严肃游戏的开发(英文版)
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严肃游戏——游戏发展的新方向:初识严肃游戏——严肃游
戏白皮书摘选
Sunny(编译)
【期刊名称】《程序员:游戏创造》
【年(卷),期】2006(000)002
【摘要】如今娱乐游戏市场风起云涌,其间的竞争一波高过一波。
随着《魔兽世界》的引入,国内游戏开发商如今需要面对的不再只是来自韩国的竞争对手,欧美开发商也正蠢蠢欲动,腹背受敌的我们固然要奋起迎击,为民族游戏撑起一片天空。
但是,我们有没有想过,在波涛汹涌的娱乐游戏市场之外,其实游戏还有更为广大的发挥空间,更为广阔的市场。
除了娱乐,游戏能做的还有很多很多。
【总页数】7页(P19-25)
【作者】Sunny(编译)
【作者单位】无
【正文语种】中文
【中图分类】F719.5
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因版权原因,仅展示原文概要,查看原文内容请购买。
Vol.46,No.4 Apr,2021火力与指挥控制Fire Control & Command Control第46卷第4期2021年4月文章编号:1002-0640(2021 )04-0184-05美国陆军游戏化仿真训练系统研究黄蔚,卢建平,夏榕泽,孙强,冯鑫(陆军工程大学通信士官学校通信指挥系,重庆400035)摘要:为提升训练效益,采用游戏化仿真手段进行军事训练已得到各国军队的广泛关注。
美国陆军在游戏化仿真训练理论研究及系统建设运用等方面都进行了大量工作,并取得了一些重要经验。
梳理了游戏化仿真在军事领 域的演进过程,重点介绍了美国陆军游戏化仿真系统建设现状及3类不同层级的典型系统,在深人分析美国陆军对 游戏化训练仿真研究的共识基础上,对开展相关领域研究提出几点启示和建议。
关键词:仿真训练,游戏化,严肃游戏,系统构建中图分类号:TJ01 文献标识码:A D OI: 10.3969/j.issn. 1002-0640.2021.04.035弓丨用格式:黄蔚,卢建平,夏榕泽,等.美国陆军游戏化仿真训练系统研究[J ].火力与指挥控制,2021,46⑷:184-188.Research on U.S. Army Gamification Simulation Training SystemsH U A N G Wei,LU J i a n-ping,XIA Rong-ze,SUN Qiang.FENG Xin(Communication Command Department,Communication NCO Academy^A rmy Engineering University of PLA, Chongqing 400035, China )Abstract:I n o r d e r t o im pr o v e t h e e f f e c t i v e n e s s o f t r a i n i n g,t h e u s e o f g a m i f i c a t i o n s i m u l a t i o n s f o r m i l i t a r y t r a i n i n g h a s r e c e i v e d w i d e s p r e a d a t t e n t i o n f r o m t h e armed f o r c e s o f v a r i o u s c o u n t r i e s.The U.S.Army h a s o b t a i n e d some i m p o r t a n t e x p e r i e n c e s i n t h e o r e t i c a l r e s e a r c h and a p p l i c a t i o n o f g a m i f i c a t o i n s i m u l a t i o n t r a i n i n g.The development o f g a m i f i c a t i o n i n t h e f i e l d o f m i l i t a r y s i m u l a t i o n i s r e a r r a n g e d,i n t r o d u c e s t h e c u r r e n t s t a t u s o f t h e U.S.Army s i m u l a t i o n t r a i n i n g s y s t e m development w i t h g a m i f i c a t i o nt e c h n o l o g y and t h r e e t y p i c a l s y s t e m s a t d i f f e r e n t l e v e l s a r e h i g h l i g h t e d.B a s e d on t h e i n-d e p t h a n a l y s i s o f t h e U.S.Army^c o n s e n s u s o n g a m i f i c a t i o n t r a i n i n g s i m u l a t i o n r e s e a r c h,some e n l i g h t e n m e n t s ands u g g e s t i o n s f o r c a r r y i n g o u t t h e r e s e a r c h i n r e l a t e d f i e l d s a r e p r o v i d e d.Key words:s i m u l a n t i o n t r a i n i n g,g a m i f i c a t i o n,s e r i o u s game,s y s t e m c o n s t r u c t i o nCitation format:H U A N G W,L U J P,XIA R Z,e t a l.R e s e a r c h on U.S.army g a m i f i c a t i o n s i m u l a t i o n t r a i n i n g s y s t e m s[J J.F i r e C o n t r o l&Command C o n t r o l,2021,46(4):184-188.0引百仿真作为描述战争的有效手段,具有科学性、经济性、安全性等方面的突出优势,各国对仿真技 术的军事领域应用都非常重视,不断加大投入,拓 展其应用范围[1]。
玩FreeRice游戏,为贫民挣大米作者:万婷来源:《赢未来》2012年第02期点点鼠标,就能让千百万贫民吃上米饭,你信不信?一款叫FreeRice的小游戏就可以让你见识积沙成塔的力量。
一个在贫困地区生活的正常人,一天大概需要多少粒大米维生?在那些以大米为主食的地区,平均每人每天至少需要2000卡路里,大约是10,000粒稻米。
如果你想为贫困地区的孩子们捐出一天的口粮,那么,你只需在网站中答对1000条问题。
这是一款风靡世界的公益小游戏,叫做FreeRice, 猜对一个单词就能捐10粒大米给那些饥饿的人们。
虽然在2007年上线的第一天只筹得了830粒稻米,但三四个月之后,这款游戏累计筹得的米量已足够五万人吃一天,经过Facebook、Youtobe等网站宣传后,每日捐米量曾达到一亿粒以上。
截至2011年9月,网站共筹得980亿粒大米。
980亿粒大米是个什么概念?我们来算一下。
1000粒大米重约25克,那么,一亿粒大米重约2500000克,980亿粒大米差不多是2450吨。
这2450吨大米,都是靠网友们用鼠标点出来的。
经过该游戏网站的广告商认购之后,这些大米将被捐往联合国的世界粮食计划署(World Food Programme),用以缓解全球饥荒问题。
网站的消息栏中这样写着:“无论你是大公司的CEO还是贫穷国家街头流浪的孩子,提高英语词汇量都会改善你的生活。
此时此刻,躲在世界某个角落里的饥民,可能正在享用你赞助的大米。
”吃的是单词,吐的是大米FreeRice玩法非常简单,没有复杂的游戏规则、也不需要注册登录,打开网站就能看到一个简洁的页面,中间的显眼位置给出一个单词,下面有四个单词选项,只需要点击你认为与所给单词词义最相近的那一个即可。
如果答对了,右边的木盘里就增加10粒大米,答错了就自动跳到下一题。
为了让不同英语程度的人都可以接受这个游戏,FreeRice包含了难度不同的自定义单词库,既适合英语初学者参加,也适用于专业的英语学习。
应用游戏(严肃游戏)在国外应用游戏(严肃游戏)在国外的典型应用可以追溯到1994年美国海军陆战队成立世界上第一个游戏军事训练机构,把游戏作为军队训练的一种辅助手段。
在伊拉克战争的准备阶段,美军就是利用电脑游戏来模拟即将到来的巷战,从而对不熟悉巷战的士兵进行有针对性的训练。
美国军方在各项电脑模拟装备与电脑兵器上,每年花费高达40亿美元,军事严肃游戏《全光谱战士》、《美国陆军》不仅大受士兵欢迎,也在民间收到热捧。
在网上发行之后,获得非常大的成功。
注册用户达到八百万人,超过了北约军事力量人数的总和。
在西点军校里,每三个报考西点军校学员里就有一个玩过《美国陆军》系列,并且受到启发,激发了爱国的热情,最后开始了军旅生涯。
在部队进入伊拉克之前,美国军方通过《虚拟伊拉克》这款严肃游戏来模拟巴格达所有大街小巷战略战术上的要点,让美军士兵在进入真正城市之前,就已经在游戏里面熟悉大街小巷,知道哪里可能会有狙击手,可能会有路边炸弹,可能会遭到伏击。
