• No results found

Explaining With Games

N/A
N/A
Protected

Academic year: 2022

Share "Explaining With Games"

Copied!
16
0
0

Loading.... (view fulltext now)

Full text

(1)
(2)

Explaining With Games

Using games to explain things

Pietro Polsinelli (texts) and Pino Panzarella (illustrator)

© 2016 Pietro Polsinelli (texts) and Pino Panzarella (illustrator)

(3)

Please help Pietro Polsinelli (texts) and Pino Panzarella (illustrator) by spreading the word about this book onTwitter!

The suggested tweet for this book is:

Learning how to use and design games for learning: reading Explaining With Games by

@ppolsinelli

The suggested hashtag for this book is#learnwithgames.

Find out what other people are saying about the book by clicking on this link to search for this hashtag on Twitter:

https://twitter.com/search?q=#learnwithgames

(4)

CONTENTS

Contents

Introduction . . . . 1

More on Applied Games . . . 7

Acknowledgements . . . 11

Who am I? . . . 12

(5)

Introduction

“Tell me and I’ll forget; show me and I may remember; involve me and I’ll understand.”

(Variously attributed.)

Games can be designed to teach and facilitate learning processes. This book is focused on teaching you on how to contribute creating such games.

There are several good books and game design and programming, but I found none on the craftsmanship required to create games for teaching non trivial themes. So I wrote this.

The bulk of the book proceeds by example. We will always be designing or analyzing a specific applied game, starting from next chapter.

Applied games as intended in this book are about complexity, so their production needs to follow a loop of ideas, prototypes, tests and feedbacks.

One problem this book may give you some ideas about is the complexity of the game creation process, and how to prevent the process from exploding.

In the first chapter I progressively define a new applied game: an educational game on early math. We will work together from the concept to a production plan, pushing you to design your own applied game in parallel.

After that I present several real world cases I worked on where games have been applied as teaching tools, and through those cases I introduce concepts of game design used in applied games.

For several of the examples you can play the games: just follow the links on this book’

site,explainingwithgames.com.

My hope is that this can be a handbook for people that want to try to apply ludic techniques to a non trivial subject to make it more accessible. And see along the way: how can

(6)

Introduction 2

people with different skills contribute? How can the field experts and the game developers somehow work together?

A simple idea

The idea that guides all the projects in this book is:

Develop from scratch a custom built game or more simply interactive applica- tion that will progressively familiarize the player about a non trivial topic.

Progression is built in the application mechanic / game loop, using an analogy represented in the graph below:

The graph on the left is a classical graph on games’ flow often quoted, from Flow: The Psychology of Optimal Experience by Mihaly Csikszentmihalyi.

This book springs from the observation of the analogy between games’ progression and learning experiences. In applied games we create in-game mappings of specific knowledge to events, environment, characters. A flow mapping for applied games is represented in the graph on the right.

So an applied game in this book’s sense is not a MOD, not a gamification layer, not a digital book version of choose-your-own-adventure. It’s a game proper that happens to teach something.

Some definitions.

(7)

MOD. “A mod, or modification, is the alteration of content from a video game in order to make it operate in a manner different from its original version.”

https://en.wikipedia.org/wiki/Mod_(video_gaming)

Gamification. Applying a thin layer of extrinsic rewards to an existing applica- tion to make it less boring. See Ian Bogost Why Gamification is Bullshit inThe Gameful World, MIT Press, 2015.

Choose-your-own-adventure or gamebook. “A gamebook is a work of printed fiction that allows the reader to participate in the story by making choices.”

https://en.wikipedia.org/wiki/Gamebook

Game mechanic. There is a lot of disagreement about what is a game mechanic, so I will define it as: an interaction of whole game elements that can be described by a very short algorithm that anyone can understand.

Who is this book for?

This book is for three kinds of readers:

1. Field experts that want to learn and explore the world of games / interactive tools and use them for their field communication. For example I worked on applied games with operators and researchers in the health, social sciences, education, urban planning, art curation and museums sectors.

2. Game designers that are interested in applied game design as a profession; they may be software developers, game designers, graphic designers, all professions on the boundary with this field.

