Presenter: Alicia Sanchez
DAU Games Site
Games becoming part of the typical package
Top 10 research finding in games 2012
- All articles published 2011 and highlight empirical research
- Relevance to training
- No order
- Read them yourself
So few people researching learning impact of games
- and lots of that doesn't meet decent research criteria
Video Game Play on Eye Syndrome - Adults with lazy eye
- Playing both action an non-action (like casual game such as Angry Birds) games resulted in improvement in video acuity, attentional acuity and stereoscopy. Improvement almost 5x faster.
- Control did traditional visual therapy
- 40+ hrs gameplay, 2 hrs per day
Video Game Aggression and Social Cooperation
- Based on game named Bully (UK)
- Player either target or observer
- Feelings during the game transferred to behavior after gameplay
- Both victim and observer both reduced trust and cooperation
Game experiences and game leadership
- Studied hundreds of MMO players
- Assess attitudes and experiences towards leaders in game play and real life
- Joining group or guild associated with increased leadership behaviors
- These also transcend the game and increased leadership skills OUTSIDE game.
(World of Warcraft for leadership training)
Presense as function of Genre
- Presense impacts desire to play and replay
- Defined as sense of being within experience / immersion
- Casual games reported lowest presense - more typical for serious games
- Action / adventure / role play reported highest presense
Video game experience predicts virtual but not real navigation performance
- Overall game experience was related to better performance in a game-based navigation task
- Game experience UNRELATED to performance in a real-world navigation task or in a photorealistic VR task
- So a 3D virtual world won't even prepare you for a photo-realistic environment
- Authors want to look at locomotion and kinesthetic cues (ASDW may not be realistic enough)
- Haptics might be next thing to look at
+ Previous research suggested that there WAS navigation transfer to the real world
+ This research was very well done
- Need to determine how 1-1 you need your transfer to be.
+ Navy - if you get bombed, you need to know your way without the typical cues
Active Games on Body Composition
- Participants overweight kids. 1/2 PS Eye Toy (like the Kinect) and active games. Rest not
+ Played as many hours as play normal games
- Small significant result in terms of BMI and Body Fat
+ Interesting - ALL of the kids lost weight because they had to track snacking too
+ Active game kids just a bit more
- Technology should be part of solution, not problem
- Group of military who had nightmares. PTSD did NOT participate in this study.
- High game group reported less threat and military content in their dreams
- Perhaps being used to the way to navigate, get out of jams and reset provided some subconsious strategies for not being so upset.... (this actually makes perfect sense to me - more "control" experience in the psyche)
Forced Game Play
- Games in training and education do not follow the typical game play model of player selection
- Disadvantaged populations (non-gamers, resistant players, females) might be susceptible to REDUCED LEARNING through games.
- Non-gamers and resistant players faced disadvantages (not women)
+ spent less time
+ Chose strategies that reduced the level of challenge
- Need to look at motivating and how approach game implementing
Brain Activity and Desire
- Video games stimulate same brain areas with pathological gambling and alcoholism
- May be causal factors in problem gaming behaviors - ie environment
- Video game stimuli elicited more activation in the areas associated with addiction than did novel stimuli
- Can video gamers better able to select important elements (don't shoot the good guy)
- Previous research - games are good at developing attentional acuity
- This research - no difference between gamers and non-gamers
Gamers vs. non-gamers
- Who IS our population?
- Validity of self-report
- Really bad definitions - gamer vs. non-gamer.
+ For many - Call of Duty is considered "gamer"
- Discriminating changes in Ability vs strategy
- Inadequate baselines
Typical serious game
- Content, outcomes
- We are often obligated to expose people to information
Some courses could benefit from the types of games we can implement
- Dance between what can do vs. what can afford
- Often 2D, Forced play, linear
- Population: can be older and more resistant. Generationally disparate.
What are some of the implementation things we need to focus on
- Self-efficacy - gamer vs. non-gamer
- Prior Knowledge - expert vs. novice in field. No effect
- Expectation - if told game / simulation. No effect
- Preferences - didn't impact learning
- Relevance - contextual fidelity. People want fidelity in context, no fantasy.
Players who consider themselves to be gamers will have higher self-efficacy than identified non-gamers. Prior to and after intervention
Gamers would rather use games. Everyone else - not so much.
When combined with "forced game" model - impact on strategy for use.
Targeted testimonials to market the game by demographic - did that help the non-gamers? No.
Positive feedback to non-gamers? - that didn't work either.
What else is new?
+ People trying to use games as motivation tool.
+ (Clark Quinn) - the worry about it is that people will then use it to remember more rote information
-- (Clark - they will anyway. I just want them to think about their content in a different way first - please see Compliance training)
+ gamification motivates behavior. But will not increase learning - at least no model seen yet.
- Badgification - assigning badge to stuff you normally do
+ Hey - what if you got a badge for doing your timecard? (laughter in the room)
+ Trying to use this for very targeted behaviors
+ Identification as expert
+ Seeing more adoption in higher ed (Dept of Ed)
- Games as standard?
+ Games just to have games?
+ Games for a reason
If registered in one system with series of records - when move, record is lost
- (Does this make you LESS inclined towards change? hmmm...just a thought)
- Is there a way we can make the badges travel with you?
- Have the record move with you......
- The badges do NOT necessarily represent what you do (so I can look at the wallpaper on my wall as "badges". Sweet!)
We need to keep looking at these caveats from the research.