Showing posts with label Game-Based Learning. Show all posts
Showing posts with label Game-Based Learning. Show all posts

Monday, September 5, 2022

Screen Time Debate: Puffs or Broccoli?

In this article, game designer Sande Chen delves into the parental guilt associated with app usage, as documented in the book, Baby, Unplugged.

Happy Labor Day! Hope you're having a good holiday and not working :)

In the previous months, I've been following up on research about kid games, especially those for the preschool set. I've had several conversations with parents whose children use apps and with those who weren't using apps of any kind. There was a wide range of opinions. In the latter part of this research, I found myself saying, "No judgment, just questions," mainly because I started to feel like people thought using apps with preschool kids was a touchy subject.  I didn't think it was, but clearly, there was some kind of guilt trigger going on about giving a kid a tablet at a young age, or for not watching or monitoring the kid on the tablet.  I just found it strange that quite a few parents didn't seem to have the same kind of inhibition about kids watching TV. 

This feeling of parental guilt is more clearly described in Baby,Unplugged, a book released during the pandemic and written by a journalist investigating the over $46 billion babytech industry. In the book, author Sophie Brickman wonders if app usage could be compared to secondhand smoke. When she tries to gray out her screen or lock up her iPhone, she finds she really doesn't want to do that. This may seem extreme, but I found that parents who didn't want their kids having any knowledge of a tablet were most successful when they didn't have a tablet and never used their phone beyond calling people. 

Later, she concludes that it's probably a stretch to think that parental app usage causes deep emotional damage to kids.

But what about the flip side: How does app usage affect kids using the apps? Brickman relates an anecdote of a teacher noting that a little girl who could digitally maneuver blocks on an app was at a loss as to what to do when faced with actual real-life blocks. It occurs to me that this is the age-old notion of television rotting one's brain except that it's apps that are rotting kid brains. Brickman does her own survey of preschool apps, which I find problematic because she excluded apps with subscriptions or in-app purchases, and finds a garbage heap. Free apps targeting preschoolers do tend to be advertising-based and questionably educational. 

Brickman ends up interviewing the developers at Sago Mini, Toca Boca, and Khan Academy, entities that develop highly recommended apps for preschoolers. Sago Mini and Toca Boca are owned by the same company and follow the mantra that "Fun is Learning." Their apps are open-ended and promote creativity. Still, she can't shake the feeling that shaving a cartoon lion is not altogether educational. Khan Academy Kidson the other hand, offers a very structured learning plan combined with gamification. It covers core subjects and is proven to improve pre-literacy skills. Brickman likens Toca Boca apps to addictive baby puffs, which are not as bad as cotton candy, and Khan Academy Kids to broccoli, but more like broccoli tempura, something you'd want to eat.  Which would you want: Baby puffs or broccoli tempura?

In the end, Brickman has mixed feelings. In desperation, she finds herself downloading an app recommended by a doctor to help with a toddler bedtime meltdown.

In my next blog post, I'll discuss more about how preschool apps can help, how to use them, and why designing specifically for a preschooler's level of development is critical. 

Sande Chen is a writer and game designer with over 20 years of experience in the industry. Her writing credits include Independent Games Festival winner Terminus and the PC RPG of the Year, The Witcher, for which she was nominated for a Writers Guild Award in Videogame Writing. She is the co-author of Serious Games: Games That Educate, Train, and Inform, a founding member of the IGDA Game Design SIG, and an expert in the field of educational game design.

Thursday, February 24, 2022

Social Interaction, Zoom, and Early Learning

In this article, game designer Sande Chen reports on research findings regarding remote learning during the pandemic.

As the parent of little ones and an expert in educational games, I welcomed the opportunity to hear the latest research from Patricia K. Kuhl, the Bezos Family Foundation Endowed Chair for Early Childhood Learning, about the effects of remote learning on children. Her research on the "social brain," the neural network that allows us to interpret social cues, reinforces the need for social interaction in education, something I have stressed in my presentations about the design of early education apps.



As early as 2003, Kuhl and her graduate students showed that 9 to 10.5 month old babies could show the same level of learning as those immersed in the culture with just 12 sessions of live instruction in a foreign language.  But change that instruction to a screen and an up-close recording of the session, and the babies showed no improvement, despite the intense interest in the screen. Sadly, passive entertainment on a screen was not an answer.

It's no surprise then that even anecdotally, parents felt that their children were not learning as well over Zoom. My preschooler has had her remote learning days and it must pale in comparison to having classmates and play time. Kuhl's data showed a learning loss across the board during pandemic Zoom instruction.

However, a bright spot occurred with a change in methodology. In Kuhl's latest study, kindergarteners were each sent a kit of materials to use with a Zoom class focused more on fun activities and social interaction. The kids were engaged when told to find and hold up a blue egg, which revealed a little toy inside. The children learned to read, but also learned each other's names and looked forward to class. Clearly, even if it can be harder to implement, game-based learning can greatly improve the efficacy of remote learning.

Sande Chen is a NYC-based writer and game designer whose work has spanned over 20 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is the co-author of the book, Serious Games: Games That Educate, Train, and Inform. As a serious games consultant, she helps companies harness the power of video games for non-entertainment purposes.

