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The value of experiential learning and role reversals
     for adults and children in the digital world
                                             Yiannis Laouris
                                                 CyberEthics
                   Cyprus Neuroscience & Technology Institute
                                                      Cyprus


                                     Larnaca 14-16 May, 2012
Why a game?
• “Serious Games”
• Why people play games?
  – Hard Fun (emotions such as frustration and ‘Fiero’)
  – Easy Fun (curiosity, sensation of wonder, and mystery)
  – Altered States (games as therapy, excitement and relief)
  – The people Factor (player competition, cooperation,
    performance and spectacle)
• Game Playing Theory and Role Playing
• Conceptual Design of the game
Game Design

 Purpose of the Game: to create a simulated environment of today’s complex,
  dynamically changing and many-to-many virtual environments where
  internet risks can be presented and experienced by young players in a
  controlled way.
 The approach is scientifically grounded on the thesis that children do not
  learn about dangers they do not experience.
 Within this controlled environment, a number of internet related dangers will
  be simulated and presented to young players in ways that challenge them
  make decisions and take actions. Their decisions and actions will be related
  to various scoring systems that define winning strategies, necessary
  knowledge and skills and ultimately create a winner.
 The Game is designed to be flexible, multi-player, asynchronous (for a single
  player), dynamic and expandable.
 The Game “connects” to real world organizations and their materials in ways
  that allow Players to find information, learn materials and acquire skills.
Game Environment
Register for a specific Game and be teleported to the respective Game area.
These spaces will be denoted with the Names of the specific Game types.

Knowledge Center; This is a building with a large space that features lots of
sub spaces (or maybe even an area that resembles a campus). Each sub
space will correspond to a different type of resource. For example, we should
have study rooms where a group can arrange to meet in order to study an
issue. Sub spaces can also include an EC sub space where one can find more
information about the Safer internet Plus program, about relevant European
funded projects and about pan-European organizations such as Insafe and
Inhope. We can also have booths or sub-spaces dedicated to specific Nodes.

Areas for other activities and pleasure. These may include: V-Jacuzzi, Parks
Hall of Fame: This is where one can go and see his/her ranking and listen to
winners and their strategies.
Many ways to play

A minimum of 5 Players enter into the world at the same time and go from
Game area to Game area competing on the same problems. While competing
to maximize their score, they are also encouraged to collaborate

School competition: Five players from each school play as a Group. The
Game includes mechanisms for players to interact with players from other
schools. The winning Player is the one that not only performs well in the
Problems posed and in the collaboration with his peers but also the one is
sociable and succeeds in making new friends and cultivating those friendships

Children with their parents: Young players explore and play together with
their parents. They are the ones “teaching” their parents about safety and
about gaming.

Completely free and continuous Game: This is the ultimate Game because it
allows Players to enter at any time.
[Disturbances]


Disturbances are situations created by the Game system engine targeting
specific Players each time in order to provoke them take actions. Disturbances
are like invisible “Daemons” or “teachers” from the worlds of Metaphysics who
are experiences as “bad” people but they are actually inherently destined to
challenge one to distinguish what is right and what is wrong (in many cases by
making a mikstake and paying for it!).
Registering to play



Players are expected to register when they first enter the Game environment.
This registration should be analogous to a SNS. In very analogous way they will
re rewarded or punished and also categorized depending on the choices they
make.

Privacy settings
If one reveals too much personal information such as Address, mobile phone etc
(we need to decide how we simulate these) will be categorized as candidate for
bullying or for stealing his/her identity
Define Study Room

This is a space or a room which contains some furniture like a conference facility
and is equipped with some technology such as beamer, desk with a computer, a
Z-Communicator etc. These tools can be used in specific ways:

Beamer: The group can choose only a limited number of presentations (maybe
even just one) that they can attend. Once selected, the PPT presentation will be
beamed on the V-screen accompanied with an Agent talking (pre-recordings)

