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Rules of Play
   Designing Addictive Gameplay
        for Online Learning
          Museums & the Web 2012
               Dave Schaller
             david@eduweb.com




         Why Games?


“Why does learning have to be a
            game?


   Why can’t learning just be
          learning?”

                      Museum Director of Education
                                             1997
Why Games?


  97%
of American teens play
  computer games




                Games are designed to be
                  highly compelling and
                 meaningful experiences




              Learning in Games
         All games are educational—
to win, you must learn how to play the game

But it’s not always obvious what you’re learning!




                    America’s Army
Learning in Games

It’s good to match gameplay with game content




               Learning in Games


                "Know" is a verb
       before it is a noun, "knowledge."

   And something very interesting happens when one
   treats knowledge first and foremost as activity and
   experience, not as facts and information—the facts
   come to life. Facts become easier to assimilate if
   learners are immersed in activities and experiences
   that use these facts for plans, goals, and purposes
   within a coherent knowledge domain.

                                        -James Paul Gee
A Series of Interesting Decisions

               Narrative                      Game
          A series of events             A series of actions
         (or decisions) with a          (or decisions) within
        beginning and (possibly         a rule-based system
          multiple) ending(s)




         Simple rules create complex situations




          Making Meaning Within the Rules
       For the player: “Games provide situated experiences in
         which players are immersed in complex, problem-
                          solving tasks.”*




          To an observer: “He’s just doing the same thing over
                           and over again.”**

*Kurt Squire
**Mother of 10-year-old gamer
What Makes Games Fun
 Some of the pleasures that games offer:
 • Fantasy: The pleasure of an imaginary world
 • Narrative: Dramatic unfolding of events
 • Challenge: A problem to be solved
 • Discovery: Exploration and secret features
 • Anticipation: Knowing something is coming
 • Possibility: Having many choices
 • Purification: Making something clean
 • Surprise: Finding the unexpected
 • Thrill: Fear minus death equals fun
 • Pride in Accomplishment
 • Triumph over Adversity




                Designing the Game
Top-Down Development
Content & Audience
   Goals
     Outcomes
        Components
           Game Mechanics

 Let the gameplay shape
   the experience, for a
 stronger match between
  gameplay and learning                               Goals
                                                  Outcomes
       Find the fun!                       Game Mechanics
                                         Content & Audience
                           Bottom-Up Development
A Game is Defined by Core Dynamics


      The core dynamic (not the topic, not the content)
            is the single thing the game is about.

    It’s what the player spends most of their time doing—
            while thinking about how to do it well.




    A Game is Defined by Core Dynamics
        The core dynamic must be interesting enough
             to do over and over and over again.



•   Territorial Acquisition (Risk)
•   Prediction (Roulette)
•   Spatial Reasoning (Tetris)
•   Survival (Stay Alive)
•   Destruction (Boom Blox)
•   Building (SimCity)
•   Collection (Pokeman)
•   Chasing or Evading (PacMan)
•   Trading (Pit)
•   Race to the End (Candyland)
Elements of a Game
        The game dynamics are created by the
         interplay of the elements of the game

                    • Space
                    • Components
                    • Rules
                    • Actions
                    • Skills
                    • Chance




              Elements of a Game
Space: Where the game takes place
• How do players move through the space?
• What is the look and feel of the space?




                        www.wolfquest.org
Elements of a Game
Rules
Define the goals of the game and the relationships between
components.
•   Need a mix of short-term and long-term goals
•   A few simple rules can create emergent gameplay
•   Rules must be easy to learn and remember




         Games can have multiple modes (with different gameplay),
             but too many will confuse and frustrate players.




                  Elements of a Game
Components
Active pieces of the game: player-character, non-player characters,
and other objects in the game world.




    The game rules defines the relationships between the components
Elements of a Game
 Actions
 What players can do (verbs), and what happens as a result.




   Actions should have clear (and sometimes powerful) effects.




                Elements of a Game
 Actions
 What players can do (verbs), and what happens as a result.




• The more objects that a verb can act on, the better the gameplay
• What would players like to do in the game, and can we enable that?
Elements of a Game
Skills
What the player must exercise to play the game.




• Games can exercise physical, mental and social skills
• When the game’s challenges match the player’s skills, the player is in flow




                  Elements of a Game
Chance
Probability, uncertainty, and human psychology
• Players should have opportunities to take risks
• Randomness should make players excited and challenged,
   not hopeless and out of control
• Hidden information (including what other players know or
   intend to do) feels like chance.
Skill and Chance

    Good games balance elements of skill and chance:
      •   Elements of skill judge the player’s skill
      •   Elements of chance encourage players to take risks
      •   Adding elements of chance alleviates tedium
      •   Replacing elements of chance with skill gives players
          greater feeling of control




                                     Examples




    sea.sheddaquarium.org/sea/buildafish/
                 flash.html




                                               buildingdetroit.detroithistorical.org




www.nasm.si.edu/exhibitions/gal208/pioneers/
              military06.cfm
Balance Skill and Chance


Skill                              Chance
• Games can exercise               • Players should have
  physical, mental and social        opportunities to take risks
  skills                           • Randomness should make
• When the game’s                    players excited and
  challenges match the               challenged, not hopeless and
  player’s skills, the player is     out of control
  in flow                          • Hidden information (including
• Skills can be either real or       what other players know or
  virtual                            intend to do) feels like
                                     chance.