3. Teachers, instructors that would like to use games and interactive tools in classrooms, workshop and courses.

What’s in the following

Here is a brief description of the coming chapters.

(8)

Introduction 4

Chapter 2: Creating an applied game together

In this chapter I progressively define a new applied game: a game and tool for early math education. We will work together from the concept to a production plan: I suggest you to put together a project of your own, using hints and examples from this chapter. The math concept is from a project I worked on, but the application we define is an original one that lets us explore several paths.

Chapter 3: Real world projects

In this chapter I present several real world projects I worked on that use playful interactions in different ways, but all have some educational purpose. The examples range from videogames proper to persuasive applications.

(9)

Chapter 4: Learn More

In this chapter you will find resources for learning more about the topics treated in this book.

Next step

Now if you can’t wait to see how to design games you can jump directly to next chapter.

Or if you’d like to learn a bit more on the definitions used and the context in which I move in this book, keep reading here.

(10)

Introduction 6

Which projects?

My focus is on digital interactive tools. So not classical board games, not street games – though of course most of the considerations you find here I believe to be valid for “game”

in general.

In the projects I will present I’ve used videogames proper, persuasive tools, coaching ap- plications for museums, research institutions and private companies in several fields, from pharmaceuticals to non-governmental organizations (NGO) to construction companies. All are playful, digital interactive applications, and I refer to the family of applications they somehow define as applied games.

In my practice I remained open to all game-design methods, genres, types, and mechanics.

There is no deterministic link between game genre and applied theme.

You will notice also that I tend to use very simple solutions: for example I tend to use bidimensional comic styled universes, instead of realistic environments. This is both because of personal taste and in order to limit project costs in effort and time. There is a following chapter dedicated to the dark art of game development estimation and management.

My data set is the set of projects and studies that I worked on since 2010 – it’s about twenty projects (complete list inmy personal page).

(11)

More on Applied Games

Walking from home to the office, I meet young kids say six, eight years old, walking with their parents. But they never just walk: they notice things nobody else does, they jump, dance, explore new movements. Whatever situation they are in, kids find a way to make it fun. And they are a joy just to watch.

Then I pass in front of a high school. These teenagers don’t seem to have fun at all.

They look at each other suspiciously. Sometimes they laugh, and suddenly look sad again.

They’ve grown enough to have an agenda, of which they actually are quite unsure of. It will take some time for them to regain that pure notion of fun in some form.

Now what are we doing with “applied” games? Are we putting an agenda where there supposedly there should be pure fun? If and when we do that, we are failing. We have to build a really interesting experience, using all the tools of game design and feel, whose core mechanics cover the learning experience. Learning in the game play, not on top of the game play experience.

It is easy to get lost in the wide field of game design and development: here I try to keep the focus on the projects I worked on as real world examples that should help in keeping things manageable.

(12)

Introduction 8

Some of the questions that I try to (partially) answer along the way are:

How to use games to approach complexity and learning?

How can games be used for learning and teaching?

And why should one use games for that?

Any examples? What is the state of the art?

What is required for creating a game? Which expertise, tools?

How is the process managed? How are results measured?

How can I learn more beyond this book?

(13)

Names and definitions

Defining applied games as “games used for not purely entertainment purposes” makes you include too much. It is actually a problematic definition as it largely intersects with today’s commercial games that are not “made to teach” a specific topic, but neither are for

“pure entertainment”.

My hope is actually that explicit definitions are not that necessary, and that you will get a feel for what I mean by “applied game” mostly through the examples. But there is one point that causes confusion that I would like to clarify from the start, and it is about the term (and practices of) “gamification”.

Jan Bogost writes:

Gamification, I suggested, is primarily a practice of marketers and consultants who seek to construct and then exploit an opportunity for benefit. …

the “-ification” suffix. As I’ve previously argued, “-ifying” things “makes applying that medium to any given purpose seem facile and automatic”

(From Why Gamification is Bullshit)

The main problem with the term is that it is used to offer a (non existing) recipe for easily making any subject fun and accessible through standardized methods, which boil down to adding points and badges. Gamification as intentional, programmatic lack of depth, and it could be renamed as exploitationware (again Bogost). So gamification as the opposite of

(14)

Introduction 10

game design, which in my experience require for each problem and context specific and specialized solutions and skills.

