Gamification with Unity 5.x - Lauren S. Ferro - E-Book

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Lauren S. Ferro

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Beschreibung

Are you looking at implementing gamification techniques for your business and wondering where to get a complete rundown of all the tricks and techniques? Well, you have come to the right place!
This book will start right from the basics such as gameplay elements and their functionalities before gradually moving onto creating your first gamification project from scratch.
You’ll be given the tools and shown how to perform various techniques for creating gamified applications in different contexts. Finally, you will implement various game elements into Unity, publish your own task management application, and get to know the best practices and approaches when designing gamified experiences.

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Veröffentlichungsjahr: 2016

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Table of Contents

Gamification with Unity 5.x
Credits
About the Author
About the Reviewer
www.PacktPub.com
Why subscribe?
Preface
What this book covers
What you need for this book
Who this book is for
Conventions
Reader feedback
Customer support
Downloading the example code
Downloading the color images of this book
Errata
Piracy
Questions
1. The Anatomy of Games
Not just pixels and programming
Finding your preferred type
Playing to learn
Minecraft
Kerbal Space Program
Sid Meier's Civilization
Stop kidding around, be serious!
America's Army
Foldit
Moonbase Alpha
Keeping it real with simulations
Virtual Heroes
SimCity
From Dust
Gamify all things with gamification
Language learning with DuoLingo
Game elements and mechanics
Becoming a better human with Habitica (HabitRPG)
Game elements and mechanics
Shop till you drop with AliExpress (mobile application)
Game elements and mechanics
What is game design?
Conjuring the elements
Getting elemental
Getting mechanical
Difference between gameplay and game mechanics
Competency and complacency; where do we draw the line?
Examples of feedback and reinforcement
The internal flame for doing...anything
Read this and you'll get candies
A little bit of conditioning to control user behavior
Classical conditioning
Operant conditioning
Avoid spoiling the player
Summary
2. Who or What Am I? Understanding the Player
The players - who are they and where do they come from?
Getting contextual
Who is our application targeting?
The user
The amount of dedication
Defining the role of your player
Deciding on what you want your users to achieve
Getting the player to achieve it
Engaging the player
Getting loopy about engagement
Engagement loops
Progression loops
Creating a user profile system in Unity
Setting up the Unity project
Getting personal with some profile information
Showing off that beautiful smile
Summary
3. An Engaged Player is a Happy Player
Keeping 'em engaged
How am I doing?
Keeping it visual
What's that noise?
Someone call a doctor!
Circular health bar
Lives counter
On point!
You've come this far, keep going
Making progress
Showing off how awesome you are
Badges, badges, badges
Achievement unlocked!
Implementing an achievement system
Example of usage
Taking in the view with dashboards
There is no I in team
Adding an element of fun to agile frameworks
Summary
4. Organized Chaos - Getting Ideas Out of Your Head and on to Paper
Brainstorming - getting it all out on the table
Tools and methods for getting ideas out and organizing thoughts
Start pinning with Pinterest
Starting with a fresh slate
Never forget with Evernote
Brainstorming activities
Spinning the wheel of randomness
Getting in and among it
Game on with Gamicards
The great exchange
Getting moody with mood boards
Creating the ideal ideation sessions
Implementing a brainstorming tool in Unity to shuffle ideas
Making a new friend with editor scripts
Creating an editor script
Opening a new editor window
Drawing something inside our editor window
Adding a scrollable text area
Inserting a button and implementing the shuffle function
Showing the extracted idea
Testing our brainstorming tool
Summary
5. Sculpting the Conceptual Beast
Creating a Game Design Document
Google Drive
Word (and Microsoft Office)
InDesign
Creating a prototype - what you'll need
Gathering your humans
Having a plan!
Setting a date
Scoping it out
Keeping it short and to the point
