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Get Your Game On!:
Using Games to Engage and Learn
about Legal Services

Presented by:
Stephanie Kimbro, Co-Director,
The Center for Law Practice Technology
Teri Ross, Program Director,
Illinois Legal Aid Online
LSC TIG, January 2014
Copyright 2014 (c) Stephanie Kimbro
% of Americans who play

58 %
39 %
47 %
Copyright 2014 (c) Stephanie Kimbro
% of female game players

15 %
30 %
45 %
Copyright 2014 (c) Stephanie Kimbro
Gamers by age group

Under 18
18-35
36+
Copyright 2014 (c) Stephanie Kimbro

32%
32%
36%
Average age of game purchaser

17
25
35
Copyright 2014 (c) Stephanie Kimbro
Consumer Spend on Games 2012

$20.77

Thousand
Million
Billion

Copyright 2014 (c) Stephanie Kimbro
Why Games?
• Positive ENGAGEMENT

• 2014 LSC Report of the Summit on
the Use of Technology to Expand
Access to Justice
• Kimbro’s International Report for
Ark Publishing

Copyright 2014 (c) Stephanie Kimbro
Games vs. Gamification
• The Difference
– Design goal
– Game mechanics

• Why it matters

Copyright 2014 (c) Stephanie Kimbro
Flow

“the satisfying, exhilarating feeling of
creative accomplishment and
heightened functioning”
–Csikszentmihalyi
His TED talk
Copyright 2014 (c) Stephanie Kimbro
Fiero
• Primal craving for challenge, to explore, and to
conquer and succeed
• A neuro chemical high
• Designing failure so that it rewards

Copyright 2014 (c) Stephanie Kimbro
Games for Social Good
• Free Rice

• Half the Sky
• Data Dealer

Copyright 2014 (c) Stephanie Kimbro
Copyright 2014 (c) Stephanie Kimbro
Copyright 2014 (c) Stephanie Kimbro
Copyright 2014 (c) Stephanie Kimbro
Copyright 2014 (c) Stephanie Kimbro
Existing Legal Games
• Focus on civics
education
• Distribution to
teachers/schools

• Legal education

Copyright 2014 (c) Stephanie Kimbro
Copyright 2014 (c) Stephanie Kimbro
Copyright 2014 (c) Stephanie Kimbro
Copyright 2014 (c) Stephanie Kimbro
Copyright 2014 (c) Stephanie Kimbro
Copyright 2014 (c) Stephanie Kimbro
“Hey, we got funding,
let’s do a game!”

Trending
Learning
Engaging
Copyright 2014 (c) Stephanie Kimbro
Draft Menu

Copyright 2014 (c) Stephanie Kimbro
Draft 3D Office Concept

Copyright 2014 (c) Stephanie Kimbro
Illinois
Game

Copyright 2014 (c) Stephanie Kimbro
A Rose By Any Other Name…
1. Video

2. Simulation
3. Game

Copyright 2014 (c) Stephanie Kimbro
Estate Quest

Copyright 2014 (c) Stephanie Kimbro
Copyright 2014 (c) Stephanie Kimbro
Copyright 2014 (c) Stephanie Kimbro
Copyright 2014 (c) Stephanie Kimbro
Copyright 2014 (c) Stephanie Kimbro
Early Decisions
•
•
•
•
•
•
•
•

Who plays?
Objective
Dimensions
Platform(s)
Game play
Timeline
Budget
Team
Copyright 2014 (c) Stephanie Kimbro
Building the Team
• Game Designer

• Programmer
• Artist

• Coordinator

Copyright 2014 (c) Stephanie Kimbro
Contract Considerations
• Communication

• Milestones, payments
• IP protection

• Independent contractor
• Royalties

Copyright 2014 (c) Stephanie Kimbro
Ways to Cut Costs
• Free items
– animations
– stock art assets
– Fonts
– Menu, GUI buttons
– Music on a loop

• Playtesting
Copyright 2014 (c) Stephanie Kimbro
Development
•
•
•
•
•
•
•
•

Game Design Document (GDD)
GameFlow Chart
Art Asset List
Sound
Playtesting and Iterations
Marketing Strategy
Project Management
Continued Maintenance/Support
Copyright 2014 (c) Stephanie Kimbro
Funding
• Bootstrapping

• Crowdfunding
– Kickstarter
– RocketHub

• Grants

Copyright 2014 (c) Stephanie Kimbro
Legal Game Design
• Don’t kill the fun
• Use humor
• Play the “bad guy”
• Reward systems

• Disclaimers
• IP protection
• Social/Sharing
• Cross-platform marketing
Copyright 2014 (c) Stephanie Kimbro
•

GamesforChange.org

•

XEO Design & Nicole Lazzaro, http://www.xeodesign.com/
– The Four Keys to Engagement: The Psychology of Fun

•

Reality is Broken: Why Games Make Us Better and How They Can Change the
World, Jane McGonigal

•

Game Design Workshop: A Playcentric Approach to Creating Innovative
Games, Tracy Fullerton

