Documente Academic
Documente Profesional
Documente Cultură
1. Introduction
1.1 Convergence: Real and Virtual
Games are enclosed in what Katie Salen and Eric Zimmerman (2005) describe
as a “magic circle”. In this “magic circle” the rules of the game take precedence,
and interpretation is guided by the context of the game, allowing players to
temporarily separate themselves from the domain of daily life. However, through
the “gamification” of everyday tasks, the line between games and "real life" are
blurring (Schell, 2011).
Shifts in socialization have been felt in area that we would least expect. With the
increase of working households, many parents use media as “a chance to get
their chores done, quiet their kids down, or just have some 'me' time, knowing
that their kids are 'safe' — not playing outside, and less likely to be making
trouble around the house” (Rideout & Hamel, 2006, p. 32). As a result, the
popularity of virtual world registered accounts has dramatically increased in
popularity for young children. KZero reports (2011) that the 6-10 year old
demographic has grown from 77 million, to 272 million in only 2 years. Brands
such as Barbie and Lego have used this trend to extend their reach, and offer a
“third place” (Steinkuehler & Williams, 2006, p. 885) (the first being the family and
the second, school communities) for playing and socializing with other young
consumers. This allows for children's "real life" social interactions with these
brands, such as two young girls playing with their Barbies, to be continued
virtually at Barbiegirls.com. It also allows the toy to assume an online existence
(Lim, 2010).
Alex Britez 1
It is also important to understand how the design choices that are made are read
by they child. Due to their developmental need for safety and security, children
are more prone to be effected by instinctual biases, such as the babyface effect,
friend or foe and attractiveness bias (Isbister 2006).
If children and adults are willing to make monetary investments, in exchange for
the virtual currency needed in purchasing these in-game goods, how could we as
educators capitalize on this motivation to have them invest time on academic
focused interactions such as reading or studying. Rewarding people for
demonstrating specific behaviors has been a controversial topic (Kohn 1993;
Schell, 2010), however Chris Heckers states that more research needs to be
done when applied towards games (Gamasutra, 2010).
2. Game Description
2.1 Background
LeapFrog, known for it popular early childhood educational toys, has recently
opened up LeapWorld, an online virtual world, where children could safely
practice many of the educational concepts that they are learning in school and at
home. The target audience for LeapWorld ranges from 4-8 years old, and is
specifically designed to be accessible for children who have little to no reading
skills.
Alex Britez 2
2.2 Genre
Massively Multiuser Online Games (MMOGs)
LeapWorld’s core mechanics contain what would be expected from most
Massively Multiplayer Online Games (MMOGs). Children are able to personalize
their avatar and design their home all in a safe and fun environment. Initially the
available items are limited, however a player is able to complete mini-games
throughout the LeapWorld system to gain “LeapWorld Tokens” an exchange
them for more items, which include clothing, accessories, and furniture.
Mini Games
Alex Britez 3
As the player explores LeapWorld they will have the opportunity to play various
mini-games for a chance to win “LeapWorld Tokens”. Prior to starting the game,
the player is taken to an instructional video page. This video explains all the core
mechanics of the mini-game, including user controls and the games objective.
Alex Britez 4
LeapWorld with Tag Reader
The LeapFrog Tag Reader is a popular educational product that allows children
learning to read, to touch words and items in LeapFrog’s library of books. In
doing so, they receive feedback consisting of words, sounds, and other audio
that serves to scaffold the child’s learning experience, freeing up cognitive
resources to comprehend the entire text, making reading fun and interactive. It
also includes various assessment activities and games that are recorded in
LeapFrog’s, Learning Path software. This software could be described as a lite
Learning Management Software application
that allows parents to keep track of their
child’s progress with various toys and
products in their catalog.
3. Methods
3.1 Participants
Alex Britez 5
The participants in this study will consist of thirty students (15 female, 15 male)
enrolled in Grades K-1. Each student will be selected from urban northeastern
public schools that use the Developmental Reading Assessment (DRA2). The
learner characteristics, based on the DRA2 assessment, will include low reading
capabilities, and average speech comprehension ability. Participants will also
require having at least 6 months experience with computer-based video games in
the past.
Due to their age, all parents will have been made aware of the purpose of this
research, and have agreed to allow their children to be a participant in this study.
Once the thirty participants have been selected, they will be split into three equal
groups consisting of:
3.2 Instrumentation
Developmental Reading Assessment (DRA2)
Each participant would have already taken DRA2, a criterion-referenced reading
assessment (DRA2, K–3, Beavers, 2006) that is required by many public school
systems around the country. This assessment is used to identify a child's
phonemic awareness, alphabetic principle/phonics, fluency, vocabulary,
comprehension, print concepts and reading engagement. As part of our initial
participant selection process, we will obtain permission to use the their scores on
file at the school.
