This page is an on-going project - I am building a list of theories, etc. that are relevant to serious game theory design.
Serious Game Theory: The theory of how and why serious games work. I have developing this theory since 2003, when I began my doctoral studies. Serious Game Theory is related to but distinct from Serious Game Design. Some theories relate to serious games as a learning medium (foundational) and others are useful to consider when designing specific games (implementation).
Serious Game Theory is NOT the same as or in any way related to Game Theory
As far as possible I will try to include the following with each entry:
Theories come in many flavours. These are just a few:
How do we tell a theory from a model from a style?
I really don't know.
Often it seems simply to be a matter of degree, and whether or not the authors have nice pictures to visualize their ideas.
Adaptation Theory
Basically the idea is that we all have a concept of how the world is and works in our heads (our theory). Whenever we come across something new (practice), we do one of these things:
In all cases the goal is to keep our internal world in a state of equilibrium where everything fits according to our internal logic (which may or may not be valid).
These two approaches to internalizing new knowledge require different approaches, so it's useful in design to have some idea of which you are trying to elicit? Do you want to expand on something the players already know or change their minds?
Designers need to be aware of both explicit reinforcers and events that are connected so often that they become associated with each other.
As children we are still building our internal worlds and accommodation happens quite readily and frequently.
I suspect that as we get older and our internal world becomes more complex, we tend to prefer to assimilate new knowledge. Accommodation happens less readily and there is a tendency for us to “assimilate” new knowledge by labeling it negatively (false, silly, bad, …). That way we do not need to change our world view.
This theory is much maligned in education, but is still a key learning mechanism for almost all animals. It is so well accepted that it hardly deserves to be called a theory anymore, but it is most easily seen in relatively uncomplicated situations: basic animal training uses this principle. These days, positive reinforcement (clicker training) is more accepted than negative reinforcement, although negative reinforcement (shock collars) is still used, especially where safety is an issue.
An important variation on this is that partial reinforcement often elicits a much stronger response than regular reinforcement.
Contiguity is about associating one thing with another often enough that they become linked in the individual's mind. This too can be either positive or negative.
Most games would be no-where without behaviouristic reinforcers.
See also:
The basic idea is that what we can take in and remember is finite, but affected by a host of factors, such as what we already know, and how easily we can hang the new learning onto something we already know.
It is possible to facilitate learning by reducing the cognitive load. This can take many forms, such as reducing distractions, presenting new ideas in a familiar form, mixing new and old so that there isn't too much new.
This notion is also related to George Miller's 7 plus or minus 2 theory. The_Magical_Number_Seven,_Plus_or_Minus_Two
If we are talking about Computer-Supported Collaborative Learning, then to my mind it doesn’t even belong in a list of learning or instructional design theories. It is far too thin to be considered a theory – it has the potential to produce some useful tools, but not yet. I came across what I believe will become one of my most useful comments in late 2004: “The most basic point in all computer UI design is that the user does not want to use your application. They want to get their work done as quickly and easily as possible, and the application is simply a tool aiding that.“ [http://benroe.com/files/gui.html] This is germane to the area of CSCL (and also to CSCW), and yet most researchers in the area seem to devote their time to creating more ‘stuff’ to place between the various people who are trying to learn or work, and the work or learning they are trying to accomplish. For the most part, what I have seen of both CSCL and CSCW, neither are invisible (in the sense that Norman promotes).
aka Crowdsourcing
Evidence: Folt-It
Cognitive Learning Theory
Bruner’s accomplishments are among the best known of all of major advances in education of the twentieth century. He is known for his foundational work in both cognitivism and constructivism. Deciding which should be associated with his name depends on who is asked, and which part of his long career one examines.
Jerome Bruner ranks among the foremost social thinkers of the last century. His contributions to psychology, cognitive science and education have been equaled by few. He is either responsible for or has been a principal figure in the development of such notions as scaffolding instruction, constructivist learning models, and the role of narrative in learning.
The notion that we construct new knowledge based upon prior knowledge is now quite fundamental to all of cognitive science.
In games, this is all about learning by doing.
Cognitive Learning Theory
Often confused with constructivism, constructionism theorizes that we can learn through building things. For example we can learn about various mathematical concepts by building math games.
Learning through building games is often associated with serious games, and game building tools like Game Maker are quite popular here.