在游戏中间熟悉后,使战士经历真正作战环境时感到非常熟悉,心里的紧张感会大大地下降,也提高了生存概率。
美国军方正致力于把严肃游戏的使用作为培训制度的一部分,未来数年中将可能使用更多的游戏。
军方已采纳游戏作为训练战略,因为它提供的商品在某些情况下比传统的课堂教学更好。
但是,它并不意味着要取代课堂教学,而只是用于弥补实况、虚拟和建设性的训练经验。
“我们已授权对面向训练目的的游戏效果进行研究”,美国陆军仿真训练和仪器项目执行办公室(PEO STRI)首席科学家、首席技术官罗杰·史密斯说,“有证据表明,它很奏效。
它通常胜过学究式的课堂讲授,因为士兵注意力更集中,通过实践学会教训更快。
那些过去常常由于讲座或示范课程失败的人们,现在正进行同样的测试并通过测试。
”对于美国人来说,尽管已经事隔多年,但世贸大厦崩塌的隆隆巨响依然挥之不去。
而这种影响也在事件过去后的这几年间悄无声息地影响着美国的游戏产业,正如恐怖袭击后诞生的国土安全产业一样,美国的游戏产业也在经历着巨变。
《投壶》游戏策划书
一枪三剑箭:箭的一种箭头为扁平锐三角形,箭杆以木或铁制,供弓弩发射用,因其一次可发射三枚,故名。
三叉箭:箭的一种。
其式样与普通之箭相似,惟箭头为本叉形,中有尖刃,两侧各有向外突出的小刀,整个箭头呈扁平状。
大羽箭:箭的一种。
箭习与箭杆比普通箭为长。
唐·杜甫《丹青引》诗:“良相头上进贤冠,猛将腰间大羽箭。
小凿头箭:箭的一种。
箭头形状如凿头,箭杆较细,以木或制成。
供子弩发射。
飞凫:箭的一种,《六韬·虎韬·军用》:“飞凫雷影自副。
“《注》:”飞凫。
赤茎白习,以铁为首。
”
飞虻:箭的一种。
汉·扬雄《方言》:“箭……其三镰(棱)长尺六者,谓之飞虻。
”《东观汉纪》:“光武作飞虻箭,以攻赤眉,”。
game of thrones 英文原著pdfTitle: Game of Thrones - English Original PDFGame of Thrones, written by George R. R. Martin, is a popular fantasy novel series that has been adapted into a successful television show. The series has captured the imagination of millions of fans around the world with its intricate plot, complex characters, and rich world-building.For fans of the series who want to delve deeper into the world of Westeros and Essos, the English original PDF of Game of Thrones is a must-have. This PDF version allows readers to experience the story in its purest form, without any alterations or interpretations from external sources.The English original PDF of Game of Thrones provides readers with the opportunity to fully immerse themselves in the epic saga of power, betrayal, and survival. From the Game of Thrones: A Song of Ice and Fire to A Dance with Dragons, readers can follow the journey of their favorite characters as they navigate the treacherous political landscape of the Seven Kingdoms.With detailed descriptions of the lands, houses, and customs of Westeros, as well as the complex relationships and alliancesbetween the characters, the English original PDF of Game of Thrones offers a comprehensive and immersive reading experience for fans of the series.Whether you are a long-time fan of the books or a newcomer to the world of Game of Thrones, the English original PDF is a valuable addition to any collection. Immerse yourself in the world of Westeros and Essos, and discover the secrets and intrigues that lie within the pages of this epic fantasy series.。
游戏化学习Game-based Learning汇思软件(上海)有限公司编写2010/4/15目录目录 (1)1什么是游戏化学习? (2)1.1游戏化学习(G AME -BASED L EARNING) (2)1.2严肃游戏(S ERIOUS G AME) (2)2严肃游戏的发展及应用 (4)3严肃游戏与E-LEARNING的关系 (8)4为什么需要游戏化学习? (10)5GBL应用于企业学习哪些方面? (14)6GBL保险代理人解决方案 (17)6.1保险代理人培训分析 (17)6.2游戏化学习在代理人培训中的价值 (19)6.3游戏化学习设计A:保险销售世界(待定) (20)6.4游戏化学习设计B:保险销售任务(待定) (23)7制作流程 (26)7.1制作流程A (26)7.2制作流程B (28)8汇思GBL团队 (29)8.1团队结构 (29)8.2团队成员 (30)1什么是游戏化学习?1.1游戏化学习(Game -based Learning)游戏化学习定义游戏化学习是严肃游戏(Serious Game)在教育领域的应用,是严肃游戏的一个重要组成部分。
不以娱乐为主要目的,而是将游戏和学习结合在一起,采用寓教于乐的教学形式,让用户在引人入胜、个性化、互动性和娱乐性极强的全新学习体验中获得知识技能,从而达到教学的目标。
游戏化学习的特点1、具有传统游戏最基本的特征,保留了游戏的外观和感觉,以及强烈的吸引力和黏性,让用户在游戏过程中持续处于兴奋状态。
2、教学模式以用户体验为主,用户通过不断尝试和犯错获得知识。
3、教学知识碎片化,系统的知识被拆分成若干个知识点,然后植入到游戏的不同环节中,用户是一点一点累积知识。
1.2严肃游戏(Serious Game)严肃游戏定义定义一:“严肃游戏”为“不以娱乐为主要目的游戏”来源:2003年,国际游戏开发者协会(IGDA)的活动负责人罗卡(Jason Della Rocca)在China Joy大会上进行了名为《“严肃”游戏:游戏对社会经济的潜在影响》的主题发言定义二:1)远远超越传统游戏市场的互动科技应用,包括人员训练、政策探讨、分析、视觉化、模拟、教育以及健康与医疗;2)能够解决其他方面的问题,诸如训练军人适应异国的文化、让人们在工作时发挥团队精神、教导儿童理解科学原理。
velopment needs for a game independent of the question of game structure and semi-independent of level of immer-sion.When the table is sufficiently populated with data,the learning objectives required for the game to be considered a successful teaching tool can be reliably matched with the visual development requirements;often the most costly and resource intensive aspect of game cators and game developers alike should be able to understand with a relatively high degree of confidence that reducing the vi-sual style requirements from photo-real character modeling to more simplified forms may effect students’ability to recall the Gettysburg address but will not impact their ability to contextualize the impact of the speech within the themes of the American Civil War.2.RELATED WORK2.1Games for Teaching and LearningGames for