Double Play for Gaming Effectiveness

Authors

  • Richard F. Barton

Abstract

The objectives of simulation game designers and users are presumably to have game players experience something of the system the game simulates and, in the process. learn about that system. But first players must learn the rules and mechanics of the game itself. Players who are still trying to understand the rules of the game when game play ends have not learned or experienced all that the game offers. Although no hard evidence has been developed, a threshold of gaming experience might be hypothesized. This threshold is the point when players have overcome the rules-and-mechanics barrier and are experiencing the simulated system in full bloom of the interactions built into the game by its designer. Means to take players beyond this learning-barrier threshold have been developed. Practice decisions before official play starts help to overcome the barrier. Tests and quizzes on the rules of the game motivate students to read the players manual and serve to schedule reading of the manual. Additionally, specifically designed homework exercises to teach the rules and mechanics are offered by some business simulation games. These exercises may also teach concepts of the system being simulated. Many times the quizzes and exercises are graded as input into the final course grade.

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Published

1977-03-13