & Hoevenaar, 2012)
Game Learning
Towards learning
9/19
10. Social interaction model Serious games LOITER Implementations
• Interaction with virtual agents
• Let agents use theories on social interaction
LOITER: Interaction with
virtual characters
10/19
11. Social interaction model Serious games LOITER Implementations
• A player plays a character
• In-character vs. out-of-character
Character Actor
I am a typical
teenager
Whatever,
just leave
me alone!
Players and characters
11/19
12. Social interaction model Serious games LOITER Implementations
• (Nordic) live action role play
• Meta-technique: communicating
out-of-character information
• Examples: inner monologue,
flashback/forwards
Meta-techniques
12/19
13. Social interaction model Serious games LOITER Implementations
• Complexity levels of interaction/learning goals
• Between interactions, feedback through discussion
between character and player
• Lemniscate model: play and reflect
Meta-technique:
‘Act break’
13/19
14. Social interaction model Serious games LOITER Implementations
• Provide insight into characters’ minds
• Inspiration: thought bubbles
from comics, games
• Less intrusive to story flow,
still play/reflect cycle
Meta-technique:
‘Inner monologue’
14/19
16. Social interaction model Serious games LOITER Implementations
2D
• More abstract
• More playful
• More difficult to translate
in-game knowledge to
real-world knowledge?
Multi-modal
• Closer to real life
• Less playful?
• Easier to translate
knowledge?
• Different expectations
• Character behaviour
• World properties
Effects of representations
16/19
17. Social interaction model Serious games LOITER Implementations
• ‘Golden demo’
• Other techniques
• Online adaptation
• Storytelling techniques
(flashbacks, focalization)
• Evaluation: which factors contribute to learning?
Future work
17/19
18. Take Home Message
Games can be used to let people learn about
social interactions in ways different from what
simulations offer.
18/19
19. Thanks Thanks for
listening!
listening!
Let’s Let’s discuss...
mail j.m.linssen@utwente.nl
blog jmlin.eu/phd
Social Simulation and Serious Games ss4sg.eu
commit-nl.nl
And they learned happily ever after...
19/19
20. • Bruijnes, M., Linssen, J.M., op den Akker, H.J.A., Theune, M.,
Wapperom, S., Broekema, C., & Heylen, D.K.J. (2014). Social
Behaviour in Police Interviews: Relating Data to Theories, in Poggi,
I., Vincze, L., & Vinciarelli, A. (eds.) Conflict and Negotiation:
Social Research and Machine Intelligence, Springer, Berlin.
• Linssen, J.M., Theune, M., & de Groot, T.F. (2013). What Is at Play?
Meta-techniques in Serious Games and Their Effects on Social
Believability and Learning. In Proceedings of the Social Believability
in Games Workshop.
• van Oostendorp, H., van der Spek, E.D., & Linssen, J.M. (2014).
Adapting the Complexity Level of a Serious Game to the Proficiency
of Players. EAI Endorsed Transactions on Serious Games, 14(2).
Publications
20/19
21. • Belarbi, S., Bergström, K., Ebbehøj, S. L., Hansen, E. E., Fatland, E., Giæver, O.
P., … Westlund, A. (2010). Nordic larp. (J. Stenros & M. Montola, Eds.).
• Duke, R. D., & Geurts, J. (2004). Policy games for strategic management.
Rozenberg Publishers.
• Graesser, A.C., Olde, B., and Klettke, B. (2002). How does the mind construct
and represent stories? In M.C. Green, J.J. Strange & T.C. Brock (Eds.), Narrative
Impact: Social and Cognitive Foundations (231-263). Mahwah NJ: Lawrence
Erlbaum Associates.
• Koops, M., & Hoevenaar, M. (2012). Conceptual Change During a Serious
Game: Using a Lemniscate Model to Compare Strategies in a Physics Game.
Simulation & Gaming, 44(4), 544–561.
• Swartjes, I. M. T. (2010). Whose story is it anyway? How improv informs agency
and authorship of emergent narrative. Centre for Telematics and Information
Technology University of Twente.
• XKCD.com, comic 1089 [http://www.xkcd.com/1089]
References
21/19
22. • Human Media Interaction: http://hmi.ewi.utwente.nl
• T-Xchange: http://www.txchange.nl
• RE-liON: http://www.re-lion.com
Links
22/19
Editor's Notes
My background
Learning goal: get insight that juveniles want to hang together and that you have to disperse them
Various ways to do so
When a group gets large, it can become larger even faster
Scenario: loitering juveniles, player has to resolve conflict
No pre-scripted storyline to let players experience what could actually happen; providing lots of agency
Again, the distinction between story world and meta-world
Meta-technique: as the name implies... used to enrich story!
Explanation in terms of social theories
Adaptation: if the player asks questions about one type of action or fails to answer questions from the character correctly, then add more of that behaviour to the next interaction
Examples from games? (TWD, The Sims)
Next slide: Now, to make characters behave believably...
Having said that, I want to thank you all for listening.