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		<title>Unlocking Games</title>
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		<link>https://www.hiddenpeanuts.com/archives/series/unlockinggames/</link>
		<description>A show about social impact games and how they provide a new way to explain the things you care about. Every week we cover how a game applies (or misses) the lessons of our work and research in instructional design and user experience. You&#039;ll always learn practical tips applicable to your own work. We&#039;re both lifelong gamers with a deep love of both classic and modern games - we know what works and what doesn&#039;t.</description>
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		<language>en-US</language>
		<copyright>Â© 2017 Unlocking Games</copyright>
		<itunes:subtitle></itunes:subtitle>
		<itunes:author>Chad Haefele and Brandon Carper</itunes:author>
		<itunes:summary>A show about social impact games and how they provide a new way to explain the things you care about. Every week we cover how a game applies (or misses) the lessons of our work and research in instructional design and user experience. You&#039;ll always learn practical tips applicable to your own work. We&#039;re both lifelong gamers with a deep love of both classic and modern games - we know what works and what doesn&#039;t.</itunes:summary>
		<itunes:owner>
			<itunes:name>Chad Haefele &amp; Brandon Carper</itunes:name>
			<itunes:email>chad.haefele@gmail.com</itunes:email>
		</itunes:owner>
		<itunes:explicit>clean</itunes:explicit>
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				<title>Unlocking Games</title>
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			<itunes:category text="Video Games"></itunes:category>
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<item>
	<title>Episode 26: Being Big Brother in Orwell</title>
	<link>https://www.hiddenpeanuts.com/archives/podcast/episode-26-being-big-brother-in-orwell/</link>
	<pubDate>Mon, 03 Apr 2017 02:19:36 +0000</pubDate>
	<dc:creator><![CDATA[Chad Haefele and Brandon Carper]]></dc:creator>
	<guid isPermaLink="false">https://www.hiddenpeanuts.com/?post_type=podcast&#038;p=1698</guid>
	<description><![CDATA[<p><strong>First, an important note: This will be our last episode for a while.</strong> Brandon and I have both developed outside commitments that keep us from spending the time to do more episodes right. We might be back someday! But please enjoy this and <a href="http://unlockinggames.com/all-our-episodes/">each of our past episodes</a> - we're proud of each one, and I think they'll still be relevant down the line.</p>

<p>To anybody who has ever listened to an episode: I sincerely thank you.</p>

<p>We're also releasing this episode outside of our normal schedule, because there's a natural connection to an event coming up on this Tuesday, 4/4/17: </p>

<p>Over 190 movie theaters will run special screenings of 1984. </p>

<p><a href="http://www.unitedstateofcinema.com/">You should find one</a>!</p>

<p>This connection will make sense if you even glance at the PC game Orwell. While not an official tie-in to 1984, it's obviously heavily inspired by that book. </p>

<p>You play a government employee who monitors the web and private communications for evidence of terrorism. You have frequent choices about whether or not to report chunks of information. You might wrongly imprison someone, but you might also fail to prevent a bombing.</p>

<p>Orwell is fun and compelling to play, mostly avoids getting preachy, and provides a unique way to think about current events. <a href="http://store.steampowered.com/agecheck/app/491950/">It's $9.99 on Steam</a>, and has a free demo available.</p>

<h4>Games Mentioned in this Episode</h4>
<ul>
	<li>Mr. Robot (<a href="http://unlockinggames.com/episode-03-experiential-learning-and-text-based-training-in-mr-robot-exfiltration/">featured in episode 3</a>)</li>

	<li>Papers, Please (<a href="http://unlockinggames.com/episode-07-instructional-design-in-papers-please/">featured in episodes 7-9</a>)</li>
</ul>

<h4>Show Notes &amp; Links</h4>
<ul>
	<li><a href="https://killscreen.com/articles/orwell-will-play-surveillance-state">Killscreen's coverage of Orwell</a></li>