What's your poison?
Getting your jam on!
Failing is an option
Touching base
Methods of prototyping
Paper prototyping
Rapid prototyping
Tools for prototyping in Unity
Placeholder sprites
Composing figures
Arrow
Star
Assets mock-up
Substituting the temporary assets
Using labels
Gizmos
Getting basic core concepts into Unity
Quick navigation
Revisiting the prototype
Testing with the closest people
Testing with external people
How to test
Revisiting your prototype and iterating
Summary
6. Breathing Life into Your First Creation - Creating and Importing Assets for Your Application
Designing the application
Creating the game elements
Adobe Illustrator
Vector graphics
An introduction to Illustrator
Creating badges in Illustrator
Getting all rounded
Using the Shape tool
Using the effect
Showing the best of you with badges
Aiming above the bar
Putting it all together with sprite sheets
Importing and setting our assets in Unity
Importing assets
Import Settings
The Sprite Editor
Testing our settings
Testing the packing tag
Testing the dimensions of the sprites
Summary
7. Get Your Motor Running
Designing our application
Getting started
Creating the application interface
The lateral menu
The interface
Opening and closing the menu
Adding items to the menu
The Home page
The Tasks page
Navigating through the different screens
Defining tasks
Object-oriented
The Task class
Dealing with tasks
A prefab as Task panel
The Task manager
Allowing the user to create new Tasks
Create Task button
Delete task button
Adding the icon
Inserting the title
Inserting the Due date
Selecting the Task priority
Setting up the Tasks page
Summary
8. Break, Destroy, and Rebuild - the Art of Playtesting and Iteration
Playtesting
Methods of playtesting
Going solo
Group testing
Open or controlled
Getting the info - have a plan!
Recruiting the chosen ones!
People you know
People you don't know
The people who you are targeting
Setting up the play-date for playtesting
A little goes a long way
Getting everyone on the same page
Play time!
Methods of playtesting - game time!
Observing how testers are playing
Asking the right questions
During the playtest
After the game
Asking them to explain the game to you
Keeping it balanced with rules
Interacting and the interface
Post-mortem - evaluating the playtest
Reflecting at the end of it all
Iteration
The iteration cycle
When to stop?
Data persistence in our application
PlayerPrefs in Unity
The Set function
The Get function
Erasing an entry
Erasing all the data
Saving local data in a custom file
Using a database
Connecting our application to a database
Why are databases important for playtesting?
Services for databases
Playfab in Unity
Downloading the SDK from the website
Importing and setting the SDK in Unity for databases
Creating a login system for your users
Exchanging data
Summary
9. Graduating Your Project to Completion
Finishing the application
Optimizing the project for a mobile platform
Processing the power
For 2D games
For 3D games
Other considerations
Test, test, and test again
Don't have access to many devices? Not a problem
Getting it ready to publish
Don't be modest, promote your game!
Sharing is caring
Facebook
Twitter
LinkedIn
Instagram
Snapchat and Vine
YouTube
Blogs and websites
Documenting the process
Describing updates
MailChimp
Paying attention to statistics
Engaging with your audience
Rewarding engagement
It's a hoot! Managing social networks
Remembering time zones
Tag! You're it
Getting commercial
Terms, conditions, policies, and agreements
The publishing checklist
Now it's time to press the Build button
Where do I begin?
Short-term
Long-term
Towards new horizons
Summary
10. Being the Best That You Can Be!
Getting your game on without overdoing it
Understand what gamification is and what it is not
Kids see through chocolate covered broccoli, and so do adults
Using gamification in moderation
Getting tangential
Be prepared to fail
Test it!
The iterative cycle
Backup...everywhere
Teamwork...play nice
New and future directions
Uses within education
Homework management
Who wants to be a knowledge-aire?
Hide and seek
The ultimate race
Uses within business
Uses within personal life
Improving your skills once you have finished this book
Become a researcher
Make design a daily habit
Redesigning your favorite games as board games
Never. Stop. Learning
Play to win and play to explore
Read game guides
Participate, compete, and get together
Summary