I think the notion is actually more fundamental than is often considered when using the building of games as he vehicle for learning. In order to build a game about a particular concept, it is necessary to understand that concept quite thoroughly. The learning mechanism at work here is exactly the same mechanism as when we try to teach someone something. This mechanism is why tutoring can be so beneficial to the tutor.
See also: learning_by_teaching
Theory of Human Cognitive Development
Piaget decides that human capacity to learn certain things goes through various stages of development that are determined by age. He did this from watching his own children. While it is now widely accepted that there are serious flaws and gaps in his theory, the fundamental notions are sound and still in use today.
This has obvious implications for educational games designed for children and young learners.
Learning Style Theory
David A. Kolb (with Roger Fry) outlined four elements in his model: concrete experience, observation and reflection, the formation of abstract concepts and testing in new situations. (Kolb & Fry, 1975) These four elements form the nodes of a connected circle of experiential learning, with learners able to enter, as it were, at any point along the circle. Ideally, learners will posses balanced abilities in each of the four areas, but in reality, they tend to polarize towards one of four “poles”. These four poles are summarized in the table below.
The primary argument being made here, is that many games already include elements to meet the needs of various learning styles, so if true, it should not be surprising that many of the games listed could just as easily have been listed in different columns. It’s all a matter of perspective, and how the player chooses to take up the game.
In more traditional settings, once an individual’s style is identified, instruction can be organized to support his or her strengths, which can give confidence, while still encouraging the further development of the others. In games, the need to appeal to a broad audience ensures that the Converger can remain unemotional, yet imaginative exploration is encouraged and rewarded. Theoretical models can be devised and tested with minimal risk, yet risks can be taken, and normally the worst that will happen is that the player must start over.
This bears repeating: a key aspect of good games is that the player can take up the game in many different ways: as a neutral orchestrator, or as an impassioned participant. Games encourage Accommodator abilities of immediate reaction to circumstances and Converger abilities of the application of ideas, and both can remain within the bounds of the “magic circle” of play (Huizinga, 1950) because the usual rules and consequences of reality don’t apply. Divergers can identify with other players or NPCs (non-playable characters) as if they are people, and Assimilators can relate to them using whatever conceptual frameworks they like. Some strategies will lead to greater success within the game than others, but the fact remains, that it is only a game – exploration and experimentation are actively supported in most good games.
aka DCog
The idea here is that cognition and knowledge is distributed across a bunch of things, including inanimate objects.
Many forms of games are obvious embodiments of this theory of learning.
Miller gave us some very useful ideas, such as the magic 7 +/- 2The_Magical_Number_Seven,_Plus_or_Minus_Two; and the idea of chunking – both of which can be used to great effect in designing games – but when applied too universally it becomes a dangerous analogy – we are NOT computing devices, attempts to explain human cognition in terms of a discrete machine creates a semiotic domain that is too limiting to be of value in work with games.
Although not an active researcher in either the area of games or learning, in 1981 Malone presented a theoretical framework for intrinsic motivation in the context of designing computer games for instruction (Malone, 1981) that has been referenced by almost every writer and researcher in the area of digital game based learning. In it Malone states that intrinsic motivation is created by three qualities: challenge, fantasy, and curiosity. Challenge comes from variable levels, hidden information and randomness that inject uncertainly. Fantasy makes something possible that otherwise wouldn’t be. Curiosity can be aroused when learners believe their knowledge structures are incomplete, inconsistent, or un-parsimonious (making the strange familiar). Intrinsically motivating activities supply learners with a range of challenge, concrete feedback, and clear-cut criteria for performance – all essential qualities of successful games.
The theory of multiple intelligences is one of the most significant recent developments in learning theories. Gardner proposes seven primary forms: linguistic, musical, logical-mathematical, spatial, body-kinesthetic, intrapersonal (e.g., insight, metacognition) and interpersonal (e.g., social skills).
The implications of this theory are that learning can become more effective if we focus on and develop instruction for these intelligences. For an example of how a single lesson might be varied to connect with each of Gardner’s intelligences see (Becker, 2005). Assessment should include more than one ‘intelligence’, as each is more than simply a content domain; it is also a learning modality. Cultural differences play a key role, as each culture tends to value and emphasize particular intelligences in favour of others.
