Thursday, December 11, 2014

Gaming and Health

This is one of the hardest blogpost I made, because I rarely play mobile games, or any computer game. However, there very few games that I enjoy (on the rare events that I play games) - I enjoy Tetris, Harvest Moon, Sims - totally boring games. I oftentimes download fad games, but I end up not playing it at all.

According to Rogers, "Cognitively, different games involve different kinds of skills. For instance, games based on a limited set of rules (e.g. board games or card games) and, consequently, a constrained number of possibilities in terms of played moves, engage perception, memory and thinking processes. Differently, the fact of having to rely on luck, as in lottery games, seems to involve mainly decision-making processes.”
Apparently playing games has a positive effect on perception, memory and thinking process. On the advent of smart phones, people nowadays need not to have a game console to play, not even a computer. On their phones, people can play different games - role playing games, card games, any game at all.
For this assignment, I evaluated NEWBORN BABY CARE; an game application developed by George CL.
The application description is “ Grown from a woman to mother with full excitement, tension, pay out, fatigue, joy, and fun.  In period, go through various checks, birth, bathing, dressing, feeding, and other tedious work, but the birth of new life is very exciting. Whether you are about to become a mother or have been a mother or a child will have to learn, review, experience the mother’s hardwork and joy of it. This is a girl’s game and casual game and fashion and kids game.
From the description alone - it is kind of confusing - considering how confusing the description is.
I downloaded it on the under the education section of games on the App Store.
On evaluation, NEWBORN BABY CARE is a game for prevention and harm reduction and a game for training.
It can provide training and education to parturient mothers, what to expect and what she needs to prepare in different stages of pregnancy like regular prenatal check up, delivery and taking care of the newborn. The role of the end user to be in the shoes of the mother,   and on some stages to be the health care worker, which is can be confusing if it is considered for educational purposes. Though the expectations of the parturient mother is fulfilled, except for the roles who does which.
As a game, I used 
by Sharon Boller as a reference.

On the first part, Why fun matters? Kevin Werback, in his Coursera MOOC on gamification, identifies eight types of fun in games. These eight types of fun all happen to integrate nicely with learning, or are things people need to learn to do.

Winning (You think this doesn’t link to the workplace? We all like to achieve a win state – over a challenge, over a competitor, over ourselves – beating a previous personal best, for example.)
YES Achieving goals (Humans are goal-driven creatures. Goals are highly motivating to most of us and achieving them is very satisfying. Goals in games that link to the real-life learning we want a target group to do can be powerful and effective. Goals are everywhere in business: reducing percentage of scrap, reducing number of safety incidents, increasing sales by X, adding X customers.  There’s behavior change required to achieve most goals; that frequently requires learning how to do something differently or better than you currently do it.)
Triumphing – this can be triumphing over a competitor, or the game itself, or over individual challenges within the game. Many of us enjoy feeling victorious, particularly if we gained victory by mastering a difficult problem or challenge. We have feelings of triumph in the workplace as well: vanquishing a difficult project, prevailing against difficult business odds or challenges, etc.
Collaborating – a highly valuable business skill, this is a fun element of many games, too. People get social and emotional satisfaction out of collaborating with others. Often people enjoy collaboration much more than they enjoy competing. And organizations WANT people to collaborate in the workplace to achieve business results.
Exploring and building – Games like Sims, Minecraft, and Civilization are about doing these things – and many people find exploration and building powerfully motivating and “fun” to do – so fun, in fact, that they can spend literally hours of time doing these things within a game. These are key skills inside the workplace. Exploration is an under-rated business skill that closely links to something more people understand within business: research.
Collecting – lots of games feature a collection “dynamic” where players’ goal is to collect certain things. Poker is essentially a collection game – collect the best cards and you win.  The Pokemon card craze of a few years ago is about collection. The board game Risk combines collection – acquiring territories – with strategizing. HOW will you gain those territories? Collection appeals to many people’s sense of fun and can be incorporated easily into learning games. In the business world, we often have to collect information before we can move forward with decisions.
YES Problem-solving or strategizing – these are higher-order thinking skills that lots of people enjoy doing. Consequently games that feature these elements have lots of fans. Chess is a classic example of a strategy game. World of Warcraft is a modern-day example. Games in the adventure genre are all about problem-solving – figuring out how to get from Point A to Point B. Problem-solving and strategizing are part of growing and managing any business – and most jobs within a business.
YES Role playing or imagining – many games allow us to do one or both of these things and people love doing them. Second Life, a once-popular virtual environment, leveraged people’s desire to role play by allowing people to create avatars to represent themselves. GameOn Learning has two learning games that both have the learner imagine themselves in a different place and time – while learning time management and negotiation skills. Fantasy can provide a powerful means of letting people feel free to try new behaviors and acquire new skills while feeling safe and minimizing fear of failure.
 