Internet Computer: This is a simulation of a computer from where a Player can
search within-the-world for information. This where they should locate the
resource that they will call on the beamer

Z-Communicator: This offers the possibility to call and teleport another person
to join this team.
Invitation to meet somebody


Somebody can send an invitation to the player to teleport and meet. There must
be many occasions in which this situation is encountered. There must be
reasons for players to move around the environment through teleporting (by
invitation of others) such as:

A player owns (has earned) a gadget known as [MobilePhone] and is in a Game
situation in which s/he wants to use the [RightToCallSomeoneForHelp]. S/he
calls and invites someone to be teleported to his/her locations so that s/he can
ask the question. The Receiver of the invitation doesn’t know what the other
person wants when s/he receives the invitation. S/he may also not even know
the other person very well.
Invitation to meet somebody

A player has to decide whether to accept the invitation to be teleported based on
the following criteria:
 Don’t go if there is only one single person at the destination. This can be
checked by consulting the MiniMap
 Take another friend with him/her if s/he thinks that the invitation is for some get
together, some fun or simply to get to know each other. The person
accompanying the one being invited must also earn points by doing this.
However, the same SI rules apply for that person as well.
Before one accepts an invitation by a person s/he doesn’t know very well to be
teleported somewhere, the person receiving the invitation must open the Profile
of the other person and see whether the information there makes sense and is
consistent with what that person communicated already
 One should check the MiniMap also for more reasons. For example, if one
invites someone for Help but that person is not a Game area but in discotheque,
then this is an inconsistency. Deciding to go anyway entails a risk that must be
punished by a score reduction.
Invitation to the Jacuzzi



A player may decide to spend some time in the Jacuzzi because it is relaxing,
because there are friends there but moreover because this is an energizing
activity. At the same time this is a place one shouldn’t be with strangers!
Invitation to a Discotheque



A player may decide to spend some time in the Disco because this is a place
where you can meet new people and it is also a place where you relax; it is an
energizing activity. But, again this is a place not to be alone with strangers!
Bullying
 A persona completely unknown to the player (simulated by the system and
  having different names every time so that there is no memory that such and
  such person is a known bully) send disturbing messages to a player. There
  are two possibilities here: One is that this bully has first requested to become
  friend with the player. Second option is that the bully hacks the system and
  appears as a friend even though the Player has never accepted or invited
  him/her. The second situation can happen only if a Player exhibits risky
  behavior (we can base this on the relevant literature).
 The Bully manages to “steal” the identity of a person that is already in the list
  of friends. Similar as above, this can happen whenever a player reveals too
  much personal information.
 A programmable agent avatar is a “known” (to those who have encounter
  him/her) bully who always hangs around in specific locations. We have a few
  such “bad” guys in the streets, in the park, in the Discothèque, in the Jacuzzi,
  even in the Knowledge Center.
Reporting to Hotline

Players are expected to report to the Hotline whenever they encounter any of the
following problems or issues:

They are being bullied; Someone or a “place” on the island promotes
pornographic material or makes them feel uncomfortable


Making a report is accompanied with score increase. Reporting that is not
complete results to no score.
Reporting to Hotline


There should be clear rules of how one makes a Report.. A Talking Agent can
“talk” a few issues based on a simple menu. For example, the Agent can answer
to the following questions;

Who are you?

What are you doing here

How can I make a Report?

Will you arrest or punish the criminal?
Reporting to Hotline
A Report is considered as complete if it includes the following information:
Name of person or object creating the disturbance or the bullying
Place where the disturbing material or experience was encountered
Exact evidence, eg should copy paste the exact text “sent” by a bully to the
player

A Report should be made within a reasonable time frame following the negative
experience. The chances for the Hotline to identify the “criminal” disappear are
time passes. Therefore, a Report must be made within a time window equal to
[OptimalReportingTime] to benefit from the full [ReportingAward]. The award
should fall exponentially as time passes

Someone encouraging another person to file a Report must be awarded some
points equal to [EncourageAward]