Alex Britez 6
2. Academic Score Total
3. Full Scale Raw Score = Recreational + Total
4. Percentile = Full Scale Raw Score/80
Alex Britez 7
• Home: Leave
• Purchase Item
Each EOI Is packaged with metadata that offers additional information regarding
the event. For example:
• Group Type
• Timestamp
• Experiment ID
• User ID
• Is Avatar Visible?
Data List:
• Timestamp
• User ID
• Session Start
• Session End
4. Procedures
4.1 Set-Up and Planning
Playtesting will be run in a comfortable room with a homely feel (Hanna, 1997). It
will be scheduled for one hour per participant, with ample time for rest in
between. There will also be snacks, such as cookies and sandwiches to assure
that no child is hungry when asked to focus (Druin, 1999).
Since this test will run over 45 minutes, children should be asked to take a short
break, once the experimenter notices fatigue or jitteriness. This break should
consist of something brief, such as going to the bathroom, or grabbing a drink of
water (Hanna, 1997).
Prior to the testing date, selected children that will be participating in the study
are asked to complete a 20-questions Elementary Reading Attitude Survey
(ERAS could be found in Appendix 1), to assess how much the child enjoys
reading, prior to intervention.
Alex Britez 8
relevant questions that may help to screen the child's gaming proficiencies.
Some question may include:
1. What is your favorite game?
2. What game do you want for your birthday?
3. How often do you play video games?
4. What are you favorite websites to play games on?
There may also be questions in this introductory interview that inform and
personalize follow up question later in the post-game interview. An example of
such a question is, “What is your favorite TV show or book?” Refer to the Post-
Interview section, to see how this question is leveraged later in the study.
1. Children will be told that everything that they do in the lab is "top secret",
and shouldn't be discussed with others. Parents will then be asked to sign
a non-disclosure agreement, since they will also be exposed to some
confidential designs, or information.
2. The experimenter stresses to the participant that they should be honest,
and not to worry about hurting his/her feeling. Additionally the
experimenter should try to motivate the child by telling them, "that you
[they] have forgotten what it is like to be a child, and that you [they] need
their help to make a good product for children all around the world. (Hanna
1997, pg. 12)"
3. The experimenter explains the role of both the participant and child in the
study.
“I want to make it clear that I’m testing the software, not your child. We
want the software to be fun and easy for your child to use on her own,
so I will be asking you to sit back and allow your child to try things out.
I’m right here if she gets stuck, and I will help her out by giving some
hints and asking her to make some guesses.” (Hanna, 1997 pg. 12)
4. The staff will disclose to the parents and participants that they will be
video taping the session, and will be collecting data from the various
sensors. During this time the parents are reassured that information
collected will be used solely for research purposes.
5. Any known bugs with the software will be shared with the children, so
they know what to expect (Isbister, 2008), and aren't discouraged in the
event they run into one during their interaction.
6. The experimenter lets the child know that they will be there the entire time.
This is necessary since sometimes the child will need reassurance and
Alex Britez 9
encouragement and may be agitated by being alone or following directions
from a loudspeaker (Druin, 1999).
During there interaction, the experimenter would need to make sure that the
participant completes the following tasks, based on group type:
EX CG1 CG2
Design Avatar X
Explore Home X X X
Complete 3+
X X X
micro games
Shop Virtual
X
Assets
General questions:
• What did you think about the game?
• What was your favorite part?
• Was there anything you didn’t like?
Avatar based
• How did you like/dislike about your character?
• How important are the tokens to
Alex Britez 11
• Was it easy to buy the clothing?
• What is your favorite item?
• Out of all the items that you saw in the game, which one did you want to
get? Don’t worry about cost.
• If it cost $1 “real” dollar? Would you ask [NAME OF GAURDIAN THAT
BROUGT THEM] to buy it for you?
• What if I told you that you could get it for free, but you need to read a
[NAME OF CHILD’S FAVORITE TV CHARECTOR] book?
Once these questions have been answered, the interviewer presents the second
phase of the study. Each child will be handed a LeapFrog Tag Reader, and
asked to select 10 books of their personal choice from the library. Participant in
both the EG and CG1 are allowed to integrate their Tag Reader to the LeapWorld
account, so they could collect rewards for usage. CG2 is not told about this
feature, and only allowed to use the Tag Reader as an independent product
completely separate from LeapWorld, with no rewards being transferable to the
virtual world.
This concludes, the playtesting section of the study. The participant should be
told how helpful they have been, and how their hard work has helped the
experimenter see exactly which things need to be fixed. Before the participants
leave, the parents are given a $50 gift card to Toys ’R Us.
