Finding of the week #131

Learning more about a culture

During my ongoing literature review I often discover interesting facts about things I’ve never thought about. Sometimes I can connect these facts with my own observations: The result is mostly a completely new idea why things are as they are. Maybe these ideas are new to you, too. Therefore I’ll share my new science based knowledge with you!

This week: This time, I think about the way how Never Alone presents the culture of the Iñupiat people to interested players from all over the world.

Recently, I began to play the computer game „Never Alone (Kisima Ingitchuna)“ and I was caught right away by its unique concept as it presents the culture of the Iñupiat people in a very engaging way. During the gameplay, players can learn new knowledge about the culture of the native Alaska people by discovering and watching so-called „Cultural Insights“.

Each of those special videos follows the style of a documentary and is about a certain part of the Iñupiat culture. In addition, the videos are also used in order to provide the players with some background information about certain elements that play a crucial role in the game. For instance, a player receives a bola during the early stages of the gameplay and can subsequently use it in order to destroy certain ice barriers. At the same time, the player unlocks a new Cultural Insight that presents the original use of a bola and describes a special hunting method of the Iñupiat people.

The story of the game itself is about a young Iñupiat girl who is lost in the Alaskan wilderness and tries to find her way back to safety. Fortunately, she is not alone as she is accompanied by an arctic fox. During the gameplay, players can switch between both characters in order to solve puzzles and to overcome challenges.

Personnally, I think the combination of documentaries with an engaging gameplay is a great way to develop a certain understanding of a different culture. On the one hand, the videos provide the players with a connection to the real world and help them to understand the feelings and thoughts of the Iñupiat people. The computer game itself, on the other hand, even allows the players to experience the mythical elements of the culture. For instance, a Cultural Insight introduces the player into the thought that every part of the world has its own soul and that those souls sometimes even help the people. Subsequently, the player meets the mythical helpers that continously help the player to overcome challenges.

Helpers in Never Alone.

Helpers in Never Alone.

In the end, Never Alone demonstrates that computer games can be even used to help players to develop a certain understanding of a foreign culture.

Finding of the week #128

Morale issues

During my ongoing literature review I often discover interesting facts about things I’ve never thought about. Sometimes I can connect these facts with my own observations: The result is mostly a completely new idea why things are as they are. Maybe these ideas are new to you, too. Therefore I’ll share my new science based knowledge with you!

This week: This time, I think about the great potential of computer games to present and discuss morale issues.

During the gameplay of a computer game, players frequently have to make choices in order to proceed with the game. Depending on the type of the game, those decisions can have a significant impact on the story and/or the player’s progression and, as a result of this, the game becomes more entertaining as choices do matter. The importance of choices is even enhanced by the fact that the virtual worlds are highly immersive and thus feel real to the players. Especially role-playing games (RPG) benefit from a system that allows the players to make important choices as it enhances the immersive feeling of being part of the virtual world.

For example, during the gameplay of the Mass Effect [1] trilogy, players frequently have to make important decisions that will have an impact on the whole story. In one of the core missions of the first game, the player has to choose between one of two squad members as there is only enough time to save one of them. The decision made during this mission has an impact on the rest of the trilogy’s story as one of the both squad members will die and hence the story connected to this person will not be available for the player during this playthrough.

The system of decision making can even be used to confront players with morale issues and to allow them to test their own morale values. During the gameplay of such a game, players can train morale decision making by analyzing morale and immorale effects of the potential actions. Furthermore, they will get a feedback about the outcomes of their decisions and thus can evaluate the morality of their actions.

Aside from actively demanding a morale decision, computer games can also raise ethical questions by presenting controversial topics. Recently, I have completed the computer game „Hacknet“ [2] that puts the player into the role of a hacker who has to break into computer systems in order to complete missions and finally to learn about the fate of one of his friends. During the gameplay, the player has to accept a mission that requires the sabotage of a patient’s pacemaker, as the patient is hospitalized and has been denied the option of death although he asked for it. Due to the morale issues that are raised during the mission, the player can deny the request and is not required to complete the contract. However, accepting the mission is the only way to get the IP address of a server where an important hacking tool is stored and thus the player gets introduced to the topic of euthanasia even if he decides to abandone the contract after having downloaded the important software.

