This is a Night Elf (NE) This is a Night Elf (NE) She is preparing a potion using her “Alchemy” skill She is preparing a potion using her “Alchemy” skill.

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Presentation transcript:

This is a Night Elf (NE) This is a Night Elf (NE) She is preparing a potion using her “Alchemy” skill She is preparing a potion using her “Alchemy” skill This picture comes from World of Warcraft (WoW). WoW is a MMORPG This picture comes from World of Warcraft (WoW). WoW is a MMORPG

Part 1: Edutainment Why World of Warcraft? Multimedia and the human brain Game Design Basics What makes some games so fun and addictive? Part 2: The Present Synesthesia and multimedia Online games available today Part 3: The Future Quick Response Codes Second Life Part 1: Edutainment Why World of Warcraft? Multimedia and the human brain Game Design Basics What makes some games so fun and addictive? Part 2: The Present Synesthesia and multimedia Online games available today Part 3: The Future Quick Response Codes Second Life OUTLINE

More than 12 million subscribers as of October, 2010 WoW is a virtual world with its own economy, history, chemistry (called alchemy) and biologybiology Most WoW players learn a huge amount of information about the game very rapidly. For instance, almost every player knows that Bronze is an alloy made of tin and copper because that is one of the craftable items in WoWhuge More than 12 million subscribers as of October, 2010 WoW is a virtual world with its own economy, history, chemistry (called alchemy) and biologybiology Most WoW players learn a huge amount of information about the game very rapidly. For instance, almost every player knows that Bronze is an alloy made of tin and copper because that is one of the craftable items in WoWhuge WHY WORLD OF WARCRAFT?

SYNESTHESIA Which of these shapes is named Booba and which is named Kiki ? Beethoven 5th Symphony on youtube Which of these shapes is named Booba and which is named Kiki ? Beethoven 5th Symphony on youtube AB LEARNING AND THE HUMAN BRAIN

MULTIMEDIA LEARNING AND THE HUMAN BRAIN MULTIMEDIA “There are multiple memory systems that are governed by distinct and interacting neural substrates” 4 Multimedia information is often perceived by the human brain as “fun” and “interesting”. This is a list of content forms that the brain can memorize: Text Audio Still Images Animation Video Smell “There are multiple memory systems that are governed by distinct and interacting neural substrates” 4 Multimedia information is often perceived by the human brain as “fun” and “interesting”. This is a list of content forms that the brain can memorize: Text Audio Still Images Animation Video Smell Touch Taste Pain Acceleration/body position Emotion Interactivity Touch Taste Pain Acceleration/body position Emotion Interactivity The content forms in bold are used in video games 4 Elizabeth A Phelps, “Human emotion and memory: interactions of the amygdala and hippocampal complex”

INTERACTIVITY MULTIMEDIA AND THE HUMAN BRAIN Histogram of the average normalized gain : red bars show the fraction of 14 traditional courses (N=2084), and blue bars show the fraction of 48 interactive engagement courses (N=4458) 1 1 Richard R. Hake, “Interactive-engagement versus traditional methods: A six-thousand-student survey of mechanics test data for introductory physics courses”

LEARNING AND THE HUMAN BRAIN EMOTIONS LEARNING AND THE HUMAN BRAIN EMOTIONS “We are just starting to explore more complex interactions between emotion and memory that could be unique to human function” 4 Plutchik’s flower 4 Elizabeth A Phelps, “Human emotion and memory: interactions of the amygdala and hippocampal complex”

MMORPG: Massive Multiplayer Online Role Playing Game “Many players report that the emotions they feel while playing an MMORPG are very strong” 2 Common features in MMORPG’s: Progression: The character improves, the players feels like there is a reason to play the game, a motivation. Social Interaction: most MMORPG’s require some degree of teamwork MMORPG: Massive Multiplayer Online Role Playing Game “Many players report that the emotions they feel while playing an MMORPG are very strong” 2 Common features in MMORPG’s: Progression: The character improves, the players feels like there is a reason to play the game, a motivation. Social Interaction: most MMORPG’s require some degree of teamwork GAME DESIGN BASICS 2 Ge Qian, “Psychological Perspectives on Social Behaviors of Chinese MMORPG Players”,

