Serious Games: current uses and
emerging trends
Invited talk at ICWL 2015, Guangzhou, China
Baltasar Fernandez-Manjon
balta@fdi.ucm.es , @BaltaFM
e-UCM Research Group , www.e-ucm.es
South China University of Technology, 06/011/2015
What
A couple of informal definitions
2
Serious Games
• Any use of digital games with purposes other than
entertainment (Michael & Chen, 2006)
• The use of digital games for educational purposes
• Other terms frequently used:
– Educational games,
– Applied games,
– Game-like Simulations,
– Games with Purpose,
– Simulations
– Edutaiment
3
Gamification
• Gamification is the application of game-design elements and game
principles in non-game contexts to obtain some kind of improvement
(to increase user engagement)
• Games and gamification are two sides of the same approach.
Educational games immerse the student in the game, where content
and curricula are delivered or juxtaposed. Gamification aims to
incorporate elements of games, such as levels and badges (but also
via quests and other strategies) into non-game activities.
(The NMC Horizon Project: 2013 Higher Education Edition)
• Many times the distinction between serious games and gamification
is blurring
– e.g. learning languages with Duolingo
(www.duolingo.com)
4
Why
But first let me tell you a story ….
5
Question:
Which instrument reduce the rate of
deaths and complications in surgery by
more than one third ?
N Engl J Med 2009; 360:491-499
7
http://www.who.int/patientsafety/safesurgery/en/index.html
8
9
When implementation leaders did not explain why or show how
the checklist should be used, staff neither understood the
rationale behind implementation nor were they adequately
prepared to use the checklist, leading to frustration, disinterest,
and eventual abandonment despite a hospital-wide mandate
Conley, et at (2011). Effective surgical safety checklist implementation. Journal of the American
College of Surgeons, 212(5), 873–9
A Model of Learning Objectives
10
Games for learning
• Games are a natural way of learning
– Humans learn very complex behaviour playing (e.g.
social skills)
• Characteristics of games
– Backstory or Story line
– Rules and game mechanics
– Graphical enviroment
– Interactivity and reactivity
– Challenge /competition
11
Key game elements for
engagement
1. Interactivity: Players’ opportunity to initiate actions and
receive evaluative information about their actions.
2. Feedback: The often immediate information players
receive about the efficacy of their game actions.
3. Agency or control: The player’s ability to manage
aspects of gameplay such as the use of control
mechanisms and influencing story line.
4. Identity: The player’s opportunity to become a game
character via an avatar and/or to form relationships and
linkages with game characters.
5. Immersion: A player’s sense of presence, transportation,
or integration within the game.
12
Flow in games
Chen J. Flow in games (and everything else).
Communications of the ACM. 2007;50(4):31.
Games characteristics
• Basically, a game is an abstract world where some goals
should be obtained following some rules
• Engagement elements
– Conflict and challenge
– Fantasy and curiosity
– Perception of the advance
– Progressive difficulty
– Feedback
Games for learning
• Games provide an adequate environment for acquiring
or applying knowlege
– Fail safe
• Authentic Learning
• Deliverate practice (Ander Ericsson)
– Clear learning objective
– Adequate and increasing level of difficulty
– Repetitive practice with informative feedback
15
How to make a game?
16 http://www.slideshare.net/dings/would-the-real-mary-poppins-please-
stand-up-49259549/35-and_snap_the_jobs_a
Games as educational tools
• Videogames can be instrumental in acquiring abilities and
skills like
– Spatial perception and recognition
– Development of visual discernment and separation of
visual attention
– Development of inductive logic
– Cognitive development in scientific/technical aspects
– Development of complex skills
– Spatial representation
– Inductive discovery
– Iconic code construction
– Gender construction
17
Aguilera M de, Mendiz A. Video games and education. Computers in Entertainment. 2003;1(1):10
Benefits of playing videogames
18
Granic, I., Lobel, A., & Engels, R. C. M. E. (2014). The benefits of playing video games. The American
Psychologist, 69(1), 66–78. doi:10.1037/a0034857
Who
19
Who play videogames?
• One of the most popular entertainment activities
• One of the largest entertainment industries
– Bigger than movies
• USA
– 55% of the population plays videogames
– 42% of them play for at least three hours per week
– average player age of 35 years
• Over 70% of children and teenagers in the EU, and over
90% in the USA, play videogames
20
2015 Essential Facts About the Computer and Video Game Industry. Entertainment Software Association (ESA).
ISFE. (2014). GameTrack Digest : Quarter 3 2014. Retrieved from
http://www.isfe.eu/sites/isfe.eu/files/attachments/gametrack_european_digest_q3-14.pdf
Serious games at school (USA)
Takeuchi, L. M., & Vaala, S. (2014). Level up learning: A national survey on teaching with digital games. New York: The Joan
Ganz Cooney Center at Sesame Workshop
• 62% teachers have used games to simulate and
supplement learning.