Hacknet - Project Junebug

Hacknet – Project Junebug

The game itself does not continue to discuss the topic of euthanasia, but it will stick in the player’s head and make him think about the morale issues of active euthanasia. Additionally, the game also raises questions about the storage of medical data and the technological advancements of sensible instruments as the player has to hack a medical database in order to find the IP address of the patient’s pacemaker which has a constant access to the internet in order to be updated.

Moreover, the player can start to think about his assignment and the way how he solves the request. At first, the player receives an e-mail that contains all the important information, but he never meets someone in person. Furthermore, the player searches for the IP address in a medical database, but there is no guarantee that this entry is correct. Finally, the player sabotages the pacemaker via a short console command and remotely ends the life of someone else. In the end, the player has to test the own morale values and think about the own reasons for completing the contract.

Computer games are an ideal environment for presenting and discussing morale issues as the immersion makes them feel real. Additionally, the player immediately receives feedback about the own actions and has to deal with results. In the end, computer games can help the players to morally analyze problems and to practice their morale decision making in a safe environment [3].

Finding of the week #127

The rewarding effects of trial and error

During my ongoing literature review I often discover interesting facts about things I’ve never thought about. Sometimes I can connect these facts with my own observations: The result is mostly a completely new idea why things are as they are. Maybe these ideas are new to you, too. Therefore I’ll share my new science based knowledge with you!

This week: This time, I think about the rewarding effects of improving a design by trial and error in a computer game.

In some computer games, players can design their own vehicles [1], factories [2] or cities [3]. The design process itself mostly requires a lot of testing and redesign in order to achieve great outcomes. Although it can be quite frustrating to deal most of the time with issues of the own design, this part of the gameplay can be also really rewarding when the idea has become reality and is working without any flaws. For instance, creating a perfect infrastructure in Cities: Skylines that does not cause too much congestion can be quite difficult, but as soon as the player has solved all the issues and can observe the flowing traffic, he feels really rewarded and is proud of the own accomplishment.

However, the design game mechanics do have a very important requirement: they need to be based on strict rules which can be learned by playing the game and more importantly by analyzing the own failures. Moreover, it is very important that the players are provided with tools in order to diminish certain failures once they have understood the underlying principles. For example, constructing a reliable aircraft in Kerbal Space Program (KSP) is one of the more complex challenges in the game. The main reason for the difficulty lies in the laws of nature that are simulated in the game.

During the design process, players have to keep these laws of nature in mind in order to construct a functioning airplane. One of the main difficulties to construct an airplane is to find the right balance between the center of mass and the center of lift of the aircraft. Only if the aircraft is well balanced under all conditions, it will perform well during an actual flight. In order to achieve such a balance, the player is provided with tools that show the center of mass and the center of lift. Furthermore, the player is able to adjust the amount of fuel in the fuel tanks in order to simulate the change in the center of mass due to the fuel consumption during the flight.

The indications for the center of mass and center of lift are enabled.

The indications for the center of mass and center of lift are enabled.

New players have to develop an understanding for the principles and the balance between these two main factors before they can build capable vehicles. This learning process involves a lot of trial and error as they have to experience the effects of changing the airplane’s balance. After each test flight, they can evaluate the effects of the changes they have made to their designs and learn from their mistakes. Over time, they will develop a basic understanding of the underlying principles that will help them to finally construct their first stable aircraft. Furthermore, due to the fact that KSP is based on the laws of nature, players can even look up additional aerospace knowledge in order to improve their design skills.

Personally, I find the game mechanic of constructing own vehicles very rewarding. It is interesting to observe how the initial idea for a vehicle gets improved over time due to the effects of the laws of nature. The most rewarding moment is when a certain vehicle finally performs as desired after a long development and testing period. This moment makes me realize what I have accomplished and how much I have improved my initial design. Recently, I was developing a new spaceplane that can take off from a runway, reach orbit and finally land back at the same runway without jettison any parts. The main challenge for me was to find the right amount of fuel and the right amount of engines to propel my spaceplane. The more fuel I added to the airplane, the more engines it needed. On the flipside, more engines require more fuel and so I was doing many test flights in order to find the right balance. Finally, as I achieved orbit for the very first time, I was really proud of my work and felt really rewarded.

