This document discusses how some common practices in video game design can unintentionally undermine the learning experience. It provides three examples: 1) Improving accessibility through barrier removal can reduce challenges needed for learning; 2) Statistical skill simulations ("grinding") allow progress without learning; 3) Dynamic difficulty adjustments like "rubber-banding" can discourage mastering skills and undermine a sense of fair competition. While these practices aim to boost metrics like player engagement and retention, they may do so at the cost of reducing intrinsic motivation and the cognitive and psychological benefits of overcoming challenges through learning and skill development.
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The CIA uses tabletop games to teach intelligence gathering, overcoming collection obstacles, and collaboration. The Harvard Business Review describes board games as a microcosm of business training that can help leaders and managers build the skills needed to operate effectively in the real world. In fact, board games have been used formally for teaching business concepts since at least the 1960s with the introduction of the MIT Beer Distribution game.
Many instructional designers, course developers, and training managers struggle to create engaging learning programs that get results. At the ATD LearnNow: Game Design workshop, you’ll learn how to design a tabletop game that can help transform your live instruction into a powerful, memorable learning experience.
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Create Tabletop Games to Foster Organizational LearningKarl Kapp
How can a simple game transform your learning efforts?
The CIA uses tabletop games to teach intelligence gathering, overcoming collection obstacles, and collaboration. The Harvard Business Review describes board games as a microcosm of business training that can help leaders and managers build the skills needed to operate effectively in the real world. In fact, board games have been used formally for teaching business concepts since at least the 1960s with the introduction of the MIT Beer Distribution game.
Many instructional designers, course developers, and training managers struggle to create engaging learning programs that get results. At the ATD LearnNow: Game Design workshop, you’ll learn how to design a tabletop game that can help transform your live instruction into a powerful, memorable learning experience.
Sales Enablement Through Games? You Bet And Bottom Line Results Prove It!Karl Kapp
Using games for practice sales skills, make role-plays fun and to reinforce sales skills? Yes, and here are some real-world examples that have gotten real-world results.
The gaming industry is huge, and it can keep its audience consumed for hours, days and even weeks. Presentation shows how it all started, some best and worst practices and main principles of gamification.
My grumpy talk on "badge measles" and the confusions, side effects and missing parts of gamification at Playful 2010, September 24, 2010 in London, Conway Hall.
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»Gamification« has sparked the imagination of many for the potential of games in education, but turned away an equal amount within the games and learning community with its disregard for the complexities of design and human motivation.
However, this talk suggests that there is a deeper reason for the negative reaction in the games and learning community: namely, that gamification really provides a distorted mirror that throws into stark relief issues in today's game-based learning at large. Conversely, that best way to advance games for learning today is to look deep into this mirror. Doing so reveals a triple agenda for the field: to expand from deploying games as interventions in systems to the gameful restructuring of systems, and from designing games to the playful reframing of situations; and to shift from the instrumentalization of play and learning to paideia as paidia.
Primer on Play: Case Study for Knowledge GuruMarlo Gorelick
As shared in #GE4L, great structure of how and why to create game based learning. Prime case study to use when discussing possibilities of gamification for business
In this presentation we introduce the game balance "interesting strategies". It is especially important as games with a single dominant strategy are boring. No strategy must be much better than others and without drawbacks.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
Gamification vs. Game-Based Learning - Theories, Methods, and ControversiesSherry Jones
My presentation for October 25, 2013 - Metro State University of Denver (MSUD) Symposium for Teaching and Learning with Technology Conference 2013. Access Conference Schedule here: https://metroteachingwithtechday.pbworks.com/w/page/69613174/2013%20Schedule
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»Gamification« has sparked the imagination of many for the potential of games in education, but turned away an equal amount within the games and learning community with its disregard for the complexities of design and human motivation.
However, this talk suggests that there is a deeper reason for the negative reaction in the games and learning community: namely, that gamification really provides a distorted mirror that throws into stark relief issues in today's game-based learning at large. Conversely, that best way to advance games for learning today is to look deep into this mirror. Doing so reveals a triple agenda for the field: to expand from deploying games as interventions in systems to the gameful restructuring of systems, and from designing games to the playful reframing of situations; and to shift from the instrumentalization of play and learning to paideia as paidia.
