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Author: Chad Haefele and Brandon Carper

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A show about social impact games and how they provide a new way to explain the things you care about. Every week we cover how a game applies (or misses) the lessons of our work and research in instructional design and user experience. You'll always learn practical tips applicable to your own work. We're both lifelong gamers with a deep love of both classic and modern games - we know what works and what doesn't.
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First, an important note: This will be our last episode for a while. Brandon and I have both developed outside commitments that keep us from spending the time to do more episodes right. We might be back someday! But please enjoy this and each of our past episodes - we're proud of each one, and I think they'll still be relevant down the line. To anybody who has ever listened to an episode: I sincerely thank you. We're also releasing this episode outside of our normal schedule, because there's a natural connection to an event coming up on this Tuesday, 4/4/17: Over 190 movie theaters will run special screenings of 1984. You should find one! This connection will make sense if you even glance at the PC game Orwell. While not an official tie-in to 1984, it's obviously heavily inspired by that book. You play a government employee who monitors the web and private communications for evidence of terrorism. You have frequent choices about whether or not to report chunks of information. You might wrongly imprison someone, but you might also fail to prevent a bombing. Orwell is fun and compelling to play, mostly avoids getting preachy, and provides a unique way to think about current events. It's $9.99 on Steam, and has a free demo available. Games Mentioned in this Episode Mr. Robot (featured in episode 3) Papers, Please (featured in episodes 7-9) Show Notes & Links Killscreen's coverage of Orwell More info on the upcoming 1984 movie screenings
Released in early February, We Are Chicago is a serious game with serious goals: to put players in the shoes of a teenager amid the problems of Chicago's South Side. As Aaron you navigate the landscape of gangs, high school, family dynamics, and a part-time job. Structured almost identically to a Telltale game, you are presented with dialog choices in sometimes difficult situations. But for us, the game didn't live up to its lofty goals. Bugs, strange narrative choices, and some fundamental structural issues distracted and took away from what might otherwise have been a real chance to put ourselves in a world we'd never otherwise encounter. While we salute what the game was trying to do, hopefully future games will be able to execute just a little bit better. We Are Chicago is $14.99 on Steam. Games Mentioned in this Episode Oregon Trail Organ Trail Papers, Please Life is Strange Space Quest 4 Persona 4 The Darkness Telltale's Batman Mr. Robot (featured back in episode 3) Show Notes & Links Polygon's 2014 feature on We Are Chicago The YouTube playthrough of We Are Chicago that Chad watched
The game is more than two years old and based on an event from the 90s, but This War of Mine still feels fresh and relevant. This War of Mine drops you in the middle of a city under siege. But you're not a well-equipped well-trained super-soldier packing the latest gadgets. You're a civilian, just trying to make it to the next morning. This is more Survivalist Sims than Call of Duty. Developers 11 Bit Studios set out to re-create the experience of the '92-'96 siege of Sarajevo, but it's just as applicable to today's Syrian civil war. Resources are scarce and violence is sudden and swift. You can steal from or murder others to get by, but that decision has significant mental consequences for your characters. We found lots to appreciate in the message and basic mechanics of This War of Mine. But unfortunately the extreme difficulty, lack of a tutorial, and opaque goals hamper what might otherwise be a successful effort to raise awareness about the consequences of war on civilians and refugees. Games Mentioned in this Episode Call of Duty The Sims Papers, Please Minecraft Show Notes & Links This War of Mine's launch trailer Al Jazeera's recent summary of Syria's Civil War NPR's annotations of Trump's Executive Order on Immigration Survive the horrors of war as a civilian in This War of Mine, PC Gamer A war game that actually feels like being in a war, Polygon A psychologically “embedded” approach to designing games for prosocial causes, by Geoff Kaufman & Mary Flanagan, Cyberpsychology: Journal of Psychosocial Research on Cyberspace, 2015
With immigration and a border wall in the news this week, it's a good time to look at 2013's The Migrant Trail. Released as a tie-in for Marco Williams' documentary The Undocumented, The Migrant Trail is a browser-based game where you're in the shoes of either an undocumented immigrant attempting to cross the Arizona border, or a border patrol agent on the lookout for border crossers. If you've played Oregon Trail, you know how the basic mechanics work. You select a person to attempt crossing as, and purchase supplies within a budget. Along the way you consume supplies to keep stats above zero and make decisions about the rest of your party. As a border patrol agent, you drive through the desert looking for signs of life or any illegal crossings in progress. The Migrant Trail is a more well-rounded attempt to tackle an issue than Voter Suppression Trail was last time, but some interface difficulties and game design choices keep it from being a complete success. Games Mentioned in this episode The Migrant Trail (click on the game's title at the bottom of the page) Oregon Trail Voter Suppression Trail Show Notes & Links The Undocumented isn't currently available to stream anywhere, but PBS has a trailer. Special thanks to Todd Haefele for our new intro music!
