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Dr. Jacob Habgood
Head of Serious Games
© 2009 Sumo Digital Limited
Wii Don’t do “Edutainment”!
Sumo Digital Limited:
 “Work for hire” Console Developer
• SEGA, Konami, Sony (Xbox, 360, PS3, Wii, DS, PSP).
• Around 130 developers in Sheffield.
• Heritage going back to Gremlin Graphics in the 80’s.
 Foundation 9 Group
• Around 800 developers worldwide.
Just who are Wii?
Personal Background
Industry & Academia:
Gremlin / Infogrames / Atari
• Hogs of War, MicroMachines, Actua Sports.
• Programmer / Technical Lead (PSX, PS2, Xbox, GC) .
Ph.D. in Learning Sciences
• LSRI, University of Nottingham.
• “The Effective Integration of Digital Games and Learning
Content” (www.zombiedivision.co.uk).
Head of Serious Games
• “The Game Maker’s Apprentice”.
• Game Development tools for Kids (Game Maker).
• But no explicit “learning” products… yet.
Learning Showcase
Work for Hire:
Console-based Learning
• “Edutainment” products are trickling onto consoles.
• Often developed by smaller developers to make ends meet
while chasing the big publishing deal.
• Not necessarily any expertise or passion for learning.
Sumo: Serious about Learning
• Large console developer, great track-record : large
publishers beat a path to our door.
• Passion and expertise for game-based learning.
• Perfectly positioned to branch into learning-based
console products.
Showcase Game
• Self-funded WiiWare title: “Outnumbered”.
Design Philosophy
Anti-Edutainment:
Intrinsic Integration (Kafai, 2001)
• Extrinsic “chocolate-covered broccoli” approaches to
integrating games and learning do not work.
• Modern example: Questionaut by Amanita Design
(Award-winning web game designers).
• More integrated approaches could be more effective.
Research Evidence
Zombie Division:
Controlled Trials
Results
• Intrinsic games are more motivating than extrinsic
games (as measured by time-on-task).
• Intrinsic games are more effective than extrinsic
games (as measured by learning gains).
• Intrinsic
Skeletons = Dividends
Weapons = Divisors
• Extrinsic
Skeletons = Symbols
+ Extrinsic Q&A
• Control
Skeletons = Symbols
Design Philosophy
Maths-Based Game for WiiWare:
Intrinsically Integrated
• Deliver learning content alongside, and in tandem
with the flow experience of the game.
• Integrate the learning content within the structure of the
gaming world and its core-mechanics.
Unpatronising and Unapologetic
• Kids are aspirational: so design for big ones.
• Safe is dull – zombies/monsters/explosions are fun.
Does Not Try to “Make Maths Fun”!
• Maths is simply a medium.
• All games are about learning something.
• The fact that this happens to be maths should
be almost entirely irrelevant to the player.
Pedagogy
Interconnected Mathematics:
Learning Content
• Addition, Subtraction, Multiplication and Division.
Conceptual and Procedural Knowledge
• Should be developed alongside each other (Rittle-Johnson,
Siegler & Alibali, 2001).
Beyond Rote Learning
• Embodies the meaningful relationships between knowledge
essential for understanding (Hiebert & Lefevre, 1986).
Anchored Instruction
• Successful mathematics teaching needs to be
grounded in “real world” situations (Greer, 1992).
• Real world “anchors” (Brandsford et al, 1990).
Outnumbered
Basic Concept:
Maths can be fatal – especially if you’re a monster!
Attach your brain to your wand-arm and get ready to cause some
serious mayhem as you defend your wizard’s home against an army
of magical beasts…
Outnumbered
Screen Layout
Outnumbered
Core Mechanics:
“Mechanism through which players make meaningful choices and
arrive at a meaningful play experience”
(Salen & Zimmerman, 2004).
Core Mechanic 1: “Playing with Goo”
• Magical mana comes in two flavours.
• Monsters are made of bad mana while
wizard’s towers attract good mana.
• Bad mana can be neutralised with good.
• Monsters die when you reduce their
bad mana exactly down to zero.
• Overshooting makes all the good mana
fall off the monster.
Outnumbered
Core Mechanics:
Core Mechanic 2: “Monster Grow Bags”
• Create your own good monsters.
• Drop mana onto a monster grow bag and it will
form its own “good” cloud.
