« Creative use of rapid tools – contd. (again) | Main | Don't just use IDs - get some creatives... »

Who designs Serious Games (continued...)?

There's been a fascinating conversation going on at the Serious Games listserv. I asked a question along the lines of: "what do designers of Serious Games need to know? What skills do they need?". This links in to my work in the e-learning mainstream, which attempts to answer these questions for e-learning designers.

The replies have been really useful. I'm going to do a full summary in a few days, but briefy so far it's things like:

  • Storytelling skills (including dialogue writing)
  • Knowledge of gaming patterns
  • Creative thinking skills
  • Knowledge of scoring devices and mechanisms

What's come up in the conversation is that the role of e-learning ID/LDs in the design of SGs should, fairly obviously, be to input "learning expertise" into the process; to ensure that the "interleaving" of learning and gaming is effective.

But here's the problem: I'm not convinced that most ID/LDs - I'm talking about the foot-soldiers in the large agencies and the writer/producer/trainers in large organisations, not the bloggers and gurus - really know enough about learning to help much. The skills that the e-learning industry, as currently constituted, has taught these people, centre around client management and content processing, not learning experience design. These people are very highly skilled - don't get me wrong. But they don't know much about learning, because the endless swathes of systems training, product knowledge, procedure and compliance courses don't need learning expertise. Most IDs/LDs can squeeze a manual into a set of powerpoint slides, drag 'n drops and MCQs...but has their work taught them how to change people and improve performance? I don't think so. 

I'll push my point further. Firstly, many types of SG demand that designers shift from a content processing mindset towards one based around experience design. But tools and methodologies in the e-learning mainstream have very widely militated against experience design, in favour of ever more efficient content processing. Most rapid tools, as I've written elsewhere, are aimed at allowing monkeys to write dull rubbish. Again, don't get me wrong: you can use rapid tools to produce fantastically creative stuff, but that's not what they're aimed at. They're efficiency tools, and they've tended to push our already inappropriately skilled IDs/LDs further down the efficiency (as opposed to effectiveness) dead end.

Secondly, a critical problem is that, at least until the last few months, the e-learning industry have been commercially successful. So the feedback that e-learning designers are receiving from clients is "we like you...more of the same please". This is a little different from what many learners are saying, but in the great majority of cases, e-learners are not consulted on their views. A consequence of this dubious success is that I have sometimes observed, when trying to train e-learning designers in sophisticated (i.e. change oriented) learning methods, they are resistant; "our clients don't need this". (OK - but your learners do, and if you just bothered to measure effectiveness, I think your clients' minds would change pretty sharpish). This contrasts strongly with games designers, ad agency "creatives" and other non-e-learning design professionals, who I love working with, not just because of their creativity, but because of their open approach to learning about learning. I was once forced by a senior ad executive to stay behind after a workshop until 2am (no booze involved!) just talking about problem-based learning...

So I think the Serious Games community has to answer some "serious" questions:

  • who's going to design the convincing, commercially-viable, performance-oriented SG's of the future? Is it the current generation of e-learning designers?
  • how are we going to cultivate these designers? 
  • are the e-learning agencies the gateway into SGs? Or are marketing/advertising/design agencies, who tend to be more customer/solution oriented, likely to be more responsive? Or specialist SG agencies, which is the current model? We shall see...

 

Interested in creating really engaging e-learning? I've started a new blog over here...

 

 

Posted on Thursday, September 24, 2009 at 11:42AM by Registered CommenterPatrick Dunn | Comments3 Comments

Reader Comments (3)

Patrick:

Ok, and all, I assume, based on a rigorous framework of evolutionary psychology. Yes?
September 25, 2009 | Unregistered Commentererudyte
Patrick - interesting post. I've heard similar arguments from Kurt Squire (2008) and Katrin Becker (2006). The trouble is that the argument doesn't make a connection between its primary tenets. Although most IDs don't know much about learning, that fact doesn't negate the need for Instructional Design in serious games. In fact, serious games will likely separate the talented elearning IDs from the poseurs.

As the Head of Instructional Design for a serious games company, I've let game designers build serious games. Empirical evidence proves that they always miss the point: improving performance and changing the behavior of the learner. While they can build scoring, create interesting narratives, and anticipate game patterns, game designers rarely, if ever, achieve the learning objectives of the business client.

One of the most important things to realize right now is that the serious games industry must offer transition; transition between current comfortable e-learning that learners (remember, most of the workforce is still older than 38) know and top-end, high-fidelity 3D serious games. They cannot simply jump from the former to the latter. Right now, learners and businesses have to experience some features in serious games that they experience in traditional e-learning. Consequently, e-learning IDs are very useful in serious games. Without these IDs, serious games will fall into the same “trough of disillusionment” that virtual reality fell into in the mid 1990s (Stone 2008, p.6).

Becker, K. (2006). Design paradox: Instructional games. Future play, the International Conference on the Future of Game Design and Technology, The University of Western Ontario, London, Ontario, Canada, October 10-12, 2006). Retrieved July 13, 2009 from http://dspace.ucalgary.ca/handle/1880/46728?mode=full.

Squire, K.D. (2008). Video game–based learning: An emerging paradigm for instruction. Performance Improvement Quarterly, 21(2), p.7-36.

Stone, R.J. (August, 2008). Human factors guidelines for interactive 3D and games-based training systems design. Retrieved June 6, 2009 from http://www.caspianlearning.co.uk/MoD_Defence_Academy_Serious_games_Report_04.11.08.pdf
September 26, 2009 | Unregistered CommenterBrian Bishop
Interesting thoughts about creative and ad agencies and their total focus on behaviour change and persuasion. Its ultimately how they will be paid, and paid again.

One of the best serious games I have seen this year was actually developed by a creative agency - the Start Thinking Soldier campaign had an SG as its center peice.
http://www.army.mod.uk/news/13695.aspx

It was produced by Skive http://skive.co.uk/#/featured/start-thinking-soldier
September 27, 2009 | Unregistered CommenterChris Brannigan

PostPost a New Comment

Enter your information below to add a new comment.

My response is on my own website »
Author Email (optional):
Author URL (optional):
Post:
 
All HTML will be escaped. Hyperlinks will be created for URLs automatically.