Gamification with Unity 5.x

Gamification with Unity 5.x

Copyright © 2016 Packt Publishing

All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.

Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.

Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.

First published: November 2016

Production reference: 1231116

Published by Packt Publishing Ltd.

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ISBN 978-1-78646-348-7

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Credits

Author

Lauren S. Ferro

Copy Editor

Safis Editing

Reviewer

Charles Palmer

Project Coordinator

Ritika Manoj

Commissioning Editor

Amarabha Banerjee

Proofreader

Safis Editing

Acquisition Editor

Larissa Pinto

Indexer

Rekha Nair

Content Development Editor

Sachin Karnani

Graphics

Abhinash Sahu

Technical Editor

Sachit Bedi

Production Coordinator

Melwyn Dsa

About the Author

Lauren S. Ferro is a gamification consultant and designer of game and game-like applications. She has worked, designed, consulted, and implemented strategies for a range of different purposes, including professional development, recommendation systems, and educational games. She is an active researcher in the area of gamification, player profiling, and user-centered game design. Lauren runs workshops both for the general public and companies that focus on designing user-centered games and game-like applications. She is also the creator of a game design resource, Gamicards, which is a prototyping tool for both games and game-like experiences, which is centered on player’s preferences for game elements and mechanics.

She is passionate about the future of games and the technologies surrounding them, as well as their potential to improve the lives people.

When she is not playing or creating games, you can find her flying kites, creating music, or whipping up a storm in the kitchen.

Whether directly or indirectly, it takes a combined effort to create something wonderful. For this reason, I would like to thank the following for their contributions towards the development and completion of this book: Packt Publishing and everyone involved in publication of this book. Thank you for providing me with the opportunity to write about gamification. It has been a fantastic journey and I have enjoyed being a part of the community. In particular, I would like to thank Sachin Karnani for his help through the development of this book. Your comments, suggestions, and edits through each stage have helped to make this book great. The reviewers who have taken the time to read this book and provide suggestions and feedback to improve it for the future readers. Francesco Sapio, for his help and support throughout the process of writing this book. His knowledge, experience and expertise has been more than valuable. My parents, who have done everything to support me and for always believing in me. Thank you for being my inspiration and motivation in life, and the reason that I entered into the world of games. Lastly, to you, the reader. Thank you for entering the world of gaming, and allowing me the opportunity to provide you with information and resources that will take you on many adventures in creating your own gaming experiences. Don’t just be a gamer, be a game changer.

About the Reviewer

Charles Palmer is a faculty member and administrator at Harrisburg University of Science and Technology, a STEM-focused, private, four-year comprehensive university dedicated to ensuring institutional access for underrepresented students and linking learning and research to practical outcomes.

As the Executive Director of the Center for Advanced Entertainment and Learning Technologies, Professor Palmer oversees the design and development of ventures in new and emerging technologies, serves as Program Lead for the undergraduate Interactive Media program, is an adviser to the Learning Technology Masters of Science program, coordinates a high school video game academy, and mentors university students on research projects in the fields of augmented/virtual reality, mobile computing, web application development, digital media, and interactive games.

As a technologist and public speaker, Charles uses virtual reality, 3D printing, gamification, interactive storytelling, social media, and simulations to discuss how training and performance can be improved with the inclusion of the latest technological advances.

Professor Palmer is also a co-author of the recently released Alternate Reality Games: Gamification for Performance, available from CRC Press and Amazon.

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Preface

As you can guess from the title of the book, this book is designed to teach you about implementing gamification into Unity. However, this isn’t any ordinary how-to guide. It will give you not only a strong theoretical foundation of what gamification is, but also how it can be implemented to achieve different results. It discusses motivation, reward schedules, feedback loops, and how these all impact the end user. In addition, this book will also guide you through the process of game development from concept to implementation, including testing, iterating, marketing, and finally publishing.

What this book covers

Chapter 1, The Anatomy of Games, explains the different components of gameplay and their functionalities. We will explore what games are made up of–the atoms of gaming experiences and how they are used.

Chapter 2, Who or What am I? - Understanding the Player, tells the readers that in designing and developing a gamified application, it's very important to study and understand the audience, and how they behave as players. Therefore, in this chapter, the reader will be provided with different tools to specifically engage his target audience. More importantly, the readers will learn how to understand and to design these specific tools inside Unity.

Chapter 3, An Engaged Player is a Happy Player, will discuss ways to provide feedback and reinforcement as well as tracking the progress of the player during their engagement with the application. In addition, it will describe ways to actively engage players throughout the experience.

Chapter 4, An Organized Chaos - Getting Ideas Out of Your Head and on to Paper, will explain how to design a gamified application before starting to create a final version. The reader will learn different and specific techniques for process of creating gamified applications in different contexts, allowing the reader to have more tools to face the challenge. Furthermore, it is also shown how it is possible to use Unity during the process to help the reader to create helpful tools in Unity to generate new ideas.