• Fill it up to the desired value of good mana.
• Grab the cloud to pull the monster from the earth.
• The good monster will defeat any bad monster
of equal value in its path AND take out any
other monsters standing behind it.
Outnumbered
Progression:
At the beginning of the game:
• Throwing Goo = Subtraction.
• Growing Monsters = Addition.
• Mixing colours of goo is fine.
Progressing to PURE EVIL:
• Monsters which are pure evil can only be defeated by
pure good mana – i.e. a single colour of goo.
Now :
• Throwing Goo = Division by repeated subtraction.
• Growing Monsters = Multiplication by repeated
addition.
Outnumbered
Core Mechanics:
Core Mechanic 3: “Divide and Conquer”
• Repeated subtraction is a slow way to divide.
• Magic can speed that up.
• Any value of blob can be powered up
to become a divisor.
• Magic blobs kill monsters instantly
(provided that they divide!)
Fire Ice
Core Mechanics:
Divisor Relationships:
Core Mechanic 4: “Multiplying Monsters”
• Repeated addition is a slow way to multiply.
• Magic can speed that up.
• The result is always “pure” good.
Outnumbered
2, 4 &8 3, 6
&9
5 & 10 7
Outnumbered
Emergent Gameplay:
Core Mechanics:
• Throwing Goo = (Repeated) Subtraction.
• Growing Monsters = (Repeated) Addition.
• Dividing Monsters = Division.
• Multiplying Mana = Multiplication.
Mixing Mechanics:
• Pure Evil / Pure Good.
• Monster Immunity (Red, Blue, Yellow).
• Subtract -> Divide / Multiply -> Add.
• (23 – 2) / 3
• “Smart Bombs”
• End of Level Bosses – multiple clouds
Outnumbered
Difficulty Level:
Gameplay Difficulty:
• Standard gameplay progression:
• Speed, quantity, strength, visual cues.
• Same for every player.
Mathematical Difficulty:
• Cognitive Model:
• Tracks use of key domain concepts.
• Varies difficulty accordingly.
• Different experience for every player.
• Additional replay value.
Outnumbered
Wii Demo
Around 50% Complete:
Any questions?
Release
Coming to WiiWare Summer 2009
 500-1000 Wii Points (£3.50 - £7.00)
Outnumbered

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GBL 2009 Outnumb3r3d Presentation

  • 1. Dr. Jacob Habgood Head of Serious Games © 2009 Sumo Digital Limited Wii Don’t do “Edutainment”!
  • 2. Sumo Digital Limited:  “Work for hire” Console Developer • SEGA, Konami, Sony (Xbox, 360, PS3, Wii, DS, PSP). • Around 130 developers in Sheffield. • Heritage going back to Gremlin Graphics in the 80’s.  Foundation 9 Group • Around 800 developers worldwide. Just who are Wii?
  • 3. Personal Background Industry & Academia: Gremlin / Infogrames / Atari • Hogs of War, MicroMachines, Actua Sports. • Programmer / Technical Lead (PSX, PS2, Xbox, GC) . Ph.D. in Learning Sciences • LSRI, University of Nottingham. • “The Effective Integration of Digital Games and Learning Content” (www.zombiedivision.co.uk). Head of Serious Games • “The Game Maker’s Apprentice”. • Game Development tools for Kids (Game Maker). • But no explicit “learning” products… yet.
  • 4. Learning Showcase Work for Hire: Console-based Learning • “Edutainment” products are trickling onto consoles. • Often developed by smaller developers to make ends meet while chasing the big publishing deal. • Not necessarily any expertise or passion for learning. Sumo: Serious about Learning • Large console developer, great track-record : large publishers beat a path to our door. • Passion and expertise for game-based learning. • Perfectly positioned to branch into learning-based console products. Showcase Game • Self-funded WiiWare title: “Outnumbered”.
  • 5. Design Philosophy Anti-Edutainment: Intrinsic Integration (Kafai, 2001) • Extrinsic “chocolate-covered broccoli” approaches to integrating games and learning do not work. • Modern example: Questionaut by Amanita Design (Award-winning web game designers). • More integrated approaches could be more effective.
