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Sole
Survivor is a sci-fi real-time strategy/adventure game intended
to serve as a tool in learning introductory psychology. The target audience
for Sole Survivor is high school and college level students who are currently
enrolled in an Intro. Psychology Course, as well as psychology professors/teachers
who can integrate the game into their curriculum. However, it is by no
means necessary for one to be involved in such a course to fully engage
with and enjoy the game. Considering Sole Survivor draws on a wide variety
of genres, requires no prior knowledge of psychology, and utilizes a simple
control interface, it should appeal to a broad range of gamers.
The game
is structured to allow for learning through two distinct types
of gameplay: Task Completion and Exploration. After
the player designs her avatar, she begins the game in the ship’s
“Task Room”, where an alien presents her with a number of
assignments to complete. Initially, the player is unable to escape this
room, but as she successfully accomplishes each task she gains more of
the aliens’ trust. This results in less supervision and more opportunities
to explore the ship unnoticed in search of clues as to just what has happened.
Each discovery made by the player serves to motivate further gameplay
and thereby provide new opportunities for learning.
Task Completion
During task completion, the player is introduced to classic psychological
studies and key concepts through virtual hands-on experimentation that
one could rarely experience in a traditional classroom. Often, these
tasks involve interaction with the alien scientists’ human prototypes
(Synthetic Characters) which each embody specific psychological principles.
To aid in completion of these tasks, the player is provided with a helper
droid, named Dr. Roboto, who ultimately plays an important role in relating
the player’s experiences to relevant psychological theories. For
example, the player is presented with a number of prototypes that have
each been subjected to classical conditioning and is told to determine
which have been conditioned to salivate. After Dr. Roboto explains what
“classical conditioning” means, the player must then use
whatever items are provided in the Task Room to get the job done. In
the process, the player observes first-hand the behavior that is associated
with such conditioning.
Exploration
Once the player can escape the Task Room, she will encounter scenarios
which demonstrate additional psychological concepts, as well as those
that further illustrate principles introduced during task completion.
Here, as well, Dr. Roboto proves valuable, for he not only points out
how each scenario relates to psychological theory, but also how the
player, at times, exhibits the very behavior she has been studying.
(Experiential Learning and Reflexivity) For example, during the course
of the game, the player may learn an elaborate routine involving an
electronic keypad for opening locked doors. The player soon comes upon
a door, however, that will not respond to this routine, no matter how
many times she tries. Eventually, she realizes she need only turn the
doorknob to enter. At this point, Dr. Roboto chimes in, remarking on
how the player had become “fixated’ on the earlier solution.
The Ship
The structure of the alien ship itself plays a significant role in providing
opportunities for experiential learning and reflexivity. Students of psychology
themselves, the aliens have constructed portions of their ship based on
classic experimental structures and littered it with perceptual gags,
giving it a funhouse-like feel reminiscent of Alice in Wonderland or Willy
Wonka and the Chocolate Factory. Below are a few examples of experimental
structures/principles that are demonstrated in this manner:

Cognitive
Maps (above); Act-Outcome Associations (below)


Discriminative
Stimuli (above); Stroboscopic Movement (below)

(Images
from: Henry Gleitman, ed. Psychology: Third Edition. New York: W.W. Norton
& Co., 1991.) |
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