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Assignment 3: Game Design

1. Game Title: Transitions: a Serious Computer Game for Veterans


2. Game Genre: Escape Room type game
3. Target Audience: US military veterans- but any adult could conceivably play and
benefit from the cognitive experience.
4. Subject Area(s): Psychology- Positive Psychology
5. Topics Covered: Understanding, deconstructing/reconstructing self-identity through
values comprehension/manipulation.
6. Learning Objectives/Standards Addressed: While this is not an academic learning
game, it does align with some of the core objectives of psychology courses,
specifically the Texas State academic course guidelines manual (ACGM) PSYC 2301-
objective stating that the learner will “identify the factors in physiological and
psychological processes involved in human behavior.” Meeting this objective is
achieved as the player moves through each playing environment because the player
will have to understand his or her core values strengths at least at an underlying level
and be willing to trade them for values needed to escape the environment.
7. Goal of the Game: for the service member who is leaving the military and returning
to civilian life to move through the different environments of the game, trading
current, self-ascribed values for actual values until transition has been achieved.
8. Rules- The veteran must complete a two-part values survey to build a values
inventory and use that inventory to exit an environment (escape) within a certain
time frame. Once the veteran has successfully negotiated all environments, he or she
will have completed the game. Each successive environment will have its own unique
challenge based upon the value being explored, but the essential rules are the same:
escape the environment within the allotted time and with an improved
understanding of the value being implemented in the game. A time manipulation
method is introduced at the beginning of the game to allow the length of time within
each environment to be increased, but that increase will come at a cost to the player
in later environments. The game can be replayed as often as desired.
9. Storyline: The veteran (the player) has received discharge papers and is preparing to
leave the military. The game begins as the veteran is challenged to find a way out of
the office from which he received his marching orders. Each environment will be built
based upon the five critical character military strengths selected by the player. These
self-selections will be pitted against the top five actual strengths as determined by
the VIA-72 survey. Prior to game play, the player has responded to each survey
during the onboarding process. Those responses will be what determines the playing
environment. Each environment must be successfully negotiated for the player to
move closer to becoming a civilian again. The game does include a social aspect in
that if a player is having difficulty negotiating an environment, the player may ask for
help, akin to the “phone a friend” or “street shout out” type of “lifeline” which will be
allowed. Using this feature adds time to the clock, but may adversely affect the game
play later in the game by running down the clock faster or some other such
manipulation not yet decided.
10. Characters/Roles: In this iteration, the only active character is the veteran. Future
iterations should include multiple additional players, including fellow unit members,
spouse and other family members, civilian friends and co-workers, and other more
random characters. All characters introduced will be included with the intent of
challenging the veteran players’ identity as they maneuver through the game
environment.
11. Problems/Tasks/Missions: Each escape room environment will be based upon
specific values determined by completion of the pre-game surveys. The “mission” will
be for the player to engage with each environment, determine what needs to be
done to escape, and do it, within a pre-determined timeframe. Failure will bring the
player back to the beginning of that environment and restart the challenge.
12. Descriptions of 3D Environments
Overall description (visual) In this iteration, the overall visual design of the
game is intended to be within a three-dimensional
environment (a room, an indoor area, outdoors, etc.)
where the player moves about and interacts with
objects/items within that environment to discover the
means of escape. The environment will be three-
dimensional, and the player will be able to move
around as a normal human would within the space
they are located. There will be no superhuman
abilities such as flying or super strength. The initial
environment will be a room designed to have a
military look and feel, where the player will begin
their transition.
Characters or NPC In this initial iteration, the only character will be the
player, interacting with items/objects within the
environment.
Game mechanics (actions) The player will be required to complete two brief
surveys prior to game play. Once those surveys are
complete, the player will begin to engage with the
environments. The environments will be determined
from the surveys completed. The player will have to
move about the environment and interact with
items/objects within the environment to discover
how to escape. Once the key to leaving the
environment has been determined, the player will
complete the task needed to unlock the exit and
move through the exit to whatever the next
environment is. Each environment will include items
with which the veteran will interact. For example,
there may be a piece of paper containing information
of some kind located in a file folder somewhere in
the room. The information might be a clue or
instructions the veteran needs to escape the
environment he is currently in.
In-world tools/resources These will include, in part, the surveys completed
prior to game play, which will determine the initial
selection of environments, the various items within
each environment that provide tips, hints, and clues
to solve the puzzle, and a method for increasing the
time spent on each level to solve the puzzle and exit
the area.
Challenges or obstacles Each environment will contain a challenge unique to
its attached core strength. A major obstacle to be
included in each environment, regardless of the
attached value, is the presence of a countdown timer
that forces the player to engage and make decisions
to solve the puzzle and exit that environment.
Interaction/communication In this iteration, the player will have no
communication with others, and will only interact
with the collection of items within the environment.
Sounds Ticking clock sound to subtly increase the urgency
for the veteran to exit the environment. Additionally,
there will be a soundtrack suited to the environment
the veteran is in that will enhance the need for
urgency on the part of the player. Sound is an
effective method for creating a state of mind that
may cause the player to slip into negative behavioral
patterns in order to complete the environment.
13. Levels and Progression: Progression will be determined by movement through
different playing environments that are unknowingly selected by the player when
completing the pregame surveys. Progression through the game should not be
considered as “levels” per se, as difficulty does not increase and some players may
find the most difficult environments are earlier in the game. Each environment will
be based upon one of the Essential Character Strengths selected by the player prior
to game play.
14. Number of Players: Single player
15. Estimated Length of Gameplay: Overall length of game play will vary and be
determined by each individual player. Each level, however, will have a predetermined
timeframe within which the player must solve the puzzle and escape the room. That
time frame has not yet been determined, but it will be short enough to cause stress
and anxiety to the player. Estimated environment playing time will be 2-3 minutes
allotted for the escape. Each environment will have a mechanism built in for the
player to extend time, but that will cost the player at later positions in the game.
16. Cognitive Processes Required for Gameplay
Remembering Yes The player will have to remember the location of
items/objects within each environment to use
toward escape.
Understanding Yes The player must have an understanding of the
significance of his or her essential values and how
they might impede the transition process.
Applying Yes The understanding must be applied within the
game environment in order for the veteran to
achieve the goal of successful transition.
Analyzing Yes The player must be able to analyze the
environment and determine which value(s) must be
utilized to best negotiate any given environment,
with an understanding that the choice made might
become problematic in later levels of the game.
Evaluating Yes The player will need to evaluate the options offered
and determine the most appropriate play.
Creating No This iteration of the game does not require any
creativity from the player, per se.