• (Harris Poll, 2014 –Pearson-, 1000 teachers K12, USA)
What
22
Serious Games use?
• Serious Games have probed to be educationally
effective in several domains
– Medicine, military, business, corporate training
• But still is a low adoption of Serious Games in
mainstream education
• Serious Games considered usually as a complementary
content
– Mainly used for motivational purposes
– No actual impact on the final mark
23
Military: America’s Army
24 http://www.americasarmy.com/
ReMission
25
Intended for young
people with cancer and
oral chemotherapy
•effective tool that supports
treatment adherence
•sense of power and control
over their disease
Games for school: TreeFrog
26
More educational games at http://centerforgamescience.org
http://play.centerforgamescience.org/treefrog/
Serious Games Repositories
27
http://www.gamesforchange.org/
http://gameswithpurpose.org/
Issues &
Fixes?
28
Issues at school for SG use
How teacher selects SG
30
Game Cost per minute of play
$300
$8K
$3K
$25K
eAdventure games
Science
Pirates
Immune
Attack
AAA games
http://immuneattack.org
http://sciencepirates.com/
e-Adventure Platform
32
Open code authoring environment for the production of point-and-click
adventure games & immersive learning simulations
Oriented to educators
No programming
required
http://sourceforge.net/projects/e-adventure
www.mockap.es
Scalability and maintainability
• Reducing initial cost (production or licensing) and the
Total Cost of Ownership
• Once that the game became an educational asset it
should be available independently of technological
changes
– e.g. Science Pirates now is being re-doit for the new
operating systems
• Should be possible to make changes into the game
– To fix identified issues
– To improve or update content …
33
Deployment
• Complex to deploy games at the school
• Games are very dependent of the platform
• Requires extra work for the teachers
• Situaltion improving with new tecnologies (e.g.HTML5)
and multiplatform authoring tools (e.g. Unity3D)
34
Methodologies to simplify SG
creation
35 Torrente et at (2014) Development of Game-Like Simulations for Procedural Knowledge in Heathcare Education.
IEEE Transactions on Learning Tecnologies. 7(1), 69-82
In the medical domain
http://www.chermug.eu
First visit to OR, with UCMhttp://first-aid-game.e-ucm.es
http://trasplant-game.e-ucm.es/
Uses of Learning Analytics in
educational games
• Game testing – game analytics
– It is the game realiable?
– How many students finish the game?
– Average time to complete the game?
• Game evaluation
– From pre-post test to learning analytics evaluation
• Game deployment in the class
– Real-time information for supporting the teacher
– “Stealth” student evaluation
– Knowing what is happening when the game is
deployed in the class
RAGE: creating the Learning Analytics
infrastructure
Using interaction data for assessment
• Evaluating the game
• Discovering user problems
Formal evaluation pre-post
• Off-line learning analytics
• Formal evaluation of
games is very complex
and expensive
– Pre-test
– Post-test
• Very few games have
been formally probed to
be effective
• Similar results with
Learning Analytics than
with pre-post test? 39
Why …
But first let me finish to tell you the previous
story ….
40
We created the Checklist Game
– Raise awareness about the checklist
– Learn how to apply it properly and consequences of
not applying it
– Let practice it application in a free-risk environment
In cooperation with UCM (Surgical Department),
Hospital Doce de Octubre, LCS-MGH
http://sourceforge.net/projects/e-adventure/files/games/checklist/
Checklist game
• Formative evaluation at UCM and MGH/Harvard
• Final evaluation at 5 hospitals in Madrid (Clinico, 12 de
Octubre, Santa Cristina, Puerta de Hierro)
• Good results (in press)
Trends
Some trends in the field of serious games
43
Casual players, mobility, BYOD
• More players on mobile devices (up to 30%)
– smartphones and tablets
• Some schools are being equipped with tablets
• BYOD approach with games
• Simplify deployment
44
Gaming for good
• gaming approaches applied to solving complex problems
in a collaborative way
45
Play to Cure™: Genes in Space - a mobile game in which players collaborate to analyse real genetic data
(Cancer Research UK, n.d.)