	<li><a href="http://www.rollingstone.com/movies/news/movie-theaters-plot-trump-protest-with-1984-screenings-w468032">More info on the upcoming 1984 movie screenings</a></li>
</ul>]]></description>
	<itunes:subtitle><![CDATA[First, an important note: This will be our last episode for a while. Brandon and I have both developed outside commitments that keep us from spending the time to do more episodes right. We might be back someday! But please enjoy this and each of our past]]></itunes:subtitle>
	<content:encoded><![CDATA[<p><strong>First, an important note: This will be our last episode for a while.</strong> Brandon and I have both developed outside commitments that keep us from spending the time to do more episodes right. We might be back someday! But please enjoy this and <a href="http://unlockinggames.com/all-our-episodes/">each of our past episodes</a> - we're proud of each one, and I think they'll still be relevant down the line.</p>

<p>To anybody who has ever listened to an episode: I sincerely thank you.</p>

<p>We're also releasing this episode outside of our normal schedule, because there's a natural connection to an event coming up on this Tuesday, 4/4/17: </p>

<p>Over 190 movie theaters will run special screenings of 1984. </p>

<p><a href="http://www.unitedstateofcinema.com/">You should find one</a>!</p>

<p>This connection will make sense if you even glance at the PC game Orwell. While not an official tie-in to 1984, it's obviously heavily inspired by that book. </p>

<p>You play a government employee who monitors the web and private communications for evidence of terrorism. You have frequent choices about whether or not to report chunks of information. You might wrongly imprison someone, but you might also fail to prevent a bombing.</p>

<p>Orwell is fun and compelling to play, mostly avoids getting preachy, and provides a unique way to think about current events. <a href="http://store.steampowered.com/agecheck/app/491950/">It's $9.99 on Steam</a>, and has a free demo available.</p>

<h4>Games Mentioned in this Episode</h4>
<ul>
	<li>Mr. Robot (<a href="http://unlockinggames.com/episode-03-experiential-learning-and-text-based-training-in-mr-robot-exfiltration/">featured in episode 3</a>)</li>

	<li>Papers, Please (<a href="http://unlockinggames.com/episode-07-instructional-design-in-papers-please/">featured in episodes 7-9</a>)</li>
</ul>

<h4>Show Notes &amp; Links</h4>
<ul>
	<li><a href="https://killscreen.com/articles/orwell-will-play-surveillance-state">Killscreen's coverage of Orwell</a></li>

	<li><a href="http://www.rollingstone.com/movies/news/movie-theaters-plot-trump-protest-with-1984-screenings-w468032">More info on the upcoming 1984 movie screenings</a></li>
</ul>]]></content:encoded>
	<enclosure url="https://www.hiddenpeanuts.com/podcast-download/1698/episode-26-being-big-brother-in-orwell.mp3" length="33.6" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[First, an important note: This will be our last episode for a while. Brandon and I have both developed outside commitments that keep us from spending the time to do more episodes right. We might be back someday! But please enjoy this and each of our past episodes - we're proud of each one, and I think they'll still be relevant down the line.

To anybody who has ever listened to an episode: I sincerely thank you.

We're also releasing this episode outside of our normal schedule, because there's a natural connection to an event coming up on this Tuesday, 4/4/17: 

Over 190 movie theaters will run special screenings of 1984. 

You should find one!

This connection will make sense if you even glance at the PC game Orwell. While not an official tie-in to 1984, it's obviously heavily inspired by that book. 

You play a government employee who monitors the web and private communications for evidence of terrorism. You have frequent choices about whether or not to report chunks of information. You might wrongly imprison someone, but you might also fail to prevent a bombing.

Orwell is fun and compelling to play, mostly avoids getting preachy, and provides a unique way to think about current events. It's $9.99 on Steam, and has a free demo available.

Games Mentioned in this Episode

	Mr. Robot (featured in episode 3)

	Papers, Please (featured in episodes 7-9)


Show Notes &amp; Links

	Killscreen's coverage of Orwell

	More info on the upcoming 1984 movie screenings]]></itunes:summary>
	<itunes:explicit>clean</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>0:00</itunes:duration>
	<itunes:author><![CDATA[Chad Haefele and Brandon Carper]]></itunes:author>	<googleplay:description><![CDATA[First, an important note: This will be our last episode for a while. Brandon and I have both developed outside commitments that keep us from spending the time to do more episodes right. We might be back someday! But please enjoy this and each of our past episodes - we're proud of each one, and I think they'll still be relevant down the line.

