PHILOSOPHY / DESIGN
GOALS
Synthetic
Characters
The most unique aspect of Sole Survivor is its use of synthetic characters
to demonstrate certain psychological concepts. By doing so, the player
is able to observe and interact with human psychological phenomena in
ways that are otherwise impossible in real life. Such interaction also
offers a rare opportunity to illustrate and compare competing psychological
theories.
Dual
Structure of Gameplay
There are two divisions of gameplay in Sole Survivor; “Task Completion”
and “Exploration”. Concepts illustrated during task completion
will often be encountered later during exploration, and vice versa. This
will help reinforce one’s understanding of particular psychological
principles by exposing the player to phenomena both within and outside
of an instructional/laboratory context.
Reflexivity
Many of the game’s most memorable moments (and learning experiences)
involve Dr. Roboto’s unsolicited comments which serve to draw connections
between the psychological phenomena observed by the player and the player’s
own behavior during gameplay. Often these moments are a result of the
“Dual Structure” discussed above, whereby theories are initially
introduced during task completion and later demonstrated by the player
herself during exploration. In addition, in Sole Survivor the player simultaneously
assumes the roles of both researcher and test subject, whether she is
aware of this or not. For example, in a number of tasks the player uses
classical conditioning techniques on human prototypes to alter their behavior.
Later, during later exploration it becomes clear that she herself has
also been subject to such conditioning by her alien captors.
Immersion
in Narrative
What makes Sole Survivor a potentially useful learning tool is its ability
to support learning in psychology without one feeling as though they are
being taught. By weaving both explicit and seemingly coincidental knowledge
acquisition into the equivalent of a “page-turning” story,
the player ideally becomes so intent on finding out what will happen next
that learning simply becomes a byproduct of her efforts to do so. The
truth the player seeks should, therefore, be revealed in such a way that
she always feels as though she has just about figured it out and is therefore
compelled to continue playing. In addition, tasks must only occupy the
player so long that they continue to be considered a means of continuing
the story, rather than a prolonged interruption of it.
PEDAGOGY
Overview
Sole Survivor uses a learning through play metaphor to support learning.
We see the game serving as an introduction to new content, a new way of
exploring ideas, and deepening understanding, or a fun way of studying
for a test. To some extent, the game can be seen as a virtual experimentation
lab where players can explore human psychology without the deleterious
effects on human behavior.
Principles
A Virtual
Experimentation Lab
In the task levels, players literally conduct classic experiments on
prototypes. In this regard, the experiments resemble closed-ended inquiry
activities in science education, where the player is doing classic experiments
to see the results. In Sole Survivor, players learn about classic psychology
principles and experiments by experimenting on prototypes. Later, players
become the proverbial rats in the maze, being experimented on by the
aliens. In both cases, Dr. Roboto makes connections between the game
phenomena and “educational” phenomena.
Introducing
new vocabulary
Much of what is covered in psychology is giving labels and names to
common phenomena. In Sole Survivor, Dr. Roboto connects names and labels
to go with specific phenomena. Other times, this terminology is revealed
through mission structures.
Experiential
Learning and Reflexivity
Sole Survivor operates under the assumption that psychology is most
deeply understood when experienced first hand. Therefore, we have sought
whenever possible to put the player in the position of the “experimented
upon” allowing them to experience conditioning, perception studies,
or cognitive dissonance.
Known pedagogical
challenges and /or misconceptions
- Punishment vs. negative reinforcement
- The nature of different kinds of psychological theories
Assessment
Sole Survivor will track players’ behaviors and provide teachers
reports on what challenges they have finished and how long each task took. |