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2015 IEEE International Conference on Consumer Electronics (ICCE)

Effective Learning Through Meaning Construction in


Digital Role Playing Games

Klaus P. Jantke Tim Hume


Fraunhofer Institute for Digital Media Technology Universal Learning Games
Erich-Kästner-Straße 1a Framtidsvägen 12A
99094 Erfurt, Germany 352 57 Växjö, Sweden
Email: klaus.jantke@idmt.fraunhofer.de Email: tim.hume@ulearngames.com

Abstract—Game-based learning (GBL) is promising, almost II. D IGITAL G AME P LAY, M EDIA P ERCEPTION &
as promising as learning when sleeping. But why does it work? S YMBOLIC I NTERACTIONISM
And how to implement it? For which purpose is it appropriate?
And when is GBL doomed to fail? Serious games design is an art. No doubt, digital games are entertainment media and, as
How can game designers and developers utilize deep and well- such, they are perceived highly differently by different players.
established results of the humanities to make the design and Media perception is very personal and relates to the human
implementation of digital games for learning a routine process? user’s experience, preferences, needs and desires, style and
The understanding of digital role-playing based on theories taste, as well as to context conditions and the current mood.
of social psychology such as symbolic interactionism leads to
the authors’ original generic approach to game-based learning When digital games are developed for a purpose, there is
design. A serious game has already been designed, implemented, a need to think about how to transfer the intended real content
and evaluated for language learning that runs on conventional to the player visiting the game’s virtual world [7], [26], [31].
computers, as well as on varying mobile devices such as tablets.
The authors’ central research problem under investigation is:
The stage is set for a series of similar role-playing games which
allow for learning in largely varying domains. How to develop some appropriate methodology and some
Keywords—Game-based learning, role playing, game design. related process model for wrapping real learning content into
attractive virtual worlds. In particular, how to do this on a
I. P ROS AND C ONS OF G AME -BASED L EARNING firm psychological and sociological basis that makes it likely
to succeed. For the targeted methodology and process model,
According to Prensky [24], it is done. Learning by means to be generic it must be demonstrated by means of a series of
of digital games is well-established, at least in the industries, implementations of games for learning; a first one, at least.
for already more than a decade. Some of the authors’ own
observations [14] contradict Prensky’s gushy description of the Initially, there is a need to understand what players are
practice of game-based learning (GBL). Egenfeldt-Nielsen [7] doing and experiencing in virtual game worlds, a question
proves Prensky wrong: “Edutainment started as a serious which is unlikely to have a simple answer.
attempt to create computer games that taught children different
subjects. Arguably, it ended up as a caricature of computer “The relationship between game player and game char-
games and a reactionary use of learning theory.” (ibid., p. 42) acter is immensely complex, despite the ease with which each
identity is assumed. We think nothing of picking up a controller,
Apparently, some authors believe that what humans do in toggling through a few menu screens, and pretending to be
competition establishes a game or, in other terms, to compete another. We might be a plastic token on a game board, a 3D
means to play [22]. Similarly, some believe that to collaborate figure blowing up enemies on a PC, or an imagined persona
means to play (ibid.). In this way, we are getting many games taken up and acted out in a tabletop role-playing game. In
that have an educational purpose, but are not much fun to play. every case, games give us permission to play with identity
One of the key problems with so-called serious games [26] because they give us characters to play.” ([27], p. 27)
is that playing and learning literally fall apart [13]. It takes Maybe Salen and/or Zimmerman feel sometimes like a
enormous efforts to seamlessly integrate learning and playing plastic token on a game board; the majority of players do not.
and it requires some appropriate technology to systematically To avoid pondering the emotions and experiences of plastic
wrap educational theory into game play [19]. tokens and the like, the authors decided to focus on games that
The crux is that players can only learn–or even train–what tell a story1 ([3] [12] [18] [21] [28] [29] and the individual
they are really doing. Consequently, there is an urgent need papers therein), because there exist a large variety of successful
to better understand and respect the relation between the real applications, although far from being generic (see [11], e.g.).
and the virtual [16].
In stories told digitally, there may be large amounts of real
In the training game T RA S T [1], just for illustration, human content as well as completely virtual things.
players really make decisions and choose measures of disaster
management which have a real impact on how the disaster 1 Neither T ETRIS nor M INESWEEPER tells a story and S UPER M ARIO ’s
evolves. The disaster is virtual, but the decisions are real. princess does not do as well.