To anybody who has ever listened to an episode: I sincerely thank you.

We're also releasing this episode outside of our normal schedule, because there's a natural connection to an event coming up on this Tuesday, 4/4/17: 

Over 190 movie theaters will run special screenings of 1984. 

You should find one!

This connection will make sense if you even glance at the PC game Orwell. While not an official tie-in to 1984, it's obviously heavily inspired by that book. 

You play a government employee who monitors the web and private communications for evidence of terrorism. You have frequent choices about whether or not to report chunks of ]]></googleplay:description>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Episode 25: We Wanted to Be Chicago</title>
	<link>https://www.hiddenpeanuts.com/archives/podcast/episode-25-we-wanted-to-be-chicago/</link>
	<pubDate>Fri, 31 Mar 2017 02:17:17 +0000</pubDate>
	<dc:creator><![CDATA[Chad Haefele and Brandon Carper]]></dc:creator>
	<guid isPermaLink="false">https://www.hiddenpeanuts.com/?post_type=podcast&#038;p=1697</guid>
	<description><![CDATA[Released in early February, <strong>We Are Chicago</strong> is a serious game with serious goals: to put players in the shoes of a teenager amid the problems of Chicago's South Side. As Aaron you navigate the landscape of gangs, high school, family dynamics, and a part-time job.

Structured almost identically to a Telltale game, you are presented with dialog choices in sometimes difficult situations.

But for us, the game didn't live up to its lofty goals. 

Bugs, strange narrative choices, and some fundamental structural issues distracted and took away from what might otherwise have been a real chance to put ourselves in a world we'd never otherwise encounter. While we salute what the game was trying to do, hopefully future games will be able to execute just a little bit better.

<a href="http://wearechicagogame.com/">We Are Chicago is $14.99 on Steam.</a>

<h4>Games Mentioned in this Episode</h4>
<ul>
	<li>Oregon Trail</li>

	<li>Organ Trail</li>

	<li>Papers, Please</li>

<li>Life is Strange</li>

	<li>Space Quest 4</li>

	<li>Persona 4</li>

	<li>The Darkness</li>

	<li>Telltale's Batman</li>

	<li>Mr. Robot (featured back in <a href="http://unlockinggames.com/episode-03-experiential-learning-and-text-based-training-in-mr-robot-exfiltration/">episode 3</a>)</li>
</ul>



<h4>Show Notes &amp; Links</h4>
<ul>
	<li><a href="http://www.polygon.com/features/2014/3/27/5518268/we-are-chicago">Polygon's 2014 feature on We Are Chicago</a></li>

	<li><a href="https://www.youtube.com/watch?v=GfM77Hmkirs">The YouTube playthrough of We Are Chicago that Chad watched</a></li>
</ul>]]></description>
	<itunes:subtitle><![CDATA[Released in early February, We Are Chicago is a serious game with serious goals: to put players in the shoes of a teenager amid the problems of Chicagos South Side. As Aaron you navigate the landscape of gangs, high school, family dynamics, and a part-ti]]></itunes:subtitle>
	<content:encoded><![CDATA[Released in early February, <strong>We Are Chicago</strong> is a serious game with serious goals: to put players in the shoes of a teenager amid the problems of Chicago's South Side. As Aaron you navigate the landscape of gangs, high school, family dynamics, and a part-time job.

Structured almost identically to a Telltale game, you are presented with dialog choices in sometimes difficult situations.

But for us, the game didn't live up to its lofty goals. 

Bugs, strange narrative choices, and some fundamental structural issues distracted and took away from what might otherwise have been a real chance to put ourselves in a world we'd never otherwise encounter. While we salute what the game was trying to do, hopefully future games will be able to execute just a little bit better.