Wednesday, June 30, 2021

Upcoming: Women in Games Meet the Winners Series

Happy to be interviewed in the Women in Games Global Games Awards Meet the Winners Series, coming up tomorrow! July 1st at 1 PM EST. Find out when the stream is starting on the Women in Games Twitch channel at www.twitch.tv/wigj


Last week, I spoke at the Serious Play Conference on Design Principles for Early Education Apps.  In addition to new recommendations, I echoed what I've been saying in "What's Wrong with Pre-K Game Apps."


When asked for apps that I've been excited about, I praised Dragonbox Big Numbers and Bedtime Math.  


Instead of a bedtime story, why not a bedtime math problem? What do you think?



Friday, December 11, 2020

Live Action Online Games (LAOG) During Lockdown

In this article, Sande Chen reports on the use of educational live-action online games (LAOG), a variant of educational LARPs. 

During the pandemic lockdown, it was impossible to play Live Action Role-Playing games (LARPs) that require face-to-face contact. LARP designers like Isabella Negri were forced to consider how LARPs could be played in an online-only setting.  Live Action Online Games (LAOGs), as they were called, were not a new idea, but their popularity in Italy did not rise until 2020 due to the lockdown. 

Speaking at Games For Impact, an online festival celebrating games with social impact, in her session, "Justice Talk: Digital Educational LARPs Under Lockdown," Negri discussed the challenges in converting an existing LARP to LAOG format and gave tips on how best to approach the design of LAOGs. 

Negri first set upon trying to convert her existing eduLARP, Victorian Murder Party into a LAOG. She discovered there were several difficulties in this endeavor due to the nature of online spaces. Players could speak over each other, leading to chaos, or players could opt not to speak at all, which made for a very boring scenario. Most importantly, because body movement, touch, and voice were limited, the normal ways of energizing players could not be done. She further discovered that more than 6 players in a virtual room was not a good idea because it usually turned negative.

Negri found it far easier to design a LAOG from scratch and incorporate the online setting and facilitator into the narrative. Her design could take advantage of whatever digital tool the LAOG would use.  

Justice Talk, an eduLAOG based on the TV show The Orville, featured three convicted felons and a moderator (played by the facilitator) in a live broadcast. The viewing audience got to decide the fate of each felon. The educational goals were to explore biases, social psychology, modernity, politics, and heuristics.

LARPs typically have five phases: the icebreaker, workshop, game, debrief, and follow-up. Because of the online setting, Justice Talk needed a re-imagining of these phases. The workshop consisted of world creation with the audience and the game phase was split into 3 parts. First, the facilitator would get the three main participants to elaborate on their relationship and back story. Then, the televised Q&A would start, with some questions from the audience. Finally, the audience would vote on the verdicts. At the end, the featured players would step out of their roles and there would be a semi-structured debrief based on the issues.

In the Q&A section of the presentation, Negri revealed that icebreakers and energizers were difficult to conduct online. There were the logistics of muting and unmuting or accidentally leaving the microphone on for hot mic moments. Pacing was especially important as was ensuring there was ample opportunity for all players to participate and be involved in the story.

Sande Chen is a NYC-based writer and game designer whose work has spanned over 15 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.


Monday, November 16, 2020

Vote for 2021 SXSW and SXSW EDU PanelPicker Ideas!

Hi, I apologize for not updating the blog. I have not been feeling well these past months. I did in fact win a 2020 Women in Games Hall of Fame Award. I was completely flabbergasted and very grateful. Thank you so much to the people who voted. I need your help again because the SXSW and SXSW EDU Community Voting period is ending November 20, 11:59 PM, Pacific Time. That's this Friday! Check out our panel offerings.

Both SXSW and SXSW EDU will be online next year.  Anybody with an Internet connection who makes a PanelPicker account can vote during Community Voting.

For SXSW, we have panels about emergent narrative, immersive story worlds, and designing games for social change.












Creating Touchstones in Emergent Narratives

Games have a unique ability to establish empathy between a player and a world and characters, but game players don’t always follow the path the narrative lays out for them. This panel discusses how designers and storytellers can build in empathic elements that can be found and engaged with even when the larger narrative gets delivered out of order.

Playable Story Worlds in Immersive Storytelling

Do you need interaction for immersion? How do you feel about the use and manipulation of VR/AR/MR in the rise of immersive storytelling? Do you think you can tell the difference between art, words, or music in the manipulation of audience interaction? In storytelling, we are seeing the potential of VR/AR/MR to aid storytellers, designers, and artists to enhance audience experiences. How will this enable us to tell more interactive and personalized stories in ways we have yet to imagine? Join Timothy Braun, Sande Chen, and Kimberly Ungeras they discuss the concepts of playable stories, interactive audience design, and the future of immersive worlds building.

Vote here for this panelhttps://panelpicker.sxsw.com/vote/108757

How Not to F**k Up Games For Social Change

Can life really be gamified for the better? Or is that just a gimmick to interest a more tech-savvy generation? Learn how video games and technologies like VR can be used to create truly transformative experiences that promote social change. In this panel, four game design and community professionals discuss the overhaul of design systems to be more diverse, equitable, empathetic, and inclusive - without making them worse.