Primer on Play: Case Study for Knowledge GuruMarlo Gorelick
As shared in #GE4L, great structure of how and why to create game based learning. Prime case study to use when discussing possibilities of gamification for business
In this presentation we introduce the game balance "interesting strategies". It is especially important as games with a single dominant strategy are boring. No strategy must be much better than others and without drawbacks.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
Gamification vs. Game-Based Learning - Theories, Methods, and ControversiesSherry Jones
My presentation for October 25, 2013 - Metro State University of Denver (MSUD) Symposium for Teaching and Learning with Technology Conference 2013. Access Conference Schedule here: https://metroteachingwithtechday.pbworks.com/w/page/69613174/2013%20Schedule
Smart – Optimizer ECOD implements 7 functions in a single units
Optimization of energy consumption
Power factor correction
Harmonic filtering
Balancing phases
Limit the maximum inrush current
Solving problems with short-term voltage drops
Lightning protection
Improving the quality of electricity with Smart - Optimizer ECOD
Feigin Electric Co., Ltd., provides many benefits, including:
• Optimization of energy consumption;
• Power factor correction;
• Harmonic filtering ;
• Balancing phases;
• Limits the maximum inrush current;
• Troubleshooting short-term voltage drops;
• Protection against lightning;
• Minimize typical system losses;
• Increasing the efficiency of the energy system;
• Reduced maintenance of equipment;
• Increased reliability of electrical equipment;
• Provide opportunities to increase the number of powered devices
A Primer On Play: How to use Games for Learning and ResultsSharon Boller
Discover the power games have to produce learning and business results. View the latest research and case studies on game-based learning and gamification. See a demo of Knowledge Guru, a game engine your team can use to quickly build your own games.
Distrust your intuition! The principles popularized by Kahneman’s “Thinking, Fast and Slow” apply to game designers as much as anyone. What to look out for and how to mitigate the effect of these pervasive biases.
In this presentation we introduce the game balance type 'sustained uncertainty'. Uncertainty is usually understood as related to randomness and difficulty. It is essential to keep the game interesting to the user.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
Gamification:the new key to success.How gamification is applied in education.Dorina.Izbisciuc
"Gamification-the new key to success" is a presentation about the application of gaming concepts in our social life,in business,in education and at work.In the decade of games,we explain the basic games dynamics,games mechanics and their crucial importance in order to become a great player in reality.We have to start doing the real world more like a game,so we started by explaining the gamification process in education, emphasizing the huge success of The Khan Academy and of the math teacher Ananth Pai.
Pixel-Lab / Games:EDU / Matt Southern / Graduating Gamespixellab
"The film industry was just a century of preparation for what we do", said Matt Southern of game developers while talking about development practices at Evolution Studios and the future of video games.
For more information visit:
http://www.pixel-lab.co.uk
http://www.gamesedu.co.uk
Learning is driven by core skill set of kids. We have focused on identifying and improving core skill set by casual gaming. The process of skill set enhancement is very important at very young age.
For more information
info@twistmobile.in
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Talk given in March 2015 at the Gamification World Congress Netherlands by Coline Pannier and Sofía Montuori
Tutorial and workshop from the Games for Health 2014 conference. Covers common problems, failings of gamification, elements of player experience, paper prototyping, and essential concepts in game design.
1. Video Games,
Learning,
&
Unintended
Consequences
Ara Shirinian
Principal Designer, WEPLAY.MEDIA
ara@weplay.media
2. Background
Ara Shirinian
Game Designer Professionally Since 2004
Adjunct Faculty at ASU, School of Computing, Informatics, and Decision Systems
Engineering
3. The Value of Learning in Video Games
"Pleasure is the basis of learning for humans and learning is,
like sex and eating, deeply pleasurable for human beings.
Learning is a basic drive for humans... These pleasures
are connected to control, agency, and meaningfulness."
(Gee, James, Learning by Design: Good video games as learning machines; E–Learning, Vol. 2, No. 1
(2005))
4. The Value of Learning in Video Games
Learning != School
5. The Value of Learning in Video Games
Learning != School
6. The Value of Learning in Video Games
Learning != School
7. The Value of Learning in Video Games
Learning Competency, Experiencing
Autonomy Through Playing + Practice
Basketball, Chess, Street Fighter, Rock Climbing, Rock
Band.
