From: A conceptual framework of game-informed principles for health professions education
Facet | Realized in games… | Realized in simulation… |
---|---|---|
Competition | Almost always present in some form or other, structured through win/lose states, rankings, scores, progression through levels | Depends on the scenario but generally limited use of competition other than seeking to improve performance over time or in the context of simulation for assessment purposes |
Conflict | Either isomorphic such as in war games, anisomorphic (in terms of a player’s symbolic relationships with their game opponents), or absent altogether in opponent-free games such as puzzles | Only present if it is isomorphic with practice: conflict in communication, management, teamwork, etc. Conflict may be realized in the medical problem or challenge or in the relationships between participants |
Chance/luck | Wide range from isomorphic to anisomorphic —typically in the form of random elements (dice or cards) to player responses (chess, go) | Depends on scenario—may be realized in randomized patient data, randomized pathways through algorithms, or interactions with other participants |
Experience | Wide range from isomorphic to anisomorphic—linked to game media | Always present in some form or other in physical simulation, limited in onscreen simulation |
Performance | Wide range from isomorphic to anisomorphic—usually linked to the game medium employed | Typically in the form of clinical skills in physical simulation, extremely limited in onscreen simulation |
Simulation | Wide range from isomorphic to anisomorphic | Direct representations of clinical settings, patients, presentations, tasks, challenges |
Make-believe | Wide range of uses from isomorphic (conformance with mythic or fantasy idiom) to anisomorphic (innovative) | Fictional or fictionalized narratives and roles. Fourth-wall techniques such as debriefing in role and providing feedback out of role |
Tactics and strategies | Wide range from isomorphic to anisomorphic | Depends on scenario—should be isomorphic with real-world practice |
Media | Physical, virtual, or augmented | Physical, virtual, or augmented |
Symbols and actions | Tendency to greater abstraction (anisomorphism) | Depends on scenario—should be isomorphic with real-world practice |
Complexity | Game-specific, represented in the game’s boundaries | Depends on scenario and its intended outcomes—should be isomorphic with real-world practice |
Difficulty | Depends on game levels and/or opponents | Should relate to intended outcomes and transfer to professional practice |