DESIGNING a DIGITAL ROLEPLAYING GAME to FOSTER AWARENESS of HIDDEN DISABILITIES Rafael Leonardo Da Silva, the University of Georgia
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2020 | Volume 11, Issue 2 | Pages 55-63 DESIGNING A DIGITAL ROLEPLAYING GAME TO FOSTER AWARENESS OF HIDDEN DISABILITIES Rafael Leonardo da Silva, The University of Georgia On Fighting Shadows (OFS) is a two-dimensional roleplaying INTRODUCTION game that tells the story of Marvin, a young adult that In Valiant Hearts: The Great War (Ubisoft Montpellier, 2014), an experiences hidden disabilities, focusing on hydrocephalus unlikely band of heroes struggle for survival and hang on to and its possible mental health implications, such as anxiety hope during World War I. These four characters, who wanted and depression. Developed with the goal of being both nothing more than the fighting to end, were accompanied informational and engaging, OFS aims to increase awareness by a faithful dog who followed and helped them in their and foster discussions not only about hidden disabilities adventures. They are, in fact, the playable protagonists in as medical conditions, but also as phenomena that are a puzzle video game developed by Ubisoft Montpellier, experienced in society. The objective of this design case is inspired by letters sent to loved ones during the Great War. to describe the development process, including the design Valiant Hearts is an incredibly emotional journey, one that dilemmas, of the prototype of OFS, as well as to discuss can even lead players to cry and relate to the sadness being future directions of this project. Both in the prototype design portrayed on the screen. This example demonstrates the phase and in usability testing, the tension between learning capacity of video games, a medium that has had its storytell- and entertainment was observed, aligning with reflections ing possibilities refined and expanded since their conception from previous studies (Prestopnik, 2016). Playing OFS was (Holmes, 2012), to place players in the shoes of individuals also observed to engage users in experiencing symptoms of that they would otherwise not know about or relate to (Gee, hydrocephalus and understanding the character’s feelings. 2011; Schell, 2005), and make people feel what these charac- Possible directions to improve the experience for different ters feel. This is only one instance of a growing trend of video user profiles involve adaptation of game conditions for games that have emotional appeal as a top priority. players that would like to prioritize educational information over fun, and vice-versa. However, in our technologically-mediated world, people are Rafael Leonardo da Silva is a PhD candidate in Learning, Design, growing increasingly lonelier and sharing fewer discussions and Technology at the University of Georgia. His research interests about topics of social and historical relevance (Turkle, 2016). include: Virtual Worlds; Game-based learning; Project-based Games like Valiant Hearts, where players fill in the shoes of learning, and Game-based Moral Development. an Other and make emotional choices, can be the starting point to discuss the awareness of one’s own understanding of specific themes and promote empathy. Story-rich games can also provide a window to, and foster discussions about, cultures that players would not be likely exposed to, such as the case of the Native Alaskan Never Alone (Upper One Games, 2014). It is inspired by these works of art that I ventured to develop the narrative-focused computer game prototype that I discuss in the present design case. Copyright © 2020 by the International Journal of Designs for Learning, a publication of the Association of Educational Communications and On Fighting Shadows (OFS) is a two-dimensional roleplaying Technology. (AECT). Permission to make digital or hard copies of portions of game that tells the story of Marvin, a young adult that this work for personal or classroom use is granted without fee provided that experiences hidden disabilities such as anxiety, depression, the copies are not made or distributed for profit or commercial advantage and hydrocephalus. Developed with the goal of being both and that copies bear this notice and the full citation on the first page in print or the first screen in digital media. Copyrights for components of this work informational and engaging, OFS aims to increase awareness owned by others than IJDL or AECT must be honored. Abstracting with and foster discussions not only about hidden disabilities credit is permitted. as medical conditions, but also as phenomena that are experienced in society (Fitzgerald & Paterson, 1995); those https://doi.org/10.14434/ijdl.v11i2.27257 55 not easily discerned by others, present unique challenges because they can often be kept hidden. This paper draws on to this reappraisal, both