Someone accompanying another person to the Reporting facility should benefit
from an [ReportAccompanyAward]
Consulting the Helpline
Players are expected to conduct the Helpline and request support whenever
they encounter any of the following problems or issues:

 They are being bullied
 They encounter any situation that makes them feel uncomfortable
 The Helpline avatar will talk to them and give them basic information such
  as:
 Explain what is the purpose and the role of the Helpline
 Encourage them to make a Report of the case is such that requires reporting
 Encourage them to share their feelings with one of the good friends (the
  correct
 move is to share this with a FriendCategory5
Validating possibly misleading
                              information



Players encounter throughout the game various situations in which they need
information to proceed. That information might be wrong and will contribute to
negative earnings. They are expected to validate the information by going to the
Knowledge Center and searching and consulting the correct and reliable
references.
Simulating Scoring
Each player receives different kinds of scoring such as:
 SimScore: Players win or lose points depending on their achievements in the
   specific Game areas. The starting SimScore is zero.
 EnergyLevel: All Players enter the overall environment with an energy level equal
  to 1000. They loose energy in the flowing ways: (1) As time passes. (2) As they
  move too much. (3) As they make wrong choices. This scoring aims to discourage
  players from staying in the SimSafety™ Game for too long, and acts as an anti-
  addiction measure.
 PowerImpact: The more friends one has the more powerful. The more places one
  visits the better. The more games one plays, the more points s/he earns
  (irrespective of game outcome).
 SafenetLevel: The value depends on his/her privacy settings. If a Player’s
  SafenetLevel is low, s/he is a “good” candidate for Bullying, for encountering
  situations in which his/her identity was stolen etc. The low value functions as a
  trigger on the Disturbances Engine or the Bullying Engine to “prepare” a
  “situation” for the particular Player.
Screen shots
Playing the game
“Visiting” countries
Simulating “friendship”
Testing in Schools
60th primary school of Patras




                                   Students: sixth grade including 12
                                    boys and 8 girls (12 years old) -
                                    familiar with social networking
                                    environments and online games
                                   Head Teacher:The class teacher
                                    with relevant experience in
                                    teaching, using ICT
                                   Room: lab with five computers,
                                    ADSL connection
Testing in Schools
Elementary and Secondary
schools in Cyprus




                              Students: 8-14 years old) - familiar
                               with social networking
                               environments and online games
                              Head Teacher:The class teacher
                               with relevant experience in
                               teaching, using ICT
                              Room: lab with computers, ADSL
                               connection
Implementation
                  Drawbacks

   Difficulties setting up the computer labs
   Limited Number of computers available in
    primary school labs
   Low connectivity
Implementation
                  Highlights
   Great enthusiasm on behalf of pupils (many
    more would like to have been involved in the
    project.
   Great support from teachers
   Persistence and patience on behalf of pupils
    who also access SimSafety from home
    regularly
Some Fieldnotes
   6th grade primary school pupils tend to be more focused and perform
    better in SimSafety than 5th grade primary school pupils
   SimSafety is not an environment that pupils can take full advantage
    of without the support of an inspired teacher
   Often visits to SimSafety minimises the technical problems and
    highlights the positive aspects
   Mini games are successful when one of the roles is being played by
    an adult making provocative questions and initiating interesting
    discussions
   Interesting discussions among teacher and pupils occurred during
    mini game playing and while answering the quizzes
    Some of the pupils have become great funs of SimSafety and import
    “gestures” to the system, help us debug it etc.
Pupils liked….

