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Valkki Emma-Julia.Pdf (5.065Mt) Gamified Learning of a Game Engine Frozenbyte’s Editor Training Program Emma-Julia Valkki Bachelor’s thesis November 2017 Degree Programme in Media ABSTRACT Tampereen ammattikorkeakoulu Tampere University of Applied Sciences Degree Programme in Media Interactive Media VALKKI, EMMA-JULIA: Gamified learning of a Game Engine Frozenbyte’s Editor Training Program. Bachelor's thesis 53 pages, appendices 19 pages November 2017 This thesis was done while working at the game company Frozenbyte. As one of the oldest game companies in Finland, Frozenbyte has developed their own in-house game engine. This engine is used in all of their projects, but it is lacking proper documentation for employee training. To fix this problem they aim to gamify their editor learning process through Editor Training Program. The main purpose of this thesis work was to analyze the existing Editor Training Program content of Frozenbyte engine to pinpoint the possible problem areas and present a solution for those issues. The secondary purpose of this thesis was to work as an example case on how to analyze content that needs to be gamified and which things should be taken into consideration while designing that gamification. The content analysis was started by defining what gamification is and what are the best practices for it. This was done by considering various studies and meta-studies of the subject. With the best practices established, a definition of gamification that Karl M. Kapp (2012) presents in his book “Gamification of learning and instruction: game-based meth- ods and strategies for training and education” was used to divide the Editor Training Pro- gram content into elements that would be easier to analyze. In addition to the theoretical analysis, a small questionnaire was conducted among the new level artists about the user experience of the Editor Training Program tutorials and the writer herself recapped her own initial experiences with the editor tutorials. Based on the analysis results the aim of the practical work was about making the tutorial experience more streamlined for the user. This was done by designing a solution that had better means of displaying the task information for the user and visualizing the pro- gression tracking. Further improvement suggestions about including preferred learning methods into the tutorial progress and motivating the secondary target group, the player community, into participating in learning and content creation was also presented. This thesis managed to pinpoint some of the problem areas of the Editor Training Program tutorials and present possible solutions for them. The thesis defines gamification and uses that in analysis to pinpoint the strengths and weaknesses of the tutorials. The results are then used in the practical design progress, while considering the main target group of new employees. This way the thesis successfully works as an example on how gamification could be used for software learning and how it can be implemented in a smaller scale project. Key words: gamification, software learning, game engine 3 CONTENTS 1 INTRODUCTION ............................................................................................. 6 2 An introduction of the thesis concepts .............................................................. 7 2.1 About the concepts ..................................................................................... 7 2.1.1 Definition of a video game .............................................................. 7 2.1.2 Definition of a game tutorial ........................................................... 7 2.1.3 Definition of a game engine and editor ........................................... 7 2.1.4 Definition of gamification ............................................................... 8 3 An Introduction of the Methods ...................................................................... 10 3.1 About Methods ........................................................................................ 10 3.2 The Theoretical starting point of Gamification ....................................... 10 3.2.1 Analysis of Gamification: Duolingo ............................................. 12 3.2.2 Analysis of Gamification: Software Learning .............................. 14 3.2.3 Does Gamification work? ............................................................. 18 3.2.4 Good Practices for Gamification ................................................... 19 3.3 Questionnaire introduction ...................................................................... 23 4 An introduction to the practical work .............................................................. 24 4.1 About the practical implementation ......................................................... 24 4.1.1 Frozenbyte ltd................................................................................ 24 4.1.2 The editor training program .......................................................... 24 5 Initial content analysis ..................................................................................... 27 5.1 About the existing content and methods of analysis ................................ 27 5.2 The analysis based on writer’s initial experience .................................... 27 5.3 The Gamification analysis of the editor ................................................... 30 6 Analysis ........................................................................................................... 32 6.1 The Shadwen editor tutorials questionnaire ............................................. 32 6.1.1 The Results .................................................................................... 32 6.2 The conclusions of analysis ..................................................................... 34 7 Practical work: Design Document ................................................................... 36 7.1.1 Statement of practical work goals ................................................. 36 7.2 “First Time Launch” window solution description .................................. 36 7.2.1 “First Time Launch” user interface example ................................ 36 7.3 “Tutorial Helper” solution description..................................................... 37 7.3.1 ” Tutorial Helper” user interface example .................................... 38 7.4 Additional suggestions of improvement .................................................. 40 7.5 01_getting_started – example user scenario ............................................ 41 8 Conclusions ..................................................................................................... 49 4 REFERENCES ...................................................................................................... 51 APPENDICES ...................................................................................................... 54 Appendix 1. Shadwen Editor Tutorial Questionnaire ..................................... 54 Appendix 2. Shadwen Editor Tutorial Questionnaire Answers ...................... 57 5 GLOSSARY TAMK Tampere University of Applied Sciences cr credit User User of an App or Game UI User Interface GUI Game User Interface AI Artificial Intelligence App Application Unity Unity Engine (a game engine) MMO Massively Multiplayer Online (game) UE4 Unreal Engine 4 (a game engine) 6 1 INTRODUCTION The aim of this thesis is to explain what gamification is and how to implement it into a project through analysis of existing content. This thesis was written while working with the Helsinki based game company Frozenbyte and it is done more specifically for their Editor Training Program. The aim of the Editor Training Program is to gamify the learning process of Frozenbyte’s in-house game engine and editor for the new employees and players alike. The aim of this thesis work is to analyze their existing gamified editor tutorial content and present a solution tailored to tackle the existing problems and to support further learning. In this thesis, the concept of gamification is explained. This will be used as a reference for analysis of the existing gamified editor tutorials to pinpoint possible issues. Addition- ally, a user experience questionnaire was conducted and the answers from four new em- ployees that were using the gamified editor tutorials to accustom themselves with the Frozenbyte engine are used as a part of the analysis. The results work as the base for the design document which is the practical part of this thesis. The objective and the outcome of this thesis is not a finished and streamlined product. The goal is to analyze the gamified editor tutorials and, considering the results, produce a design document of a solution that is most useful for improving Frozenbyte’s Editor Training Program tutorials. A successful thesis will prove to be useful for Frozenbyte in different ways. Good imple- mentation of the tutorial project makes it easier to train new level artists that are new to the editor and thus makes their integration to the company more fluent. In a point of view of the players it also makes the games last longer, since fans learn to use the editor and make their own levels to share via Steam service. The project might also potentially result in better job applicants in the future since motivated fans know the engine from before. This thesis will also potentially help people to understand gamification and its various means of implementation. Designers need to understand the strengths and weaknesses of gamification as well
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