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Dollars as Points
Marrying Real and In-Game Progress
Jonathan Barone
Center for Game Science
University of Washington
What stakeholders want:
Users playing because they enjoy the game
Measurable benefit
Reality:
Users playing because they have to
???
About CGS
• We make scientific discovery and math
education games
• then use those games for research.
• Ultimate goal: expert-level knowledge from
games
• centerforgamescience.org
Foldit
Treefrog
Treasure
Intro: DNA
Overview
• What reality-anchored scoring systems
can do for serious games
• How to design and implement such a
system
What’s in a score?
Super Hexagon
score formula:
t
Civilization 4
score formula:
Serious games and score
• How do serious games use score?
Engagement
Performance
Evaluation
Serious games and score
• How do serious games use score?
Engagement AND performance evaluation
Inaccurate/arbitrary scoring
You scored
6,230 points!
B -
“No.”
“Okay.”
Days? Days?
Days?
Weeks?
Days?
So, weeks or
months later:
Well-correlated scoring
Instant
(Little later)
Work
Designing a scoring system
• Is a score that reflects real metrics feasible
and practical?
• How much flexibility do we have?
• Prototype/iterate.
• Does it work for the players?
• Does it work for the partners?
Should we bother?
66%
33%
yep
Acceptable abstraction
Scientists Players
100%
66%
B-
Prototype, iterate
• You know the drill.
• One catveat: involve a domain expert from
the start.
Does it work for players?
• Qualitative, non-leading questions:
– Do they understand the concepts?
– Is it motivating them?
• A/B test if possible
• Hopefully:
Does it work for partners?
• Quantitative, statistically significant data:
– Compare to control group.
– Show transfer to real life.
– Compare to value of non-game methods.
• Hopefully:
Outro: DNA
Conclusion
• Scoring needs to suit the players.
• For use as a real metric, it needs to suit
the partners, too.
• It’s critical for the designer to understand
the field and constraints.
• Qualitative evidence from
players, quantitative evidence to partners.
Acknowledgements
• The DNA team: Brian Britigan, Matt Burns, Seth
Cooper, Rowan Copley, Barbara Krug, Sundipta
Rao, Zoran Popovic, Georg Seelig, and Eric Winfree
•
• Screenshots credited to: Terry
Cavanagh, Firaxis, Green-Eye Visualization
Centerforgamescience.org
jbarone@cs.washington.edu

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Marrying Real and In-Game Progress

Notas del editor

  1. Welcome, I’m Jonathan Barone, a project lead at the Center for Game Science at the University of Washington etcetc
  2. This is the hope for serious games. Players play them because they want to, because they are as fun and engaging as any game, maybe even more engaging because the player understands the real-world benefit of their play. The stakeholders get a quantifiable benefit, hopefully with a better ROI than they would have achieved through methods other than SGs.
  3. Now I don’t have any illusions that this talk is going to solve this problem as a whole. But I think I can help a bit with the player side and a lot with the stakeholder side.
  4. Examples of a few games, shout-out/jab to Zoran
  5. Mention score as general term for primary feedback mechanism
  6. Dollars as only metric, changing constantly, what does it mean to a player?