Welcome back to season two! We're slightly shifting focus to social impact games: games that explore social issues like elections, climate change, homelessness, and immigration. Each episode will evaluate the effectiveness of a different game. What was it trying to accomplish? Did it work? Our goal isn’t to take a stance on the issues or evaluate the accuracy of the games, but to examine how effective their design is at achieving their goals. We'll draw on the theories and ideas we talked about in past episodes, plus bring in new perspectives whenever we can. We're also going bi-weekly. Since the 2017 Inauguration is a major event this week, our season premiere is on topic with Voter Suppression Trail. Released shortly before the 2016 Presidential election, this was the New York Times' first stab at a video game editorial. Borrowing liberally from Oregon Trail's design style, Voter Suppression Trail puts you in the shoes of three potential voters: A white programmer from California, a Latina nurse from Texas, and a Black salesman from Wisconsin. Each of them has varying obstacles to overcome as they wait in line to vote. What impact did it have on players? We think it was only partially successful in drawing attention to real electoral issues. Listen to the episode to find out why. Games mentioned in this episode Oregon Trail The GOP Arcade's many other titles Show Notes & Links Test yourself - which of the Four Frames do you see the world through? Gamasutra's The Making of GOP Arcade's Voter Suppression Trail The Effect of a persuasive social impact game on affective learning and attitude, by Dana Ruggiero, Computers in Human Behavior, 2015 The Art of Game Design, by Jesse Schell
Many games put you in the role of someone else. It's right in the name of at least one genre: Role-Playing Game. We identify with each of these avatars to varying degrees. It's hard to feel much of a connection with Pac-Man, but Link and Chrono were much easier to map onto ourselves. What did we take away from that mapping? What does current research say about how we relate to our avatars? This week Brandon introduces theories about how we connect with games' avatars, then we look at Final Fantasy XV as an example. What opportunities does it take or miss to link us with Prince Noctis? And what does this all have to do with Clippy, anyway? Show Notes & Links Monster Factory Clark, Ruth Colvin. Building Expertise: Cognitive Methods for Training and Performance Improvement. 3rd ed. San Francisco: Pfeiffer, 2007. Fox, Jesse, and Jeremy N. Bailenson. "Virtual self-modeling: The effects of vicarious reinforcement and identification on exercise behaviors." Media Psychology 12, no. 1 (2009): 1-25. Groom, Victoria, Jeremy N. Bailenson, and Clifford Nass. "The influence of racial embodiment on racial bias in immersive virtual environments." Social Influence 4, no. 3 (2009): 231-248. Ruggiero, Dana. "The effect of a persuasive social impact game on affective learning and attitude." Computers in Human Behavior 45 (2015): 213-221. Doi: 10.1016/j.chb.2014.11.062. Woolfolk, Anita. Educational Psychology. 8th ed. Needham Heights: Allyn and Bacon, 2001. Yee, Nick, and Jeremy N. Bailenson. "Walk a mile in digital shoes: The impact of embodied perspective-taking on the reduction of negative stereotyping in immersive virtual environments." Proceedings of PRESENCE 246 (2006): 147-156. Yee, Nick and Jeremy N. Bailenson. “The Proteus Effect: The Effect of Transformed Self-Representation on Behavior.” Human Communication Research 33 (2007): 271-290. Yee, Nick, Jeremy N. Bailenson, and Nicolas Ducheneaut. “The Proteus Effect: Implications of Transformed Digital Self-Representation on Online and Offline Behavior.” Communication Research 36 (2009): 285-312. Games mentioned in this episode Chrono Trigger Secret of Mana Halo Legend of Zelda Spent Papers, Please Final Fantasy XV Final Fantasy VII Hearthstone Disgaea 4
We’ve talked often before about how games can use a GUI to teach you a skill or task useful in real life. But is another angle on this idea true too? Is expertise using the buttons on a console controller transferable to actual job skills? Militaries around the world certainly seem to think so. More broadly, it might make sense to design interfaces around skills and aptitudes that users have already learned elsewhere. Gamers often learn how to use a controller at a very young age, when their brains are more plastic. So let’s take advantage of that.   Notes: Example of a 3D Mouse The Origin of Spacewar!, J.M. Graetz, 1981, Creative Computing Magazine Consolidation of Motor Memory, Krakauer & Shadmehr, 2006, Trends in Neurosciences A matter of time: rapid motor memory stabilization in childhood, 2014, Developmental Science, Esther Adi-Japha The transfer of skill from a computer game trainer to actual flight, 1992, Daniel Gopher Raytheon Announces Revolutionary New ‘Cockpit’ For Unmanned Aircraft Raytheon taps video games to pilot drones, Business Week, 2008 (cached at archive.org) Game Controllers Driving Drones, Nukes Syrian Rebels Now Have a Tank Powered by a Playstation Controller Games mentioned in this episode Duck Hunt Spacewar! Wii Sports Legend of Zelda: Twilight Princess Tearaway: Unfolded Super Mario Brothers Space Fortress Asteroids Steel Battalion Battletech: Firestorm
