29/04/2019 1 PA199 Advanced Game Design Lecture 9 Serious Games and Virtual Environments Dr. Fotis Liarokapis 29th April 2019 Serious Games Essential Game Elements • Huizinga (1950) – Free activity, outside “ordinary” life, not “serious” – Absorbs the player – No material interest or profit – Distinct Boundaries of time and space • Caillois (1961) – Free (voluntary), separate (time and space) – uncertain, unproductive, governed by rules, make- believe • Salen and Zimmerman (2003) – A system in which players engage in an artificial conflict, defined by rules, that results in a quantifiableoutcome Serious Games - A Definition • Describes computer games that are not limited to the aim of providing entertainment that allow for collaborative use of 2D/3D spaces but are also used for different purposes in a number of application domains Anderson, E.F., McLoughlin, L., Liarokapis, F., Peters, C., Petridis, P., de Freitas, S. Developing serious games for cultural heritage: a state-of-the-art review, Virtual Reality, Springer, 14(4): 255-275, 2010. (ISSN: 1359-4338) Serious Games - Another Definition • Bergeron, (2006): “a serious game is an interactive computer application, with or without a significant hardware component, that: has a challenging goal, is fun to play and/or engaging, incorporates some concept of scoring, and imparts to the user a skill, knowledge, or attitude that can be applied in the real world.” (pg. xvii) And Another Definition Laamarti, F., Eid, M., El Saddik, A. An Overview of Serious Games, International Journal of Computer Games Technology, Article ID 358152, 2014. 29/04/2019 2 Milestones in the History of SG Laamarti, F., Eid, M., El Saddik, A. An Overview of Serious Games, International Journal of Computer Games Technology, Article ID 358152, 2014. Advantages of Games • Motivation/Engagement • Interactivity • Mechanic is the Learning – To beat the game is to learn the message/skill – But only when done right, very difficult – Beyond content to problem solving/systems learning • Adaptive to the Learner • Real-Time Assessment – Analytics/Data/Log Files Simulations and Games • Squire (2003) examples of uses: – Manipulate otherwise unalterable variables – Enable students to view phenomena from new perspectives – Observe systems behavior over time – Pose hypothetical questions to a system – Visualize a system in three dimensions – Compare simulations with their understanding of the system Goals of Serious Games • Flow (Csikszentmihalyi) – Balancing challenge • See next slides • Scaffolding • “Transfer” Knowledge • System Understanding • Attitude/behavior change FLOW • FLOW is the mental state of operation in which a person performing an activity is fully immersed in a feeling of energized focus, full involvement, and enjoyment in the process of the activity – Characterized by complete absorption in what one does Mental state in terms of challenge level and skill level, according to Csikszentmihalyi's flow model https://en.wikipedia.org/wiki/Flow_(psychology) FLOW Components • Six factors are encompassing a FLOW experience: – Intense and focused concentration on the present moment – Merging of action and awareness – A loss of reflective self-consciousness – A sense of personal control or agency over the situation or activity – A distortion of temporal experience, one's subjective experience of time is altered – Experience of the activity as intrinsically rewarding, also referred to as autotelic experience https://en.wikipedia.org/wiki/Flow_(psychology) 29/04/2019 3 Serious Games Taxonomy Another Taxonomy Laamarti, F., Eid, M., El Saddik, A. An Overview of Serious Games, International Journal of Computer Games Technology, Article ID 358152, 2014. Prensky’s Classification Content Learning activities Possible Game Styles Facts Questions, memorization Game show, competitions Skills Imitation, coaching, practice Role-play, adventure Judgment Reviewing cases, asking questions, making choices Role play, strategy Behaviours Imitation, feedback, practice Role playing games Theories Logic, experiment, questioning Simulation, game creation Reasoning Problems, examples Puzzles Process Analysis, deconstruction, practice Strategy, adventure Procedures Imitation, practice Timed, reflex games Creativity Play Puzzles, invention games Language Imitation, practice, immersion Role play, reflex games Systems principles, tasks, simulation Simulation games Observation Observing, feedback Concentration, adventure Communication Imitation, practice Role playing, reflex games More Than Just Games • A trend towards the development of more complex, serious games, which are informed by both pedagogical and game-like, fun elements – Application area of game engines and online virtual environments Early Example of Serious Games Serious Games Forms • Serious games can exist in the form of: – Simple web-based solutions – Online virtual environments – More complex ‘mashup’ applications – ‘Grown-up’ computer games – Mixed reality games – Mobile applications 29/04/2019 4 Typical Example Serious Games State-of-the-Art • The state-of-the-art in Serious Game technology is identical to the state-of-the-art in Entertainment Games technology – They share the same technical infrastructure Serious Games Uses • Learning & Education • Health Sciences • Advertising • Training • Science and Research • Art/Statement • Journalism Serious Games Strengths • The main strengths could be generalised as being in the areas of: – Communication – Visual expression of information – Collaboration mechanisms – Interactivity – Entertainment Requirements Gathering • Need to work with Subject Matter Experts (SME’s) to define learning/training content versus simply creating gameplay out of thin air – Game designers must work with instructional designers – Developers must effectively become SME’s themselves Challenges • Access to SME’s • Access to environments • Access to equipment • Finding SME’s fully knowledgeable in training content • Creating SGs without simply creating a simulation 29/04/2019 5 Serious Games Views • Entertainment is more important! – While pedagogy is an implicit component of a SG it should be secondary to entertainment • Education and pedagogy is more important! – Design methodologies for the developmentof games incorporating pedagogic elements Anderson, E.F., McLoughlin, L., Liarokapis, F., Peters, C., Petridis, P., de Freitas, S. Developing serious games for cultural heritage: a state-of-the-art review, Virtual Reality, Springer, 14(4): 255-275, 2010. (ISSN: 1359-4338) Engagement / Fun • … with what & why? • In Traditional Teaching: – Engagement with Content is Primary • In Entertainment Games: – Engagement with Tasks are Primary • To a Professional Educator: – Learning is Predictable • To a Professional Game Developer: – Fun is Predictable Serious Game Design • The Context and Needs determine objectives • The Learning Objectives need to be stated • The Player Motivation needs to be defined • The Ideal Learning Environment for this context, objectives, and desired outcomes must be defined • The Learning Environment must dictate % game play and % authentic simulation Affective/Cognitive Balance • Affective presentation (game) effective when content knowledge is low and content density is also low • As content knowledge goes up then content density may rise but authenticity and functionality (Sim) must also rise The Player Experience • Cognition – changes in cognitive and affective domains • Metacognition –all that the player is aware of including: – Vision, audio, olfactory, kinesthetic, and haptic senses, plus an awareness of time, objects, & content • Choice – perception of: – Degree of control, and access to variables and information during game play • Action – perception that they can do things such as: – Interact with objects and elements within the game, have control of objects, elements, and own identity, have mobility to move through the environment, manipulate control interface to effect change Game Structure • Content – The story, the context, the amount of information available, the degree of concreteness or abstraction of the content, the authenticity, and its variability • Environment – The virtual spaces and boundaries, the objects within these spaces and their functionality capabilities, plus any time limits imposed by the game • Affordances – The abilities made for the player to change, manipulate, the objects, information, environment, their identity & capabilities, and/or to seek alternative information 29/04/2019 6 Experiential Mode Triage Four Dimensional Framework Four elements that can be used as design and evaluation criteria for the creation of serious games Exploratory Game-Based Learning Model Serious Games Multidimensional Interoperability Framework http://seriousgamessociety.org/index.php/2014-07-11-14-15-51/explore/134-media/388-serious-game-interoperability-the-good-the-better-a-the-optimal Conceptual Framework http://www.slideshare.net/AmriYusoff/vsgames2010-v3 Serious Games Markets 2007 Self-Paced E-Learning: $13.6 Billion 5-year annual growth rate: 22% 2006 Real-Time Collaboration-Based Learning: $2.6 Billion 5-year annual growth rate: almost 35% Real-time Collaboration-based Learning is fastest growing learning technology in US 29/04/2019 7 Academic Impact Serious games growth in the research field based on surveyed papers in ACM digital library and IEEE Xplore Laamarti, F., Eid, M., El Saddik, A. An Overview of Serious Games, International Journal of Computer Games Technology, Article ID 358152, 2014. Gamification • Gamification is the application of game-design elements and game principles in non-game contexts • Gamification commonly employs: – Game design elements – Organizational productivity – Flow – Learning – Employee recruitment and evaluation – Ease of use and usefulness of systems – Physical exercise – Etc