    Small Groups: Skills and Chance

             Add skills to a game of pure chance.


   Physical Skills
   Dexterity, coordination, endurance


   Mental Skills
   Memory, observation, puzzle-solving

   Social Skills
   Reading an opponent, fooling an opponent, teamwork
Designing Skill-Based Gameplay

Innate Skills




       Designing Skill-Based Gameplay

Innate Skills                    Learned Skills
Designing Skill-Based Gameplay

Innate Skills           Virtual Skills        Learned Skills
          Innate skills as analogs for learned skills




                                             www.asailorslife.org




         “A Series of Interesting Choices”
  What makes choices interesting?
  Consequences:
     •   Must be a real choice, not a quiz with a correct answer
     •   Dominant strategies (clearly better choices) negate the value of
         other choices*
     •   Must have meaningful consequences in the game
  Context:
     •   Game rules and gameworld complicate choices
     •   Current situation in game affects assessment of choices
  Savvy Appeals to Human Psychology
     •   Gambler’s Fallacy and Loss Aversion
     •   Choices involving low risk/low reward vs. high risk/high reward
         outcomes are highly engaging
  * A puzzle is a game with a dominant strategy; once found, there’s no reason to play it again.
Interesting Choices
     Choices affect progression toward goals—
      quantitatively rather than qualitatively




       Interesting Consequences

Rewards                     Punishments
 •   Praise                   •   Shaming
 •   Points                   •   Loss of points
 •   Prolonged play           •   Terminated play
 •   A gateway                •   Setback
 •   Spectacle                •   Removal of
                                  powers
 •   Powers
                              •   Resource
 •   Resources
                                  depletion
 •   Completion
Small Group: Skills and Choices
Add virtual skills and interesting choices to a skill-based game.

  Virtual Skills
    • Use innate skills as analogs for learned skills

  Consequences
   • Real choices, not a quiz
   • Meaningful consequences
   • No dominant strategies


  Context:
   • Game rules and gameworld complicate choices
   • Current situation in game affects assessment of choices


  Human Psychology
   • Gambler’s Fallacy and Loss Aversion

   • Low risk/low reward vs. high risk/high reward choices




                    Designing the Game
Top-Down Development
Content & Audience
   Goals
     Outcomes
        Components
           Game Mechanics

   Let the gameplay shape
     the experience, for a
   stronger match between
    gameplay and learning                                   Goals
                                                        Outcomes
         Find the fun!                           Game Mechanics
                                               Content & Audience
                                 Bottom-Up Development
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Rules of Play: Design Elements of Addictive Online Learning Games