http://centerforgamescience.org/portfolio/foldit/
http://www.cancerresearchuk.org/
support-us/play-to-cure-genes-in-
space
More integration of SG with
curriculum and better info for
teacher
46
https://labyrinth.thinkport.org/www/
SG and Brain Controller Interfaces
Ahn, M., Lee, M., Choi, J., & Jun, S. (2014). A Review of Brain-Computer Interface Games and an Opinion Survey from
Researchers, Developers and Users. Sensors, 14(8), 14601–14633. doi:10.3390/s140814601
Geolocated games
• Plenty application in different domains such as teaching
history and exergames
48
https://www.ingress.com/
SG and MOOCs:
The case of EyeWire and edX
49
SG as MOOCs exercises
In-browser WebGL client,
EyeWire servers with API
that is queried from edX
Manuel Freire, Ángel del Blanco, Baltasar Fernández-Manjón (2014): Serious Games as edX MOOC Activities. Proceedings of
the 2014 IEEE Global Engineering Education Conference (EDUCON) Page 867-871
Educational versions of commercial
games
Miller, J., Vázquez-cano, E., & Obligatoria, S. (2015). Exploring Application, Attitudes and Integration of Video Games: MinecraftEdu
in Middle School. Educational Technology & Society, 18(3), 114–128.
Publishing companies producing
games
'Big Three' Publishers Rethink K-12 Strategies - http://www.edweek.org/dd/articles/2013/02/06/02textbooks.h06.html
Are virtual worlds dead?
SecondWorld and others
Virtual World Framework
• A fast, light-weight, web-based architecture for creating
and distributing, scalable, collaborative, and component-
based virtual spaces
• Design Goals
– HTML5 and Web-based standards
– Open source
– JavaScript for simulation logic
– Replicated computation
• They could be used as simulations, courseware,
interactive training, or games.
52
http://www.adlnet.gov/tla/vw-sandbox.html
53
Thank you!
•¿Questions?
• Mail: balta@fdi.ucm.es
• Twitter: @BaltaFM
• GScholar: https://scholar.google.es/citations?user=eNJxjcwAAAAJ&hl=en&oi=ao
• ResearchGate: www.researchgate.net/profile/Baltasar_Fernandez-Manjon
• Slideshare: http://www.slideshare.net/BaltasarFernandezManjon
Our current projects
BEACONIG
H2020 ICT2015
Project 687676

Serious games: current uses and emergent trends

  • 1.
    Serious Games: currentuses and emerging trends Invited talk at ICWL 2015, Guangzhou, China Baltasar Fernandez-Manjon balta@fdi.ucm.es , @BaltaFM e-UCM Research Group , www.e-ucm.es South China University of Technology, 06/011/2015
  • 2.
    What A couple ofinformal definitions 2
  • 3.
    Serious Games • Anyuse of digital games with purposes other than entertainment (Michael & Chen, 2006) • The use of digital games for educational purposes • Other terms frequently used: – Educational games, – Applied games, – Game-like Simulations, – Games with Purpose, – Simulations – Edutaiment 3
  • 4.
    Gamification • Gamification isthe application of game-design elements and game principles in non-game contexts to obtain some kind of improvement (to increase user engagement) • Games and gamification are two sides of the same approach. Educational games immerse the student in the game, where content and curricula are delivered or juxtaposed. Gamification aims to incorporate elements of games, such as levels and badges (but also via quests and other strategies) into non-game activities. (The NMC Horizon Project: 2013 Higher Education Edition) • Many times the distinction between serious games and gamification is blurring – e.g. learning languages with Duolingo (www.duolingo.com) 4
  • 5.
    Why But first letme tell you a story …. 5
  • 6.
    Question: Which instrument reducethe rate of deaths and complications in surgery by more than one third ? N Engl J Med 2009; 360:491-499
  • 7.
  • 8.
  • 9.
    9 When implementation leadersdid not explain why or show how the checklist should be used, staff neither understood the rationale behind implementation nor were they adequately prepared to use the checklist, leading to frustration, disinterest, and eventual abandonment despite a hospital-wide mandate Conley, et at (2011). Effective surgical safety checklist implementation. Journal of the American College of Surgeons, 212(5), 873–9
  • 10.
    A Model ofLearning Objectives 10
  • 11.
    Games for learning •Games are a natural way of learning – Humans learn very complex behaviour playing (e.g. social skills) • Characteristics of games – Backstory or Story line – Rules and game mechanics – Graphical enviroment – Interactivity and reactivity – Challenge /competition 11
  • 12.