One of the takeaways of this book is that making good games is darn hard, and in the case of applied games its even harder. So there hardly could be a field as far from “gamification”

as creating applied games as here intended :-)

If gamification aim is to somehow fool people into perceiving fun where there isn’t, my experience is that people (including kids) have a very refined perception of the quality of playful experiences, and somehow perceive immediately the depth of the development work involved.

The very idea of “customer engagement and games” can be interpreted in two deeply different ways: as a using entertainment along a path that leads potential customers “into the trap”, or as a research that uses the learning dimension of play to explore the genuine content of the topic at hand. We will explore the second meaning in a several real world examples.

This is not a book about gamification: its about game design and learning / teaching. Here you don’t learn to generically “gamify” anything. You get some direction on how to build very specific games dealing with very specific topics.

(15)

Acknowledgements

Where can I start? For I owe the possibility of writing this book to so many people, in different forms. To make it short I will explicitly thank only those who are in the game design world and took part in the projects creation, but all you family and friends that helped me in this amazing adventure in applied games, thank you!

The book is written from the first-person perspective of Pietro Polsinelli, but it would not exist without Laura Mirri designing the cover and Pino Panzarella curating the book design and illustrations.

The first human specifically from the videogame universe I’d like to thank is Ivan Venturi, who in the context of a course on game design in general gave me the first suggestion of taking a look in the field of serious games as “you may be interested in those”. Never stopped since.

Then I’d like to thank my principal (unwilling) mentor in game design and development:

Daniele Giardini(the guy on the right below) – also great Rocket League teammate :-) And as game development teachers, I thank also Stefano Cecere for an early Unity3d introduction and Massimo Iacolare for many useful ideas on software writing and team methodologies.

And then there are my partners in projects: Pino Panzarella andMatteo Bicocchi(the two guys on the left above) of Open Lab are my companions in most of the projects here presented and those we are building. Then I’ve had the pleasure of working on some projects with Antonio Grillo, Lino Mari, Alfredo De Simone, Francesco Pallanti, We Are Muesli(Claudia Molinari and Matteo Pozzi), Daniele Giardini (again), Alexander Neuwahl.

And then the customers, partners and field experts who became in time partners in game design: Valeria Jamonte, Alice Filipponi, Darren Sharpe, Cora Scandroglio, Paola Bascialla, Marco Lucchina, Paola Massalin, Laura Martelloni.

(16)

Introduction 12

Who am I?

I am a guy who has been obsessed with the topic of this book since 2010, when I “saw the light”, discovering during game design studies that there existed a field about “games for change” or “serious games”.

I now design and develop applied games. I have been developing software for more than 13.300 days.

A curriculum with a very long list of the projects I worked on in the last few years is here:

http://designagame.eu/pietro.polsinelli/.

I write on Twitter:https://twitter.com/ppolsinelli.

I am always ready to discuss new projects where to applied games can be of help. You can write me here:[email protected].

References

Related documents

E4 I can explain the concepts of gene flow, speciation, mutation, genetic drift, and sexual selection as applied to evolution using real-world examples.. E5 I can describe

One could say that this book’s approach to physics starts at the end: Before we even talk about classical mechanics or non-relativistic quantum mechanics, we will use the (as far as

After pulling this list of 30,233 games from the store, I used fuzzy matching to look for approximate matches on game titles to find that 10,311 games had corresponding data on

I mean there are video games out there that have been in play for, not here but in other places…I tell you what we have a game room in Lucky Strike in Novi, it’s an old game room

Based on the perceptions of employees to have effective OHS practices in the workplace, this study also disclosed evidence that the critical elements of

Food & health Industrial biotechnology & exploitation of agri-food waste National collection of yeast cultures (National Capability) Food databanks (National Capability)

after playing game for a while now even after explaining i was new in a few games people were just extremely toxic towards me and thats even with going through the boot camp queues so

Children up to the age of 12 - 30 % reduction of the hotel charge *) During the Christmas and New Year periods we offer only special programmes at special rates.. Price list in