Vote here for this panelhttps://panelpicker.sxsw.com/vote/110000

For SXSW EDU, our panel focuses on using game-based learning in the classroom.













Using Games For Inclusion in the Classroom 

Students of all ages can benefit from games and game creation in the classroom, especially as a way to promote inclusion, equity, justice, and compassion. In this talk, hear from educators and game developers on how to design your own creative and inclusive activities for the classroom. We will share the latest innovations in using games for good--whether your classroom is in-person, remote, or hybrid. We will help you to create the classroom of the future!

Vote here for this panelhttps://panelpicker.sxsw.com/vote/111484

SXSW EDU will be held on March 9-11, 2021 and SXSW EDU will be on March 16-20, 2021.


Wednesday, May 20, 2020

Social Distancing Game For Children

Apologies for not updating the blog! My area of the world is still in quarantine, but we are hoping to reopen soon. During this hiatus, I participated in panels at LudoNarraCon: A Digital Festival Celebrating Narrative Games and GamerJibe's May 2020 Career Fest for Students and Gamers. That event is still going on, if you want to hop in with an avatar and meet recruiters in a 3D world. Very neat!

I have been at home with a kid and like many parents, am wondering how to explain this new reality to my child. I've enjoyed the Kids' Edition of NBC Nightly News, but here's a way to explain the whys of social distancing in a cute, browser-based game called, Can You Save the World? 

Created especially for children by psychologist Professor Richard Wiseman from the University of  Hertfordshire, the free game has racked up more than 10,000 playthroughs in its first two days of release. The premise is simple: the player walks down the street while keeping away from other people, collecting face coverings, and avoiding sneezes. The score tallies up the estimated lives saved.

If you want to check out the gameplay, it's here:


As Professor Wiseman says in a BBC interview, "you're learning through doing, which is far more memorable than another doom and gloom message." That is exactly the promise of game-based learning!

Sande Chen is a writer and game designer whose work has spanned 10 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.

Monday, March 2, 2020

Your Opinions Wanted on New York Regents Exams

In this article, game designer Sande Chen wonders if game-based learning and assessment can replace or supplement standardized tests.

The standard in assessment for high school students in New York, the Regents exams, are up for review this month. Educators, parents, students, and the general public can give their feedback on whether New York should change its graduation requirements at meetings in March across the state. Those who can't make the meetings can offer their opinion on the online survey here. Of concern is whether or not the New York Regents exams should be replaced or modified.

Do the Regents exams even reflect the 21st-Century skills students need? Some attendees at a recent meeting wondered if portfolios or projects can be submitted in lieu of standardized tests, but how can these be fairly assessed? Others wanted students to be more aware of the global community and civic participation, pointing out that compared to students of other countries, American students are sorely lacking. Most agreed that a change is needed.

The American education system is heavily invested in standardized tests. Faced with preparation for the onslaught of standardized tests, high school teachers tend to avoid game-based learning.

However, game-based learning can provide the answers on how to assess project-based curriculum. Though many educational games compromise and include quizzes or assignments, a well-designed learning game should be able to assess understanding through completion. What that means is that a student needs to learn the required material in order to complete the game.

Moreover, if the project is done through a simulation or a game, it can be more objectively compared to an ideal since the program will judge each project by the same guidelines. Imagine, if you will, a game like Kerbal Space Program, in which students will build rockets. Some students will have rockets that succeed and some students won't. Those that don't succeed will be inclined to build and build rockets until they have better rockets.

If the educator wants to highlight civics or the global community, a game that encourages social responsibility or citizen science can be chosen.

Through game-based learning, students learn about systems thinking. They learn to adapt to changing circumstances. They aren't memorizing facts to do well on tests. The skills they learn through game-based learning will help them in the workplace.

Sande Chen is the co-author of Serious Games: Games That Educate, Train, and Inform. As a serious games consultant, she helps companies harness the power of video games for non-entertainment purposes. Her career as a writer, producer, and game designer has spanned over 15 years in the game industry. Her game credits include 1999 Independent Games Festival winner Terminus, MMO Hall of Fame inductee Wizard101, and the 2007 PC RPG of the Year, The Witcher, for which she was nominated for a Writers Guild of America Award in Videogame Writing. She has been invited to the White House and has spoken at conferences around the globe, including the Game Developers Conference, Game Education Summit, SXSW Interactive, Serious Play Conference, and Games For Change Festival.

Friday, February 21, 2020

Promoting Creativity Through Art Games

In this article, game designer Sande Chen discusses how a different approach to teaching about art games spurred an outpouring of creativity.

In 2017, I began teaching a course that had been created as a result of a grant and therefore, was a hodgepodge of advanced topics. Others had taught it more akin to a cultural or game studies class with an emphasis on essay writing, but the college thought the class would be more appealing if each student had a game created by the end of the class. Because the only prerequisite was English 101, I had students who had never taken a game design class who now needed to design and create a game that would be considered outside of mainstream entertainment.

