Sunday, February 8, 2009

Review format for use in Post Mortems of games

The Serious Games community had a discussion this week via listserv on the value of doing reviews of serious games. Richard Van Eck, University of North Dakota(see below for full signature block) shared some great information on how he incorporates game review into the classes he teaches.

This link covers the serious game, Hungry Planet.

This is the description Richard provided to the list serv on the tactics of writing serious game post mortems.

"Content for the written postmortems:
High Concept (1-2 sentences on the overall idea behind the game. Imagine you are pitching a movie idea to a producer with 2 minutes of time.)
Overview (1-2 paragraphs that expand the high concept--Imagine the producer has said she's interested, and will give you another 5 minutes to elaborate
Learner Characteristics (character POV, intended audience, character description)
Interface Design & Interactivity--How do we interact with the game (Cursors, Drag Drop, Combining Items, Viewing, etc.)--What is the game management like? (Saves, Loads, Reply Conversations/Video,Limitations)--What tools do we use in the game, and how do we use them? (Inventory, Tape Recorders, Diary/Journal, Map, etc.)--How do we
navigate in the game? (Within & Between Scenes & Locations)
Gameplay/Entertainment--Puzzles (Type & Difficulty, Relation to story, plot, and/or goal)--Strategies (promoted by game overall; relation to problem-solving)
Instructional/Learning Factors--Bloom's or Gagné's Learning Taxonomy (Type/level of learning supported by game/puzzles)--How it could be adapted for instructional use--suitable topics/instructional content--how much/what kind of adaptation would be needed (give examples)--does the game focus on depth or breadth in the topic? (What is missing? What is inaccurate? What is misleading? How should this be addressed? Should you or learners provide remediation of these factors? How? What activities could be designed outside game to address weaknesses?
Storyline (Walk us through the game) (Use key aspects of the game to illustrate the content and puzzles you describe in the section on instructional/learning factors
Overall rating of game--What is the educational bang for the buck?--Does it offer something more than what could be done traditionally? If so, what?--Who should consider using it, and under what conditions?--What must you know ahead of time if you are considering using this game for learning?--How much fun is it?"

Signature Block
Richard N. Van Eck
Associate Professor, Graduate Director
Instructional Design & Technology
Board Member, North American Simulations & Games Association
http://idt.und.edu
Department of Teaching & Learning
Education Room 101
231 Centennial Dr Stop 7189
Grand Forks, ND 58202-7189