https://en.wikipedia.org/wiki/Gamification Gamification Framework http://www.kickframe.com/blog/2014/11/4/gamification-framework Gamification vs Serious Games http://www.gamified.uk/gamification-framework/differences-between-gamification-and-games/ Case Studies Serious Games in Health Second Health NPL, Imperial, SGI http://www.seriousgamesinstitute.co.uk/ Triage Trainer TruSim, TSB, VEGA Group, Birmingham, SGI Preview St Georges, JISC, SGI NanoMedicine Playgen, SGI 29/04/2019 8 NanoMedicine Video Triage Trainer Case Study • The game is set at the scene of an explosion in a busy high street – Player’s job is to prioritise the multiple casualties for treatment – Trainees must follow set protocols to make decisions http://www.trusim.com/?page=CaseStudy Triage Trainer Video RomaNova Case Study • Serious game taking place in a replica of the antique city of Rome • Aim is to teach history to young audiences – By means of an original engaging experience where the player is immersed in a crowd of virtual Romans Doulamis, A., Liarokapis, F., Petridis, P., Miaoulis, G. Serious Games for Cultural Applications, Intelligent Computer Graphics 2011, Studies in Computational Intelligence, Plemenos, D., Miaoulis, G. (Eds.), Springer-Verlag, Volume 374/2012, 97-115, 2011. (ISBN: 978-3-642-15689-2) Learning in Roma Nova • Levels of detail and levels of simulation for: – Crowd modelling – Animation techniques for cultural heritage – Pedagogical embedded conversational agents • Seeking to advance information transfer through immersive ‘living background’ Level of Interaction Framework • The LoI is a framework designed to model the interactions between the player and virtual characters, in a serious games perspective 29/04/2019 9 Roma Nova Video Online Virtual Environments Virtual Environments (VEs) • VEs are synthetic representations of reality – Focused on the experience that the users of these worlds have – Can be used by distributed groups of large numbers of players, and are immersive and interactive • Many types exist – Focus is on Online Virtual Environments • Sometimes called ‘Collaborative Virtual Environments’ Virtual Environments Experience • Sensory Feedback – information about the virtual world is presented to the participant’s senses – Visual (most common) – Audio – Touch – Smell • Interactivity – the virtual world responds to the user’s actions – Computer makes this possible – Real-time Walking Experiment at UNC – Chapel Hill Online VEs • New ways of exploring webbased applications – Evolution of telecommunication technologies, web-services and software engineering • Great range of different online virtual environments – More than 100 different ones Collaborative Virtual Environments • “Collaborative Virtual Environments (CVEs) are online digital places and spaces where we can be in touch, play together and work together, even when we are, geographically speaking, worlds apart… • In CVEs we can share the experience of worlds beyond the physical” [Churchill/Snowdon/Munro 2001] 29/04/2019 10 Key Components • Graphic engines • Displays – Monitors, HMDs, etc • Interaction devices – Keyboard, mouse, trackers, etc • Processing Systems • Data Network Types of VEs • High realism online virtual gaming platforms – Custom, more experimental prototypes – Online game engines • Alternative online virtual environments – Second Life, Active Worlds, OLIVE platform, etc Typical Issues • Some common research issues include: – What is the best virtual environment – What is the level of realism and interaction required – How best to design activities and experiences for learners Basic Architecture Common Virtual World Current Challenges • Network Bandwidth/Latency • Heterogeneity • Distributed Interaction (real-time) • Resource Management - Scalability Networking Concepts • Latency – Amount of time to transfer a bit of data from one point to another – Latency has a direct impact on interaction inside the virtual world – The designer cannot really reduce latency • It is possible to hide it or reduce its impact 29/04/2019 11 Networking Concepts . • Latency - causes: – Physical limitations: speed of electromagnetic waves in the transmission material • Approximately 8.25 msec per time zone – Delays introduced by the endpoint computers – Delays introduced by the network itself • Routers Networking Concepts .. TCP Small number of users Limited data requirements Typically client-server configuration UDP Higher data requirements Used both in client-server and peer-to-peer configurations. IP Broadcasting Small peer-to-peer Net VEs with high data requirements and time sensitive delivery. IP Multicasting Large peer-to-peer NetVEs, be careful with routers. Architectures • Client-Server Systems – Logical architecture Server Client 1 Client 2 Client n… Architectures . • Client-Server Systems – Physical architecture with phone lines Server Client 1 Client 2 Client n… Phone Line Phone Line Phone Line Architectures .. • Client-Server Systems – Physical architecture on a LAN Client 1 Client 2 Client n … Server Architectures … • Client-Server Systems – The Server can become a bottleneck. – What are the advantages? The server can decide:: • Which clients should receive a message. • What protocol to use with different clients. • Sub-sample messages to slow users. • Keep statistics 29/04/2019 12 Architectures …. • Multiple-Server Architectures Server 1 Client 1 Client 2 Client n… Client 1 Client 2 Client n Server 2 … Architectures ….. • Multiple-Server Architectures – Several servers have the following advantages: • System scales better • Communication between clients attached to different servers takes longer • Key issue: how to assign clients to servers? Architectures ….. • Peer-to-peer NETWORK Client 1 Client 2 Client n Architectures …… • Peer-to-peer – “Network” will be: • Broadcast • One or multiple multicast groups – In the case of multicast groups: • Area of Interest Management: assign different users to different multicast groups, based on some criteria Technology Comparison Technology Speed (Kbps) Min # players Max # players Modem 56 1 6 DSL 1500 39 163 T-1 1500 39 163 10BT 10,000 263 1085 100BT 100,000 2630 10851 Second Life – An example • A typical illustration of online virtual environments is Second Life – 13 million registered accounts worldwide • An open source approach exists – OpenSim 29/04/2019 13 Second Life Video https://www.youtube.com/watch?v=XQkYBbM9YyM Case Studies OpenSim Case Study • Online Virtual Learning Environment – OpenSim • Open source • Creates dynamic online VEs • Allows customisation • Supports different database systems • Aim: – Teach computer graphics University UG students Jaligama. V, Liarokapis, F. An Online Virtual Learning Environment for Higher Education, Proc. of the 3rd International Conference in Games and Virtual Worlds for Serious Applications (VS-Games’11), IEEE Computer Society, Athens, Greece, 4-6 May, 207-214, 2011. (ISBN: 978-0-7695-4419-9) Virtual Learning Environment User-System Interaction Administrator Privileges 29/04/2019 14 Online VE Location Modelling Virtual Fun Zone Online Teaching • A 2nd year computer science undergraduate module has been ported into our online virtual learning environment – Called ‘3D Graphics Programming’ and introduces 3D computer games graphic programming fundamentals to the students • The theoretical part covers issues such as textures, global illumination and the simulation of physical phenomena Online Virtual Classroom User Evaluation • Two-stage evaluation with 20 participants was performed and qualitative and quantitative feedback was recorded – Participants ranged from students to business professionals – Evaluation lasted for approximately 1 hour per participant • All end-users had some experience with computer games, console games or online virtual environments 29/04/2019 15 Qualitative Evaluation • On the positive side, most participants noted that the platform is quite enjoyable and has a lot of potential for remote learning • On the negative side, some participants did not like the idea of spending some time to familiarise with the platform Feedback Distance Learning Experience Virtual Learning Experience Audio-Visual Effectiveness Other Virtual Activities Video 1 Video 2 Video 3 Videos • http://www.youtube.com/watch?v=rZ5vzsNugV Q&feature=mfu_in_order&playnext=1&videos= _6TNubnT0To • http://www.youtube.com/watch?v=HI7nrORinrg &feature=mfu_in_order&list=UL • http://www.youtube.com/watch?v=NGf9BTGsA B8 • http://www.youtube.com/watch?v=a5itQRi7Sog &feature=mfu_in_order&list=UL 29/04/2019 16 VS-Games Conferences • VS-Games 2009, Coventry, UK – http://ieeexplore.ieee.org/xpl/mostRecentIssue.js p?punumber=5116537 • VS-Games 2010, Braga, Portugal – http://ieeexplore.ieee.org/xpl/mostRecentIssue.js p?punumber=5458389 • VS-Games 2011, Athens, Greece – http://ieeexplore.ieee.org/xpl/mostRecentIssue.js p?reload=true&punumber=5962074 IEEE VS-Games 2018 • Dates: – Submission: 30th April 2018 – Conference: 5-7 September 2018 • Location: Würzburg, Germany • Website: https://vsgames.org/2018/ Conclusions • Serious games are becoming more and more popular – Expected to get ‘serious’ profits in the games industry • Computer graphics technology is the same – For games and serious games • More research is required in many areas – HCI, personalisation and pedagogy Bibliography • de Freitas, S. & Maharg, P. (Eds) (2011) Digital Games and Learning. London and New York: Continuum Press • de Freitas, S. & Oliver, M. (2006). How can exploratory learning with games and simulations within the curriculum be most effectively evaluated? Computers and Education, 46 (3): 249-264 • Michael, D. & Chen, S. (2006) Serious Games: Games that Educate, Train and Inform. Boston, MA: Course Technology PTR • Salen, K & Zimmerman, E. (2003) Rules of Play, MIT Press • Bergeron, B. (2006) Developing Serious Games, Thomson Questions