Designing Compelling Medical Games

October 6 - 8, 2005
Stanford University


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Workshop #3 Evaluation Summary

"Designing Compelling Games for Medicine" at Wallenberg Hall, Stanford University

26 paid-participants from the disciplines of medical and nursing education and research and related business groups attended the workshop, along with nine from SUMMIT, and 11 invited speakers, facilitators and guests.

13 participants completed an open-ended evaluation form at the end of the two day workshop, resulting in a response rate of 50%.

Participants’ comments are summarized below:

    1. What did you find most valuable about the workshop?
    • Seven of 13 liked the “interactions with people”
    • Five liked the “presentations and variety of speakers/panelists”
    • Two specifically commented positively on the “Q & A” sessions”
    • Three liked “authoring tools available” and “game development tools”
    • Two liked “exposure to games and game genres” and “demos of games & play time”
    • Two liked “the printed slides in the folders”
    • One commented on “experience of what is state of the art”
    • One commented on “possibilities of collaboration”
    2. What did you find least interesting or unclear?
    Five of the 13 made specific comments:
    • “Games demos—seen most of them earlier”
    • “Money issues were under-represented”
    • “Would prefer an ‘organized tutorial’ session on gaming”
    • “The group brainstorming did not add value/too much time spent on it”
    • “The case developments could have been in smaller groups, and formed according to those with similar interests.”
    3. Did you feel actively involved in the workshop?
    • 11 of 13 said “Yes!” and added, “good questioning opportunities in Q & A sessions”; “approachable networking with no competitive feel or salesmanship”; “panel size/breakout sessions/facility”.
    • One said “Sometimes. My gaming background is limited, so difficult to keep up.”
    4. What have you learned that you can use in your work?
    • Three of 13 wrote “Many ideas”; “A lot”; and “Ideas about engaging the user in a medical simulation”
    • Three wrote “Understand better what games can do/scope of games”
    • Two wrote about “game engines”
    • Two wrote about “strategies for immersive/compelling design”
    • One commented on “terminology about instructional design”
    • One commented on “people putty/3D gaming”
    5. What follow up questions do you have?
    • One person requested “a map of the major players, their notes & contact information”
    • Another person requested “all PowerPoint’s not printed—esp. Byron Reeves”
    • Still another person asked “what it would cost”
    • Finally one asked to be informed of future workshops
    6. Suggestions to improve the workshop: Three people commented positively, saying “Great workshop!” Suggestions were:
    • Offer “organized tutorials”
    • Structure a whole day workshop of “collaborative game design”
    • Provide time for attendees to show their products & seek feedback from attendees
    • Introduce more Industry/Medical marketing folks (pharmaceutical & biotech)
    • Provide contact info of all attendees (with photo if permitted)
    • Dinner excellent, but the early time prevented enough opportunity for playing games—do buffet or dinner an hour later
    • Reception time (5:30pm) too early/conflict with flight schedules
    • Post details of agenda/reception EARLY on web
    • Provide remaining presentations - those absent from the bind
 
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