because they are hidden and the narratives of two small groups of women with hidden because they can often be kept hidden. This paper draws on disabilities -- women from Hawaii with Temporomandibular the narratives of two small groups of women with hidden Joint Syndrome (TMJ. Due to my own knowledge and disabilities -- women from Hawaii with Temporomandibular experience of these conditions, the development of a game- Joint Syndrome (TMJ, where misinformation and misunder- based environment to discuss such issues was deemed standing about the brain and mental illnesses are common. adequate. That said, my objective with this paper is to describe the development process, including the design dilemmas, of the Playing, Experiencing, and Learning in prototype of OFS, as well as to discuss future directions of Roleplaying Games this project. Game-based learning is an experience-oriented pedagog- The paper is organized as follows: first, the theoretical foun- ical approach. Both in informal and instructional contexts, dations for the project, including a discussion about hidden people of all ages can, through gameplay, experience ways disabilities, as well as game-based learning, are presented. of being and thinking that do not always correspond to The design process is then described in detail, considering their own (Gee, 2011). Interacting in and with a simulated the two iterations designed and tested. Feedback from us- environment through an other’s eyes can allow one to take ability testing sessions is also reported, along with a general other perspectives to life into consideration and experi- discussion and suggestions of future directions for the game ence emotional phenomena and situations that would be development process. otherwise out of reach. Within the broader category of digital games, roleplaying THEORETICAL FOUNDATIONS games (henceforth RPGs) are games in which players inhabit an avatar in a fictitious, designed world and are challenged Hidden Disabilities in order to accomplish certain tasks and achieve an ultimate Hidden disabilities are conditions that are not observable; objective. In order to foster immersion and identification, they can be innate or acquired later in life (Couzens et al., RPGs aim to present compelling narratives and interesting 2015). Although such disabilities often do not affect one’s playable and non-playable characters for players to interact physical appearance or ability, they have a direct impact with (see Gaydos & Squire, 2012; Radošinská, 2016). As such, on cognitive processes. Well-known hidden conditions are these games benefit primarily from the conscious assimila- learning disabilities, such as autism spectrum disorder (ASD) tion of a different, sometimes allegorical, identity, defined by and attention-deficit/hyperactivity disorder (ADHD), as Caillois (1961/2001) as mimicry. Players are expected to act as well as mental illnesses, including anxiety and depression. the characters while, at the same time, remaining aware that This article focuses on the latter category, in addition to personal beliefs and personalities can have an influence on hydrocephalus, a brain condition that leads to an increase in-game decisions. As mentioned earlier, the benefit of such in cerebrospinal fluid and can impair executive functions, environments is the experiencing of situations that players including visuospatial skills (Lindquist et al., 2008). are not able to live first-hand (Gee, 2011; Schell, 2005). The game discussed in this paper, On Fighting Shadows, benefits The discussion of how these hidden disabilities are perceived from such characteristic by allowing players to navigate a and addressed in social and educational contexts is still simulated world as an individual with hidden disabilities, scarce, however necessary, given the significant numbers interacting with the social environment and witnessing of individuals that present such conditions in America and stigmas, complications, and misunderstandings related to worldwide. The Anxiety and Depression Association of these conditions. Mimicry, however, is not always positive. America (ADAA) reports that 18% of the country’s popula- The corruption of mimicry, which occurs when players are tion suffers from these disorders (ADAA, 2018); the number not able to distance themselves from the imagined persona, reaches over 300 million individuals worldwide when is detrimental to one’s mental state; the clear, conscious depression alone is considered (World Health Organization, separation is often necessary so both identities can co-exist. 2018). Moreover, hydrocephalus is a less common condition, but it also affects one in every 1000 babies, and around one The distinction between real and imagined worlds also million people in America (Hydrocephalus Association, 2018). exists in structural levels. RPGs, like most