Administrators and principals often feel that if their students design these types of games, especially learning games, this is somehow more redeeming. Perhaps they feel that that the 'educational' part would balance out the 'game' part. They do not realize that merging learning with game design in a way that is not edutainment is not an easy task! Moreover, first-year students, and especially those without game design experience, generally do not have the interest in designing these games. They want to create the games they see and like to play.

Faced with these challenges, I began to view the course as a survey class, as an introduction to games outside the mainstream. The students would play analog games, learn Twine, and design games along these confines. This seemed to do well for the sections I had divided out as learning games, story games, and social interaction games.

But alas, art games, I felt, was always the section better suited for a paper but the students lacked the tools for game analysis. It soon began apparent that students were struggling. They didn't understand art games and they didn't want to play art games. They certainly did not want to write about art games. I had long before learned that even with entertainment titles, once it became about analysis, students viewed playing games as work.

I should explain that by art games, I do not mean games about art or about drawing. There are always a few students who do not get it. Rather, I am referring to the genre of "art games," those that regularly appear in indie fests and sometimes in art museums.

The Marriage by Rod Humble
By Source (WP:NFCC#4), Fair use, https://en.wikipedia.org/w/index.php?curid=47603426
I was always striving to improve the course and revised the syllabus constantly. It was always the art games section that would get a complete makeover.

The last time I taught this course, we spent class time playing The Marriage by Rod Humble, Passage by Jason Rohrer, and several games by Daniel Benmergui. Some students were intent on "beating" each level. Instead of a paper, they were assigned a presentation on how they might approach creating their own art game. The focus of the section was not on analysis but on how these games were more personal to the creators.

I was pleasantly surprised to see a number of presentations pitching games based on deeply personal topics such as depression, work-life balance, feminism, and the importance of family. These were all topics that were important to the students and a couple brave students bared their souls about why it was so important that they had to make these games. In the end, although it was not required, several students wanted to make their own art games, even though they only had the means to create Twine or analog games.

I was amazed by the complete turnaround. Art games had gone from most-hated to well-received.

Sande Chen is the co-author of Serious Games: Games That Educate, Train, and Inform. As a serious games consultant, she helps companies harness the power of video games for non-entertainment purposes. Her career as a writer, producer, and game designer has spanned over 15 years in the game industry. Her game credits include 1999 Independent Games Festival winner Terminus, MMO Hall of Fame inductee Wizard101, and the 2007 PC RPG of the Year, The Witcher, for which she was nominated for a Writers Guild of America Award in Videogame Writing. She has been invited to the White House and has spoken at conferences around the globe, including the Game Developers Conference, Game Education Summit, SXSW Interactive, Serious Play Conference, and Games For Change Festival.

Monday, October 14, 2019

Rewiring History: Hacking the Past Through Games

In this article, game designer Sande Chen reports on a New York Comic Con panel about using entertainment games for history classes.

I had recently started looking at the Gaming the Past website and so, I thought this panel called "Rewiring History: Hacking the Past Through Games" at New York Comic Con on October 8, 2019 might be insightful on the issue of counterfactual histories. The panel was targeted towards teachers who were thinking of using games to teach history in the classroom.

But on the whole, what was presented was more of a "You Were There" flavor rather than parallel universes.  For instance, students can witness the 1772 incident, Burning the Gaspee in VR or be immersed in the events leading up to the Boston Massacre in Mission US: For Crown of Colony? (I worked on that game, btw!)  It was great to see Leah Potter from Electric Funstuff put up a list of how students can demonstrate historical knowledge in Mission US games rather than answer essay questions. Violence was briefly discussed, as it might be unavoidable when studying wars, but it was deemed acceptable if appropriate and tastefully done.

The panelists repeatedly stressed the importance of primary sources visible in the game, something commercial developers might not have, and noted that older games might run better on school computers.  A game that had versions for tablets and computers was also preferable since sometimes, students are using whatever devices they can bring to school.

Raul Carvajal, Production Manager at Games For Change, recommended the game Papers, Please even though the game is set in a fictional country and not based on any historical event. The game has an Eastern European/Soviet feel, he said, and gives players an impression of what it would be like to live in that environment.

Other games discussed were 1979 Revolution: Black Friday, Valiant Hearts, and Assassin's Creed: Origins Discovery Tour.

Sande Chen is a writer and game designer whose work has spanned 15 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.

Saturday, September 21, 2019

Public Science Literacy Through Entertainment Games

In this video, game designer Sande Chen discusses how public science literacy is cultivated through game-based learning, simulations, citizen science games, and game creation.

Last year, I was honored to speak at the 2018 World Conference on Science Literacy in Beijing, China.  It was an amazing day to hear from colleagues and analysts about their work in serious games, game-based learning, or gamification. Many thanks to TenCent Technology, who hosted and organized the forum.

You can view the video online here:  https://v.qq.com/x/page/j0930tmm9c5.html




A summary of the day (in Chinese) is posted here.   