  • 1. Rules of Play Designing Addictive Gameplay for Online Learning Museums & the Web 2012 Dave Schaller david@eduweb.com Why Games? “Why does learning have to be a game? Why can’t learning just be learning?” Museum Director of Education 1997
  • 2. Why Games? 97% of American teens play computer games Games are designed to be highly compelling and meaningful experiences Learning in Games All games are educational— to win, you must learn how to play the game But it’s not always obvious what you’re learning! America’s Army
  • 3. Learning in Games It’s good to match gameplay with game content Learning in Games "Know" is a verb before it is a noun, "knowledge." And something very interesting happens when one treats knowledge first and foremost as activity and experience, not as facts and information—the facts come to life. Facts become easier to assimilate if learners are immersed in activities and experiences that use these facts for plans, goals, and purposes within a coherent knowledge domain. -James Paul Gee
  • 4. A Series of Interesting Decisions Narrative Game A series of events A series of actions (or decisions) with a (or decisions) within beginning and (possibly a rule-based system multiple) ending(s) Simple rules create complex situations Making Meaning Within the Rules For the player: “Games provide situated experiences in which players are immersed in complex, problem- solving tasks.”* To an observer: “He’s just doing the same thing over and over again.”** *Kurt Squire **Mother of 10-year-old gamer
  • 5. What Makes Games Fun Some of the pleasures that games offer: • Fantasy: The pleasure of an imaginary world • Narrative: Dramatic unfolding of events • Challenge: A problem to be solved • Discovery: Exploration and secret features • Anticipation: Knowing something is coming • Possibility: Having many choices • Purification: Making something clean • Surprise: Finding the unexpected • Thrill: Fear minus death equals fun • Pride in Accomplishment • Triumph over Adversity Designing the Game Top-Down Development Content & Audience Goals Outcomes Components Game Mechanics Let the gameplay shape the experience, for a stronger match between gameplay and learning Goals Outcomes Find the fun! Game Mechanics Content & Audience Bottom-Up Development
  • 6. A Game is Defined by Core Dynamics The core dynamic (not the topic, not the content) is the single thing the game is about. It’s what the player spends most of their time doing— while thinking about how to do it well. A Game is Defined by Core Dynamics The core dynamic must be interesting enough to do over and over and over again. • Territorial Acquisition (Risk) • Prediction (Roulette) • Spatial Reasoning (Tetris) • Survival (Stay Alive) • Destruction (Boom Blox) • Building (SimCity) • Collection (Pokeman) • Chasing or Evading (PacMan) • Trading (Pit) • Race to the End (Candyland)
  • 7. Elements of a Game The game dynamics are created by the interplay of the elements of the game • Space • Components • Rules • Actions • Skills • Chance Elements of a Game Space: Where the game takes place • How do players move through the space? • What is the look and feel of the space? www.wolfquest.org
  • 8. Elements of a Game Rules Define the goals of the game and the relationships between components. • Need a mix of short-term and long-term goals • A few simple rules can create emergent gameplay • Rules must be easy to learn and remember Games can have multiple modes (with different gameplay), but too many will confuse and frustrate players. Elements of a Game Components Active pieces of the game: player-character, non-player characters, and other objects in the game world. The game rules defines the relationships between the components
  • 9. Elements of a Game Actions What players can do (verbs), and what happens as a result. Actions should have clear (and sometimes powerful) effects. Elements of a Game Actions What players can do (verbs), and what happens as a result. • The more objects that a verb can act on, the better the gameplay • What would players like to do in the game, and can we enable that?
  • 10. Elements of a Game Skills What the player must exercise to play the game. • Games can exercise physical, mental and social skills • When the game’s challenges match the player’s skills, the player is in flow Elements of a Game Chance Probability, uncertainty, and human psychology • Players should have opportunities to take risks • Randomness should make players excited and challenged, not hopeless and out of control • Hidden information (including what other players know or intend to do) feels like chance.
  • 11. Skill and Chance Good games balance elements of skill and chance: • Elements of skill judge the player’s skill • Elements of chance encourage players to take risks • Adding elements of chance alleviates tedium • Replacing elements of chance with skill gives players greater feeling of control Examples sea.sheddaquarium.org/sea/buildafish/ flash.html buildingdetroit.detroithistorical.org www.nasm.si.edu/exhibitions/gal208/pioneers/ military06.cfm
  • 12. Balance Skill and Chance Skill Chance • Games can exercise • Players should have physical, mental and social opportunities to take risks skills • Randomness should make • When the game’s players excited and challenges match the challenged, not hopeless and player’s skills, the player is out of control in flow • Hidden information (including • Skills can be either real or what other players know or virtual intend to do) feels like chance. Small Groups: Skills and Chance Add skills to a game of pure chance. Physical Skills Dexterity, coordination, endurance Mental Skills Memory, observation, puzzle-solving Social Skills Reading an opponent, fooling an opponent, teamwork
  • 13. Designing Skill-Based Gameplay Innate Skills Designing Skill-Based Gameplay Innate Skills Learned Skills
  • 14. Designing Skill-Based Gameplay Innate Skills Virtual Skills Learned Skills Innate skills as analogs for learned skills www.asailorslife.org “A Series of Interesting Choices” What makes choices interesting? Consequences: • Must be a real choice, not a quiz with a correct answer • Dominant strategies (clearly better choices) negate the value of other choices* • Must have meaningful consequences in the game Context: • Game rules and gameworld complicate choices • Current situation in game affects assessment of choices Savvy Appeals to Human Psychology • Gambler’s Fallacy and Loss Aversion • Choices involving low risk/low reward vs. high risk/high reward outcomes are highly engaging * A puzzle is a game with a dominant strategy; once found, there’s no reason to play it again.
  • 15. Interesting Choices Choices affect progression toward goals— quantitatively rather than qualitatively Interesting Consequences Rewards Punishments • Praise • Shaming • Points • Loss of points • Prolonged play • Terminated play • A gateway • Setback • Spectacle • Removal of powers • Powers • Resource • Resources depletion • Completion
  • 16. Small Group: Skills and Choices Add virtual skills and interesting choices to a skill-based game. Virtual Skills • Use innate skills as analogs for learned skills Consequences • Real choices, not a quiz • Meaningful consequences • No dominant strategies Context: • Game rules and gameworld complicate choices • Current situation in game affects assessment of choices Human Psychology • Gambler’s Fallacy and Loss Aversion • Low risk/low reward vs. high risk/high reward choices Designing the Game Top-Down Development Content & Audience Goals Outcomes Components Game Mechanics Let the gameplay shape the experience, for a stronger match between gameplay and learning Goals Outcomes Find the fun! Game Mechanics Content & Audience Bottom-Up Development