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Classroom Pilot of a Nutrition Education Game



John Ferrara
Dr. Kristin Schneider
'Sup.
        John Ferrara
        Creative director, Megazoid games

        Currently playing:
         • Words with Friends
         • Osmos
         • Team Fortress 2




        Follow me!
        @PlayfulDesign
Playful Design
PlayfulDesignBook.com


25% discount code:
FERRARA
Agenda
 
    •   How Fitter Critters came to be
    •   Overview & demo of the game
    •   Persuasion model
    •   Pilot study
Challenge to create games that teach
8- to 12- year olds healthier eating habits
Virtual pets.  Real nutrition.
Games for Health 2011
    • Got exposure to a lot of great work
 
    • Connected with researchers
 
    • Started learning about grant opportunities
       o Foundations
       o SBIR/STTR
       o R01/R21
• Player is responsible for maintaining the
  health of a virtual pet


• Must shop for the critter's food, cook for
  it, and feed it


• Each day the player must fill the
  critter's green bars without filling the
  red bars
A quick demo
Unit plan for teachers
Persuasion
  model
• Games are a form of
  procedural rhetoric
• Procedurality makes video games
  unique as a communications medium
• Example: BANNED in Kansas!
1. Define a core message

        A persuasive game
    must be designed around
 a clear and concise statement
    of what you want players
       to do or to believe.
2. Tie the message to strategy
           Games drive players
     to find the most efficient ways
                 to win. 

        If the message represents
            the ideal strategy,
       then the process of playing
   serves as a proof of its truthfulness.
                      
We built a tiered system of rewards

               Social rewards

               Trick out your pad

               Earn more money

               Greater productivity, more 
               sports wins, sick less often

               Health goes up

               Better food choices
Pilot
    • Preceded by usability studies
 
    • Worked with USDA to ensure accuracy of the data
 
    • Added quests to make it self-running
 
    • Conducted the study at an elementary school in
      Northbridge, MA in November 2011
 
    • Will be published in the Games for Health Journal
Pilot study
• Middle school in central Massachusetts
  – 5th graders
• Played the game for one week during health class (52
  minute class periods)
• Hypotheses:
  – Students would find the game acceptable.
  – Playing the game would increase nutrition and activity
    knowledge, positive nutrition attitudes and self-efficacy for
    healthy eating and physical activity.
Results (n=75)
                                                              t      p
                             Mean (SD)       Mean (SD)

 Nutrition knowledge         10.71 (1.97)    11.04 (1.91)   1.75    .08

 Positive nutrition         59.14 (6.08)    62.22 (7.74)     5.2    <.00
 attitudes self-efficacy
 Nutrition                  36.85 (6.51)    38.50 (7.64)      9
                                                             2.4     1
                                                                    .02

                             22.34 (1.94)    22.44 (2.33)    6

                                                             �2
 Exercise self-efficacy                                     0.36    .72

                               Correct         Correct               p
                            responses (%)   responses (%)
Physical activity             40 (55.6)       30 (41.7)     29.73   <.00
knowledge activity
Sedentary                     36 (50.0)       34 (47.2)     16.34     1
                                                                    <.00
knowledge                                                            1
Fitter Critters Acceptability
• Scale: 1=strongly disagree & 5=strongly agree
• Overall average for scale=4.52 (SD=0.60)
• Lowest rated item:
   • I liked what the critter looked like (M=4.04, SD=1.28).
• Highest rated items:
   • I liked playing the shot put game (M=4.79=SD=.52).
   • I want my critter to be healthy (M=4.78, SD=0.66).
Game tracking data (n=97)
 Average number of game log-ons was 11.96 (SD=5.88).
    73% logged on at least once outside of class.
 Students completed an average of 14.71 (SD=3.30) quests
  (out of 17 total quests).
 Played an average of 86.41 (SD=114.06) sport games.
 Critter’s health
    Overall health scores began at 2 and increased on average to
     3.54 (SD=1.64; 5 point scale).
    Percent saturated fat began at 20% and decreased on average
     to 15.63 (SD=7.63).
What did you like MOST about the game? (n=78)
                                                            Frequency    %

Games (shot put / foot race)                                   38       43.18

Buying food / Cooking / Feeding the critter                    14       15.91

Health related / learned something                             11       12.50

Decorating Critter's home                                       7       7.95

Earning money                                                   6       6.82

Quests                                                          4       4.55

Everything                                                      3       3.41

Certain game features (having choice, having own critter)       2       2.27

Critter                                                         1       1.14

Nothing                                                         1       1.14

I don't know                                                    1       1.14
Future Directions
• Fitter Critters game
• School curriculum
• Environmental
  modifications
Future Directions
• “The thing I liked most about the game is how
  you…get to actually cook your food. I may not
  know how to cook in real life, but it's fun
  cooking in here.”
Thank you!