Chapter 5, Sculpting the Conceptual Beast, shows that having a hard copy of the application the reader has in mind can avoid many restructuring and recording later. Therefore, this chapter introduces a series of tools to the reader for creating a physical prototype of the application. At this stage, the reader will get an idea of how to test it with its target audience to avoid wasting time and programming resources later on in the process. This will also extend what the reader has done in previous chapters, but add more functionality.

Chapter 6, Breathing Life to Your First Creation: Creating and Importing Assets for Your Application!, will show the reader how to gather all the concepts from the previous chapter and get them working together inside Unity. By the end of this chapter the reader will have acquired the right skills to implement all of them inside Unity.

Chapter 7, Get Your Motor Running, will explain to the reader how to implement various game elements into Unity that relate to the project. This provides the basic foundation and practical skills that the reader will need later on when developing the project. Each game element will be provided with a clear explanation of how to create it within Unity.

Chapter 8, Break, Destroy, and Rebuild - The Art of Playtesting and Iteration, will reveal methods of playtesting and iteration, in order to improve the design  of their project. It will suggest ways to test, what to look for and what to pay attention to during this stage.

Chapter 9, Graduating Your Project to Completion, will wrap up everything that we have done as part of the project. It will make sure that the project is ready to publish and that the reader has developed all the necessary skills to get it to the final stage. It will also discuss different marketing techniques and approaches to online social networking services to give a gamified application the best possible chance for success across a wide audience.

Chapter 10, Being the Best That You Can Be!, will consider everything together that the reader has learned during the process and make recommendations some of the best practices during the design process and some of the key things to look for.

What you need for this book

Throughout the book we have used Unity 5.x to develop the gamified application. We have also used Adobe Illustrator to complete some of the images. However, it is possible to use any graphics creation program that you feel comfortable with using. In some instances, word processing software is required to create documents, but feel free to use whatever you prefer (for example, Microsoft Word, Adobe InDesign, Open Office). Other than that, the only requirement from you is to bring your imagination and creativity.

Who this book is for

If you are a project manager, game developer, or programmer who wants to create successful end-to-end gamification projects from scratch, then this is the book for you. You do not need any previous experience of working with Unity 5.X. All the details required to make the most of gamifying your projects are provided in the book.

Conventions

In this book, you will find a number of text styles that distinguish between different kinds of information. Here are some examples of these styles and an explanation of their meaning.

Code words in text, database table names, folder names, filenames, file extensions, pathnames, dummy URLs, user input, and Twitter handles are shown as follows: "Mount the downloaded WebStorm-10*.dmg disk image file as another disk in your system."

A block of code is set as follows:

using UnityEngine; using System.Collections; public class BrainstormingTool : MonoBehaviour {

New terms and important words are shown in bold. Words that you see on the screen, for example, in menus or dialog boxes, appear in the text like this: "They need to be inside a folder named Editor."

Note

Warnings or important notes appear in a box like this.

Tip

Tips and tricks appear like this.

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Chapter 1. The Anatomy of Games

In a world full of work, chores, and just plain boring things, we all must find the time to play. We must allow ourselves to be immerse ourselves within enchanted worlds of fantasy, to explore far-away and uncharted exotic islands throughout mysterious worlds. We may also find hidden treasure while confronting and overcoming some of our worst fears. As we enter utopian and dystopian worlds, mesmerized by the magic of games, we realize anything and everything is possible, and all that we have to do is imagine.

There are many things that are involved in creating this magical places, and in this chapter, we will begin by exploring the following:

To begin Not just pixels and programming will cover the basics of what games are and the types of game that exist. It will discuss how games have developed and how to think about what a game really is.Next,Playing to learn discusses the difference types of game and gamified experiences that can have, and have had, an impact on our daily lives.Then, Gamify all the things with gamification has examples of gamified applications that are used in everyday life. It discusses the types of game element and mechanics that are used within each one, and how they encourage different types of interaction.To answer the question of What is game design? this section will explore thedifferent kinds of element and mechanics that games and gamified experiences have.This chapter will conclude with, Competency and complacency - where do we draw the line? Thissection looks at how games and their components are used to get us up and off the couch and keep us engaged.

