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