  • 6. Research Evidence Zombie Division: Controlled Trials Results • Intrinsic games are more motivating than extrinsic games (as measured by time-on-task). • Intrinsic games are more effective than extrinsic games (as measured by learning gains). • Intrinsic Skeletons = Dividends Weapons = Divisors • Extrinsic Skeletons = Symbols + Extrinsic Q&A • Control Skeletons = Symbols
  • 7. Design Philosophy Maths-Based Game for WiiWare: Intrinsically Integrated • Deliver learning content alongside, and in tandem with the flow experience of the game. • Integrate the learning content within the structure of the gaming world and its core-mechanics. Unpatronising and Unapologetic • Kids are aspirational: so design for big ones. • Safe is dull – zombies/monsters/explosions are fun. Does Not Try to “Make Maths Fun”! • Maths is simply a medium. • All games are about learning something. • The fact that this happens to be maths should be almost entirely irrelevant to the player.
  • 8. Pedagogy Interconnected Mathematics: Learning Content • Addition, Subtraction, Multiplication and Division. Conceptual and Procedural Knowledge • Should be developed alongside each other (Rittle-Johnson, Siegler & Alibali, 2001). Beyond Rote Learning • Embodies the meaningful relationships between knowledge essential for understanding (Hiebert & Lefevre, 1986). Anchored Instruction • Successful mathematics teaching needs to be grounded in “real world” situations (Greer, 1992). • Real world “anchors” (Brandsford et al, 1990).
  • 9. Outnumbered Basic Concept: Maths can be fatal – especially if you’re a monster! Attach your brain to your wand-arm and get ready to cause some serious mayhem as you defend your wizard’s home against an army of magical beasts…
  • 11. Outnumbered Core Mechanics: “Mechanism through which players make meaningful choices and arrive at a meaningful play experience” (Salen & Zimmerman, 2004). Core Mechanic 1: “Playing with Goo” • Magical mana comes in two flavours. • Monsters are made of bad mana while wizard’s towers attract good mana. • Bad mana can be neutralised with good. • Monsters die when you reduce their bad mana exactly down to zero. • Overshooting makes all the good mana fall off the monster.
  • 12. Outnumbered Core Mechanics: Core Mechanic 2: “Monster Grow Bags” • Create your own good monsters. • Drop mana onto a monster grow bag and it will form its own “good” cloud. • Fill it up to the desired value of good mana. • Grab the cloud to pull the monster from the earth. • The good monster will defeat any bad monster of equal value in its path AND take out any other monsters standing behind it.
  • 13. Outnumbered Progression: At the beginning of the game: • Throwing Goo = Subtraction. • Growing Monsters = Addition. • Mixing colours of goo is fine. Progressing to PURE EVIL: • Monsters which are pure evil can only be defeated by pure good mana – i.e. a single colour of goo. Now : • Throwing Goo = Division by repeated subtraction. • Growing Monsters = Multiplication by repeated addition.
  • 14. Outnumbered Core Mechanics: Core Mechanic 3: “Divide and Conquer” • Repeated subtraction is a slow way to divide. • Magic can speed that up. • Any value of blob can be powered up to become a divisor. • Magic blobs kill monsters instantly (provided that they divide!) Fire Ice
  • 15. Core Mechanics: Divisor Relationships: Core Mechanic 4: “Multiplying Monsters” • Repeated addition is a slow way to multiply. • Magic can speed that up. • The result is always “pure” good. Outnumbered 2, 4 &8 3, 6 &9 5 & 10 7
  • 16. Outnumbered Emergent Gameplay: Core Mechanics: • Throwing Goo = (Repeated) Subtraction. • Growing Monsters = (Repeated) Addition. • Dividing Monsters = Division. • Multiplying Mana = Multiplication. Mixing Mechanics: • Pure Evil / Pure Good. • Monster Immunity (Red, Blue, Yellow). • Subtract -> Divide / Multiply -> Add. • (23 – 2) / 3 • “Smart Bombs” • End of Level Bosses – multiple clouds
  • 17. Outnumbered Difficulty Level: Gameplay Difficulty: • Standard gameplay progression: • Speed, quantity, strength, visual cues. • Same for every player. Mathematical Difficulty: • Cognitive Model: • Tracks use of key domain concepts. • Varies difficulty accordingly. • Different experience for every player. • Additional replay value.
  • 19. Any questions? Release Coming to WiiWare Summer 2009  500-1000 Wii Points (£3.50 - £7.00) Outnumbered