    Key game elementsfor engagement 1. Interactivity: Players’ opportunity to initiate actions and receive evaluative information about their actions. 2. Feedback: The often immediate information players receive about the efficacy of their game actions. 3. Agency or control: The player’s ability to manage aspects of gameplay such as the use of control mechanisms and influencing story line. 4. Identity: The player’s opportunity to become a game character via an avatar and/or to form relationships and linkages with game characters. 5. Immersion: A player’s sense of presence, transportation, or integration within the game. 12
  • 13.
    Flow in games ChenJ. Flow in games (and everything else). Communications of the ACM. 2007;50(4):31.
  • 14.
    Games characteristics • Basically,a game is an abstract world where some goals should be obtained following some rules • Engagement elements – Conflict and challenge – Fantasy and curiosity – Perception of the advance – Progressive difficulty – Feedback
  • 15.
    Games for learning •Games provide an adequate environment for acquiring or applying knowlege – Fail safe • Authentic Learning • Deliverate practice (Ander Ericsson) – Clear learning objective – Adequate and increasing level of difficulty – Repetitive practice with informative feedback 15
  • 16.
    How to makea game? 16 http://www.slideshare.net/dings/would-the-real-mary-poppins-please- stand-up-49259549/35-and_snap_the_jobs_a
  • 17.
    Games as educationaltools • Videogames can be instrumental in acquiring abilities and skills like – Spatial perception and recognition – Development of visual discernment and separation of visual attention – Development of inductive logic – Cognitive development in scientific/technical aspects – Development of complex skills – Spatial representation – Inductive discovery – Iconic code construction – Gender construction 17 Aguilera M de, Mendiz A. Video games and education. Computers in Entertainment. 2003;1(1):10
  • 18.
    Benefits of playingvideogames 18 Granic, I., Lobel, A., & Engels, R. C. M. E. (2014). The benefits of playing video games. The American Psychologist, 69(1), 66–78. doi:10.1037/a0034857
  • 19.
  • 20.
    Who play videogames? •One of the most popular entertainment activities • One of the largest entertainment industries – Bigger than movies • USA – 55% of the population plays videogames – 42% of them play for at least three hours per week – average player age of 35 years • Over 70% of children and teenagers in the EU, and over 90% in the USA, play videogames 20 2015 Essential Facts About the Computer and Video Game Industry. Entertainment Software Association (ESA). ISFE. (2014). GameTrack Digest : Quarter 3 2014. Retrieved from http://www.isfe.eu/sites/isfe.eu/files/attachments/gametrack_european_digest_q3-14.pdf
  • 21.
    Serious games atschool (USA) Takeuchi, L. M., & Vaala, S. (2014). Level up learning: A national survey on teaching with digital games. New York: The Joan Ganz Cooney Center at Sesame Workshop • 62% teachers have used games to simulate and supplement learning. • (Harris Poll, 2014 –Pearson-, 1000 teachers K12, USA)
  • 22.
  • 23.
    Serious Games use? •Serious Games have probed to be educationally effective in several domains – Medicine, military, business, corporate training • But still is a low adoption of Serious Games in mainstream education • Serious Games considered usually as a complementary content – Mainly used for motivational purposes – No actual impact on the final mark 23
  • 24.
    Military: America’s Army 24http://www.americasarmy.com/
  • 25.
    ReMission 25 Intended for young peoplewith cancer and oral chemotherapy •effective tool that supports treatment adherence •sense of power and control over their disease
  • 26.
    Games for school:TreeFrog 26 More educational games at http://centerforgamescience.org http://play.centerforgamescience.org/treefrog/
  • 27.
  • 28.
  • 29.
    Issues at schoolfor SG use
  • 30.
  • 31.
    Game Cost perminute of play $300 $8K $3K $25K eAdventure games Science Pirates Immune Attack AAA games http://immuneattack.org http://sciencepirates.com/
  • 32.
    e-Adventure Platform 32 Open codeauthoring environment for the production of point-and-click adventure games & immersive learning simulations Oriented to educators No programming required http://sourceforge.net/projects/e-adventure www.mockap.es
  • 33.
    Scalability and maintainability •Reducing initial cost (production or licensing) and the Total Cost of Ownership • Once that the game became an educational asset it should be available independently of technological changes – e.g. Science Pirates now is being re-doit for the new operating systems • Should be possible to make changes into the game – To fix identified issues – To improve or update content … 33
  • 34.