All interactions with both LeapWorld and Tag Reader, will continue to be logged
by both systems, and available to the experimenter. The participants will also be
asked to complete a bi-weekly Elementary Reading Attitude Survey (ERAS) for
the remainder of this month.
5. Data Analysis
5.1 Research Question 1
How does the customization of a game players avatar effect a child's (6-10
yrs old) overall emotional engagement?
Alex Britez 12
Results of the playtest session will be used to find any measurable difference
between all three groups (EG, CG1 and CG2). This will be done by both
qualitative and quantitative methods:
• Counting the peaks on GSR readings, and finding the average mean
value of each group.
• Counting each occurrence of posture classification and its duration.
• Counting all positive and negative occurrences of observable facial cues
via video, using the Facial Analysis Coding System (FACS).
• Ethnographic review of audio and video.
• Analyzing post-playtest interview.
To assist in analyzing the data a custom user interface will be used to visualize
the data triangulation and help in quickly identifying correlations between the
various events, logging, facial analysis, dialog, and sensor readings. Since you
always run the risk of a child trying to please the experimenter, using the
behavioral data collected, is much more reliable then what a child's response to a
question is (Hanna 1997).
By analyzing the color coded events of both the “Event of Interest” and posture
sensor reading, then triangulating those values with the synced video and screen
recording, the experimenter is able to make inferences about events that caused
noticeable shifts in emotion.
Alex Britez 13
By triangulating the data through time, we could filter it based on events, and
whether the customized avatar is visible or not. This information may be helpful
in informing if customization is more beneficial for 3rd person point of view (POV)
games when compared to1st person POV. Studies have shown that games that
support avatar customization and use a 3rd person POV, instead of a 1st person
POV, show greater amounts of increased heart rate, in males (Lim, 2006).
Seeing a measurable gains in the EG, when compared with both control groups,
would be consistent with Jakabosson’s (2002) idea that the investment of time
and energy given to avatar development become a type of “social capital”. Dede
(1996) also shows how the safety of role-playing through an avatar allows a
participant to take more risks, and Bruckman’s (1997) reveals how role-playing
provides interesting learning outcomes.
In order to see if there are any measurable increases in either virtual world or
behavior, we could look at the data logs that show us any fluctuations in usage
through time. We could then compare the usage over time from both EG and
CG1, who both had a rewards incentive from using the Tag Reader, with CG2
which had no rewards for using the Tag Reader.
Alex Britez 14
Are there any positive/negative implications due to eliminating the rewards
earned during "real life" interactions?
To answer this research question we could analyze the results of our longitudinal
Elementary Reading Attitude Survey, and see if there are any shifts in either
pleasure, academic, full raw scale, percentile, or all of the above. We could then
compare those results to between all three groups.
6. Data Application
The results of the research questions proposed in this paper could be leveraged
to create more tightly integrated transmedia storytelling (Jenkins, 2004)
experiences for learners. In doing so, designers could leverage the affordances
of multiple mediums in an effort to help a learner successfully transfer their skills
to “real world” applications, all through the same narrative.
7. References
Billard, A. (2003) Robota: Clever Toy and Educational Tool. Robotics &
Autonomous Systems 42, 259-269
Brouwer-Janse, M. D., Suri, J. F., Yawitz, M., deVries, G., Fozard, J.L., and
Coleman, R. User interfaces for young and old. interactions (March–April 1997),
34- 46.
Alex Britez 15
Bruckman, A. (1997). MOOSE Crossing: Construction, Community, and Learning
in a Networked Virtual World for Kids. PhD dissertation, MIT.
Gee, J. P. (2003). What video games have to teach us about learning and
literacy. New York: Palgrave/Macmillan.
Hanna, L., Neapolitan, D., & Risden, K. (2004). Evaluating computer game
concepts with children, Proceeding of the 2004 conference on Interaction design
and children: building a community. Maryland: ACM Press.
Hanna, L., Risden, K., & Alexander, K. (1997). Guidelines for usability testing
with children. interactions, 4(5), 9-14.
Isbister, K., & Schaffer, N. (2008). Game Usability. New York: Morgan Kaufman.
Alex Britez 16
Kohn, A. (1993). Punished by Rewards: the Trouble with Gold Stars, Incentive
Plans, A's, Praise, and Other Bribes. Boston: Houghton Mifflin.
Lim S. (2006) The effect of avatar choice and visual POV on game play
experiences. Unpublished Dissertation. Stanford University.
Alex Britez 17
8. Appendix
Alex Britez 18
Alex Britez 19
Alex Britez 20
Alex Britez 21
Alex Britez 22