teaching and learning,often called serious games, differ from games for entertainment by the rationale for their design.Serious games are designed to have an explicit and carefully thought-out educational purpose[1].The reason we use games for education is to exploit their appeal.The desire to use games for learning is based upon the assump-tion that students learn more when they are highly engaged. Koster[9]extends an equivalency between engagement,fun, and learning,”Fun from games arises out of mastery.It arises out of comprehension.It is the act of solving puzzles that makes games fun.In other words,with games,learning is the drug.”Educators witness the zeal with which students apply themselves to video games and desire to garner such affinity for learning formal subjects.Video games have been used to teach history[19],chemistry[15],and computer sci-ence[20]among many other examples.Video games are even used to teach students how to create interactive stories for video games[4].The key question is not whether students will apply them-selves to video games built as teaching tools,but are the games as effective,or more so,than traditional book,lecture, and lab instruction.Most academic inquiry into the effec-tiveness of games for learning has focused on player immer-sion as the determining factor[6][21].Accordingly,game de-velopment efforts have focused on designing games that are structurally and visually similar to successful entertainment oriented games.Ketelhut,et al.[7]employed a multi-user, avatar based,3D environment and found that the capacity for inquiry and motivation was heightened in K-12science students,but competency over subject matter did not in-crease significantly over the control group in two out of three trials.Kickmeier-Rust,et al.,[8]proposed that,for teaching and learning purposes,3D immersive games are intrinsically superior to2D games because the latter fail to hold a play-ers attention for extended periods of time.Kickmeier-Rust, et al.,contribute to the ELEKTRA Project,an interdisci-plinary European-based game development effort dedicated to creating a methodology for developing an immersive game to teach standardized physics lessons.Evidence points to the effectiveness of serious games be-ing a more complex issue than can be addressed by focusing solely on the goal of player immersion.Where does visual imageryfit into the equation?Advancements in computer graphics are leading to the achievement highly believable immersive synthetic environments.Current logic holds that visual sophistication equates to player immersion and if im-mersion is the key to learning then visual development efforts for serious games must move in step with the high end of CGI.V isualComplexity=P layerImmersion=LearningThis can be a high cost pursuit that the typical budget for educational games cannot accommodate.Fortunately, experience in the use of computer graphics imagery(CGI)in movies and games for entertainment provide evidence thateffectiveness can be achieved through a range of levels of vi-sual sophistication.The key to making the correct visual development decisions lies in understanding the relationship between computer graphics techniques,the resulting visual design style,and the effect of the visual design style on spe-cific learning outcomes.2.2Taxonomy of CG TechniquesAfter publication and dissemination of Ivan Sutherland’s Sketch-pad:A Man-Machine Graphical Communication Sys-tem[22]scholarship into computer graphics began to extend beyond the confines of a small number of military and infor-mation processing research centers.Today’s advancementsin computer graphics techniques include contributions from mathematicians,scientists,artists,and educators represent-ing corporate and government funded research labs,aca-demic institutions,and private industry.While innovationsin computer graphics continue to include diverse applica-tions the greatest impact on both interest and development over the past twenty years has either arisen directly from,or been heavily influenced by,the use of computer graphics imagery(CGI)in entertainment media.A primary interestof entertainment media is