Connecting Gardner’s ideas with the design of games is particularly effortless, as almost every one is evident in almost every game – one of the features of games that make them so engaging is that they address each one of these forms, providing game players with a particularly rich experience:
Gardner’s more recent work has shifted focus somewhat to mechanisms of creativity, and professionalism, both in practice and the attached moral and ethic issues. Gardner and his colleagues have called this project “GoodWork”, and this area as well, games can play a role – games can serve as a medium to allow people to examine and play out various scenarios and thereby explore the concept of “good work”.
Cognitive Learning Theory
Facts, Concepts, and Schemas ALso: Piaget & Anderson
We make things into patterns.
I can’t remember exactly what he did, so I’ll just give you the reader’s digest version…
Believing that memory was a social and cultural phenomenon, Bartlett’s work centered on confirming this notion. Through his research, he learned that when people are told stories and asked to retell them later, the stories tend to be shorter, and are often coloured by the teller’s own culture and experiences. So for example when a part of the original story involves some aspect unfamiliar to the listener, an internal incongruency is created which the listener fills in from their existing knowledge base in order to make sense of it.
Bartlett is most often attributed to the description of the notion of “schema”, which is instrumental in organizing information so it can be remembered and recalled. Today, the concept is widely used in reference to categorization and classification of all kinds of information, and is also a useful tool when discussing many aspects of games that can be used for learning, as well as knowledge gained from game play. His work on group behaviour also has relevance to the use of games for learning.
At its simplest we should keep things recognizable so we can categorize them in our heads easily. Schemata are used for everything from level design to interfaces.
This is almost like a theory of everything - it is how we learn. Pattern matching is what we DO. All the other theories are coloured by this one.
Motivation Theory
Self-Determination Theory is a theory of motivation and personality that addresses three universal, innate and psychological needs: competence, autonomy, and psychological relatedness.
Learning is a function of activity, context, and culture – it is situated. Unfortunately, judging by the experiences of all three of my own children in a total of eight different schools, classroom situations are not often like this. Jean Lave states that social interaction is a critical component of situated learning – participants build a “community of practice”. Newcomers or beginners start off at the periphery but eventually become encultured and can ultimately assume the role of expert through “legitimate peripheral participation .”
The concept of situated learning has proven to be a fertile beginning for numerous other concepts, including those of John Seely Brown and William J. Clancey.
The potential for games to create just the kind of environment Lave describes exists now – what’s lacking is a broad recognition of this fact.
We learn by watching and interacting with others. This applies to knowledge, but also to behaviours and attitudes.
We can learn by watching others play.
[1896 – 1934] – Social Interaction, Zone of Proximal Development
Although Vygotsky’s work took place at about the same time as Pavlov, his ideas did not become widely known until long after he died. Vygotsky is best known for his proposition that cognitive development requires a social context in order to reach its potential. Through his theories about the “zone of proximal development”, he suggested that an individual could achieve far more with some help than he could alone. Further, the level of achievement possible with help (ZPD) varies from one individual to the next, and can be used as a measure of potential. “Experience has shown that the child with the larger zone of proximal development will do better in school. This measure gives a more helpful clue than mental age does to the dynamics of intellectual progress.” (Vygotsky, 1934)
Given Vygotsky’s emphasis on social interaction, he is one of the earliest and strongest champions of collaborative work, and in some ways it is not surprising that the idea still has not really caught on in North American school systems, except to an extent at the elementary level. The school system here remains very much an adversarial, competitive environment. This is easily evidenced by the continued reliance on homework where collaboration is typically not encouraged, and the tenacious adherence to ‘individual work’ and isolation during exams. While some of this has to do with cost-effectiveness and efficiency (out of school collaboration is likely to require technological support, and isolation is easier to invigilate during tests), I suspect much of this is due to the fundamentally competitive and adversarial nature of our educational system and its administrators.
In most ways, game-based learning is highly collaborative; sometimes making use of peers; sometimes mentors, and sometimes a proxy in the form of the game AI. In this way the game environment actively supports Vygotsky’s ‘zone’. In fact, many games would be unplayable, or at least unchallenging if they did not rely heavily on a modern equivalent of Vygostky’s zone.
Below is a selection of relatively well-known learning theories and models. This section looks at how the theory is connected to or embodied in games. A connection to existing commercial game design is described for each one in the first group ([base] means it forms a basis for Serious Game Theory, and [implement] measn it is used in the design and implementation of games), and an explanation for exclusion is provided in the second group. (Original Source of list of theories: http://www.instructionaldesign.org/theories/index.html)
Here are other places you can look for more lists and additional information.