It’s not often there’s breaking news in the world of academic articles on gaming, but a potential retraction of an article is worth talking about. A 2014 study called “Boom, Headshot! Effect of Video Game Play and Controller Type on Firing Aim and Accuracy” concluded that playing games with a gun-shaped controller, even briefly, will make the player much more accurate at shooting a real gun. That study went on to be cited in policy documents and the news, but there’s just one problem: some of the data may have been falsified or manipulated. What does this mean for academic gaming research? Can or should we trust a single published study? Show Notes & Links Boom, Headshot! Effect of Video Game Play and Controller Type on Firing Aim and Accuracy, by Brad Bushman & Jodi Whitaker, 2014, Communication Research Dispute over shooter video games may kill recent paper (Retraction Watch) Analyses of Miscoded Data, a timeline of the investigation into the article’s data Origins of the “Boom, Headshot” meme Andrew Przybylski on Twitter Do violent video games play a role in shootings? (CNN) APA’s Resolution on Violent Video Games More details on replication rates of academic studies Other games mentioned in this episode: Mario Kart 8 Duck Hunt Resident Evil 4 Wii Play Super Mario Galaxy Halo Super Scope Pong Asteroids
Last week we talked about self-efficacy, particularly how it relates to the high difficulty of the Dark Souls series. But Dark Souls actually goes against lots of advice about the relationship between self-efficacy and performance. It turns out there’s also controversy about giving rewards just to build self confidence or self-efficacy. Should we all get trophies for participation? Is that really helpful in the long run? Bloodborne give us another example to look at. This week we talk about some other models of how self-efficacy and performance might relate to each other. For example, induced failure can be useful in building longer-term confidence. Games like the Zelda series tend to give you a difficult challenge, then introduce a tool that makes the task much easier. You use it to solve that challenge, and then you’re presented with an even more difficult challenge that requires the same tool. But now you’ve had time to build your confidence with it. Lastly, we pull all this together into a theory of why Dark Souls might actually be fun after all. You’re not as great a gamer as you think you are, but you can get there. Show Notes & Links: Sean Connery’s profane comments on Nicolas Cage doing his best The Moderating Effects of Performance Ambiguity on the Relationship Between Self-Efficacy and Performance, by Aaron Schmidt, 2010, Journal of Applied Psychology Self-Efficacy and Resource Allocation: Support for a Nonmonotonic, Discontinuous Model, by Jeffrey Vancouver, 2016, Journal of Applied Psychology Dynamics in the Self-Efficacy Performance Relationship Following Failure, by Jay Hardy III, 2014, Personality and Individual Differences Games mentioned in this episode: Super Smash Brothers Bloodborne Castlevania Dark Souls The Legend of Zelda: A Link to the Past The Legend of Zelda: Ocarina of Time Mega Man X Desert Bus
How good are you at Dark Souls? Or put another way: What's your perception of your related self-efficacy? The Dark Souls series is hard. Really, really hard. We're just preparing you: You'll die often, in new and interesting ways. So why do players stick with it? In the 1970s, psychologist Albert Bandura developed four factors important to achieving high levels of self-efficacy: Performance Accomplishment: doing something well once means you'll feel ready to do it well again in the future. Vicarious Experiences: Seeing someone you identify with perform a task successfully is encouraging. Verbal Persuasion: Maybe not effective as the others, but think of an inspiring football coach speech. Emotional Arousal: High levels of stress aren't so good for self confidence. Dark Souls does the exact opposite of all four of these factors, yet gamers keep coming back for more. How does this make sense? Check back next week for the conclusion. Show Notes & Links Self-efficacy: toward a unifying theory of behavioral change, by Albert Bandura, 1977, Psychological Review Ian Bogost You Died: The Dark Souls Companion, by Keza Macdonald and Jason Killingsworth Games mentioned in this episode Super Empire Strikes Back Papers, Please World of Warcraft Farmville Stardew Valley Cow Clicker Cookie Clicker King’s Field 1-4 Demon’s Souls Dark Souls 1-3 Bloodborne ‘Splosion Man Super Mario Maker
