Title: Lessons Learned: Adult Learners and Serious Game Design
1Lessons Learned Adult Learners and Serious Game
Design
- Rachel Joyce, MA, Marcy Verduin, MD, Steve LaRowe
PhD, Clint Bowers, PhD, Jan Cannon-Bowers, PhD - University of Central Florida
- Institute for Simulation and Training
- College of Medicine
- Medical University of South Carolina
- Department of Psychiatry and Behavioral Sciences
- August 20th, 2009
- SALT Conference
- Alexandria, VA
2The Big Idea
- Discuss some of the interesting lessons-learned
from our recent effort developing a game-based
learning platform for adult recovering alcoholic
patients to practice RP (relapse prevention)
skills. Our talk will include issues related to
game design, art style, and working with our user
population. We hope that some of these lessons
will be interesting for designers of adult
education.
3Why Serious Games for Therapy?
- Often, psychotherapy includes the teaching of new
knowledge and skills. These new abilities must be
applied during times of great stress, or
precisely the environmental characteristics that
often characterize the challenges confronted by
training researchers in other contexts. Thus, it
is not unlikely that techniques that are
effective in training might also benefit those
learning new coping techniques. - Gains associated with high-fidelity (and )
simulations (such as Second Life) can be achieved
by the careful creation of lower-fidelity
synthetic learning environments. - Currently, serious game products targeted for
therapeutic practice are commonly called Games
for Health.
4Background on Guardian Angel Game
- Serious game for health titled Guardian Angel
funded by The Robert Wood Johnson Foundation. - Developed by the RETRO Lab at UCFs IST with SMEs
from UCF College of Medicine MUSC Dept. of
Psychiatry and Behavioral Sciences. - Adult patients at the Ralph H. Johnson VAMC are
end-users non-gamers, poor computer skills,
sixth-grade reading level, in treatment (AA) for
recovering from alcoholism. Potentially hostile
to computer-based intervention.
5Guardian Angel Design Cycle
- RETRO Lab SG Mental Model
- Iterative Design Process
- Fischs 3 Rules for Game Play
- Narrative
- Art Style
- Jan 2009 Focus Group Feedback
- Narrative
- Game play
6Serious Games are NOT Simulations
7Iterative Design
- As game developers in academia, we MUST practice
iterative design. - Conduced usability 3 rounds testing trials at UCF
with student body populations and 2 focus groups
with user population. - We are always learning new lessons about design
and about users.
Usability Testing _at_ NSTC 10/08 for DCSim.
8Fischs 3 SG Design Rules
- matching specific educational topics or concepts
to their most appropriate medium - placing educational content at the heart of game
play targeting real-world behavior or thinking as
they play the game - design for feedback and hint structures to
scaffold for difficult content
Fisch , S. (2005). Making Educational Computer
Games Educational. Proceedings to the 2005
conference on Interaction design and Children.
Boulder, CO. 56.
9Fischs 3 Rules in GA
- Flash game lite-weight, accessible online,
affords robust interactivity in simple interface,
easily edited for iterations. Minigames provide
more focused learning interventions in a larger
game world. - All game play was designed around AA treatment
and RP skills, and eventually user focus group
feedback. - Post each round of play, a review launches and
the interface hints can be turned on/off in
addition to multiple modes of instructions.
Fisch , S. (2005). Making Educational Computer
Games Educational. Proceedings to the 2005
conference on Interaction design and Children.
Boulder, CO. 56.
10Narratives
- Following Liebermans (2001) narrative model of
having the user manage the player-characters
health in game, the Guardian Angel narrative puts
the user in a similar role as an angel guiding
the in-game character to health and wellness
(i.e. sobriety) from afar. If they are
successful, they will be promoted to Guardian
Angel. - Non-gender specific pro
- Non-race specific pro
- Religious context con (?)
- In-game character bios were crafted to reflect
our user population closely.
Lieberman, D. (2001), Management of Chronic
Pediatric Diseases with Interactive Health Games
Theory and Research Findings. Journal of
Ambulatory Care Management. (1) 34.
11Art Style
- Still wanting the Guardian Angle users to
engage the gaming world and leave their own
reality while playing, the visual design had to
first and foremost be simple, and true to life
with touches of imagination. After rounds and
rounds of concept art iterations as well as
focus group feedback, the visual design is
similar to the film, A Scanner Darkly.
12Art Style/Character Poses
13Focus Group Feedback Narrative
- Michael Jones might need PTSD (Post Traumatic
Stress Disorder). Also you don't enlist to become
a pilot. As he became a pilot became, he must
also be an officer. - Add more drug and alcohol history in the
narratives. For example, arrests, type of
substance abused, etc. As is, their addictions
arent believable. - Susan Reinhart should have experienced military
sexual trauma disorder. This is a major problem
for female veterans. - Life-long friends to be some people in the game
- people whom they have drank with for many
years. More persistent in getting them (in-game
characters) to try to drink and the hardest to
refuse.
14Focus Group Feedback Game Play Sample
FG Feedback
Design Edit
Route Planner Minigame The goal is to navigate
home avoiding all alcohol high-risk areas in a
time and money pressure scenario.
15Lets Play!
16Lessons Learned
- True-to-Life in-game characters preferable to
demographic. - Fair Gaming Skills doesnt mean users dont
have gaming opinions. - Presumed Fair computer skills initial roadblock
to a flow of game play, but doesnt stay that way
for long. - Multiple media modes of instruction and forced
time-on-task for instructions a must have.
17Summary
- We described an iterative design process for one
group that may typify later application of game
design principles. By obtaining user feedback
during the design process, we were not only able
to develop a game that is likely to be more
usable than it would otherwise, but we also
obtained a few lessons-learned that we can share
with the game development and research
communities.