presenting characters and envi-ronments.Thus,evolution of CGI has occurred in three primary areas:modeling(Form),animation(Motion),and rendering(Surfaces&Light).In an effort to categorize the relationship between computer graphics techniques and the style of imagery to which they apply McLaughlin[12]devel-oped a taxonomy related to the production of digital charac-ters.We have adopted the structure of the taxonomy witha few modifications.SimplifiedForm:Objects and ideas represented as symbolic forms.Level of detail is low.Motion:Non-articulation offigures.Motionfidelity is low.Surfaces&Light:Flat shading;vector graphics. StylizedForm:Identifiable objects with un-realistic propor-tions or juxtapositions of parts.Level of detailcan range from low to high.Motion:Articulation and deformation offigures present.Expressive actions are magnified.Motionfidelityvaries according to expressive requirements.Surfaces&Light:Shading of curved surfaces,trans-parency,texture mapping.RealisticForm:Photo-accurate modeling of familiar objects.Level of detail is high.Motion:Coordinated systems defining both articula-tion and deformation such as from performancecapture and physically based simulation.Motionfidelity is high.Surfaces&Light:Photo-realistic shadow casting,re-flections,caustics,light scattering,radiosity. McLaughlin’s framework is specific to digital characters but can be extended to encompass other uses of CGI.Visual design styles are categorized as being Primitive,Abstract, or Naturalistic,with each encompassing a non-unique set of computer graphics techniques most likely to be used to create imagery in that visual style.The term Primitive can be considered pejorative,indicating something less refined so we offer Simplified in its place.We have also substituted the original terms Abstracted with Stylized,and Naturalistic with Realistic.It is our opinion that the words Abstract and Naturalistic have a variety of interpretations,particularly in the realm of discussing imagery,and may be more confusing than Stylized and Realistic.Precise classification using this taxonomy can be tricky. For example,a dragon created as a digital creature can be modeled,animated,surfaced,and lit so as to match seam-lessly in a photographed environment and live actors.Is the dragon realistic or abstracted?For our purposes we would classify a dragon as being stylized in Form,and Motion, because it is based upon an amalgamation of known crea-tures,but potentially realistic in Surfaces&Light.Thefilm Finding Nemo[2003]features stylized digital characters in form and motion,however many of the effects such as water, explosions,and even feathers could be considered realistic. The game Borderlands[2007]features fairly idealistic,but plausibly realistic forms;however,the character motion is stylized and surfacing is graphically stylized.2.3Effectiveness of CG in MoviesWith the release of Jurassic Park in1993computer gen-erated Forms,Motion,and Surfaces&Light reached a level of visual sophistication that made the ability to distinguish synthetic from real very difficult.Viewers accepted the no-tion that dinosaurs could inhabit the same world as human actors.With the proper level of technical and artistic ex-pertise computer graphics could visually recreate reality,not just cartoon characters and shiny objects.The Curious Case of Benjamin Button[2008]and Avatar[2009]have extended the range of use of CGI to include realism in form,motion, materials and the physics of light in the depiction of hu-mans and synthetic worlds.Despite storylines and charac-ter designs that are obviouslyfictitious,the visual imagery is believable to a degree that transcends the viewers desire to distinguish between abstraction and reality[16][17]. However,as seen in Figure1,achievement of viewer im-mersion in a synthetic world through realism in computer graphics imagery is not an automatic indicator of success. Movies such as Toy Story[1995],and Shrek[2001]have presented highly stylized versions of characters,objects,and environments yet been highly successful in appealing to view-ers as measured by box officefigures.Films that mix re-alistic visual elements