They liked:
     the graphics (they thought there were many nice
      places to visit)
     their avatars
     that there were many nice things to do
     that they could discuss with each other
     that they could discuss with pupils from other
      countries
     flying
     the “Report Centre”
Pupils’ Comments
They didn’t like:
   “sinking” into the water or in the ground due to bad internet
     connection
   the fact that “Kostas whispers” (bullying machine) was calling
     them names 
They suggest that we implement :
   Planes, cars and motorbikes

   More action

   Superpowers

   Some punching and striking

   More games

   Multiple cities

   Speed (make the system quicker)
Teachers’ comments

   They liked role playing games (they found
    them educationally useful)
   They thought it was an asset of SimSafety to
    have many pupils online at the same time
    discussing and acting together
   They thought there is great potential in
    SimSafety

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Insafe confcyprus laouris_education

  • 1. The value of experiential learning and role reversals for adults and children in the digital world Yiannis Laouris CyberEthics Cyprus Neuroscience & Technology Institute Cyprus Larnaca 14-16 May, 2012
  • 2. Why a game? • “Serious Games” • Why people play games? – Hard Fun (emotions such as frustration and ‘Fiero’) – Easy Fun (curiosity, sensation of wonder, and mystery) – Altered States (games as therapy, excitement and relief) – The people Factor (player competition, cooperation, performance and spectacle) • Game Playing Theory and Role Playing • Conceptual Design of the game
  • 3. Game Design  Purpose of the Game: to create a simulated environment of today’s complex, dynamically changing and many-to-many virtual environments where internet risks can be presented and experienced by young players in a controlled way.  The approach is scientifically grounded on the thesis that children do not learn about dangers they do not experience.  Within this controlled environment, a number of internet related dangers will be simulated and presented to young players in ways that challenge them make decisions and take actions. Their decisions and actions will be related to various scoring systems that define winning strategies, necessary knowledge and skills and ultimately create a winner.  The Game is designed to be flexible, multi-player, asynchronous (for a single player), dynamic and expandable.  The Game “connects” to real world organizations and their materials in ways that allow Players to find information, learn materials and acquire skills.
  • 4. Game Environment Register for a specific Game and be teleported to the respective Game area. These spaces will be denoted with the Names of the specific Game types. Knowledge Center; This is a building with a large space that features lots of sub spaces (or maybe even an area that resembles a campus). Each sub space will correspond to a different type of resource. For example, we should have study rooms where a group can arrange to meet in order to study an issue. Sub spaces can also include an EC sub space where one can find more information about the Safer internet Plus program, about relevant European funded projects and about pan-European organizations such as Insafe and Inhope. We can also have booths or sub-spaces dedicated to specific Nodes. Areas for other activities and pleasure. These may include: V-Jacuzzi, Parks Hall of Fame: This is where one can go and see his/her ranking and listen to winners and their strategies.
  • 5. Many ways to play A minimum of 5 Players enter into the world at the same time and go from Game area to Game area competing on the same problems. While competing to maximize their score, they are also encouraged to collaborate School competition: Five players from each school play as a Group. The Game includes mechanisms for players to interact with players from other schools. The winning Player is the one that not only performs well in the Problems posed and in the collaboration with his peers but also the one is sociable and succeeds in making new friends and cultivating those friendships Children with their parents: Young players explore and play together with their parents. They are the ones “teaching” their parents about safety and about gaming. Completely free and continuous Game: This is the ultimate Game because it allows Players to enter at any time.
  • 6. [Disturbances] Disturbances are situations created by the Game system engine targeting specific Players each time in order to provoke them take actions. Disturbances are like invisible “Daemons” or “teachers” from the worlds of Metaphysics who are experiences as “bad” people but they are actually inherently destined to challenge one to distinguish what is right and what is wrong (in many cases by making a mikstake and paying for it!).
  • 7. Registering to play Players are expected to register when they first enter the Game environment. This registration should be analogous to a SNS. In very analogous way they will re rewarded or punished and also categorized depending on the choices they make. Privacy settings If one reveals too much personal information such as Address, mobile phone etc (we need to decide how we simulate these) will be categorized as candidate for bullying or for stealing his/her identity