8. The Value of Learning in Video Games
Feelings of Competency, Autonomy Boost
Intrinsic Motivation
cognitive evaluation theory (CET)
(Deci, E. L. & Ryan, R. M., The Empirical exploration of intrinsic motivational processes (1980);
Intrinsic motivation and self-determination in human behavior (1985))
Competency: "need for challenge and feelings of
effectance."
Autonomy: "sense of volition/willingness to do a task."
Intrinsic Motivation: "motivation based in the inherent
satisfactions derived from action."
(Ryan, R. M. & Deci, E. L., Intrinsic and extrinsic motivations: Classic definitions and new
directions (2000))
9. The Value of Learning in Video Games
Games That Make You Feel Autonomy Boost
Intrinsic Motivation
- "Provisions for choice,
- use of rewards as informational feedback (rather than to
control behavior)
- and non controlling instructions
have all been shown to enhance autonomy and, in turn,
intrinsic motivation."
(Ryan, R. M., Rigby, C. S., Przybylski, A.,The Motivational Pull of Video Games: A Self-Determination
Theory Approach (2006))
10. The Value of Learning in Video Games
Games That Teach You Competence Boost
Intrinsic Motivation
"factors that enhance the experience of competence, such
as:
- opportunities to acquire new skills or abilities,
- to be optimally challenged, or
- to receive positive feedback
enhance perceived competence, and, in turn, intrinsic
motivation."
(Ryan, R. M., Rigby, C. S., Przybylski, A.,The Motivational Pull of Video Games: A Self-Determination
Theory Approach (2006))
11. The Value of Learning in Video Games
Intrinsic Motivation is Really Good
Because...
Players Want to Play More Often.
Players are More Deeply Engaged.
More Evangelizing From Players.
Players are Actually Improving Themselves by Learning.
12. The Value of Learning in Video Games
More Positive Psychological Effects
"...autonomy and competence predicted
- greater enjoyment and
- sense of presence and
- increased preference for future play.
When individuals played games where they experienced
competence satisfactions they also experienced
- increased vitality,
- self-esteem, and
- positive affect."
(Ryan, R. M., Rigby, C. S., Przybylski, A.,The Motivational Pull of Video Games: A Self-
Determination Theory Approach (2006) p.357)
13. The Value of Learning in Video Games
Learning through Video Games is Very
Powerful, but...
14. The Value of Learning in Video Games
Some Of Our Practices Unintentionally
Damage The Learning Experience
15. The Value of Learning in Video Games
Some Of Our Practices Unintentionally
Damage The Learning Experience
1.Accessibility Measures
2. Stat Simulation Systems
3. "Rubber-banding" Systems
4.Monetization via Progression Tapering
Hope to show subtleties of these trades, not value
judgments.
17. 1. Improving Accessibility
Unique properties of Games vs. other
media:
Games challenge you in ways Books, Movies, Music can't.
vs.
18. 1. Improving Accessibility
Unique properties of Games vs. other
media:
Games challenge you in ways Books, Movies, Music can't.
You won't buy a game you don't think you can play.
Accessibility bounds audience size.
More accessibility = more potential customers = more
sales.
19. 1. Improving Accessibility
Circumstances Encourage Quick Solutions
Often Accessibility Problems Discovered Late.
More Original Design → Increased Risk of Later Discovery.
Highly Constrained Time is Par.
→ Common Quick Solution is Barrier Removal.
20. 1. Improving Accessibility
Barrier Removal
Subtraction of elements identified to limit player progress.
21. 1. Improving Accessibility
Barrier Removal
Subtraction of elements identified to limit player progress.
Common because it's cheap, fast & produces obvious
metric results.
Watch Out for those Metrics.
22. 1. Improving Accessibility
The Danger of Metrics
Metrics will tell you What, Where, How Much, but not Why.
24. 1. Improving Accessibility
Level 1 Evolved from E3 Demo, Too Hard
Design Consideration: Infinite Player Health in Level 1?
Consequence: More players reach Level 2, but do so
without having learned as much, and are now unprepared
for Level 2's challenge.
Progression funnel only locally improved, not globally.
25. 1. Improving Accessibility
The Red Star: Barrier Removal by Health
Inflation
Add health units until game is "easy enough."