   PlayfulDesignBook.com
   Twitter: @PlayfulDesign

   Email: ferrarajc@yahoo.com
    

    

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Fitter Critters: Classroom Pilot of a Nutrition Education Game (Games for Health 2012)

  • 1. Classroom Pilot of a Nutrition Education Game John Ferrara Dr. Kristin Schneider
  • 2. 'Sup. John Ferrara Creative director, Megazoid games Currently playing: • Words with Friends • Osmos • Team Fortress 2 Follow me! @PlayfulDesign
  • 4. Agenda   • How Fitter Critters came to be • Overview & demo of the game • Persuasion model • Pilot study
  • 5. Challenge to create games that teach 8- to 12- year olds healthier eating habits
  • 6. Virtual pets.  Real nutrition.
  • 7.
  • 8. Games for Health 2011 • Got exposure to a lot of great work   • Connected with researchers   • Started learning about grant opportunities o Foundations o SBIR/STTR o R01/R21
  • 9. • Player is responsible for maintaining the health of a virtual pet • Must shop for the critter's food, cook for it, and feed it • Each day the player must fill the critter's green bars without filling the red bars
  • 11. Unit plan for teachers
  • 13. • Games are a form of procedural rhetoric • Procedurality makes video games unique as a communications medium • Example: BANNED in Kansas!
  • 14. 1. Define a core message A persuasive game must be designed around a clear and concise statement of what you want players to do or to believe.
  • 15.
  • 16.
  • 17. 2. Tie the message to strategy Games drive players to find the most efficient ways to win.  If the message represents the ideal strategy, then the process of playing serves as a proof of its truthfulness.  
  • 18. We built a tiered system of rewards Social rewards Trick out your pad Earn more money Greater productivity, more  sports wins, sick less often Health goes up Better food choices
  • 19. Pilot • Preceded by usability studies   • Worked with USDA to ensure accuracy of the data   • Added quests to make it self-running   • Conducted the study at an elementary school in Northbridge, MA in November 2011   • Will be published in the Games for Health Journal
  • 20. Pilot study • Middle school in central Massachusetts – 5th graders • Played the game for one week during health class (52 minute class periods) • Hypotheses: – Students would find the game acceptable. – Playing the game would increase nutrition and activity knowledge, positive nutrition attitudes and self-efficacy for healthy eating and physical activity.
  • 21. Results (n=75) t p Mean (SD) Mean (SD) Nutrition knowledge 10.71 (1.97) 11.04 (1.91) 1.75 .08 Positive nutrition 59.14 (6.08) 62.22 (7.74) 5.2 <.00 attitudes self-efficacy Nutrition 36.85 (6.51) 38.50 (7.64) 9 2.4 1 .02 22.34 (1.94) 22.44 (2.33) 6 �2 Exercise self-efficacy 0.36 .72 Correct Correct p responses (%) responses (%) Physical activity 40 (55.6) 30 (41.7) 29.73 <.00 knowledge activity Sedentary 36 (50.0) 34 (47.2) 16.34 1 <.00 knowledge 1
  • 22. Fitter Critters Acceptability • Scale: 1=strongly disagree & 5=strongly agree • Overall average for scale=4.52 (SD=0.60) • Lowest rated item: • I liked what the critter looked like (M=4.04, SD=1.28). • Highest rated items: • I liked playing the shot put game (M=4.79=SD=.52). • I want my critter to be healthy (M=4.78, SD=0.66).
  • 23. Game tracking data (n=97)  Average number of game log-ons was 11.96 (SD=5.88).  73% logged on at least once outside of class.  Students completed an average of 14.71 (SD=3.30) quests (out of 17 total quests).  Played an average of 86.41 (SD=114.06) sport games.  Critter’s health  Overall health scores began at 2 and increased on average to 3.54 (SD=1.64; 5 point scale).  Percent saturated fat began at 20% and decreased on average to 15.63 (SD=7.63).
  • 24. What did you like MOST about the game? (n=78) Frequency % Games (shot put / foot race) 38 43.18 Buying food / Cooking / Feeding the critter 14 15.91 Health related / learned something 11 12.50 Decorating Critter's home 7 7.95 Earning money 6 6.82 Quests 4 4.55 Everything 3 3.41 Certain game features (having choice, having own critter) 2 2.27 Critter 1 1.14 Nothing 1 1.14 I don't know 1 1.14
  • 25. Future Directions • Fitter Critters game • School curriculum • Environmental modifications
  • 26. Future Directions • “The thing I liked most about the game is how you…get to actually cook your food. I may not know how to cook in real life, but it's fun cooking in here.”
  • 27. Thank you! PlayfulDesignBook.com Twitter: @PlayfulDesign Email: ferrarajc@yahoo.com    