About Me:   

Sande Chen is a writer and game designer with over 15 years of experience in the game industry.  Her writing credits include 1999 Independent Games Festival winner Terminus, MMO Hall of Fame inductee Wizard101, and the 2007 PC RPG of the Year, The Witcher, for which she was nominated for a Writers Guild of America Award in Videogame Writing.  She is the co-author of the book, Serious Games: Games That Educate, Train, and Inform, and was a contributor to Secrets of the Game Business, Writing For Video Game Genres, and Professional Techniques for Videogame Writing.

Saturday, July 6, 2019

Pre-K Apps, Screen Time, and Infants

In this article, game designer Sande Chen reviews current guidelines on screen time and discusses what this means for Pre-K app developers.

Recently, the World Health Organization (WHO) revised its guidelines on screen time, recommending severe limits for children under 5.  The guidelines state that infants less than 1 year old should not be exposed to electronic screens of any kind and that children between ages 2-4 should only have one hour of sedentary screen time.  This largely echoes the current guidelines issued by the American Academy of Pediatrics (AAP) in 2016, which state that children under 18 months should avoid all screens except for occasional video chat with family members. As more research emerges on how screen time disrupts normal brain development in infants, it is expected that the AAP will update its guidelines as well.

So what does this mean for app developers in the lucrative Pre-K market?

While most Pre-K app developers target ages 3+, there is a subcategory of educational games and programs known as lapware, ostensibly targeted to the non-verbal child sitting in a caregiver's lap.


We already know from survey data that despite these guidelines, parents routinely expose infants to electronic screens.  Some parents even admit to leaving smartphones and tablets in the crib overnight, perhaps leading to this invention of a crib with a multimedia tablet dock.

While we could abdicate responsibility to parents for making the choice to use electronic babysitters, we can instead choose to address the concerns that screen time is harming child development.

How can we do this?

As I argued in "What's Wrong with Pre-K Game Apps," we should be developing apps for co-use by a caregiver and child.  Children under the age of 3 learn through social interaction and it's important to retain this face-to-face aspect.  Furthermore, we need to tone down the bells and whistles not only because the overstimulation of screen time seems to lead to hyperactivity, but also because young children don't learn very well when there are too many distractions.

Of course, in regards to infants, if parents choose to limit children's screen time, that is all and well, but parents should also remember to limit their screen time too.  A recent 20/20 report entitled "Screen Time" showed clip after clip of babies and toddlers trying to catch the attention of distracted parents with smartphones.  Even young children under the age of 3 are aware when a parent's attention wavers.

Overall, as an industry, we are facing increasing pressure to take responsibility for limiting screen time. By June 2019, apps sold in China will be required to have a "youth mode" to allow parents to limit screen time and prevent children from accessing the app from 10 PM to 6 AM.  This follows similar regulations and fines in South Korea and Taiwan.  Before the regulators come for you, why not show that not all screen time is inherently detrimental to children's health?

Sande Chen is a writer and game designer whose work has spanned 15 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.

Friday, June 7, 2019

Augmented Reality Gaming Kid Toys

In this article, game designer Sande Chen takes a look at various augmented reality gaming kid toys on the market.

Have you kept up with the latest tech-savvy gaming kid toys?  In the past, there were the little critters that had thumb drives and plugged kids into a virtual world of mini-games.  There were interactive toys that tried to talk with you, or through cleverly scripted questions, made kids feel like a doll or animal really knew them (especially after Mom or Dad inputted birthdates and fave activities).

Considering the popularity of Pokemon Go, it's not surprising that augmented reality has made its debut among educational and entertainment toys.  All of them require an app installation.  Here's a couple to consider.

In 2017, kids age three and up were introduced to Parker the teddy bear, whose owners can play teddy bear doctor by viewing Parker's insides and monitoring the bear's Happiness Factor.  The app also includes a number of math and science puzzles.


Hasbro's first AR offering came in 2018 with the Marvel Avengers: Infinity War Hero Vision Iron Man AR Experience.  The app is downloaded and the phone inserted into the AR goggles so that kids can pretend to be Iron Man and battle enemies in the living room.


The latest of note is LEGO Ninjago AR, which brings LEGO sets to life with animations and characters. Two players can team up and fight against hordes of Dragon Hunters, unlock power-ups, and post high scores.


So far, ratings on Amazon and the Apple app store have been mediocre. There's technical issues such as the app crashing or an ill-fitting helmet.  As more apps come to market and more devices become capable of handling AR, there's hope that these problems will get sorted out.  Despite the snafus, it's an exciting time for kids to be playing with these enhanced physical toys.

Sande Chen is a writer and game designer whose work has spanned 15 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.

Thursday, June 7, 2018

The Holographic Classroom

In this article, game designer Sande Chen discusses what's available for teachers to give students immersive educational experiences.

In Ernest Cline's bestselling novel, Ready Player One, the main character Wade Watts describes his online lessons on the virtual planet Ludus.  Unlike the online courses of today, which mostly consist of videos, forums, and multiple choice tests, Wade's classroom is far from dull.  His World History class takes his avatar to Egypt where the teacher can flip through different time zones, showing ancient Egypt and then when King Tut's tomb is discovered.  He can walk through the chambers of the heart and the aorta or visit the moons of Neptune.

