Week 12

Game Title: 

Outcomes

Methods:

For this playtest, one subject was used. The subject was recruited based on the people I knew and who was available to play. The subject volunteered to playtest the game. The inclusion/exclusion criteria used was that the subject had to be in college and of the age to drink legally in order to play the game. If the subject was under the age of 21, they were excluded from playing the game. There were no other conditions aside from being 21 or over and in college. The subject was a female, age 28 and a college student. The game was presented as a table top board game, similar to Monopoly and Uno. The materials used to collect data for this play-test were paper and pen. Along with the board game is two stacks of cards, similar to the card game Uno. The player is unaware of what the cards say. (i.e. Go to the bar and take another drink or go home.) The player has the choice of going to the bar or going home, based on that choice determines whether or not they win/loose the game. The player’s objective is to make it through the game “sober”. The subject had to make it different levels of the game, where they gained a new achievement. The conditions created for the game was that if the player faced certain consequences if they continued to drink throughout the game. (i.e. “You’re now on the road to alcoholism”.) The rules of the game are the same. The game included an instruction manual along with it to explain the rules to the subjects. The player played the game twice. The data collected was based on whether or not the player won/lost and if that was due to the rules of the game or their choice.

Results: 

The player lost the game the first time and won it the second time.

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About Robert O. Duncan

I'm an Assistant Professor of Behavioral Sciences at City University of New York, with joint appointments in Neuroscience and Cognitive Neuroscience. I also have an appointment as a Visiting Scholar at New York University. My research interests include cognitive neuroscience, functional magnetic resonance imaging, glaucoma, neurodegenerative disorders, attention, learning, memory, educational technology, pedagogy, and developing games for education.

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