Ben Heck's clever customization of an Xbox One controller for one-handed use.[/caption]The word “Accessibility” might bring to mind ramps, braille, and other physical world accommodations. Those are important, but the concepts extends to games and other digital media too. Sometimes it might even be a practical market share consideration: By some measurements 20% of gamers have a disability, and 8% of all men are colorblind. Making something more accessible has side benefits too - I know I’m glad to see automatic opening doors when my hands are full. Often an accessibility standard isn’t only the ethical thing to do, it’s also just good practice. Wouldn’t you like to be able to play your favorite game if you broke an arm or your vision degrades with age? But what does it mean for a game to be accessible? Games don’t usually have a legal mandate to meet accessibility standards, yet can still benefit from thinking critically about other areas’ standards might be applied. Looking mostly through the lens of accessible web standards, this episode starts with a discussion of various requirements like the ADA, WCAG 2.0, and Section 508. Then we move into applications of the standards, specifically times we’ve seen accessibility features applied well (PS4’s button mapping options) and less so (Dead Rising’s tiny text). When have you benefitted from a game being made more accessible? When have you wished developers kept that kind of thing more in mind? Show Notes & Links: National Federation of the Blind vs Target lawsuit
Happy Thanksgiving! If you’re looking for an escape from the post-turkey awkward conversations, check out the conclusion of our series on Discovery Learning. In our previous two episodes, we examined the positives and negatives of discovery learning. But what’s the takeaway - is it a good or bad idea? Of course it’s more complicated than that: A combination of discovery learning and expository learning is the way to go. By providing feedback and scaffolding as students work through problems, instructors will end up with better results. Discovery learning also survives today as problem-centered learning. By opening with a description a relevant problem to frame the training, you can immediately show the relevance of what you’re talking about. Demonstrate how to solve that problem, and then have students practice responding while you give feedback. Lastly, give them their own problems to work on and provide feedback as they go. Hearthstone's introduction of the Taunt mechanic is a great example of this blended approach. Players are presented with a situation that seems unwinnable, with almost no other option than to play the Taunt card and see what it does. We also found examples in Ethan Carter, Myst, and other games. Show Notes & Links: Does Discovery-Based Instruction Enhance Learning? by Alfieri et. al, 2011, Journal of Educational Psychology First Principles of Instruction by M.D. Merrill, 2002 Episodic Memory: A Neglected Phenomenon in the Psychology of Education, 1993, Educational Psychologist Learning Instruction: Theory into Practice by Margaret Gredler, 2008 “A Theoretical Foundation for Discovery Learning”, By Marilla D. Svinicki, 1998, Advances in Physiology Education I misremembered the talk I saw about the use of heatmaps in Halo’s level design. It was actually about Destiny, not Halo. See Jennifer Ash’s presentation UX Lessons Learned on Destiny. Games mentioned in this episode: Ethan Carter Myst Hearthstone Halo Destiny Space Quest
Discovery learning remains very popular today, BUT! All is not well in the land of self-guided education. Every time the research catches up to discovery learning and starts to question how well it works, the name changes to aliases like problem-based learning, experiential learning, constructivist learning, etc. Pure discovery learning leads to frustration and misconceptions. Often all the effort of learners gets devoted to surface-level trappings instead of deeper mastery. Lots of the literature points to expository instruction as a much better alternative. Adventure games like the King’s Quest series make for perfect examples of discovery learning gone rampant. There’s unwinnable situations all over the place, and far too often they boil down to grinds of trial & error that don’t actually teach any gameplay skills. One of the articles we talk about this week concludes that “adventure games committed suicide.” Will discovery learning share that same fate? Check back next week as we tie all this together. We also have a fancy new Facebook page, where we’d love to hear about your experiences (good and bad) with discovery learning. Show Notes & Links Last week’s episode, our introduction to discovery learning Why Minimal Guidance During Instruction Does Not Work, by Kirschner, Sweller, and Clark, 2006, Educational Psychologist Does discovery-based instruction enhance learning? by Alfieri, Brooks, Aldrich, and Tenenbaum, 2011, Journal of Educational Psychology Who Killed Adventure Games? Games mentioned in this episode: The Vanishing of Ethan Carter Brothers Wolfenstein Hyperlight Drifter King’s Quest series Mystery House Space Quest Leisure Suit Larry Quest for Glory Police Quest Gabriel Knight Hugo’s House of Horrors