with simplified or stylized elements have sometimes achieved success(300[2006])and sometimes failed(Speed Racer[2008]).Figure1graphs the success,or Figure1:Relating Visual Style of CG Elements in Movies to Effectiveness(Box Office/Production Cost)effectiveness,of severalfilms relative to the design style of the computer graphics imagery seen in them.The success offilms listed in Figure1is measured by dividing the U.S.domestic box office gross by the estimated production cost(;www.boxoffi). This is a dubious measure due to the number of issues that contribute to afilm’s box office success,and the difficulty of separating afilm’s computer graphics production costs from other costs such as live action production,talent,marketing, etc.The role of CG visuals infilmmaking is to meet the di-rector’s expectations.Thus,evidence of the effectiveness of computer graphics imagery in movies is determined by the director’s satisfaction,and indirectly from movie ticket sales. Developers of imagery for movies are faced with the direct challenge of determining the most efficient use of computer graphics techniques to meet the director’s visual goals and can only indirectly measure the effectiveness of the visuals. Their counterparts in game development face similar chal-lenges.2.4Measures of Effectiveness for Video Games As with the use of visually sophisticated computer graph-ics infilm production,realistic graphics in video games can be an indicator of success,but is not a guarantee.Figure2 lists a selection of the most popular video games and assesses the computer graphics employed in them.Estimating the number of video game players overall,or for a particular game,is difficult.The numbers used in Fig-ure2for console games(Call of Duty:Modern Warfare2, New Super Mario Bros.Wii,and Wii Sports Resort)are estimated by units sold().The num-bers for PC and mobile games(Farmville,Second Life,and Solitaire)are determined by number of unique players in a given month[14].Using the number of players to measure a game’s effec-tiveness is contentious.The delivery mechanism for each game has an enormous impact on the number of players. Games that provide near effortless accessibility as a resultFigure2:Relating Visual Style in Entertainment Oriented Video Games to Effectiveness as Measured by Popularityof bundling with a PC(Microsoft Solitaire)or coupling with social media(Farmville)have large player numbers as com-pared to games that require a prospective player tofirst pur-chase a game or subscription.Also,immersion in a game is not measured by counting the number of players,but by measuring the amount of time spent playing.Casual game players average around31minutes per game play session while players of non-casual games average a play session du-ration of80minutes,with World of Warcraft players spend-ing nearly two hours per game session[13].Thus,immersion does not measure a game’s effectiveness as entertainment.2.5Effective Serious Game Development Game developers interested in creating games for teach-ing and learning could become confused by the variety of inconclusive indicators of which design decisions will lead to effectiveness.This situation,and the desire for immer-sion,has led many developers of serious games to align their game designs with the structures and visual styles of enter-tainment oriented games with proven records of success in either attracting large numbers of players or producing ex-tended periods of game-play.Concerned that the rush to pour educational content into the structures of entertain-ment games was resulting in games that ignore learning the-ories Gunter,et al.