Monday, June 29, 2015

Games as Effective Learning Tools

This was a short half hour presentation at the Graphic Novel/Gamer stage and it was led by a representative from Academy Games who make board games that are historical and often start as strategy games for the military.  The talk was about how game developers decide how to create a game.  More precisely the logic behind it.  This is dictated in large part what is called the dopamine cycle.  Here is how it works:

In any cycle there are 3 main components: Decision, Anticipation & Resolution. As an example when you make make a decision to act you start the cycle.  Whether it's getting up off the couch to eat or getting out of bed that is when you make a conscious decision to act.  Next is the anticipation.  There is something you got up for.  It was enough to make you get up and now you want it...bowl of cereal, piece of chocolate, cup of coffee...and the anticipation of how good that will taste is  when dopamine levels spike.  After we receive that item, take that bite, have that sip, the dopamine level drops.  it is not quite as gratifying as it was during the anticipation stage.

Below is a graph of how it works and in the past what are considered "Mass Market" games like monopoly & Sorry had very short dopamine cycles (ever sit there during a game waiting for you turn and bored out of your mind).  These are considered "Mass Market" because very little thought has gone into the creation.  They are often sequential and have clear, easy to learn rules that make for very accessible play-ability.


The resurgence of table top games recently is in large part to the Eurogames that have been created. Games such as Settlers of Catan try to time the dopamine cycle just long enough by making your decision and the decision of others build anticipation throughout every players turn.  Basically your turn effects another player and their turn effects your decision.  By doing so when resolution finally comes it's time to make another decision and the scale of the "Decision Tree" makes all of this possible.  The ability to make a choice that could have a variety of outcomes based on the decision of others.




Still with me?

So the talk was fantastic as it was not just a plug for the games they make (well it was, but not to the point of obnoxious).  There is something to be said about how this relates to programming at the library.  People make a decision to join us for storytime, Seuss day and other events.  For some the story might be the build up or the anticipation part before the activity.  For others the story might be the point of resolution.  I often notice that the amount of time waiting in line for an activity is sometimes the best part for kids.  I see them watching others, waiting for their turn (sometimes they can't wait and walk in front of others).  I guess what I am trying to say is don't discount the anticipation stage.  That excitement, that feeling just before you get what you want is the actual fun part and rushing through the motions will only shorten that dopamine cycle.

What does this teach us:
  • Dopamine is released by the anticipation of reward. Not when receiving the reward.
  • Dopamine spikes higher if there is uncertainty involved.
  • We crave actions that release dopamine (to the point of addiction).
  • The period of time between work and reward can be great.

1 comment:

  1. The research behind this makes a lot of sense of children's (and parents!) reactions to MGOL...lots of dopamine inducing anticipation, surprises and rewards are built in!

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