•

Level Up!: The Guide to Great Video Game Design, Scott Rogers

•

Game Development Essentials, 3rd Ed., Jeannie Novak

•

“The Benefits of Playing Video Games”, Isabela Granic, Adam Lobel, and Rutger C.
M. E. Engels, American Psychological
Association, http://www.apa.org/pubs/journals/releases/amp-a0034857.pdf

•

About Gamification (not games):
– For the Win: How Game Thinking Can Revolutionize Your Business, Kevin Werbach and Dan
Hunter
Copyright 2014 (c) Stephanie Kimbro
Contact Us
• Stephanie Kimbro
– stephaniekimbro@gmail.com
– @StephKimbro
– virtuallawpractice.org

• Teri Ross
– tross@illinoislegalaid.org

Copyright 2014 (c) Stephanie Kimbro

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Using Games to Engage and Learn about Legal Services

Notes de l'éditeur

  1. Breakdown: $14.8 billion on content; $4.04 on hardware; $1.93 on accessoriesStats from Entertainment Software Association
  2. Positive ENGAGEMENT2014 LSC Report of the Summit on the Use of Technology to Expand Access to JusticeOnlineMobileKimbro’s International Report for Ark Publishing studying online engagement between law firms and clientsNeed for increased engagement between the lawyer, the technology used, and the client
  3. It comes down to the design goal and the game mechanics.Gamification is when you take a process, such as filing out an online client intake form, or all the steps needed to handle a case as a pro se litigant, and add game elements to that process to motivate people to complete it or handle it in a different way.Gamification is “using game mechanics to influence real-world behavior”FlowFieroAnd Positive Engagement
  4. Csikszentmihalyi (cheek-SENT-me-high)“the satisfying, exhilarating feleling of creative accomplishment and heightened functioning.”Flow occurs most when done for enjoyment, not for status, money, or obligation, ie self-motivatedGames are a huge source of flowHis TED talkDopamineincreases focus and the ability to learn feels good = a reward system, a positive mental stateAustralian Medical Association Study from 2013Positive mental state results in 50% increased productivity67-100% more “emotionally” engagedAmerican Psychological Association article in 2013Video Games Play May Provide Learning, Health, Social Benefits2014 report coming
  5. Italian word for PrideAn emotional rush, triumph over adversityPrimal craving for challenge, to explore, and to conquer and succeed = a neuro chemical highGames provide opportunities for fieroMust be “just hard enough”Designing failure so that it rewardsCreates the hope of success, the challenge and the eventual rush of fiero
  6. Focus on civics educationDistribution to teachers, schoolsOr in Legal EducationGames to help law students pass the barSimulations to teach law practice managementExamplesiCivicsGaming the Immigration System by Lien Tran (board game)ICED (I can end deportation)RedistrictingTexas State BarMargaret Hagan’s Law Dojo apps
  7. Who is the player?Top 3-5 takeaways for the playerWhat is the point of this game?2D or 3DWhich platforms? Hosting?Preferred game play? RPG, simulation, text-based, cards, collection game, search and find, combination of a few, FPS (jk)?Timeline for milestonesBudget for Prototype 1 through possible multiple iterationsWorking with freelance artists or going with an “all in one” game development company
  8. Game DesignerUI/UX experienceMobile vs PC ProgrammerDecide on a game engine, such as Unity, LiveCodeLook for experience with other component of the game, such as music, sound, simple animationsArtistDepends on 2D or 3DLook for experience in specific game engine, such as Unity3DPortfolio reviewCoordinatorFacilitates communication of the teamKeeps the milestones on trackProvides feedback on game design, prototype development, etc.Works on building the brand for the game, marketing, distribution
  9. CommunicationMilestones, paymentsIP protection, programmer’s right to retain codeIndependent contractorRoyaltiesUsing Elance or Odesk to Manage Milestones
  10. Free items3D basic animations stock art assets, such as the furniture for an office sceneFontsMenu, GUI buttonsMusic on a loopNot original musicAvoid spoken dialogue, use text or “Peanut’s teacher” sounds insteadPlaytestingPosting game in development forums for free feedbackPlaytesting for free with existing contacts, clients
  11. Game Design Document (GDD)GameFlow Chart including main menu, game user interface (GUI)Art Asset ListSound (music, actions, dialogue, etc.)Playtesting and Iterations Marketing Strategy for DistributionProject ManagementMilestonesWorking with freelancersChecking in and Communication IssuesContinued Maintenance/Support
  12. Don’t kill the fun. Think like a gamer first, not a lawyer.Simplify the legal issues you want to teach.Remember who is playing the game. This is not being built for lawyers or judges. Look at existing popular social games. Why are they popular? Less text-based is better. Consider using humorConsider playing the “bad guy”Psychology of playing different roles and how this can empower someone who is feeling like a victim or powerless. Example of playing a game the “wrong way.” Reward systems – connecting the game to real-world legal assistance DisclaimersIP protectionSocial/SharingCross PlatformFB, Mobile, Android, iOS, browserMarketingCollaborations