978-1-4799-7543-3/15/$31.00 ©2015 IEEE 653


2015 IEEE International Conference on Consumer Electronics (ICCE)

Richard Bartle, one of the fathers in spirit of Dungeons III. D IGITAL ROLE -P LAYING G AMES FOR L EARNING
and Dragons, said that “at the persona level of immersion, the
Recall that GBL requires human learners, even in virtual
virtual world is just another place you might visit, like Sydney
worlds, to do real things [16]. The crux of the authors’
or Rome. Your Avatar is simply the clothing you wear when
approach is, very roughly speaking, to make the knowledge
you go there. There is no more vehicle, no separate character,
and the skills to be acquired variables of the role-playing
it’s just you, in the world.” (cited after [32]). But what is real?
system’s character model (see figure 3 for some prototypical
Whatever humans encounter, they have an ability to give implementation in the digital game T HE E NGLISH M INNITS).
meaning to “the senseless infinity of world affairs” as Weber Just for illustration, let us consider two rather different
put it ([33], p. 180). This point of view resulted later in what examples, one from higher mathematics and another one from
is nowadays called symbolic interactionism (see [25] and [17], language learning.
in general, [8], [30], and others, in detail, as well as [20]
and [5], for the roots including the term itself). For example, It is known that there is no universal approach to solving
humans are used to giving some meaning to gestures and face arbitrary ordinary differential equations; there is not anything
expressions. This is known as body language2. such as a closed theory, but a huge collection of largely varying
methods [23]. Those methods are related in an intriguing way,
According to the theory of symbolic interactionism (see as certain types of differential equations are subtypes of others.
[25] and [17] which are both excellent sources), one might For those methods covered by a digital game for learning,
say–perhaps a bit exaggerated–that a story evolving through make the ability to use the method a skill (like mysticism and
game play is not in the game, but is constructed by the player. alchemy, e.g., are skills in T HE E LDER S CROLLS : O BLIVION).
Storytelling as story generation even within some cultural or Within game play, solving equations must play a role for
sociological context is studied by Friess where the scientific reaching goals that make sense and are attractive to the player.
perspective evolves from [9] to [10]. When humans play, The players may need to shoot dragons or to beat zombies,
there occur emotional and cognitive processes of meaning actions that are definitely virtual. But solving any differential
construction. This unavoidably diversifies the way in which equation is a real activity. Solving some equation of a certain
humans learn through game play. type results in increasing the character’s related skill, i.e.,
In response to suchlike essential difficulties of GBL, the au- increasing the variable’s score4 .
thors have developed an approach in which emphasis is put on If you want your learners to develop language skills such
role-playing characteristics within digital storytelling. Before as, e.g., showing disbelief or giving an opinion, make those
summarizing the approach in section III and demonstrating real skills a component of a virtual character’s skill profile
an application in section IV, it is necessary to discuss the in a digital role-playing game. If it is necessary for progress
essentials of digital role-playing seen from the perspective of of game play to express some disbelief in appropriate words,
its subsequent use. human players have a real opportunity to practice and learn,
In a digital role-playing game, you play a virtual character– even if they need to talk to an ork or to an elf. Apparently,
not a plastic token, not a ninepin, not a chessman, . . . –in orks and elves are virtual, but the player’s speech act is real.
some virtual world. The characteristics of this virtual world To motivate the human players to engage in knowledge and
must allow for assigning meaning to places, actors, and actions skill acquisition, some appropriate game design is necessary.
(according to symbolic interactionism) such that it’s just you, Beyond the motivation which is an inevitable prerequisite
in the world (according to Bartle, see above). There are of successful learning, the game mechanics must guarantee
challenges to be mastered. For this purpose, you need to repeated opportunities of character development throughout
develop your character–the virtual one in the virtual world. game play. Key issues are
Characters in role-playing games have properties named • character profiles that contain for each learning goal
attribute, skill, and the like3 . From a very formal point of view, at least one variable,
those are variables. The variables have initial values which • a game story in which the players are likely to give
depend on certain player’s prior choices such as race or clan. sense to their virtual character’s skill variables,
Skills may be developed, i.e. the variables’ values can be • a game mechanics which determines the relevance of
increased by appropriate game play. The player’s character character development to progress in game play,
may gain strength or more sophisticated witchery, for instance. • sufficiently many and repeatedly occurring
Apparently, many of the character skills are only virtual. opportunities of game play suitable for deliberately
Even in case you experience that it’s just you, in the world, developing character skills,
it does not buy you anything in real life, if you developed your • effective in-game functionalities for the visualization
witchery drastically. and inspection of the virtual character’s skill profile to
allow for player/learner-centered skill development.
2 The cultural dependence of meaning assigned to expressions of body
language is definitely interesting and relevant to digital games, because it helps Current patterns of game design [4] do not yet consider the
to understand why and how games may be perceived differently in different above requirements.
regions of the world. But this issue is beyond the limits of the present paper.
3 In T HE E LDER S CROLLS : O BLIVION , there are 8 attributes and 21 skills 4 Developing one skill may have impact on another skill as well, if those
such as, e.g., acrobatics, alchemy, athletics, mysticism, sneak, and speechcraft. skills are related. If you solve some Bernoulli equation, this increases not only
In the T HE E LDER S CROLL : S KYRIM, there do exist 18 skills in 4 groups. your Bernoulli skill, but–a bit, at least–your Riccati score as well, because
There is no way to provide anything like a survey of character concepts in Bernoulli equations are a special case of Riccati equations. This, however,
role-playing games. goes beyond the limits of the present paper.