    Deployment • Complex todeploy games at the school • Games are very dependent of the platform • Requires extra work for the teachers • Situaltion improving with new tecnologies (e.g.HTML5) and multiplatform authoring tools (e.g. Unity3D) 34
  • 35.
    Methodologies to simplifySG creation 35 Torrente et at (2014) Development of Game-Like Simulations for Procedural Knowledge in Heathcare Education. IEEE Transactions on Learning Tecnologies. 7(1), 69-82 In the medical domain
  • 36.
    http://www.chermug.eu First visit toOR, with UCMhttp://first-aid-game.e-ucm.es http://trasplant-game.e-ucm.es/
  • 37.
    Uses of LearningAnalytics in educational games • Game testing – game analytics – It is the game realiable? – How many students finish the game? – Average time to complete the game? • Game evaluation – From pre-post test to learning analytics evaluation • Game deployment in the class – Real-time information for supporting the teacher – “Stealth” student evaluation – Knowing what is happening when the game is deployed in the class
  • 38.
    RAGE: creating theLearning Analytics infrastructure Using interaction data for assessment • Evaluating the game • Discovering user problems
  • 39.
    Formal evaluation pre-post •Off-line learning analytics • Formal evaluation of games is very complex and expensive – Pre-test – Post-test • Very few games have been formally probed to be effective • Similar results with Learning Analytics than with pre-post test? 39
  • 40.
    Why … But firstlet me finish to tell you the previous story …. 40
  • 41.
    We created theChecklist Game – Raise awareness about the checklist – Learn how to apply it properly and consequences of not applying it – Let practice it application in a free-risk environment In cooperation with UCM (Surgical Department), Hospital Doce de Octubre, LCS-MGH http://sourceforge.net/projects/e-adventure/files/games/checklist/
  • 42.
    Checklist game • Formativeevaluation at UCM and MGH/Harvard • Final evaluation at 5 hospitals in Madrid (Clinico, 12 de Octubre, Santa Cristina, Puerta de Hierro) • Good results (in press)
  • 43.
    Trends Some trends inthe field of serious games 43
  • 44.
    Casual players, mobility,BYOD • More players on mobile devices (up to 30%) – smartphones and tablets • Some schools are being equipped with tablets • BYOD approach with games • Simplify deployment 44
  • 45.
    Gaming for good •gaming approaches applied to solving complex problems in a collaborative way 45 Play to Cure™: Genes in Space - a mobile game in which players collaborate to analyse real genetic data (Cancer Research UK, n.d.) http://centerforgamescience.org/portfolio/foldit/ http://www.cancerresearchuk.org/ support-us/play-to-cure-genes-in- space
  • 46.
    More integration ofSG with curriculum and better info for teacher 46 https://labyrinth.thinkport.org/www/
  • 47.
    SG and BrainController Interfaces Ahn, M., Lee, M., Choi, J., & Jun, S. (2014). A Review of Brain-Computer Interface Games and an Opinion Survey from Researchers, Developers and Users. Sensors, 14(8), 14601–14633. doi:10.3390/s140814601
  • 48.
    Geolocated games • Plentyapplication in different domains such as teaching history and exergames 48 https://www.ingress.com/
  • 49.
    SG and MOOCs: Thecase of EyeWire and edX 49 SG as MOOCs exercises In-browser WebGL client, EyeWire servers with API that is queried from edX Manuel Freire, Ángel del Blanco, Baltasar Fernández-Manjón (2014): Serious Games as edX MOOC Activities. Proceedings of the 2014 IEEE Global Engineering Education Conference (EDUCON) Page 867-871
  • 50.
    Educational versions ofcommercial games Miller, J., Vázquez-cano, E., & Obligatoria, S. (2015). Exploring Application, Attitudes and Integration of Video Games: MinecraftEdu in Middle School. Educational Technology & Society, 18(3), 114–128.
  • 51.
    Publishing companies producing games 'BigThree' Publishers Rethink K-12 Strategies - http://www.edweek.org/dd/articles/2013/02/06/02textbooks.h06.html
  • 52.
    Are virtual worldsdead? SecondWorld and others Virtual World Framework • A fast, light-weight, web-based architecture for creating and distributing, scalable, collaborative, and component- based virtual spaces • Design Goals – HTML5 and Web-based standards – Open source – JavaScript for simulation logic – Replicated computation • They could be used as simulations, courseware, interactive training, or games. 52 http://www.adlnet.gov/tla/vw-sandbox.html
  • 53.