Though this seems like something out of the holodeck, we can already virtually enter space, go inside the body, swim underwater, and travel to distant lands.  Google Expeditions is available for teachers in VR and AR.  More than one million students in 11 countries have gone on these virtual field trips.


If VR and AR sounds too technically challenging, remember there's still MineCraft.  While the simulation won't be as immersive as VR or AR, students can still have the thrill of visiting different worlds.  Take a look at what the Tate Gallery did to showcase famous art movements like Surrealism.


Sure, none of these options have 100% sensory output or the classroom controls teachers would love that automatically warn disruptive students, but we can still bring excitement and immersiveness of virtual worlds to classrooms today.

Sande Chen is a writer and game designer whose work has spanned 10 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.


Tuesday, November 14, 2017

Podcast: IGDA GDSIG Mentor AMA Game Writing


Greetings!  Our 3rd IGDA Game Design SIG (GDSIG) Mentor AMA (Ask Me Anything) in conjunction with the National STEM Video Game Challenge focused on game writing and featured questions from mentors and students around the United States, such as:
  • What is your biggest challenge in developing a video game, both in storyline and in general? 
  • What are some key differences between a good and a bad narrative?
  • Where do you see virtual reality and augmented reality going, and how do you think this technology will change games and storytelling?
  • What are some ways a designer can tell a story in a game that gives the player opportunities to make real choices that genuinely affect the outcome of the game?
  • What would you say is the #1 pitfall in the design of serious games?
A full transcript of the questions, transcribed by volunteer Jam Blute, is available on the IGDA Game Design SIG Facebook group Files section, as well as sample game design documents. The GDSIG group is a closed Facebook group, but free and open to everyone, provided you follow the guidelines.  The IGDA is an international, non-profit organization whose mission is to advance the careers and improve the lives of game developers.

The National STEM Video Game Challenge is a multi-year competition whose goal is to motivate interest in STEM learning among America’s youth by tapping into students’ natural passion for playing and making video games.

With Felix Wilhelmy as moderator, the guest panelists for the 3rd GDSIG Mentor AMA were Sheri Graner Ray, Bobby Stein, and Sande Chen.

Sheri Graner Ray is an award-winning game designer and CEO of ZombieCat Studios and worked for such companies as Schell Games, Origin, Sony Entertainment, and the Cartoon Network.

Bobby Stein is the Associate Narrative Director and Narrative Design Lead at ArenaNet, the maker of Guild Wars.

Sande Chen is a writer and game designer best known for her work on titles such as The Witcher and Wizard 101.

We are continually striving to improve the Mentor AMAs.  Let us know if you have any feedback or if you'd like to participate as a volunteer or mentor!  Follow GDSIG on Twitter @IGDAGDSIG or on YouTube.  We will be moving to video soon.

Listen to the full AMA panel below or on Soundcloud.


Thursday, November 2, 2017

Making Sense of Children's Educational Apps

In this article, game designer Sande Chen relates advice to parents and developers alike on how parents find age-appropriate and educational apps for children.

The latest research report from the Joan Ganz Cooney Center, "Discovering Kids' Apps: Do Family Strategies Vary By Income," centers on the decision process parents make in downloading educational apps.  With so many free apps with dubious educational value, how is a parent to decide which apps are worthwhile? On the flip side, what information can educational app developers provide to aid in discoverability?

As indicated in What's Wrong with Pre-K Game Apps, the majority of children's apps do not have any kind of educational benchmark. Highly rated apps on sites like Common Sense Media, Parents' Choice, and Children's Technology Review may not correspond with app store rankings, consumer reviews, or featured app lists.  Parents desire to know an app's age range or developmental stage focus, information that is often lacking in app store descriptions.  Because of this, many parents, in particular those in middle and higher income levels, engage in "app trialing," in which they download the app first and play it before the child ever sees it.  Lower income parents in the study tended to choose the educational apps to download whereas higher income parents were more likely to involve the child in the decision making process.

Whether due to virtual good concerns, freedom from ads, or a perceived higher educational value, higher income parents were more likely to purchase paid apps. Though there is no evidence that quality corresponds with price, many highly regarded apps do cost more.  Lower income parents downloaded fewer apps overall and tended to prefer free apps.  They also were more likely to depend on app store information rather than seeking out information on other sites.  Among all income levels, parents relied heavily on "word of mouth" reviews from other parents, relatives, teachers, and friends.

Higher income parents expressed frustration with app store descriptions, feeling that they needed more guidance from educational experts.  They wanted assurance of efficacy, which could have come from more prominent notice of research or recommendation.

With so much competition in the app store, particularly in Pre-K educational apps, developers know that they need to appeal to parents as well as kids.  They can send off their apps for review to parent-friendly sites and they can provide the necessary information for parents to make informed decisions.

Sande Chen is a writer and game designer whose work has spanned 10 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.

Thursday, September 28, 2017

Podcast: Game Design Tips from Sande Chen

A few weeks back, I did an interview with AppMasters. Their podcasts are full of valuable information intended to help you succeed in the mobile app business.

Link to the Podcast: Game Design Tips from Sande Chen

Listen on to hear about the issues with designing for VR, educational game design, narrative design, and about transitioning into the game industry as a writer.