[5]offered a design paradigm for se-rious games based upon learning ing Bloom’s Taxonomy of the Cognitive Domain,Keller’s ARCS Model, and Gagne’s Events of Instruction,Gunter’s RETAIN(Rele-vance Engagement Translation Assimilation Immersion Nat-uralization)structure seeks to provide a method for ensuring that a game’s structural elements for entertainment rein-force its didactic purpose and vice-versa.While the RE-TAIN method maps the structure of game play to learning theories it does not include game development in terms of visual style and graphics presentation.To accomplish this task we will simplify the objectives of the RETAIN method and concentrate on Bloom’s TaxonomyIn1956Benjamin Bloom,et.al.,published Taxonomy of Educational Objectives:The Classification of Educational Goals.Handbook I:Cognitive Domain,offering a common language for classifying what educators expect students to learn[3].A primary goal in offering the framework was to set a means of sharing test items intended to measure similar learning objectives,thus aiding in the preparation of stan-dardized tests[10].Since itsfirst publication Bloom’s Tax-onomy,as it is commonly known,has been used as a basis for developing course material,for determining the congru-ence of courses in a curriculum,and as a means for setting broad educational goals at local,state,and national levels. As schools replace traditional textbook based learning with digital technology,including games,it is expected that in-creased emphasis will be placed on curricular and learning objective specification and alignment.The taxonomy offered six categories,or levels,of under-standing:Knowledge,Comprehension,Application,Analy-sis,Synthesis,and Evaluation.The categories range from simple to complex and from concrete to abstract[10].The taxonomy assumes a hierarchy of learning with mastery of the more simple and concrete levels required before success can be achieved at the more complex and abstract levels. Desirable learner behavior within each domain can be de-scribed as follows:1.Knowledge:remembering informationprehension:explaining the meaning of informa-tion3.Application:using abstractions in concrete situa-tions4.Analysis:breaking down a whole into componentparts5.Synthesis:putting parts together to form a new andintegrated whole6.Evaluation:making judgments about the merits ofideas,materials,phenomenaBloom’s Taxonomy provides clear levels for classifying the skills of cators canfit each component of a body of knowledge into the framework to gain greater con-trol over building skills or use the taxonomy as a guide for defining a progression of learning.Both are useful processes for designing serious games.3.PAIRING CGI WITH LEARNING OUT-COMES3.1Learning Level and Visual StyleLearning outcomes and computer graphics each exist on a continuum ranging from simple to complex.While it would be straightforward to assume that the teaching and learn-ing of complex subject matter requires the use sophisticated computer graphics the true situation is more nuanced.Some games requiring high levels of cognitive accomplishment, such as requiring the player to assimilate and use knowledgeto create novel objects or situations,may be best served by simplified graphics.A single game structure can be executed through a va-riety of visual styles,each requiring a different set of com-puter graphics techniques.Generally,imagery that is more realistic and complex requires a higher level of artistic and technical expertise and more computational power to be ac-complished.We expect that the continued evolution of the field of computer graphics combined with growth and ma-turity of the workforce will contribute to a downward trend in the man-hour and infrastructure cost per game.In effect, the ability to produce highly complex and realistic visuals for games will be within reach of even modestly funded projects in the not too distant future.We do not expect,however, that the overall effectiveness of serious games on learning will rise as a consequence of greater realism.We provide a framework and look for future work of our own and of others to provide a database establishing con-nections between visual design and learning outcomes.This framework will serve as a guide for subject area experts when considering the most appropriate form for a video game cov-ering their material.Currently,we must speculate about the way visuals influ-ence learning.Generally,we do not know if a game devel-oped using2D Flash animation can be as effective in cover-ing a specific kind of learning as the same game developed using3D graphics with realistic lighting,motion,and mod-els.If the goal is for players to spend