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“Dollars as Points: Marrying Real and In-Game Progress” Serious game creators want good play to create measurable real-world benefit. Players want games to provide positive feedback for good play. Learn strategies to satisfy both of these requirements in a harmonious, efficient way, and how to identify warning signs that your game may be missing the mark.
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Dollars Dollars as Marrying Real and In-Game Progress as Points 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 Treefrog Treasure Foldit • then use those games for research. • Ultimate goal: expert-level knowledge from games • centerforgamescience.org
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? Performance Evaluation Engagement
Serious games and score • How do serious games use score? Engagement AND performance evaluation
Inaccurate/arbitrary scoring Days? Days? You scored 6,230 points! “No.” Days? “Okay.” So, weeks or months later: Weeks? B- Days?
Well-correlated scoring Work Instant (Little later)
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? yep 66% 33%
Acceptable abstraction Scientists Players B- 66% 100%
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:
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 jbarone@cs.washington.edu Centerforgamescience.org