Not just pixels and programming

Gaming has an interesting and ancient history. It goes back as far as the ancient Egyptians with a game called Sennet. Long after the reign of the great Egyptian Kings, the ancient Greeks and Romans saw games as a way to display strength and stamina. However, as time has elapsed, games have not only developed from the marble pieces of Sennet or the glittering swords of battles, they have also adapted to changes in media: from stone to paper, and from paper to technology. We have seen the rise and development of physical games (for example, table and card games) to games that need us to physically move our characters by using our bodies and peripherals (Playstation Move, WiiMote), to interact with the game environment (Wii Sports, Heavy Rain). So now, not only do we have the ability to create 3D virtual worlds with virtual reality, we can enter their worlds as well. Just like the following image, which is from Dungeons and Dragons, games don't have to take on a digital form, they can also be physical.

Dungeons and Dragons board with figurines and dice

Finding your preferred type

Now, let's take it a step further and observe the different types of games that exist. There are games to teach, to train, to escape reality with, and games to transform ourselves. As we can see in the following image, there are tons of games that we can play, and across varying platforms as well!

Many different types of game that are available

To begin, you have your games for entertainment. They may have some other elements such as some accurate historic facts (Assassin's Creed, Civilization), but their main purpose is to entertain us. They can exist across a range of different genres from shooter (Call of Duty) to adventure (Fable) and can be played either alone (Alone in the Dark, Alan Wake, Metro 2033) or with company both near and far (Word of Warcraft, Dota 2, Guild Wars 2). Other genres include:

Action: These games offer intensity of action as the primary attraction. They challenge the player in many ways, such as testing their hand-eye coordination and their ability to react to enemies.Adventure: These games can send us to magical faraway lands where majestic animals live and wealth and fortune await. They focus on story and problem solving to get from one part of the game world to another.Arcade: These games give us an experience similar to those from the past and provide us with the opportunity to kill invaders, destroy blocks, and dodge barrels as they inevitably hurl towards us. Gaming experiences are in essence diverse and there is definitely no one-size-fits-all approach to choosing them, let alone to create or design them.Educational: These games aim to teach us about real-world concepts and can complement the work that we may do in the classroom.Fighting: These games place us in the ring with an enemy, or two, and bring out the fighter in us. They often feature players competing against each other in a battle of strength and endurance.Horror: These games have us terrified, unable to move while our hearts are racing as we turn every corner; horror games are what nightmares are made of. They feature overwhelmed protagonist(s), an oppressive atmosphere, and a need for careful management of resources (ammo, health, and so on).Massively Multiplayer Online (MMO): These games are just that. They are games that contain large amounts of players, from all corners of the globe, engaging in various types of gameplay. Players engage in real time and encourage social interaction. They can traverse various detailed and immersive worlds, or solve puzzles against enemies or with allies. MMO's also allow the player to engage with intricate storylines while completing various quests throughout the worlds.Music/Rhythm: These games get you into a rhythm where the player has to input the same synchronized action to a beat or melody such as singing with the right pitch or pushing buttons on a guitar in the right sequence.Platformer: These games are all about platforming. They require the player to jump from one edge to another; sometimes straight into enemy characters over terrifying voids, flames, or even poisonous liquid.Puzzle: These games require focus and concentration. They test your mental skills as well as your dexterity and reflexes.Racing/Driving: These games are where the player drives a vehicle of some kind and races against either other players or time. Such games may create or even break friendships (such as Mario Kart).Role Playing Games (RPG's): RPGs allow us to live out our fantasies as other people or even species. We can be whoever we want, wherever we choose.Shooters (First-Person Shooter (FPS)/Third-Person Shooter (TPS)): These games require the player to go around as a lone agent, team, or rogue and kill anything that moves. These fast-paced games bring out the competitive element within us. We might forge strong bonds or in some cases destroy them.Simulation: These games simulate parts of a reality.Sports: These games allow you to race, swim, and fly. We can live the dream of extreme sports (without the risk) or become an athlete that inspires us.Strategy: These games require you to think outside the box; they challenge your logic and question your reasoning. It is up to you, the player, to come up with plans and tactics to overcome all the challenges that you will face.

Tip

To get a better understanding about different types of genres, try to play a few games from each, albeit on consoles, PC, or mobile. If you don't have a lot of time to spare, check out gameplay videos and see how each genre differs in gameplay.