Finding of the week #122

Perception of speed

During my ongoing literature review I often discover interesting facts about things I’ve never thought about. Sometimes I can connect these facts with my own observations: The result is mostly a completely new idea why things are as they are. Maybe these ideas are new to you, too. Therefore I’ll share my new science based knowledge with you!

This week: This time, I think about how playing a realistic racing simulation can improve the player’s driving ability and perception of speed.

Computer games can train and improve our reaction time when certain game mechanics which demand a fast reaction on the player’s side are used. Subsequently, the players are constantly challenged to react in time during the gameplay, thus training their reaction time.

Recently, I made the observation that computer games can even alter the perception of speed. Over the course of two months, I was frequently playing Assetto Corsa [1][2] which is one of the most realistic racing simulations as it utilizes a very accurate physics engine and provides a photo-realistic visual representation of the virtual race events. During the game sessions, I gained a lot of racing experience with various race cars on various racetracks. The cars as well as the racetracks are realistic virtual versions of their real world counterparts, thus resulting in a very realistic and immersive simulation of race driving.

In most of the cases, I was trying to master a certain racetrack and a certain race car during so-called practice sessions. During these sessions, I was completely alone on the racetrack and tried to improve my lap times by figuring out the right braking points and the right speeds for each turn of the racetrack. Aside from learning the racetrack, I also trained my reaction time and my spatial attention as achieving a great lap time required the perfect execution of the racetrack which was especially challenging with high performance race cars that achieved a speed of more than 300 km/h on the straights. At those speeds, the right braking point lasted only for a fraction of a second as braking too early resulted in a slower lap time and braking too late could have resulted in a trip into the gravel.

Ferrari LaFerrari in Assetto Corsa

Ferrari LaFerrari in Assetto Corsa

Over the course of those two months, I really got used to driving at these high speeds and the incredible performance of the race cars. Furthermore, the gained racing experience, the improved reaction time and the improved spatial attention led to the development of some kind of racing flow which helped me to intuitively control my race car.

Aside from practicing my racing skills, I also got used to drive at those high speeds. At the end of these two months, my normal cruising speed on the Autobahn felt really slow as my perception of speed has changed. Although regular driving seemed to be really slow, my racing experience made me feel much saver while driving as I was used to operate a car at much higher speeds in a very demanding environment.

In the end, I was able to transfer the knowledge I have learned in the racing simulation to the real world and, as a result of this, playing a realistic racing game can improve a driver’s driving ability. Unfortunately, all the racing experience can not prepare the player for the insanity on the roads that is caused by the other drivers.

Finding of the week #118

Discussing the gamification of learning with professionals

During my ongoing literature review I often discover interesting facts about things I’ve never thought about. Sometimes I can connect these facts with my own observations: The result is mostly a completely new idea why things are as they are. Maybe these ideas are new to you, too. Therefore I’ll share my new science based knowledge with you!

This week: This time, I think about the positive feedback I received from professionals about my field of research.

Last week, I wrote about the experiences I made during a language proficiency test [1]. The test began with some general questions about my work and my hobbies and so I was able to present my work as a Ph.D student and my field of research to the two examiners. In other words, I presented the general concept of the „gamification of learning“–the application of game mechanics in order to increase the learner’s motivation and engagement to practice the learning content. Moreover, the gamification of learning aims at the utilization of game mechanics that demand a certain skill or human ability in order to realize a direct training effect. Surprisingly, one of the two examiners, who is a professional language trainer, asked right away, if I would think that this concept would also work in the field of language learning.

Of course, the gamification of learning could also be used in order to learn and practice a foreign language. For instance, the learners could play an adventure game and while they are progressing through the story, the game will present and demand more and more elements of the language to be learned. This could be even enhanced with the implementation of a voice recognition system in order to allow the learners to actually speak the language.

After I had completed the first part of the test and was waiting for the beginning of the second part, the other examiner approached me and agreed that the whole gamification concept would work very well in his field of work: the training of pilots. Aside from practicing in a simulator, pilots need to learn a lot of additional knowledge in order to achieve a type rating for a certain airplane. A type rating is a certification that enables a pilot to fly a certain aircraft.