17. Skills Required for Gameplay


Critical thinking Yes The player must be able to think critically
and choose the most appropriate
method of exiting the environment
without creating circumstances for issues
to develop in later levels.
Problem solving Yes Each level offers a specific, value-related
problem to solve.
Decision making Yes Each level will require the player to make
a decision regarding what values-related
character strength they will choose to
use to negotiate that environment.
Creativity No
Communication No
Collaboration No
Psychomotor skills Yes The player will be learning no new
psychomotor skills as a result of playing
this game, but they will be using some
existing skills negotiating the game
environment, selecting and manipulating
objects within the escape room in order
to solve the puzzle.
Other No

18. Content Integration


This game requires prior knowledge. No
This game teaches academic content. No
Content integration strategies and rationale: This game has no academic
content integrated. Each identified value will have its own “escape”
environment from which the player will need to escape. The content will be
determined based upon two surveys the player will complete prior to game
play. The first survey is based on the Signature Strengths Survey created by
VIACharacter.org. This survey is a self-reporting of what the player believes to
be character strengths that are absolutely essential to who they are as a
person. The player will select five of the twenty four value listed that are
absolutely essential to them. The second survey, also created by
VIACharacter.org, is the VIA-72 survey, which identifies the actual strengths of
the player as opposed to the self-reported strengths. The two surveys provide
for the environments to be built to challenge each player’s perceived values
versus actual values. For example, a player might choose
19. Engagement Strategies: The main engagement strategy of this game is to use the
veterans own desire to improve their transition experience to maintain engagement
in game play. A variety of engagement strategies are built into the game including the
surveys, the in-game information items/resources, and the clock, to name a few.
20. Scaffolding Strategies: Scaffolding will be provided initially by the values selections
the player makes. The different values environments encountered by the player will
be determined by those selections. Additional scaffolding is acquired by interacting
with elements found inside each environment. These elements will provide insight as
to the benefits of manipulating various values to escape.
21. Assessment Strategies: the assessment strategies are built into the pre and post
surveys the player will take. The surveys will be taken “out of world.” Pre surveys will
be administered on the onboarding process and the post survey will be administered
as a pre-determined point following game play. The pre and post surveys will indicate
whether any shift in values has occurred.
22. Major Purpose of the Game Integration: This game will be mainly used as a…
Motivation tool This game will be used to help motivate veterans to
work on a more successful integration into civilian
society by recognizing behaviors they may engaging in
that are detrimental to their progress.
Practice

Instructional tool This game will be useful as an instructional tool to help


veterans identify aspects of their identity that may be
hindering their successful integration into civilian
society.
Formative assessment This game may provide a formative assessment to
players through the pregame surveys taken to identify
their core character strengths. It would provide
ongoing formative assessments as the player
continued to play the game
Summative assessment As this is a game designed for players in a state of
identity flux, it would be difficult to discern any sort of
summative learning because the reasoning for game
play is ever-changing. However, the game could
possibly assist in the summative assessment of a
player’s values and identities relationships when the
player is playing the game for a period of time when
shifting from one identity state to another.
Cognitive Behavioral This game is best suited as a discovery tool for the
Tool player. As stated above, this game may provide a
useful adjacent therapy tool to assist veterans with
identifying detrimental veteran behaviors as they
relate to identity crises experienced during transitional
periods.
23. Implementation Plan: Ideally, this game will be implemented via a partnership with
either government veterans’ services or private/non-profit veterans’ organizations or
both, dedicated to helping veterans with transition issues. It could also be useful to
therapists when providing individual counseling services to veterans in assessing their
overall mental health state as it relates to their transitional efforts.
24. Perceived Barriers & Support Needs: The most significant barrier to the success
of this game will be in distribution/deployment (See implementation, above).
The second barrier will be in locating veterans willing to engage in the game.
One possible solution would be to partner with a large veterans’ organization
and distribute/connect through that medium. This solution speaks to what the
game needs to be successful as well.
25. Reflection on the Assignment: This assignment has forced me to more clearly
understand how I need to integrate my surveys and responses into the game
creation. Specifically, it has made me think about how I want the player to interact
with each self-chosen value and its relationship with the values determined by the
VIA-72 survey. I see that I will need to engage in an ongoing examination of how to
create and implement value-specific environments to challenge each player to fully
examine their own value systems and its connection to their identities.
Although I had already conceived of this game prior to this course, this assignment
has made me examine aspects of the game that I had not yet considered. I believe I
have a significantly better developed game because of it.

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