Podcast Description

Today’s guest is one of the Game Industry’s Top 100 Most Influential Women and she shares her tips on educational and VR game design. You will also discover her process for writing game narratives and how freelancing while at her full-time job allowed her to be completely on her own.

Sande Chen is the co-author of Serious Games: Games That Educate, Train, and Inform. As a serious games consultant, she helps companies harness the power of video games for non-entertainment purposes. Her career as a writer, producer, and game designer has spanned over 10 years in the game industry. Her game credits include 1999 Independent Games Festival winner Terminus, MMO Hall of Fame inductee Wizard101, and the 2007 PC RPG of the Year, The Witcher, for which she was nominated for a Writers Guild of America Award in Videogame Writing. She has spoken at conferences around the globe, including the Game Developers Conference, Game Education Summit, SXSW Interactive, Serious Play Conference, and the Serious Games Summit D.C.

Saturday, April 22, 2017

Serious Games vs. Gamification

In this article, game designer Sande Chen illuminates the differences between serious games, edutainment, and gamification. 

Recently, I read an e-learning industry expert's opinion on "games disguised as a teaching method" and why the tried-and-true colorful comical characters of edutainment might work better for Pre-K. Studies on distraction and attention do point out that young children have difficulty focusing, but I wonder, does edutainment distract children more than it educates? And while there are no doubt popular sites serving up chocolate-covered broccoli, I think it's important to note that there is a distinction between game-based learning and edutainment-type games or even gamification.  Not all educational games are drill and practice, i.e. "games disguised as a teaching method." 

An example of a leaderboard
In 2013, at the Serious Play Conference, I explained the differences in the presentation, "What's in a Name? Serious Games vs. Gamification." Serious games, and all its variations on a name, such as social impact games, games for good, persuasive games, learning games, etc, is not a term interchangeable with gamification. There is confusion and understandably so, because both appear to be methodologies that incorporate gameplay mechanics to increase user motivation, to solidify learning objectives, and to encourage overall engagement.

However, while serious game makers use game technology, processes, and design to solve problems or explain issues in traditionally non-entertainment markets, gamification experts are interested in the motivating power of game elements, like leaderboards, badges, and a points system, usually as a way to promote engagement with a product or service.  These game elements would be tacked on without regard to an overall game. There may be no game at all. For instance, on a gamified site, a user might receive 30 points or a badge for posting a note on the site's forums as a way of onboarding. On a learning site, a child may have to do 10 math problems for a badge or prize.

Edutainment is merely dressing up what would be a problem set, usually with an animated cartoon character. Math Blaster even has math problems inside the game, which the student would have to solve in order to save the galaxy. It doesn't explain the math problems or explain why there are math problems in space or how math problems save the galaxy. In short, the gameplay itself is not about math, but window dressing to make a math problem more palatable.  This is very different from a resource management game like Dragonbox BIG Numbers, which tries to explain the process of subtraction through gameplay.

Sande Chen is a writer and game designer whose work has spanned 10 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.

Friday, February 17, 2017

"Learnification" vs. Gamification

In this article, game designer Sande Chen explains the process of "learnification," as opposed to gamification.

In my last article, I described a reversed process for connecting emotionally with an audience.  Similarly, in my research reports, "The Merging of Entertainment and GBL" and "Facing Edutainment's Dark Legacy," published on Games + Learning, I approached learning games from another point of view, namely entertainment.  Rather than gamifying learning, we would be, in the words of Kuato Studios, engaged in "learnification."

What does this mean?  As I mentioned in my chapter on serious games in the book, Writing for Video Game Genres, subject matter experts are under no obligation to make the material "fun."  Often times, an educational game developer is given a set list of learning outcomes that need to be covered.  However, creating a game straight from a lesson plan may lead to poor gameplay.  If the game's not fun, then how is it going to get kids to play?

Prioritizing education over entertainment may not be the answer, but the reverse, prioritizing entertainment over education, may be the key.

It's ironic, but true:  Like I wrote previously, "Kids would rather play an entertainment title over an educational one, even if that entertainment game makes them learn astrophysics."

Hence, "learnification" is about ensuring an enjoyable game has teachable moments.  I find that it's also important to note that one game may not be able to hit all of the listed learning outcomes.  It helps to focus in on what's the most important point to be conveyed in this game and make sure the gameplay reinforces this point.

So, while gamification may have its merits, "learnification" may get better results.  Just remember, if our intention is to have kids play learning games to learn, then first the kids have to want to play the game.

Sande Chen is a writer and game designer whose work has spanned 10 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.

Monday, January 23, 2017

Danielle's Inferno: To Hell and Back

In this article, game designer Sande Chen takes a look at the game, Danielle's Inferno, from One More Story Games.

Greetings!  So sorry for the delay.  I was not among the souls who boarded Flight 666 bound for HEL on Friday the 13th, but I did get to visit a personal hell of sorts. The 9 levels of hell, to be exact, depicted in Danielle's Inferno, the game adaptation of the short story by Olivia Rivard. Released last December by One More Story Games, Danielle's Inferno was adapted by William Hiles and Blair Leggett using the company's proprietary software, Story Stylus. Luckily, I already had some experience with existential journeys from visiting the Ten Courts of Hell at Haw Par Villa, a Singaporean theme park about Chinese mythology.