more time playing the game then we may assume that the3D visually sophisticated game will be more effective than the2D game.However,as was discussed earlier,studies measuring player immersion have produced learning effectiveness results that vary based upon the level of cognition measured.For a serious game in which information retention is the learning goal we may safely assume that more time spent playing is likely to be a good thing.However,if the learning goal is application of knowledge or synthesis of information with existing knowl-edge do we know that more time spent playing is effective? What if a learner’s success rate in meeting learning ob-jectives on increasingly sophisticated learning levels tracks inversely with the sophistication of computer graphics tech-niques used in serious games delivering the material?Could it be that simplified and stylized visuals in a game are more likely to assist a learner in assimilation and use of complex information,while realistic forms and motion contribute to identification and recall?Figure3lists three primary areas of computer graphics as used in games:Form,Motion,and Materials&Light.Each area ranges from simplified to realistic in visual complexity, with stylized as the middle step.On the y-axis in Figure3are Bloom’s six levels of cog-nition,or learning levels.For now,this table is devoid of information.It is only a framework.Our long-term goal is to beginfilling in this table with evidence-based informa-tion.For example,it is possible that realistic motion has a large impact on player ability to apply principals of physical chemistry but forms,material,and light in the same game can be simplified without hindering learning.An answer to this question would make designing and developing a seri-ous game covering physical chemistry a much more efficient process with predictable results.3.2Current Work:Room309Figure3:Matrix Aligning Visual Style with Learn-ingLevelsFigure4:Screen capture from the pre-service teacher training game,Room309,depicting stylized modeling,materials,and lighting.To further this effort we are currently involved in the de-velopment of a serious game designed to provide pre-service secondary school teachers with exposure to common class-room situations,such as students copying work,arguing over seating assignments,and texting friends.This game,called Room309,is being developed in two styles:one features characters and an environment stylized similar to cartoons (Figure4).The other features simplified forms of the stu-dents and classroom,graphically similar to diagrams and signage,but in a3D form(Figure5).The scenarios depicted are adapted from a series of video vignettes developed in the late1980s and early1990s to as-sist in developing pre-service teacher confidence in classroom decision making.Participants must(1)recognize student behavior that is inappropriate and(2)determine the most effective form of intervention for the given situation.Within Bloom’s Taxonomy these two actions cover opportunities to demonstrate simple/concrete and complex/abstract learn-ing,respectively.Figure5:Screen capture from the pre-service teacher training game,Room309,depicting simpli-fied modeling,and materials with stylized lighting. Ourfirst step in assessing the validity of the video games as learning tools has been a series of comparative studies de-signed to determine if viewers see the same actions.To date, we have developed a scenario that compares a single class-room situation(recognition of cheating behavior)in video form with live actors in an actual classroom to a depiction of the same behavior in video game form in which the char-acters and classroom stylized as in Figure4.We have also developed four classroom scenarios(1)stu-dents cheating,(2)students arguing over a desk,(3)a stu-dent doing homework during a lecture,and(4)students tex-ting one another during class,in both stylized and simplified forms.Studies are underway,using pre-service teachers as test subjects,to determine if recognition of events in the classroom is affected by the style of depiction of the char-acters and environment.In each scenario the layout of the room