  • 8. Define Study Room This is a space or a room which contains some furniture like a conference facility and is equipped with some technology such as beamer, desk with a computer, a Z-Communicator etc. These tools can be used in specific ways: Beamer: The group can choose only a limited number of presentations (maybe even just one) that they can attend. Once selected, the PPT presentation will be beamed on the V-screen accompanied with an Agent talking (pre-recordings) Internet Computer: This is a simulation of a computer from where a Player can search within-the-world for information. This where they should locate the resource that they will call on the beamer Z-Communicator: This offers the possibility to call and teleport another person to join this team.
  • 9. Invitation to meet somebody Somebody can send an invitation to the player to teleport and meet. There must be many occasions in which this situation is encountered. There must be reasons for players to move around the environment through teleporting (by invitation of others) such as: A player owns (has earned) a gadget known as [MobilePhone] and is in a Game situation in which s/he wants to use the [RightToCallSomeoneForHelp]. S/he calls and invites someone to be teleported to his/her locations so that s/he can ask the question. The Receiver of the invitation doesn’t know what the other person wants when s/he receives the invitation. S/he may also not even know the other person very well.
  • 10. Invitation to meet somebody A player has to decide whether to accept the invitation to be teleported based on the following criteria:  Don’t go if there is only one single person at the destination. This can be checked by consulting the MiniMap  Take another friend with him/her if s/he thinks that the invitation is for some get together, some fun or simply to get to know each other. The person accompanying the one being invited must also earn points by doing this. However, the same SI rules apply for that person as well. Before one accepts an invitation by a person s/he doesn’t know very well to be teleported somewhere, the person receiving the invitation must open the Profile of the other person and see whether the information there makes sense and is consistent with what that person communicated already  One should check the MiniMap also for more reasons. For example, if one invites someone for Help but that person is not a Game area but in discotheque, then this is an inconsistency. Deciding to go anyway entails a risk that must be punished by a score reduction.
  • 11. Invitation to the Jacuzzi A player may decide to spend some time in the Jacuzzi because it is relaxing, because there are friends there but moreover because this is an energizing activity. At the same time this is a place one shouldn’t be with strangers!
  • 12. Invitation to a Discotheque A player may decide to spend some time in the Disco because this is a place where you can meet new people and it is also a place where you relax; it is an energizing activity. But, again this is a place not to be alone with strangers!
  • 13. Bullying  A persona completely unknown to the player (simulated by the system and having different names every time so that there is no memory that such and such person is a known bully) send disturbing messages to a player. There are two possibilities here: One is that this bully has first requested to become friend with the player. Second option is that the bully hacks the system and appears as a friend even though the Player has never accepted or invited him/her. The second situation can happen only if a Player exhibits risky behavior (we can base this on the relevant literature).  The Bully manages to “steal” the identity of a person that is already in the list of friends. Similar as above, this can happen whenever a player reveals too much personal information.  A programmable agent avatar is a “known” (to those who have encounter him/her) bully who always hangs around in specific locations. We have a few such “bad” guys in the streets, in the park, in the Discothèque, in the Jacuzzi, even in the Knowledge Center.
  • 14. Reporting to Hotline Players are expected to report to the Hotline whenever they encounter any of the following problems or issues: They are being bullied; Someone or a “place” on the island promotes pornographic material or makes them feel uncomfortable Making a report is accompanied with score increase. Reporting that is not complete results to no score.
  • 15. Reporting to Hotline There should be clear rules of how one makes a Report.. A Talking Agent can “talk” a few issues based on a simple menu. For example, the Agent can answer to the following questions; Who are you? What are you doing here How can I make a Report? Will you arrest or punish the criminal?