The Vanishing of Ethan Carter is a 2014 all-around spooky game that doesn't hold your hand. There's even a note at the beginning stating that you're on your own. You're expected to learn as you go, figuring out not only how complex puzzles work but also sometimes the fact that you're being confronted with a puzzle at all. That approach matches up quite nicely with the theory of discovery learning. In that framework, learners are expected to figure out underlying concepts on their own, through experimentation and inductive reasoning. This week's episode opens with a discussion of expository vs discovery learning, has a mention of J.S. Bruner's wonderful term "intellectual potency," and explores the motivation provided to players in Ethan Carter. But all is not well in the world of discovery learning - check back next week for a look at the dark side of this kind of instruction. Show Notes & Links Stanford's Virtual Crash Course in Design Thinking “Scientific Discovery Learning with Computer Simulations of Conceptual Domains” by De Jong and Van Joolingen, 1998, Review of Educational Research J.S. Bruner (who did actually just pass away in June 2016) Educational Psychology by Anita Woolfolk The Act of Discovery by Bruner, 1961, Harvard Educational Review Other games mentioned in this episode Halo's Chiron TL-34 teleporter-centric multiplayer level Gone Home
Bioshock is one of the most critically lauded games of all time. Released in 2007, today it still holds a place in Metacritic’s top 25 games ever. The game’s story, all about an underwater city that fell victim to a mix of Objectivist thinking and superpowers, is still largely hailed as an unusually mature experience among games. But does it deserve that praise? And did Bioshock: Infinite improve on anything when it showed up in 2013? This week we talk about Bioshock’s approach to moral choices (especially in comparison to Papers, Please), transferability of training, and whether or not the studio’s approach to user testing made any sense. Show Notes & Links During recording I couldn’t remember how many Little Sisters are in the game. There are 21. Bioshock on Metacritic Bioshock Collection on Metacritic Ken Levine’s Rolling Stone interview Transfer of Training The effect of a persuasive social impact game on affective learning and attitude Persuasive Games, by Ian Bogost Early interviews and articles about Bioshock: Infinite’s 1999 mode: Engadget | Game Informer | Irrational Games How Many Test Users in a Usability Study? By Jakob Nielsen Other games mentioned in this episode Bioshock 2 System Shock 2 Spec Ops: The Line Metal Gear: Solid Mass Effect Star Wars: Knights of the Old Republic Papers, Please
Instead of examining one game in detail, this week the broader concept of metagaming caught our attention. From Dungeons & Dragons to Tekken to League of Legends, tons of games can be played at a meta level. There’s so much information about games out there, and whether you take it into account can make or break your play style. It’s not always looked at kindly, but metagaming is a powerful tool. Players of card games like Netrunner have built elaborate lists of potential card combinations, and pro League of Legends players can craft complex strategies around their opponents’ known play styles. Beyond games, this has huge implications for communities of practice and knowledge management. How can companies and organizations capture the informal knowledge built up around their business processes? We found some direct tips they can take from metagaming. Show Notes & Links Toward a Topology of Metagames (Proceedings of the Australasian Computer Science Week Multiconference) Game Design Fundamentals, by Katie Tekinbaş and Eric Zimmerman All Work, All Play (trailer) Balancing Act: How to Capture Knowledge Without Killing It (Harvard Business Review) Dan Pink’s TED Talk, The Puzzle of Motivation Other games mentioned in this episode Tekken 3 Final Fantasy 7 Dungeons & Dragons League of Legends Magic: The Gathering Hearthstone Netrunner Shadowrun Smash Brothers Halo
