Designing Compelling Medical Games

October 6-8, 2005

A SUMMIT-TATRC West Workshop

Stanford, California

October 6-8, 2005

gaming

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Here's an excerpt from a blog account of the workshop...

Research studies show that it is more engaging to see avatars than automated agents.

What games would revolutionize our society? How might it be revolutionized? How about by eliminating commuting, schools, hierarchies. Integrate people in their communities. Provide people with the means to educate themselves and contribute productively.

Read more ...

"Designing Compelling Medical Games" is a workshop about the design process. Think of a "cooking school" where the secrets behind each dish (the game) are learned, versus a “cooking class” where the chef demonstrates how to prepare the dish. We will focus on the “why” more than the “how”, a nd participants will have the opportunity to experiment as they create their own compelling game!

Students entering health care professions today are digital natives, many having computer gaming as a key activity in their growth experience. Compelling games engage players in many hours of concentrated involvement, and engender continuous learning about new environments, strategies, tools and facts. In the SUMMIT-TATRC West community, we wish to learn and understand how to design compelling edugames for health, and we invite like-minded educators and developers to join us in this quest.

In this workshop, successful game designers will demonstrate and dissect games, explaining their design decisions and strategies, and participants will be able to adopt these processes for their own applications. The workshop will include game elements such as the story, the environment, the characters, levels, branching and scoring, as well as game genres, motivation, and the balance between challenge and success.

This is the third in a series of workshops on “Simulation-Based Learning in Medicine”. Prior workshops have focused on the educational value of simulation and gaming.


 
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