Notas del editor

  1. So I&apos;m going to be prsenting a case study of a nutrition education game we created called &amp;quot;Fitter Critters&amp;quot;, that&apos;s intended to persuade kids to adopt healthier eating habits and empower them with the skills the need to make better choices about their own diets.   I&apos;m thrilled that the conference theme this year is &amp;quot;designing across channels&amp;quot;, and I&apos;d like to invite you to think of games as one of the gin which user experience desigers can make an important contribution and find new ways to solve problems.     Now it&apos;s well established...   I&apos;m going to be talking about games that are created to persuade people to adopt a particular point of view, or to take some action in the real world.  And I&apos;ll argue that games are actually ideal way to do this, and well worth the attention of user experience designers.   To illustrate the point I&apos;ll be going through a case study of Fitter Critters, which is a nutrition education game designed to encourage kids to adopt healthier eating habits.     Now it&apos;s well established that one of the great, cheap ways to curry favor with an unfamiliar audience is to show them cute pictures of your baby.  ANd I&apos;m certainly not above that.
  2. Last year, Let&apos;s Move in coordination with the USDA launched the Apps for Healthy Kids contest.
  3. Our entry was Fitter Critters, and out of 63 entrants it took 2nd place.  SO we were really happy about that.  
  4. Fitter Critters was intended for use in classrooms, and our education consultant prepared an 8-lesson interdisciplinary unit plan calibrated to national standards for teachers to use to integrate the game into classroom instruction. It&apos;s full of worksheets, overheads, fun games and activities.  I&apos;ve brought along printed copies, and if you&apos;d like to have a look just let me know.
  5. So how does the game go about changing player behavior?
  6. The design of Fitter Critters was heavily influenced by a book by Ian Bogost called &amp;quot;Persuasive Games&amp;quot;. Bogost argues that games can contain procedural rhetoric, and are able to communicate persuasive messages.  He further argues that it is the procedurality of video games, their ability to execute rules, that makes them unique as a communications medium.  In public speeches and TV shows,  meaning is communicated overtly.  But in a procedural medium, it is communicated through participation.
  7. Critical to guide design decisions toward the central persuasive objective. These are often best left implicit in the game itself -- but more about that in a minute.
  8. When we were first sketching out the game on index cards, its two core messages were the only unchanging part of the design.
  9. So everthing in the game is built toward these two ideas.
  10.   Players need to adopt your core messages as a working hypothesis, and then test it out in the game.
  11. To prove eating better leads to a better quality of life, we built a tiered system of rewards into the game, where one success leads to another. If the critter is consistently served better food, then its health goes up.  If its health goes up, then it&apos;s more productive at work and wins more games.  Those things allow it to earn  more money.   It also gets sick less often -- getting sick means that the player can&apos;t compete in games or work -- so that also allows it to earn more.   Players can then spend the money on decorating their homes. FInally, this feeds into a social reward because players&apos; friends can visit their house and see all the fancy bling they&apos;be got. But at the root of all of this is learning to make better chjoices about food, which is not stated explicitly anywhere in the game.
  12. We hypothesized that students would find the game highly acceptable as evidenced by 1) positive scores on a video game acceptability questionnaire that measured satisfaction, usability and relevance to their eating and activity behavior, 2) playing the game outside of school and 3) positive teacher ratings. We also hypothesized that playing the game would increase nutrition and activity knowledge, positive nutrition attitudes and self-efficacy for healthy eating and activity.