PVE: Player Versus Enemy PVP: Player versus Player Griefer: is a player in a multiplayer video game that deliberately irritates and harasses other players. Learning Curve: It is impossible for a player to enjoy a game if he does not know how to play. Most games come with a game manual, but almost no one reads the manual. Video games are designed to teach the game concepts while actually playing the game, the player should have fun within seconds when playing the game for the first time. A steep learning curve is synonymous of game design failure. PVE: Player Versus Enemy PVP: Player versus Player Griefer: is a player in a multiplayer video game that deliberately irritates and harasses other players. Learning Curve: It is impossible for a player to enjoy a game if he does not know how to play. Most games come with a game manual, but almost no one reads the manual. Video games are designed to teach the game concepts while actually playing the game, the player should have fun within seconds when playing the game for the first time. A steep learning curve is synonymous of game design failure. GAME DESIGN BASICS

Behavioral Game Design (aka reinforcement): a player will get rewards while playing a game (level-ups, in-game currency, equipment, etc.) The best games are designed to carefully combine a fixed ratio, random ratio and variable ratio reward schedules to intentionally create addiction in the player. 3 GAME DESIGN BASICS

Game Design Components Extensive use of multimedia Interactivity – not Reactivity Emotion Social interaction: Teamwork Competition Reinforcement learning Game Design Components Extensive use of multimedia Interactivity – not Reactivity Emotion Social interaction: Teamwork Competition Reinforcement learning WHAT MAKES SOME ONLINE GAMES SO FUN AND ADDICTIVE WHAT MAKES SOME ONLINE GAMES SO FUN AND ADDICTIVE Results Fun Engagement Motivation/Addiction Results Fun Engagement Motivation/Addiction

A few definitions from Information Science… Non interactive: a message is not related to previous messages Reactive: a message is related only to one immediately previous message Interactive: a message is related to a number of previous messages and to the relationship between them A few definitions from Information Science… Non interactive: a message is not related to previous messages Reactive: a message is related only to one immediately previous message Interactive: a message is related to a number of previous messages and to the relationship between them INTERACTIVITY – NOT REACTIVITY Typing an answer and getting “correct/incorrect” as a feedback is not interactivity

Concepts of game and graphic design are easy to apply to a power point presentation, for instance, functional groups could have their own color: SYNESTHESIA AND MULTIMEDIA -COOH Carboxylic acids in red (they often behave like acids)-N- Amines in blue (they often behave like bases) -OH -COOH + -OH  -C-O- Alcohols in yellow and esters in orange, since in Fischer esterification an ester is obtained from an alcohol and a c. acid -C-O- O O -COOH-COOH-COOH-COOH “Colorful” does not always mean “better”

ONLINE CHEMISTRY GAMES AND TOOLS

QUICK RESPONSE CODES

SECOND LIFE

1.Richard R. Hake, “Interactive-engagement versus traditional methods: A six-thousand-student survey of mechanics test data for introductory physics courses”, Am. J. Phys., Vol. 66, No. 1, January 1998, Ge Qian, “Psychological Perspectives on Social Behaviors of Chinese MMORPG Players”, Entertainment for Education. Digital Techniques and Systems, 2010, Elizabeth A Phelps, “Human emotion and memory: interactions of the amygdala and hippocampal complex”, Current Opinion in Neurobiology 2004, 14:198–202 1.Richard R. Hake, “Interactive-engagement versus traditional methods: A six-thousand-student survey of mechanics test data for introductory physics courses”, Am. J. Phys., Vol. 66, No. 1, January 1998, Ge Qian, “Psychological Perspectives on Social Behaviors of Chinese MMORPG Players”, Entertainment for Education. Digital Techniques and Systems, 2010, Elizabeth A Phelps, “Human emotion and memory: interactions of the amygdala and hippocampal complex”, Current Opinion in Neurobiology 2004, 14:198–202 REFERENCES