As Penalty is Reduced: Accessibility increases, Learning
decreases.
Danger: Sufficiently reduced penalties become ignored.
Contra (1988, NES)
26. 1. Improving Accessibility
Alternative Method: Ratchet & Clank (2002, PS2)
Difficulty surreptitiously reduced upon retry.
27. 1. Improving Accessibility
Alternative Method: Ratchet & Clank (2002, PS2)
Difficulty surreptitiously reduced upon retry.
Noticed by few.
Clever compromise between extremes.
Learning only prevented if:
Player gives up.
Challenge reduced to triviality.
28. 1. Improving Accessibility
Summary: Removing Barriers to Improve
Accessibility Also Removes Learning
Without consequential challenges that test player ability, we
miss out on:
All the positive motivation & retention effects of learning.
Preparing players to surmount further challenges.
Actually addressing the underlying accessibility problems.
(teach the activity better vs. remove the activity)
30. 2. Time Hoarders
Statistical Skill Simulation a.k.a. RPG style
stats
Final Fantasy VII (1997, PS)
31. 2. Time Hoarders
Statistical Skill Simulation
Players trade time investment for accrual of statistical
power.
Success often goverened by: stat factor + skill factor.
(stat factor increased by repetition or grinding, skill factor increased by learning)
When skill factor = 0, Learning is not possible.
(Pure Grind: repetitive & uninteresting task that increases player agency)
If game activity remains interesting (skill factor > 0), then
learning is possible.
(and can happen concurrently with repetitive metagame structures e.g. PAD)
32. 2. Time Hoarders
Good Things About Grinding
Alternative road to success for players who would
otherwise give up due to lack of ability.
Promise of certainty: Predictable reward per time unit
invested.
Promise of safety: Low risk/ low cognitive demand activity.
33. 2. Time Hoarders
The Framing Strongly Biases The Choice
overcome by grinding:
Promise of certainty: Predictable reward per time unit
invested.
Promise of safety: Low risk/ low cognitive demand activity.
vs. overcome by skill:
Uncertainty of not knowing if challenge can be overcome, at
all.
High cognitive demand activity.
Strong tendency to over-grind when given free choice, even if
it occupies much more time or results in a worse experience.
34. 2. Time Hoarders
Summary: Grinding Permits Success While
Avoiding Learning
Actually, Grinding= Player Initiated Barrier Removal.
So all same negatives as Barrier Removal.
Consider human tendency to take easiest way out.
36. 3. Rigged For Excitement
"Rubber-Banding" or "Catch-up" Methods
NBA Showtime (1999,
Arcade)
Mario Kart Wii (2008,
Wii)
37. 3. Rigged For Excitement
"Rubber-Banding" or "Catch-up" Methods
Implemented in competitive games e.g. racing,
basketball.
Usually to heighten excitement.
Statistical modification of player or opponent ability in
real time according to position.
Mario Kart: Random Power-Up frequency modulated for
1st/last place.
Showtime: Shot success % chance modulated.
39. 3. Rigged For Excitement
Catch-up in Cars: Mater-National
Opponent speed boosted when you are winning.
Implemented as a measure against "Lonely Racer
Syndrome."
Side Effects We Discovered:
Only performance-minded players notice.
Players feel cheated, if they notice the effect against them.
"Ridge Racer style" approach solves inherent fairness issues
without catch-up.
False problem: Running in 1st is intrinsic reward for skillfully
overtaking all the opponents; it should not be a punishable
offense.
40. 3. Rigged For Excitement
What's Good About Rubber-Banding
More frequent position changes during competition.
Competitors finish closer together.
Improves accessibility: less skilled players enjoy greater
& more frequent success than otherwise possible.
41. 3. Rigged For Excitement
Unintentional Side Effects
Knowledge of effects leads to bizarre optimal strategy:
Don't give 100% effort or avoid becoming the leader until
the end.
While less skilled player's results are boosted, the result
of skilled play is dampened.
42. 3. Rigged For Excitement
Effects Depend on Player's Mental Frame
Strictly positive effects for:
Players who don't care to learn how to perform better.
Players who don't feel they can get better.
Players who don't take the game outcome seriously.
Spectators.
Defeats primary motivation of performance minded
players by teaching that learning new skills to drive
faster will be punished.