and animated actions of the characters is identical be-tween the simplified and stylized forms of the games.We will follow studies of recognition with studies measuring whether or not there is a difference in the player’s determination of appropriate intervention due to visual style presented in the game.A hypothesis is:V isualSimplicity=HigherLevelLearningIf players of both the stylized and simplified visual forms of the game Room309achieve similar graded scores on their ability to recognize and appropriately address classroom sit-uations presented in the game we will have evidence that form is fairly inconsequential as a factor in developing situ-ational analysis and evaluation skills.If,on the other hand, there is a marked difference in player ability to successfully identify and address situations in the simplified form of the game,for example,we may be able to determine that an abstracted level of character and environment realism con-tributes to the game’s effectiveness as a teaching and learn-ing tool.3.3Future Work&Broader QuestionsWe recognize that game structure is likely the primary factor determining a serious game’s effectiveness.Other fac-tors such as delivery platform and user input devices may outstrip visual design as factors determining effectiveness. However,we expect that the proposed framework will be useful to researchers and developers in future applications of various levels of graphic abstractions and representations of learning material.Once the framework has been proven to be a reasonable holder for evidence based visual design we would like to pursue answers to some of the following questions:1.Does player age influence the effectiveness of visualdesign style?2.Does the effectiveness of visual design style vary bygender or among cultures and/or ethnic groups?3.What are the minimal levels of symbolic representa-tion for form,motion,and material&light at which a measurable effect in learning can be achieved at vari-ous levels of cognition?4.In what areas of learning could simplified or stylizeddepictions create false training effects?5.Is there an inverse relationship between image com-plexity and the hierarchy of learning?6.Could real-time augmented reality tools(goggles)beemployed to simply or stylize the elements in a tra-ditional learning environment and thereby positively effect learning?4.CONCLUSIONWe have provided a framework for aligning the visual style of serious games with the expected learning outcomes for the games.Visual style in computer graphics is closely aligned with computer graphics techniques.While technical exper-tise and artistic skill is rising among the educators and game developers interested in producing serious games,and the cost of computing is trending lower,development costs re-main a high hurdle for most projects.A long term goal of our framework is to assist in economical delivery of serious games.Results from other studies on the effectiveness of games as learning tools indicate that creating serious games with player immersion as the single driving design goal is an imprecise method for targeting specific learning objectives. This framework is intended to provide a useful guide through which decisions about visual style development such as level of detail in forms,fidelity of motion,and accuracy of light-ing effects,can be made with confidence that the game’s capacity to meet its teaching and learning objectives can be met.This model has evolved through analysis of the use of com-puter graphics in movies and games for entertainment.We use the terms Simplified,Stylized,and Realistic as classi-fiers of computer graphics techniques to assist in aligning visual style with effectiveness.For serious games,effective-ness varies based upon the level of cognitive learning desired. Our framework aligns visual design style with the six levels of cognition described in Bloom’s original taxonomy.We are currently testing this framework through development of a serious game in two visual styles while maintaining the same game structure.We hope to provide evidence based data for our framework and that our work will inspire others to do the same.。