Thursday, June 07, 2012

#iel12 State of the Union in Games 2012

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

Nightmare Protection
- 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

Attentional Acuity
- 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

-----------------------
DAU/ADL Study

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?
- Gamification
  + 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.

No comments: