Emotions - Elixir to Game Engagement
When thinking of designing a learning game for children in a hospital, I wasn't sure what to decide on first. First, I became focused on what type of game to design. But then I realized I needed to decide on the topic of the game. But then I backed up further, and thought about what type of player experience I wanted the child to have. Then I backed up even more, and thought what is going to motivate a hospitalized child to want to play a game.
In a child's everyday life, there are so many distractions to deal with such as other siblings, pets, friends, playing, etc. Additionally, there are numerous daily tasks, requirements a child must do, including going to school, doing school homework, doing chores, eating meals, brushing teeth, sleep, etc. After all of these which are just a few of the many activities and tasks of a child's life, now consider adding the over-arching dilemma of being hospitalized. And it changes everything.
When a child is hospitalized, their sense of safety and security is broken. That is probably the most important integral aspect in a child's life...the sense of not only being loved, but being safe. That things will be OK. And as a parent, that is the Number 1 priority...to show your kids they are loved, and to also keep them safe. But of course, no one can guarantee someone else's healthy and safety. Consequently, the child is feeling frightened and scared while in the hospital.
Additionally, probably most children are experiencing either pain or physical issues that make them feel sick. Having no control over whatever is making them hurt and feel can cause even more fear and isolation.
Lastly, a child in the hospital is physically isolated from their home environment, and their family and friends. If family and friends are not there, they can perceive they are alone, even with the constant flow of doctors and nurses.
These issues of loss of safety and security, pain and discomfort, loss of control, and isolation, can easily lead to sadness, loneliness and even depression. So, how do you design a game with all that on the plate?
I went back to an article by Nicole Lazzaro, President of XEOPlay that was published in the book, Game Design Workshop (Tracey Fullerton, 2009). Lazzaro discussed why we play games, and the importance the role of emotions play in it. Players should enjoy the sensations that emotions create. So I decided to add scenarios where the player had control over how their environment looked, options where they could transform it into something they loved, and that made them feel happy.
Emotions focus attention on tasks at hand. So I designed an adventure game where they child has an Indiana Jones-type role in following clues to escape to outside. But I also considered the loneliness factor, so I added an animal....no, make that (2) animals...that the player is focused on, and is trying to help. This focus on the need to help these two befriended pets will give the child feelings of control in the game, and a positive sense of purpose to be able to help the animals, as well as a distraction from her physical issues. The rewarding emotion from helping animals is both motivating, and a positive driver in game performance.
In short, I took all the negative emotions and feelings of being a child hospitalized, and designed a game that evoked emotional responses to counter-balance those the arise from hospitalization. And I provided opportunities to explore a magical world while helping reunite 2 pets. I decided on what was the emotional game experience I wanted the player to come away with, and then designed the game from there.
In a child's everyday life, there are so many distractions to deal with such as other siblings, pets, friends, playing, etc. Additionally, there are numerous daily tasks, requirements a child must do, including going to school, doing school homework, doing chores, eating meals, brushing teeth, sleep, etc. After all of these which are just a few of the many activities and tasks of a child's life, now consider adding the over-arching dilemma of being hospitalized. And it changes everything.
When a child is hospitalized, their sense of safety and security is broken. That is probably the most important integral aspect in a child's life...the sense of not only being loved, but being safe. That things will be OK. And as a parent, that is the Number 1 priority...to show your kids they are loved, and to also keep them safe. But of course, no one can guarantee someone else's healthy and safety. Consequently, the child is feeling frightened and scared while in the hospital.
Additionally, probably most children are experiencing either pain or physical issues that make them feel sick. Having no control over whatever is making them hurt and feel can cause even more fear and isolation.
Lastly, a child in the hospital is physically isolated from their home environment, and their family and friends. If family and friends are not there, they can perceive they are alone, even with the constant flow of doctors and nurses.
These issues of loss of safety and security, pain and discomfort, loss of control, and isolation, can easily lead to sadness, loneliness and even depression. So, how do you design a game with all that on the plate?
I went back to an article by Nicole Lazzaro, President of XEOPlay that was published in the book, Game Design Workshop (Tracey Fullerton, 2009). Lazzaro discussed why we play games, and the importance the role of emotions play in it. Players should enjoy the sensations that emotions create. So I decided to add scenarios where the player had control over how their environment looked, options where they could transform it into something they loved, and that made them feel happy.
Emotions focus attention on tasks at hand. So I designed an adventure game where they child has an Indiana Jones-type role in following clues to escape to outside. But I also considered the loneliness factor, so I added an animal....no, make that (2) animals...that the player is focused on, and is trying to help. This focus on the need to help these two befriended pets will give the child feelings of control in the game, and a positive sense of purpose to be able to help the animals, as well as a distraction from her physical issues. The rewarding emotion from helping animals is both motivating, and a positive driver in game performance.
In short, I took all the negative emotions and feelings of being a child hospitalized, and designed a game that evoked emotional responses to counter-balance those the arise from hospitalization. And I provided opportunities to explore a magical world while helping reunite 2 pets. I decided on what was the emotional game experience I wanted the player to come away with, and then designed the game from there.

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