During this conversation, he basically described the application of the most used game element for the purpose of increasing the motivation: the reward mechanism of computer games. Pilots could get rewarded when they achieve a certain amount of knowledge about the airplane they are training for. Subsequently, this would result in a higher motivation to continue learning.

On the one hand, I was more than happy as I spoke with my examiner about this idea as it made me realize how important and useful my work is. On the other hand, this discussion also revealed the fact that the understanding of gamification is mostly linked with the application of these reward mechanisms. They are very simple to implement and thus are already used everywhere. Receiving virtual badges or other virtual goods is often used to raise the engagement of users to use a certain system.

Although it was great to discuss the possible applications of the findings in my field of research, it also made me realize that I still have a lot of work to do in order to demonstrate the power of the gamification of learning as it can realize so much more. There are plenty of game mechanics that demand so many different skills and human abilities. As soon as these demands are identified, the game mechanics can be used in training environments in order to demand the right set of skills that is needed in a certain profession. By doing so, the knowledge gained during the utilization of the virtual training environment can directly be transferred to the real world application as both situations share similar demands.

Nevertheless, it was really refreshing to discuss the own work with professionals who are directly involved in a training process and who independently saw the benefits of my work for their fields of work.

Finding of the week #116

Dangerous distractions

During my ongoing literature review I often discover interesting facts about things I’ve never thought about. Sometimes I can connect these facts with my own observations: The result is mostly a completely new idea why things are as they are. Maybe these ideas are new to you, too. Therefore I’ll share my new science based knowledge with you!

This week: This time, I think about the results of my short experiment of explaining a complex task while driving a virtual race car.

A long time ago, I presented a concept of utilizing Assetto Corsa (AC) [1] to demonstrate the danger of using a cellphone while driving [2]. The experiment consists of three stages and allows players to experience the impact of talking while driving. At first, the players must get a feel for the driving experience in AC and learn how to drive the virtual race car. After having practiced driving in AC, the players are required to drive for a certain amount of time on a particular racetrack with the goal to constantly improve their lap times. During this stage, the players are not subjected to any distraction and can fully focus on the task of driving as fast as possible. Finally, after the players have completed the second stage, they are required to drive again for the same amount of time on the exact same racetrack. This time, however, they are required to explain a complex topic and to record their explanations using a microphone while they are operating the virtual race car. In the end, after both stages are completed, the players can compare the lap times between these two sessions and also listen to their explanations in order to experience the impact of talking on their driving performance.

Alfa Romeo Giulietta in Assetto Corsa

Alfa Romeo Giulietta in Assetto Corsa

Recently, I managed to give this experiment a try and to record the results of it. Naturally, the results are not statistically relevant as I kept this experiment relatively short by driving only two laps per stage. Additionally, I skipped the learning phase as I was already used to drive a race car in AC and, as a result of this, the experiment was reduced to a two-stage experiment. For the purpose of measuring the influence of talking while driving, I drove the Alfa Romeo Giulietta Q.V. on the Magione racetrack. After having completed the outlap, I drove for two consecutive laps without talking and thus I was able to fully focus on driving the car. Subsequently, I completed two additional consecutive laps with the task of explaining a complex topic [3] while driving.

Despite the limitations of the experiment, the results are a good indication for the negative impact of talking on our driving performance. During the first stage, I achieved lap times of 1:35:617 and 1:35:249, respectively. During the second stage, I achieved lap times of 1:37:393 and 1:40:988, respectively. The main reason for these slower lap times was the fact that I frequently missed the exact braking point and thus had difficulties in driving through the turns of the racetrack. Furthermore, my ability to explain a complex topic was negatively influenced as well. While driving through more demanding parts of the racetrack, I occasionally lost track or I had to stop talking in order to recover the car.

The slower lap times and the difficulties in explaining a complex topic are good indications for the negative impact of talking while driving. Moreover, I was only challenged by the task of explaining a topic. Using a cellphone while driving also requires the driver to follow and to understand the conservation and, as a result of this, using a cellphone could have even a higher impact on the driving performance. Furthermore, I was completely alone on the racetrack and had not to monitor the traffic around me.