Pudding the hellcat

The quirky vision of hell's circles portrayed in Danielle's Inferno is not as gruesome as the Ten Courts of Hell, which (students beware!) vividly prescribed eternal evisceration for exam cheaters and plagiarists.  Rather, aided by no-nonsense spirit animal Pudding, the player descends into the 9 circles of hell of Limbo, Lust, Gluttony, Greed, Anger, Heresy, Violence, Fraud, and Treachery, featuring demon waiters with Poors Light, the Lucifer-approved beer of Hell, and upwardly mobile demon workers ho-humming through BDSM whipping, gluttonous force-feeding, metamorphosing sinners into shit, your basic flaming pyres, and the like. The player must solve a puzzle and get through fart and elimination jokes to get to the next level.

It's a point-and-click adventure, but I would call Danielle's Inferno point-and-click adventure lite, because so much of it is text instead of AWSD action.  It's the next step after a visual novel and seems geared to players who are taking the leap from linear to non-linear media.  For instance, the limbo level gently guides the player through a hidden object clickfest to introduce the basics of what players need to do in further levels, but to the more savvy player, this is rather tiresome, especially when the interface with its inventory and Combine Items functionality clearly indicates that the platform has a lot more potential than a hidden object game.  There is mostly branching narrative that goes to the same outcome no matter the choice, but new conversations open up based on player actions and the branching does lead to additional dialog.  The key to Danielle's Inferno is exploration and that's really where the game shines.

So much of the enjoyment of Danielle's Inferno is from reading item descriptions.  Click on rocks, signs, clouds, whirlpools, oil slicks, etc. The background is full of new surprises. The limited sound effects and music also add ambiance.  I especially enjoyed the puzzle where I had to find Cerberus' doggy toys.  I played detective as I badgered demon waiters for clues.  In a later level, there is a logic puzzle. 

While Danielle's Inferno does not showcase the interactive dialog or the combine items puzzles of a traditional adventure game, the Story Stylus platform has that potential and indeed, there are other games from One More Story Games that go in that direction. Danielle's Inferno is more simple in story structure and may have more text than necessary, but what it does, it does well. For players who enjoy visual novels or point-and-click adventures but want a short complete game to play in an afternoon's time, Danielle's Inferno fills that void.

I would also add that I don't think Danielle's Inferno is appropriate for children. Even though it's mostly text, there are sexual themes and violence. And Hitler.  It's rated age 13+, but parents should play through first and decide.

For teachers who may be interested in using Story Stylus in classrooms to teach Shakespeare's Romeo and Juliet, check out One More Story Games' pilot program. Games in Ye Olde Classroom.

[Disclaimer:  I received a download code for the game from the developer as a gift. I was not obligated to provide a review. The above is my unbiased opinion. I may have future affiliation with the developers since I am evaluating the platform for my own game development purposes and may be listed on the site as a storyteller.]

Sande Chen is a writer and game designer whose work has spanned 10 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.

Friday, November 4, 2016

What Happened to Power Politics?

In this article, game designer Sande Chen discusses the legacy of the election simulation game, Power Politics.

The countdown has already begun for Election Day in the U.S. In the news, various election models are predicting the Presidential winner. Take your pick. They vary from statistical-based forecasts to the more whimsical claim that a sad ending in the most recent Best Picture Oscar winner would indicate a change of party in the White House.  Did Spotlight have a sad or happy ending?  We'll find out.

ElectoralCollege1992In 1992, the video game Power Politics made headlines around the world for correctly predicting that Bill Clinton would win the election.  My co-author, David Michael, and I interviewed Randy Chase, the developer of Power Politics, for a case study on educational games in our book, Serious Games: Games That Educate, Train, and Inform. As I alluded to in my research reports for the Cooney Center, many of the same issues plaguing educational games 10 years ago have remained.

Chase found it difficult to sell directly to teachers and school systems.  He even tried discounting the price for teachers and professors but didn't find much success that way.  Therefore, in the spring of 2005, to recoup the cost of independent development, he decided he would have to "find creative ways to build new alliances."  Though he still had a premium version of the game for sale, most schools ended up using the free version sponsored by The Christian Science Monitor and Rock the Vote.  Power Politics was eventually distributed and used by over 400 universities to teach students about politics and campaigning.  The premium version of Power Politics offered a alternate history mode, whereby historically inaccurate candidates could be pitted against each other, much like fantasy football.

Power Politics was a seminal game in what Chase called "activism software."  He wanted a game that would challenge player assumptions about the world.  In Power Politics, the student has the reins to run the campaign, dirty tricks or not, analyze press conferences and poll data, and manage fundraisers.  The candidates were real-life people, with strengths and weaknesses, and the simulation was updated to include real-world demographics.

It almost seems unimaginable that at one time, there were only exit polls. Power Politics demonstrated the power of simulations and how simulations could be used for education.

Sande Chen is a writer and game designer whose work has spanned 10 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.