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2015 IEEE International Conference on Consumer Electronics (ICCE)

IV. T HE M INNITS – H OW TO D O T HINGS WITH W ORDS which may be invested into advancing skills of importance to
fighting such as, e.g., the resistance to dragon attacks and the
J. L. Austin’s insight that we can “do things with words”[2]
firing range of the player’s weapon.
is not only of philosophical and sociological relevance. It is
inspiring to teaching languages, because it leads to language Consequently, even those players who are more interested
learning by doing. This perfectly fits the authors’ approach in the virtual game world with its dragon fights than in
to learning by means of digital role-playing games in which language learning have a strong motivation to improve their
learners practice the real skills targeted in the virtual world. real language skills (named “Functions” as shown in fig. 3).
Role-playing means to act in a virtual world and to improve
the own character’s relevant skills. As briefly sketched in
section III above, there may be both virtual and real skills. The
art of developing role playing games for language learning is to
make the focused language skills relevant in the virtual world
and attractive to human players. This requires an appropriate
storytelling and its implementation in some game mechanics.

Fig. 1. Two Screenshots from T HE E NGLISH M INNITS – An Early Game


State in the Background and the Current Character Profile in the Foreground

T HE E NGLISH M INNITS is a digital role-playing game


in which the human player’s avatar–recall Richard Bartle’s
saying: it’s just you, in the world–is characterized by a large
collection of skills. Some as on display in fig. 2 are relevant
to fighting dragons, whereas others on display in figs. 1 and 3 Fig. 3. Two Screenshots from T HE E NGLISH M INNITS – An Early Skill
are relevant to doing things with words. Profile (left) Compared to a More Advanced Skill Profile Slightly Later (right)

Whether or not the game mechanics results in fascinating


game play is largely independent of real learning skills in
focus. It is an independent art to design good games. And
because it is an art, there does not exist any recipe which
guarantees success.
For role-playing games, it is important to give some
freedom of choice to the player concerning the way in which
the character shall be developed5.
Figure 3 shows two subsequent screenshots of the player’s
skill profile. Every skill listed describes some real human
ability of executing language acts in English.
The player’s skill profile on the left is a very early one.
there is not yet any achievement in the ability to start a
conversation. When players interact in the virtual world, they
are able to improve their real language skills. The screenshot
on the right taken slightly later shows first achievements
in starting a conversation as well as some more substantial
Fig. 2. Three Screenshots from T HE E NGLISH M INNITS – Some Game progress in meeting people.
State of Role Play at which The Need to Fight Dragons Occurs, a Combat
Scene, and the Current Part of the Character Profile Relevant to Fighting 5 In T HE E NGLISH M INNITS , this freedom of choice is still rather limited.
It seemed to be more important to come up with a first fully working
The skill categories are interwoven by the game mechanics. implementation than trying out a larger number of variants suggested by
By means of developing language skills, players score points theoretical investigations.

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2015 IEEE International Conference on Consumer Electronics (ICCE)

V. S UMMARY & C ONCLUSIONS [11] E. Gal, D. Goren-Bar, E. Gazit, N. Bauminger, A. Cappelletti, F. Pianesi,
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