As a conclusion, doing other things while operating a vehicle is very dangerous as even a short lack of focus can have devastating results.

Finding of the week #115

Computer Games and Climate Change

During my ongoing literature review I often discover interesting facts about things I’ve never thought about. Sometimes I can connect these facts with my own observations: The result is mostly a completely new idea why things are as they are. Maybe these ideas are new to you, too. Therefore I’ll share my new science based knowledge with you!

This week: This time, I think about how computer games could be used to raise the global awareness of the climate change.

The International Symposium On Climate Change [1] took place in Rome from Wednesday to Friday and was broadcasted live via the internet. During this event, experts presented and discussed scientific data indicating the change of our climate, potential outcomes and threats of the climate change, as well as methods how this global problem could be addressed and controlled. The latter part, however, is a huge challenge as we do have to act now in order to limit the environmental issues of tomorrow. This is not an easy task as it requires actions and changes in the politics, the economy and our own lifestyle all around the world. Furthermore, it is important to raise the global awareness of the climate change and of possible ways to save our environment.

For instance, the climate change can not only be stopped by reducing the CO2 emissions as other elements do also play a significant role. It might be hard to believe, but the recent demand for meat has a huge impact on the climate change as well. The farms that produce all this meet cause a huge emission of methane which is also increasing the global warming and hence increasing the rate of the climate change.

At this point, I realized that computer games can be an effective tool to raise this global awareness as computer games can present and simulate the course of the climate change in a vivid and immersive way. Players can experiment around with different types of emissions and subsequently experience the effects on the virtual climate. Additionally, video games can be used to present and to discuss alternative ways of living in order to raise even the awareness of modern technology that can help us to sustain our climate. Moreover, computer games can be helpful to put all the predictions into perspective. The probably best outcome we still could achieve if we would take action right now, would be an average global temperature raise of 2°C. But what are the results of a global temperature increase by this amount? Virtual worlds would be a perfect tool to demonstrate the effects of this change. For example, the game could simulate the change of the world due to the raising water level of the oceans.

Anno 2070 [2] is a good example for demonstrating the effects of environmental polution. However, the game does not simulate a global climate change and limits the effects of the polution to small islands in the game world. Additionally, the game is not drastic enough as it is possible to reverse the effects by just exchanging dirty factories with clean ones. On the other side, the game presents and discusses the effects of environmental polution and thus increases the global awareness for global problems.

Now, we need more of these games in order to present and to discuss what is going on and how we could stop or at least reduce the effects of the climate change if we all start to work together in order to sustain our climate.

In the end, it is not only about saving the global climate, it is all about saving ourselves. The Earth does not need us, but we need the Earth in order to survive.

Finding of the week #102

Enjoying the Nature

During my ongoing literature review I often discover interesting facts about things I’ve never thought about. Sometimes I can connect these facts with my own observations: The result is mostly a completely new idea why things are as they are. Maybe these ideas are new to you, too. Therefore I’ll share my new science based knowledge with you!

This week: This time, I think about the similar demands for exploring a virtual and a real forest.

Exploring the nature is one of my favorite hobbies. I like to hike through forests and to reach the peaks of mountains and hills in order to find amazing vantage points. Over time, I have developed a certain situational awareness and visual attention which help me to spot interesting features others might not notice.

After the sun has set.

After the sun has set.

The desire to explore the nature has also drawn my attention to „The Long Dark“, a survival computer game that takes place in the Canadian wilderness during the winter. During the gameplay, the players can explore vast regions by walking through forests, climbing on top of mountains and crossing frozen lakes. However, apart from enjoying and exploring the winter landscape, the players also have to survive in this harsh environment. The players are required to find some food, to sleep and to protect their virtual bodies from the freezing temperatures. These survival mechanisms are the core elements of the game and challenge the players to pay attention while they are exploring the environment. This is especially necessary during the first days of the gameplay as the players are only wearing thin clothes and are not prepared to stay outdoors in the freezing temperatures. Discovering a shelter in time can make the difference between dying and surviving.

Enjoying the view.

Enjoying the view.

