Design Ideas from Commercial Games : Materials
from the Workshop
SimWorkshop: Designing Case-based Learning
for Virtual Worlds
Stanford University, CA, USA
8/24/06
Abstract
Video games are an absorbing and engaging pastime for many, but they
can also be a highly effective tool in healthcare education. This session
will demonstrate several commercial games that illustrate design
ideas with great potential for enhancing case-based learning in
virtual worlds. Some of these ideas include:
- Use of new sorts of interaction with the game device
(stylus, voice, biofeedback)
- Massive multi-player games (World of Warcraft)
- Physical games (Dance Dance Revolution)
- "Choose your own adventure" multi-path
(Fable)
- Addictive puzzles (Tetris)
Session Host
Workshop Materials
Movie Clips
Games Demoed
| Name | Website |
| Tetris | http://en.wikipedia.org/wiki/Tetris |
| Super Monkey Ball | http://www.sega.com/games/game_temp.php?game=smbdx |
| Trauma Center: Under the Knife | http://www.atlus.com/trauma_center/ |
| Fable | http://fable.lionhead.com/ |
| ER Game | http://www.ergame.com/ |
| Dance Dance Revolution | http://www.musicineverydirection.com/ddr.html |
| Journey to Wild Divine | http://www.wilddivine.com/ |
| World of Warcraft | http://www.worldofwarcraft.com/ |
Sponsoring Organizations