Playing to learn

The structure of these types of game is what gameplay is molded around. Ultimately, these games aim to teach a concept (or many) to players in more interesting ways than reading the same information from a textbook. In some instances, you will have an educational game, where designers entwine the learning objectives into an abstracted reality; and then there are games that stylize reality.

Minecraft

Minecraft is an open-world sandbox type of game where the player can create basically anything that they put their mind to. Just as we can see in the following screenshot, the world of Minecraft is made up of blocks that the player must collect in order to create range of things from houses to the Enterprise. While this game was not necessarily designed to be used as part of a formal educational environment, just that happened. So much so in fact that some schools have integrated it into their lesson plans and curriculum. To this extent, MinecraftEdu which was its educational version (https://education.minecraft.net/), was created in 2011 so that it can better support learning objectives. The main concept for creating MinecraftEdu was so that it could preserve the world of creation that original Minecraft offered while adding elements that enabled it to be effectively used within the classroom. The use of Minecraft and MinecraftEdu has ranged from teaching math concepts to teaching languages.

In-game screenshot of Minecraft

Kerbal Space Program

Kerbal Space Program (www.kerbalspaceprogram.com) allows the player to create their own space program. This starts with the construction of a spacecraft that is not only capable of flying its crew out into space, but also doesn't kill them. In order to do this, the player has a set of different parts, which are then used to build the functional spacecraft. Each piece serves its own function and will affect the way that the spacecraft flies (or doesn't, just like in the following screenshot). Furthermore, the game supports different game modes. For instance, in the Career Mode, the player has the possibility to expand and manage their own Space Center, by completing missions and researching new technologies. Another is the Sandbox mode, where the player can explore the Kerbal universe without restrictions. Finally, the Science mode is a mix between the previous two.

In-game screenshot of Kerbal Space Program with a crashed spaceship

Sid Meier's Civilization

Imagine being Montezuma of the Aztecs, Darius I of Persia, or Augustus Caesar of Rome like in the following screenshot. Can you image taking the role of some of the most famous historical people that we have only read about? Not only this, but also being the person who must guide the development of a civilization from the first settlements, through the bronze and golden ages all the way through the industrial revolution; and then end up putting a man on the moon, whilst maintaining relationships with nearby nations. Simple...right?

In-game screenshot of Augustus Caesar displaying the background history to the player before they embark on creating their own civilization

Sid Meier's Civilization (1991-2016) series are prime examples of how the natural progression of history plays out depending on how the communities develop skills and infrastructure. In Civilization V (www.civilization5.com) the player can take the role of a historic figure such as Napoleon Bonaparte, Augustus Caesar, or Alexander the Great. The player learns about the history behind each of these great leaders and the time in which they held reign over their respective countries and civilizations. However, what needs to be noted is that the player does not take the explicit role of the historical figure, as they play during different historical periods. The player is effectively writing history as a historical character. In this way, it's possible for Augustus Caesar to order the construction of the pyramids of Giza. This sets up the premise for competitive gameplay among systems within the game and among the gaming community. To get their civilization further along quicker, the player needs to utilize the game's systems more effectively.

It is during historic periods of time (for example, golden age, bronze age, and so on) that the player finds out how their actions affect the outcome of the civilization and the choices resulting in progression and outcomes that allow the player to create an understanding about how different actions and solutions affect the development of a civilization.

Stop kidding around, be serious!

Serious games take concepts from reality that we need to learn, and stylize them in a way that is similar to reality. Whether we are learning about running our own business or a new language, the way that we receive information does not need to remain in endless pages of large textbooks or involves copying notes from classroom whiteboards. The monotonous method of learning can be changed, and serious games take this information and present it as part of an immersive and interactive e-learning environment. Fortunately enough, serious games also provide the ability to test out the knowledge that we learn along the way.

America's Army

The game is a FPS published in 2002 by the U.S. Army (www.americasarmy.com) and is branded as a strategic communication device, designed to allow young Americans to virtually explore the Army at their own pace. The game was created to identify player's interests and then to determine if it matches their needs, interests, and abilities with a view to being part of the U.S. Army. In fact, America's Army represents the first large-scale use of game technology by the U.S. government as a platform for strategic communication and the first use of game technology in support of U.S. Army recruiting.