As I was playing the game for the very first time, I was impressed how realistic it felt to walk through the virtual forests. The graphics of the game are a bit abstract, but I had all the time the impression to be out in the nature while I was seeking a shelter to survive the first night. This impression was mostly caused by the colors, the lighting and the sounds of the game. These three elements are also the most noticeable things while being out in the nature. For example, while walking through a forest, most of the trees are just „trees“ and we are not really paying attention to their shape. However, the bright colors of a clearing are easy to spot, hence they draw our attention.

Animals of the forest

Animals of the forest

As I explored the virtual nature, I also noticed that I moved through this terrain the same way as I do when I hike through the real nature: I analyzed the environment for unnatural anomalies to spot interesting things. My trained situational awareness helped me to successfully play the game, as I was able to transfer some of knowledge from the real world to the game world because the exploration of the virtual nature has similar demands to the exploration of the real nature. This leads to the hypothesis, that the game can be used to train the situational awareness of players who are not used to walk through the nature and have difficulties to spot interesting features in the environment. If this hypothesis is true, then the game can be used in order to help the players to develop a situational awareness which helps them to recognize more interesting features while walking through the nature.

Finding of the week #100

Unbelievable! This is the 100th article of my weekly series about game based learning, game research, computer games and science in general. I can not believe that I am doing this now for almost two years without running out of content! I am really looking forward continuing this series–science and scientific results are just amazing topics.


Garrison – Quests

During my ongoing literature review I often discover interesting facts about things I’ve never thought about. Sometimes I can connect these facts with my own observations: The result is mostly a completely new idea why things are as they are. Maybe these ideas are new to you, too. Therefore I’ll share my new science based knowledge with you!

This week: This time, I think about the core game mechanics of a new feature added to World of Warcraft with the expansion pack Warlords of Draenor: the Garrison.

The last three articles analyzed all the game mechanics being used to realize the feature of the Garrison in WoW. However, the presentation of the Garrison is also linked with two core features of WoW: completing quests and defeating evil creatures. The quests are connecting the Garrison to the campaign of WoD and are helping to increase the immersive effect of being part of something big.

After upgrading the Garrison to level 3, the players gain access to the „Strategic Assault Choice“ (SAC). This feature is basically a quest that can be accepted and completed on a daily basis. Activating the SAC menu allows the players to choose between two different tasks, sending the players to different regions of WoD with the task to attack a certain enemy. This can be mostly done by just killing enough enemies until the progress bar reaches 100%. Apart from just killing evil creatures, the players can also work towards the completion of the quest by destroying or collecting specific items or freeing captured NPCs.

Strategic Assault Choice

Strategic Assault Choice

The players are challenged to visualize the problem of the quest and need to decide what actions they need to take in order to complete the quest. This is mostly demanding the visualization, decision-making and problem-solving skills of the players. While fighting against the evil creatures, the players have to react to special attacks and threatening environmental conditions (e.g. fire on the ground). Moreover, the players have to analyze the area, spot potential targets and control the actions of their avatars via keyboard and mouse inputs. This is demanding the reaction time, the hand-eye-coordination, the decision-making and the spatial navigation abililties of the players.

Completing these SAC quests can also unlock a Garrison Invasion. This invasion is a special event that takes place inside the player’s Garrison. After having unlocked such an invasion, the players can talk to one of the NPCs standing around in the Garrison and start this special event. Throughout the progression of this invasion, the players get constantly attacked by evil creatures. The presentation of this invasion is also enhanced by the fact that the Garrison guards participate in this battle creating the impression that a huge attack is conducted against the own fortress.

Prepare to battle

Prepare to battle

During the battle, the players are also able to score some points. The final score of the invasion determines the player’s reward: reaching more than 300 points rewards the players with a first reward, scoring more 600 points results in a better reward and scoring more than 1000 points rewards the players with the best possible reward. Scoring these points is mostly done by killing the attackers. Apart from regular enemies, the Garrison is also attacked by special creatures which are granting more points after being defeated. This challenges the players to keep always an eye on these special events and requires them to focus their attacks on these particular creatures to score well during the invasion. Moreover, the players receive additional points for keeping their Garrisons intact. This challenges the player to also keep an eye on potential enemies who can damage the buildings.

The Garrison Invasion is in progress.

The Garrison Invasion is in progress.

