80. z
Menno Deen
PhD Candidate & Lecturer
Fontys ICT & University of
Technology Eindhoven
www.gamesjam.nl
www.swimgames.nl
menno.deen@fontys.nl
Editor's Notes
First slide
First slide
This is Fontys College for ICT – Game Design & Technology. We offer an inspiring workplace that can be rearranged and restructured to fit students’ desires. This is done in a playful manner: Huge LEGO blocks, Toys, (retro & new) game consoles, a Retro Arcade, Pinball Machine, Game Magazines and a magnetized pixel board.
My PhD research is on Games Autonomy, Motivation and Education. I study the design process to create games that support students’ autonomy and how this may effect motivations to learn.
Autonomy = the umbrella term in my research that connects games with education, and with motivation
Motivation is qualified by its experienced regulatory style. This means that students can learn because they feel engaged in a specific manner. Some students learn because:they must (external regulations), they want to sustain a sense of self-worth (introjected regulations), they understand the relevance of the training to attain a specific goal (identified regulations)they think the learning is satisfactory in itself, but still learn to attain a goal (integrated regulations)they think the learning is satisfactory in itself (intrinsic regulations)It may seem obvious that teachers strive for stimulating the experience of being intrinsically regulated to engage in learning. According to Ryan & Deci (2000) this can be accomplished if three students’ needs are satisfied in the learning environment.Needs for Competence (I can do it)Needs for Autonomy (I do it, and I do it in my own way)Needs for Relatedness (I do it with people I care about)School already satisfy needs for competence and relatedness in a significant manner. I think that games can contribute to today’s learning environments by offering an autonomy-supportive way of learning.
To get a better understanding on how autonomy-supportive games can influence students’ experienced regulatory style (e.g. motivations to learn) we (Verhoeven & Deen 2012) developed a game for mathematics. The game had two modes:One mode was Drill & Practice based. Students could only give one correct answer. The other mode connected to the didactic approach of problem based education. This ‘Open Game’ presented players with the end-goal and asked them to come up with a solution.Findings are presented in the corresponding apples in this slide.
So, this is what I do. I work on my PhD thesis, do some other research for future engagements and work as Creative Director at Game Studio Lapp: where we develop autonomy-supportive games for children that foster parent child interaction.
That’s it about my PhD research and my focus on autonomy-support. This focus is also found in explorative studies for the research projects PlayFit and Sixpac.
Forplayfit we developed games for the siwmmingpool
Swimming Centres witness a decline in visitors
At the same time: people are becoming increasingly obese
There are various reasons for the growing amount of obese children
One of them, is the lack of physical activity
children at risk are typically the ones who have little affinity with sports.
Everyone knows these children, they are the ones that are picked last during gymlessons
The child that is chosen last.
The child that is chosen last.
The child that is chosen last.
The booklet: Oliver Is a Sissy (Menno is eenmeisje) suggests that outcasts/misfits enjoy other things than sports.
How to design for the last pickedchildren?And how do you design games for the swimming pool?
Our first exploration was this game: Rope Jump (2nd place Health Challenge 2.0 2011).A button on the bottom of the poolA screen underwater and above the waterPlayers had to hit the button in time to make their character jump a ropePositive findingsThis games was very much funCreated a diverse and interesting way of playingNegative findingsToo intense (physically)Good swimmers are favored above bad swimmers (last picked children)All about winning, less about playing
We wondered whether our targeted audience (the misfit) would actually enjoy this game
These children are no winners, so NO COMPETITION
Withoutcompetition, there is no real neat for a Scoring System : so NO SCORES
No intense physical activity.
We call this casual sports
To further explore possibilities of SwimGames we brought together students form various faculties and universities
We hired twopools: one for self-test, one for user-tests
The 4week schedule :: every week a self test to fix bugs and experience the game themselves. First 2 weeks expert review from sport students and last 2 weeks user tests
The first week was about Wizard of Oz: this means developing a prototype of your game concept without using any digital means.
WoO- Your primary goal: is the game fun?!