  • 16. Reporting to Hotline A Report is considered as complete if it includes the following information: Name of person or object creating the disturbance or the bullying Place where the disturbing material or experience was encountered Exact evidence, eg should copy paste the exact text “sent” by a bully to the player A Report should be made within a reasonable time frame following the negative experience. The chances for the Hotline to identify the “criminal” disappear are time passes. Therefore, a Report must be made within a time window equal to [OptimalReportingTime] to benefit from the full [ReportingAward]. The award should fall exponentially as time passes Someone encouraging another person to file a Report must be awarded some points equal to [EncourageAward] Someone accompanying another person to the Reporting facility should benefit from an [ReportAccompanyAward]
  • 17. Consulting the Helpline Players are expected to conduct the Helpline and request support whenever they encounter any of the following problems or issues:  They are being bullied  They encounter any situation that makes them feel uncomfortable  The Helpline avatar will talk to them and give them basic information such as:  Explain what is the purpose and the role of the Helpline  Encourage them to make a Report of the case is such that requires reporting  Encourage them to share their feelings with one of the good friends (the correct  move is to share this with a FriendCategory5
  • 18. Validating possibly misleading information Players encounter throughout the game various situations in which they need information to proceed. That information might be wrong and will contribute to negative earnings. They are expected to validate the information by going to the Knowledge Center and searching and consulting the correct and reliable references.
  • 19. Simulating Scoring Each player receives different kinds of scoring such as:  SimScore: Players win or lose points depending on their achievements in the specific Game areas. The starting SimScore is zero.  EnergyLevel: All Players enter the overall environment with an energy level equal to 1000. They loose energy in the flowing ways: (1) As time passes. (2) As they move too much. (3) As they make wrong choices. This scoring aims to discourage players from staying in the SimSafety™ Game for too long, and acts as an anti- addiction measure.  PowerImpact: The more friends one has the more powerful. The more places one visits the better. The more games one plays, the more points s/he earns (irrespective of game outcome).  SafenetLevel: The value depends on his/her privacy settings. If a Player’s SafenetLevel is low, s/he is a “good” candidate for Bullying, for encountering situations in which his/her identity was stolen etc. The low value functions as a trigger on the Disturbances Engine or the Bullying Engine to “prepare” a “situation” for the particular Player.
  • 20.
  • 25. Testing in Schools 60th primary school of Patras  Students: sixth grade including 12 boys and 8 girls (12 years old) - familiar with social networking environments and online games  Head Teacher:The class teacher with relevant experience in teaching, using ICT  Room: lab with five computers, ADSL connection
  • 26. Testing in Schools Elementary and Secondary schools in Cyprus  Students: 8-14 years old) - familiar with social networking environments and online games  Head Teacher:The class teacher with relevant experience in teaching, using ICT  Room: lab with computers, ADSL connection
  • 27. Implementation Drawbacks  Difficulties setting up the computer labs  Limited Number of computers available in primary school labs  Low connectivity
  • 28. Implementation Highlights  Great enthusiasm on behalf of pupils (many more would like to have been involved in the project.  Great support from teachers  Persistence and patience on behalf of pupils who also access SimSafety from home regularly
  • 29. Some Fieldnotes  6th grade primary school pupils tend to be more focused and perform better in SimSafety than 5th grade primary school pupils  SimSafety is not an environment that pupils can take full advantage of without the support of an inspired teacher  Often visits to SimSafety minimises the technical problems and highlights the positive aspects  Mini games are successful when one of the roles is being played by an adult making provocative questions and initiating interesting discussions  Interesting discussions among teacher and pupils occurred during mini game playing and while answering the quizzes  Some of the pupils have become great funs of SimSafety and import “gestures” to the system, help us debug it etc.
  • 30. Pupils liked…. They liked:  the graphics (they thought there were many nice places to visit)  their avatars  that there were many nice things to do  that they could discuss with each other  that they could discuss with pupils from other countries  flying  the “Report Centre”
  • 31. Pupils’ Comments They didn’t like:  “sinking” into the water or in the ground due to bad internet connection  the fact that “Kostas whispers” (bullying machine) was calling them names  They suggest that we implement :  Planes, cars and motorbikes  More action  Superpowers  Some punching and striking  More games  Multiple cities  Speed (make the system quicker)
  • 32. Teachers’ comments  They liked role playing games (they found them educationally useful)  They thought it was an asset of SimSafety to have many pupils online at the same time discussing and acting together  They thought there is great potential in SimSafety