    53 Thank you! •¿Questions? • Mail:balta@fdi.ucm.es • Twitter: @BaltaFM • GScholar: https://scholar.google.es/citations?user=eNJxjcwAAAAJ&hl=en&oi=ao • ResearchGate: www.researchgate.net/profile/Baltasar_Fernandez-Manjon • Slideshare: http://www.slideshare.net/BaltasarFernandezManjon
  • 54.

Editor's Notes

  • #7 Reference: A Surgical Safety Checklist to Reduce Morbidity and Mortality in a Global Population Alex B. Haynes, M.D., M.P.H., Thomas G. Weiser, M.D., M.P.H., William R. Berry, M.D., M.P.H., Stuart R. Lipsitz, Sc.D., Abdel-Hadi S. Breizat, M.D., Ph.D., E. Patchen Dellinger, M.D., Teodoro Herbosa, M.D., Sudhir Joseph, M.S., Pascience L. Kibatala, M.D., Marie Carmela M. Lapitan, M.D., Alan F. Merry, M.B., Ch.B., F.A.N.Z.C.A., F.R.C.A., Krishna Moorthy, M.D., F.R.C.S., Richard K. Reznick, M.D., M.Ed., Bryce Taylor, M.D., and Atul A. Gawande, M.D., M.P.H. for the Safe Surgery Saves Lives Study Group N Engl J Med 2009; 360:491-499
  • #10 Conley, D. M., Singer, S. J., Edmondson, L., Berry, W. R., & Gawande, A. A. (2011). Effective surgical safety checklist implementation. Journal of the American College of Surgeons, 212(5), 873–9. doi:10.1016/j.jamcollsurg.2011.01.052
  • #21 ESA. (2015). 2015 Essential Facts About the Computer and Video Game Industry. Entertainment Software Association (ESA). Retrieved from http://www.theesa.com/wp-content/uploads/2015/04/ESA-Essential-Facts-2015.pdf
  • #22 Harris Poll. (2014). Pearson Student Mobile Device Survey 2014: National Report: Students in Grades 4-12, 59 p. Retrieved from http://www.pearsoned.com/wp-content/uploads/Pearson-K12-Student-Mobile-Device-Survey-050914-PUBLIC-Report.pdf\nhttp://blogs.edweek.org/edweek/DigitalEducation/2014/09/student_mobile_device_usage_survey_pearson.html
  • #26 http://www.re-mission.net/ Re-Mission is a video game that gives young people with cancer a sense of power and control over their disease. It’s a fun, effective tool that supports treatment adherence and can be used in the clinical setting or at home by patients on maintenance therapy. Re-Mission is rated “T” for teen. Re-Mission takes place in the bodies of 19 fictional cancer patients from diverse backgrounds. The types of cancers represented include: Acute Lymphocytic Leukemia (ALL) Acute Myelogenous Leukemia (AML) Brain Tumor Ewing’s Sarcoma Hodgkin’s Lymphoma Non-Hodgkin’s Lymphoma Osteosarcoma CLINICAL GOALS Through interactive game play, Re-Mission addresses the importance of: Compliance with oral chemotherapy regimens and other prescribed medications Prompt reporting of symptoms and side effects Proper nutrition to increase the body’s ability to fight cancer Anxiety, nausea, and pain management through breathing and muscle relaxation exercises RESULTS Our formative studies identify the needs of those we serve, and our summative impact studies ensure those products are effective. A randomized controlled trial showed that playing Re-Mission improves: Treatment Adherence Cancer Knowledge Self-Efficacy REFERENCES Cole, S.W., Yoo, D.J., Knutson, B. (2012). Interactivity and Reward-Related Neural Activation During a Serious Videogame. PLoS ONE Kato, P.M., Co, S.W., Pollock, B.H., (2008). A Video Game Improves Behavioral Outcomes in Adolescents and Young Adults With Cancer: A Randomized Trial. Pediatrics, 12: e305-e317 http://www.plosone.org/article/info%3Adoi%2F10.1371%2Fjournal.pone.0033909 http://pediatrics.aappublications.org/content/122/2/e305.full
  • #32 http://immuneattack.org The Federation of American Scientists (FAS) presents Immune Attack™, an video game that introduces core concepts of molecular and cellular biology to middle school, high school and entry-level college students.
  • #50 This is the scenario used for EyeWire integration EyeWire is a SG that crowd-sources the mapping of neural connections
  • #51 Miller, J., Vázquez-cano, E., & Obligatoria, S. (2015). Exploring Application, Attitudes and Integration of Video Games: MinecraftEdu in Middle School. Educational Technology & Society, 18(3), 114–128.