Screenshot of two different environments from America's Army

Foldit

Foldit  (www.fold.it) is an online game that is part of an experimental research project developed by the University of Washington's Center for Game Science in collaboration with the UW Department of Biochemistry. Players are required to fold the structures of selected proteins using tools that are provided in the game. We can see an example of how the player learns how such structures are formed, in the following image. Of all the solutions, those that score the highest are then analyzed by researchers, who then determine whether there is a native structural configuration (native state) that can be applied to relevant proteins in the real world. What is useful about Foldit is that scientists can then use these solutions to target, eradicate diseases, and create biological innovations. Some of the many successful case stories include www.scientificamerican.com/article/foldit-gamers-solve-riddle and http://www.nature.com/articles/ncomms12549. You are also encouraged to explore other success stories and news surrounding Foldit.

In-game screenshot of a tutorial part of Foldit

Moonbase Alpha

NASA has once again landed on the moon; however, this time their aim is to colonize, research, and further their exploration. After arriving on the Lunar surface, NASA established a small outpost on the south pole of the moon called Moonbase Alpha (www.nasa.gov/moonbasealpha). Not long after establishing the Moonbase, it became self-sufficient and plans for further expansion were begun.

In Moonbase Alpha, you are an astronaut working to further human expansion and research. However, upon returning from a research expedition, you witness a meteorite impact that cripples the life support capability of the newly established base. With time ticking away with each passing moment, it is up to you and your team to repair (as seen in the following screenshot) and replace equipment in order to restore the oxygen production to the settlement and survive.

Moonbase Alpha requires team coordination along with the use and allocation of your available resources such as robots, rovers, repair tools, and so on. These resources are key to you and your team's overall success and survival. There are several ways that the life support system of the lunar base can be restored. However, you are pressed for time and must work efficiently and effectively, learn from decisions (both good and bad), which are taken in previous gaming sessions. Ultimately, this learning process provides the much needed insight to rise above others on the leaderboard and come out as the ideal astronaut to save you and your team from imminent death in the dark depths of space.

In-game screenshot of the player's avatar (the astronaut) repairing a broken part of the space station

Keeping it real with simulations

Next, there are games that try to emulate reality. These are simulations and they simulate real-world consequences. For example, if you die, you have to start again. They can exist in both fantasy and realistic worlds, but just like real life their consequences are permanent.

Virtual Heroes

Virtual Heroes (www.virtualheroes.com) specializes in 3D simulations that are aimed predominantly towards medical or military training. These are two areas where accurate decisions and fast action can be the difference between living and dying. In reality, it can be dangerous to engage in real scenarios due to the risks that they contain. As a result, it is nearly impossible for new trainees to practice in real-life contexts, and get the much needed skills before heading out on the job. Thankfully, 3D simulated environments (such as those that we can see in the following screenshot) in Virtual Heroes not only offer the space to practice essential skills, but also an environment that contains a higher level of safety where novice personnel can perform various tasks without putting anyone at risk. For example, in emergency room situations, patients are able to interact in simulated scenarios. This process allows for failure, where the student can learn from their mistakes without endangering actual patients. From these experiences, students can be trained to think quickly and make appropriate decisions. As the students progress and develop their skills, the scenarios can be modified so that they present new challenges that offer more opportunities to practice and use the previously developed skills. On the backend of these programs, data can be collected, which can provide insights in to how well or badly students perform. As a result, instructors are able to identify problematic areas that will then help to inform them about what areas to focus on when designing future tasks.

In-game screenshot from Virtual Heroes displaying two different types of environment and situation that a player can face during the game

SimCity

SimCity (www.simcity.com) is a rare example of a long-term multiplayer simulation game. In all the other games of the same series, the player has to manage a city. In SimCity, the player controls an entire region that could contain up to 16 cities with different specializations that the player has to control at the same time. Also, they have the possibility to interact with other players' cities. Both a collaborative or competitive behavior can be adopted by the player to guide them during the decision making process. There are no right or wrong choices, but all of them have consequences. For example, building a casino will bring tourists, and therefore money as well, but it will encourage criminal activity. As a result, your city will become more dangerous and it may ultimately affect your population levels. In addition, universities can research new technologies, but they are very expensive to maintain in comparison to other types of buildings and facilities.