The Garrison Invasion is demanding the same human skills as solving a quest. The players have to identify and locate enemies and pay attention to special attacks. The game mechanic of scoring points results in an increased demand for decision making and reaction time: the players have to react to the occurance of special enemies and have to defeat them in time before the invasion is finished or some damage is caused to a building of the Garrison.

The last quest related feature of the Garrison is the so-called „Garrison Campaign“. The Garrison Campaign unlocks over time a series of quests, providing some more background information about all the events of the WoD expansion pack and the presence of the players in the regions of WoD. The demands for solving these quests are exactly the same demands as mentioned in the SAC part. Solving a quest requires the players to visualize and solve a problem. This is then mostly done by defeating enemies which is demanding the identified human abilities.

Working towards the completion of a quest.

Working towards the completion of a quest.

Finally, the Garrison Invasion and all the Garrison related quests can also be completed in a group with other players. In case of forming a group, the game mechanics are also demanding the collaboration and team work skills of the players. Depending on the class of the avatar, the players can sustain more damage, cause more damage or heal other players. This stone-paper-scissors approach is challenging the collaboration skills of the players. Moreover, the player’s Garrison gets attacked from multiple sites and defending it together with other players offers the opportunity to work together and assign one player per front line resulting in a better defense of the Garrison. This is then also demanding a task distribution ability.

Finding of the week #96

Factorio

During my ongoing literature review I often discover interesting facts about things I’ve never thought about. Sometimes I can connect these facts with my own observations: The result is mostly a completely new idea why things are as they are. Maybe these ideas are new to you, too. Therefore I’ll share my new science based knowledge with you!

This week: This time, I think about the training effects of playing Factorio–a game in which the player is building huge factories.

Over the last one and a half months, I was occasionally playing Factorio[1]. The story of the game is quite simple: the player lands on the surface of an unknown planet and is in charge of preparing the arrival and the landing of other space ships by researching and building a „Rocket defense“.

The gameplay itself evolves around this research project. The player has to mine and process resources in order to research technologies or to build more advanced buildings. At first, the player can choose only between a few buildings in order to produce the materials needed for the first research project. Over time, he gets access to more advanced buildings which can assemble more complex items on a much faster rate. Moreover, the player is then able to automate the production by linking up production buildings with conveyor belts. In the end, the player is able to set up production cycles in order to automate the research process: the player is building a giant factory.

The most interesting thing about the game is the way of automating assembly processes. Each item in the game is assembled out of a certain amount of different materials. For example, assembling an „Electronic Circuit“ needs one „Iron Plate“ and three „Copper Cables“. An „Iron Plate“ is produced by smelting some „Iron Ore“ which is a mineable resource. Two „Copper Cables“ are produced by processing one „Copper Plate“. A „Copper Plate“ is produced by smelting some „Copper Ore“ which is a mineable resource.
In order to automate the production of „Electronic Circuits“, the player needs to begin the production cycle by setting up some mining drills. These buildings start to produce some ore which has to be transported to furnaces in order to transform it into iron or copper plates. The iron plate can be transported directly to the assembly machine for the electronic circuits. The copper plate however needs to be transported to another assembly machine which is producing the needed copper cables. Finally, all the needed materials are produced and the assembly machine can start producing „Electronic Circuits“.

Factorio

Assembly machines and conveyor belts in Factorio

The described production cycle is just one of many other complex production cycles in Factorio. The player is challenged to link up the different machines in the right order to finally produce all the items which are needed to advance a research project. Furthermore, the player needs to make sure that enough materials are mined in order to keep the production running. Moreover, it is also important to have a focus on the ratio of needed materials for each production process. The abovementioned production of electronic circuits needs more copper than iron. The player has to keep this in mind while he is setting up the production cycle.

The gameplay of Factorio is challenging the player to understand and analyze complex production cycles. On the one hand, the player needs to analyze the ratio of needed materials to prevent bottlenecks in the production. On the other hand, the player needs to be able to analyze the own infrastructure in order to improve less efficient parts of the giant factory.

In the end, my assumption is that Factorio is mostly challenging and training the problem solving ability of the users. Moreover, the game is training the cognitive ability to analyze complex processes and to realize these processes in form of a giant factory.