 Achieving goals – in each stage the end user need to achieve goals by playing on mini games to be able to collect different items (eg partograph) to complete each stage.
Problem-solving or strategizing  - this is the aspect of the game that is NOT
On evaluating what you play, there are a lot of guide questions on the article. I’ll answer objectively the questions.

What’s the game goal? Is it clear? Is it compelling to me? Why or why not?

                  Some, because the minigames is TOTALLY NOT related to motherhood or pregnancy.

What’s the game’s core dynamic? Is it exploration, collection, “race to the finish,” solve—or a blend of two different dynamics such as collection AND race to the finish?

It is more of exploring pregnancy and motherhood.

Are the rules clear? How do I learn them?

Somewhat, because the game itself guides you to each step.
What game mechanics (aka rules) make the game most fun? Which one(s) would I change? What would happen if I did? (Suggestion: Try changing one of the mechanics and re-playing the game to see how it alters the play experience and the sense of “fun.”)

It would be more fun and educational if the mini games are related to motherhood and pregnancy.

Do the aesthetics of the game draw me in? What emotional reaction do the aesthetics elicit in me?

Yes, neat and clean images of the game draw me in. The colors is encouraging one to download and play the game.


Is the game “balanced” in the sense that it accommodates different player levels? How?

Not really, all stages are of equal difficulty, finishing each stage would depend on how good you are on strategy on the minigames which are totally unrelated to pregnancy or motherhood.


Do I feel like the game is a good match for its target audience? (We play games intended for school-aged kids at times. I have to evaluate the game’s play in the context of who it is intended for, which isn’t me.)

Yes

Is there a story associated with this game? How does it enhance the game play experience? How did the designers weave the story throughout the game? If they didn’t, why not? Would it add/detract from the game if they did?

Yes, there is a story, through stages a woman will go through from pre pregnancy to giving birth.


What’s the balance between strategy and chance? Do I feel like I have control over the outcome by the choices I make in the game or do I feel the outcome is almost all chance? (e.g. the card game War is all chance. Chess is strategy.) How does the “chance” factor affect how I feel about the game?

There is no CHANCE aspect, all strategy on the minigames.

Is the game cooperative, competitive, or a blend of both? How does this make me feel as I play the game? Does it increase or decrease my motivation to play?

The game is more of game of strategy, what motivates one to play more is getting through all the stages.


If the game is competitive and I lose, how does this make me feel? Does it motivate me to play again or do I want to avoid playing again so I can avoid losing?

Not applicable

If it’s a digital game, how easy is it to navigate? How clear is the navigation? Can I quickly learn by exploring?

VERY EASY TO NAVIGATE.

Finally, as a learning game designer, what elements from this game could I use in a game I design?

This is a very important question especially on gamification for health, I would like to include the element of reality. Specially on achieving each stage and the goals, if I were to enhance or recommend some for the game, it would be including or changing the minigames related to the motherhood or pregnancy.




Reference:

1.     McCallum S. Gamification and serious games for personalized health. Studies in health technology and informatics 2012;177:85-96. http://www.miro.ing.unitn.it/download/Didactics/Misure2/2012%20pHealth%20-%20Gamification.pdf
2.     Gamberini, Luciano, et al. "A game a day keeps the doctor away: A short review of computer games in mental healthcare." Journal of CyberTherapy and Rehabilitation 1.2 (2008): 127-145.http://htlab.psy.unipd.it/uploads/Pdf/Publications/Papers/Cyber_rehab08.pdf
3.     Learning Game Design Series, Part 1: Play and Evaluate Games by Sharon Boller http://www.theknowledgeguru.com/play-and-evaluate-games/



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