We made it to episode 10! Double digits! Released in August, No Man's Sky was one of the most hyped new games of 2016. Promotional materials and press coverage promised 18 quintillion planets to fly your spaceship to, and innumerable things to do on and around each destination. Gamers got those 18 quintillion planets on launch day, but not much else. No Man's Sky is a perfect case study in why you shouldn't inflate expectations about a product or service, but also a lesson in how not to handle the aftermath of a problematic debut. We talk about what Hello Games could have done differently and why it's crucial to set appropriate expectations for any new product or service. No Man's Sky is available for PS4 and PC. We recorded this episode at the end of September. As of this post, Hello Games is still silent about updates to No Man's Sky and has not responded to any of the game's criticism. Show Notes & Links: No Man's Sky's ending video (spoilers, obviously) Compilation of features promised by Sean Murray that aren't actually in the game No Man's Sky official news updates (last updated 9/2 as of this post) No Man's Sky official twitter account (last updated 8/18 as of this post) No Man's Sky subreddit MaddieAdder's in-game artwork Sony's CEO admits problems with advance marketing for No Man's Sky Other games mentioned in this episode Minecraft FTL Rogue Crypt of the NecroDancer Joe Danger Excitebike Elite: Dangerous Journey Tearaway: Unfolded
This week we concluded our three week Arstotzkan travelogue with a look at how Papers, Please handles incentives and emotional impact. The game has an unusually subtle approach to morality and choices, and avoids Mass Effect style extreme polarized choices between good and evil. How does this all tie in to incentivizing performance improvement? What about Empathy, Narrative, and Intrigue? We cover a lot of ground this week. Papers, Please is available on PC, Mac, Linux, and iPad. At the time we recorded this episode, the iPad version was broken and didn’t factor into our discussion. Show Notes & Links Roger Kaufman’s Organizational Elements Model (OEM) Six Sigma’s SIPOC tool Bounce Rate The First Hour Experience Bloom’s Affective Taxonomy Papers, Please’s Achievements Other games mentioned in this episode Super Mario Maker Super Metroid Halo Mass Effect Knights of the Old Republic Dragon Age: Origins
After our discussion of Papers, Please’s lessons in instructional design, this week we found the game’s interesting and sometimes counterintuitive applications of user experience and design principles. There’s friction in almost everything you do in this game, but why isn’t that annoying? And just how does Papers, Please handle abstracting analog objects into digital representations? Why did we keep playing despite such a high cognitive load? This is our second episode of a three-part series. We’ll conclude our Arstotzkan adventures next week, when we examine Papers, Please’s moral choices and emotional impact. Papers, Please is available on PC, Mac, Linux, and iPad. At the time we recorded this episode, the iPad version was broken and didn’t factor into our discussion. Show Notes & Links: How to Game Friction for Better UX Mass Effect’s terrible inventory management system Maslow’s Hierarchy of Needs Reality is Broken, by Jane McGonigal Affordances Zotero Video review of Steel Battalion: Heavy Armor Other games mentioned in this episode: Mass Effect No Man’s Sky Betrayal at Krondor Steel Battalion Steel Battalion: Heavy Armor
In Papers, Please players step into the shoes of a border control agent faced with increasingly byzantine rules to admit or deny entry into Glorious Arstotzka. Each game-day presents you with new restrictions on what paperwork to check. The difficulty ramps up slowly but surely, and by the end of the game you’re adeptly cross-referencing 4 or 5 documents at one time in purposely limited screen real-estate. Papers, Please somehow manages to make bureaucracy fun, in part due to a remarkably well-constructed scaffolding process that teaches players all the necessary skills and tasks. This game gave us so much to talk about that it’s the first in a three-part series. To start, this week we focused on the instructional design techniques Papers, Please uses to teach players the ins & outs of border control work. Next week we'll move on to related applications of User Experience design. Glory to Arstotzka! Papers, Please is available on PC, Mac, Linux, and iPad. At the time we recorded this episode, the iPad version was broken and didn’t factor into our discussion. Show Notes & Links: Zone of Proximal Development Instructional Scaffolding Task Analysis in Instructional Design Other games mentioned in this episode: Unsolicited The Republia Times QWOP If you liked this episode, please leave us a review on iTunes or your podcast app of choice. Did Papers, Please strike a chord with one of your past jobs? Let us know!
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