43. 3. Rigged For Excitement
Summary: Rubber-Banding Damages
Learning Because It's Cheating
Less skilled players win more often.
(by statistics instead of by learning)
More skilled players win less often.
(are penalized for learning)
Produces a climate where learning skill is devalued.
45. 4. Progression Tapering
Monetization Technique in F2P
Common in F2P games; not a definitive component.
Algorithmic & metric- driven dynamic where statistics
gradually dominate success outcomes over time
regardless of player skill.
Threshold point where progress via skill is constrained by
statistical factors: Player most susceptible to accept item
purchase offer to statistically boost performance.
Sometimes called 'Pay Wall.'
46. 4. Progression Tapering
Pay Wall Tradeoffs
Very effective monetization technique, but not without
risks.
If your game outcomes are determined by statistical
draw then learning can no longer take place.
After that threshold, all future play motivation relies upon
loss aversion and extrinsic reward.
Players lose ability to progress via learning, but can only
gain progress via purchase of statistical power.
If perceived, player can lose intrinsic motivation to play.
47. 4. Progression Tapering
Summary
Effectiveness of Progression Tapering works because it
limits player progress via skill.
= limiting learning.
Reliance on stats, extrinsic rewards means repeated play
cannot be motivated from the experience of learning.
49. Learning Tradeoffs in PAD
Puzzle & Dragons (2012, iOS,
Android)
Core Gameplay
Maximal Match-3 Accessibility:
No Invalid Moves.
50. Learning Tradeoffs in PAD
Puzzle & Dragons (2012, iOS,
Android)
Core Gameplay
Maximal Match-3 Accessibility:
No Invalid Moves.
Incredible depth: Over 100
hours learning curve to
mastery.
51. Learning Tradeoffs in PAD
Puzzle & Dragons (2012, iOS,
Android)
Core Gameplay
Maximal Match-3 Accessibility:
No Invalid Moves.
Incredible depth: Over 100
hours learning curve to mastery.
Excellent Game as Teacher:
Repetition structure affords
intrinsic learning of new
techniques & subtleties.
52. Learning Tradeoffs in PAD
Random Orb Fall Distribution Disrupts
Learning:
Can arbitrarily scramble difficulty of board per move.
Can arbitrarily limit max player agency per move.
When Statistical factors overpower Player Skill factors:
Player is taught that ability did not matter in success outcome.
Players loses intrinsic reward from activity. (nothing you can do)
Intrinsically-motivated players will give up when subjected to too
much domination of statistical outcomes.
55. Inaccessible Depth in Battletoads
Battletoads (1991, NES) Level 3: Turbo Tunnel
Deep & Challenging, but 0 effort made towards
accessibility.
Low feedback + high speed= Player forced to learn
through brute force trial, failure and muscle memory.
Demands perfect performance, so no progress possible at
all before full mastery.
Equally bad vs. no demand of performance to progress.
At least high self-determined players will experience
strong intrinsic motivation if challenges are surmounted.
56. Inaccessible Depth in Battletoads
Real Accessibility = Teaching the Depth
Telegraphs teach players to anticipate critical interactions
by increasing communication.
Repetition structures can afford learning and mastery.
Sufficient latitude of skill in game actions vs. statistical
draw.
Modular increase of demands upon player, only after tests
that prove your players can handle it.
Mechanical Design Choice Impacts Learnability.
(some gameplay activities intrinsically afford learning better than others)
57. Concluding Thoughts
Better Designed Games are Better Teachers
As Designer you are the Teacher.
Your responsibility is to teach your players how to
surmount your challenges (tests).
Your most powerful language is the grammar you
designed for your game.
58. Concluding Thoughts
If You Fail to Teach Them,
You Will Fail to Keep Them
Accessibility without depth means you cannot harness the
power of learning to motivate and retain players.
Depth without accessibility means you are not being a
good Teacher.
Both are critical to produce maximally effective games.
59. Concluding Thoughts
The Future of Design is About
Understanding How We Play
Hope that I have been able to show:
How learning is critical to engagement & retention.
Ways we unintentionally diminish learning.
How understanding the subtleties of player psychology can help
us make better games in all aspects.
60. Video Games,
Learning,
&
Unintended
Consequences
Ara Shirinian
Principal Designer, WEPLAY.MEDIA
ara@weplay.media