A Wizard of Oz ‘faking’ the digital aspect of the game, focusing purely on the gameplayThings you need for WoO:Many attributes to ‘play’ with and explore various configurations of one gameStuff.. Stuff.. And even more stuff
A Wizard of Oz ‘faking’ the digital aspect of the game, focusing purely on the gameplayThings you need for WoO:Many attributes to ‘play’ with and explore various configurations of one gameStuff.. Stuff.. And even more stuff
A Wizard of Oz ‘faking’ the digital aspect of the game, focusing purely on the gameplayThings you need for WoO:Many attributes to ‘play’ with and explore various configurations of one gameStuff.. Stuff.. And even more stuff
If the game is not fun, be sure to have a backup plan: iterate iterate and iterate
If the game is not fun, be sure to have a backup plan: iterate iterate and iterate
If the game is not fun, be sure to have a backup plan: iterate iterate and iterate
If the game is not fun, be sure to have a backup plan: iterate iterate and iterate
In the second week, students developed their first digital prototype
this week was used to understand issues relating to the environment in which the game was played. Water and electricity – safety and technical issues
Computers need to be made waterproof (to safeguard to hardware)
Electricity near the water may only be 12-Volt (no 220v :D ) to safeguard people
- Chloric water is a better conductor than normal water, so the ‘underwater button’ needed higher electrical conductance to overcome this technical issue.
Kinect needs more than only your upper body to recognize a personWater reflects to much, as a result kinect can only see what is above the water.
Week 3 was about the first working prototype and the first user research.
They game should explain itself and have understandable input
The last week was about finishing the game: did it work? Was it fun?
The first year we found that students were ill prepared. Children were in the water, not engaged with the game, and getting really cold.
That’s why we changed the first 2 user tests to expert reviews in the second installment of the course
As you can see here: the first two weeks were used for expert review
So, What did we learn from these experiences?
Back to the design challenge: Did we develop a game for misfits?
Did we design games for these children?
We limited ourselves in the design processand found a new approach
Remember making huge splashes in the water?In a game of cannonball you can never see your own splash. That is why we put a camera on the pool’s side and videotaped the jump & splash. Jumpers could review their jump directly on an underwater television screen. What’s more, all the jumps recordings were gathered on a large projection screen. This screen was equipped with several suction caps. Players could self-determine which jump was the best / the weirdest the largest / or the funniest.[video is not online – due to privacy issues]
We limited ourselves in the design processand found a new approach
Instead of designing for winning,We designed for other forms of social negotiations
Instead of giving feedback in scoring, We designed for other ways of self-expression
Instead of intense physical activityWe designed for casual activity, but still made physical movement in integral part of the game play.
We first analyzed behavior that was already taking place in the swimming pool
We facilitated tools for self-expression (the camera and video review)
And we facilitated tools for social negotiations (the suction cups and projection wall)
These were the design guidelines for the second course in SwimGames.nl and resulted in the 7 games in the movie linkhttp://youtu.be/cozLuGYq30s
Any questions about swimgames.nl ?Check www.swimgames.nl
Lastly I would like to talk about the Games [4Health] Jam as a means to explore research questions on a College of ICT
Every year we organize theGames [4Health] Jam
It is a 50 hours of Game Development
500 euro’s to win
5 finalists present at Games for Health Europe
Present at Dutch Design Week
Present at Dutch Design Week
The design goal of 2012 was:Enrich public places with play and make people super healthier(prevent illness by increasing strength, stamina and intellect in a playful manner)
Games in public places need to be easy to step in to
And easy to step out
These are the games developed during the games [4health] jam 2012: Public PlayGames [4Design] Jam 2013 – CHI – Inspirehttp://youtu.be/bcPHa4NC1tMGames [4Health] Jam 2012: Public Playhttp://www.youtube.com/watch?v=N6ANiiWsd8k&feature=share&list=PLAph6RYpKyI1Xqc_l1uiPoes05qMJrE-cGames [4Health] Jam 2011: An ounce of prevention is worth a pound in curehttp://youtu.be/FA1KCtVX6p8
This year (2013) the Game Jam will be held in the swimming pool :Dwww.gamesjam.nl
We have a bus coming from Norway that travels trough Sweden, Denmark and Germany to pick up Jammers. There will be a bus coming from Belgium too…
Btw… I want to invite you to the Design [4Support] Debate