<a href="http://wearechicagogame.com/">We Are Chicago is $14.99 on Steam.</a>

<h4>Games Mentioned in this Episode</h4>
<ul>
	<li>Oregon Trail</li>

	<li>Organ Trail</li>

	<li>Papers, Please</li>

<li>Life is Strange</li>

	<li>Space Quest 4</li>

	<li>Persona 4</li>

	<li>The Darkness</li>

	<li>Telltale's Batman</li>

	<li>Mr. Robot (featured back in <a href="http://unlockinggames.com/episode-03-experiential-learning-and-text-based-training-in-mr-robot-exfiltration/">episode 3</a>)</li>
</ul>



<h4>Show Notes &amp; Links</h4>
<ul>
	<li><a href="http://www.polygon.com/features/2014/3/27/5518268/we-are-chicago">Polygon's 2014 feature on We Are Chicago</a></li>

	<li><a href="https://www.youtube.com/watch?v=GfM77Hmkirs">The YouTube playthrough of We Are Chicago that Chad watched</a></li>
</ul>]]></content:encoded>
	<enclosure url="https://www.hiddenpeanuts.com/podcast-download/1697/episode-25-we-wanted-to-be-chicago.mp3" length="41.9" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Released in early February, We Are Chicago is a serious game with serious goals: to put players in the shoes of a teenager amid the problems of Chicago's South Side. As Aaron you navigate the landscape of gangs, high school, family dynamics, and a part-time job.

Structured almost identically to a Telltale game, you are presented with dialog choices in sometimes difficult situations.

But for us, the game didn't live up to its lofty goals. 

Bugs, strange narrative choices, and some fundamental structural issues distracted and took away from what might otherwise have been a real chance to put ourselves in a world we'd never otherwise encounter. While we salute what the game was trying to do, hopefully future games will be able to execute just a little bit better.

We Are Chicago is $14.99 on Steam.

Games Mentioned in this Episode

	Oregon Trail

	Organ Trail

	Papers, Please

Life is Strange

	Space Quest 4

	Persona 4

	The Darkness

	Telltale's Batman

	Mr. Robot (featured back in episode 3)




Show Notes &amp; Links

	Polygon's 2014 feature on We Are Chicago

	The YouTube playthrough of We Are Chicago that Chad watched]]></itunes:summary>
	<itunes:explicit>clean</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>0:00</itunes:duration>
	<itunes:author><![CDATA[Chad Haefele and Brandon Carper]]></itunes:author>	<googleplay:description><![CDATA[Released in early February, We Are Chicago is a serious game with serious goals: to put players in the shoes of a teenager amid the problems of Chicago's South Side. As Aaron you navigate the landscape of gangs, high school, family dynamics, and a part-time job.

Structured almost identically to a Telltale game, you are presented with dialog choices in sometimes difficult situations.

But for us, the game didn't live up to its lofty goals. 

Bugs, strange narrative choices, and some fundamental structural issues distracted and took away from what might otherwise have been a real chance to put ourselves in a world we'd never otherwise encounter. While we salute what the game was trying to do, hopefully future games will be able to execute just a little bit better.

We Are Chicago is $14.99 on Steam.

Games Mentioned in this Episode

	Oregon Trail

	Organ Trail

	Papers, Please

Life is Strange

	Space Quest 4

	Persona 4

	The Darkness

	Telltale's Batman

	]]></googleplay:description>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Episode 24: Getting Punched by Interesting People in This War of Mine</title>
	<link>https://www.hiddenpeanuts.com/archives/podcast/episode-24-getting-punched-by-interesting-people-in-this-war-of-mine/</link>
	<pubDate>Fri, 17 Feb 2017 02:15:58 +0000</pubDate>
	<dc:creator><![CDATA[Chad Haefele and Brandon Carper]]></dc:creator>
	<guid isPermaLink="false">https://www.hiddenpeanuts.com/?post_type=podcast&#038;p=1696</guid>
	<description><![CDATA[<p>The game is more than two years old and based on an event from the 90s, but <strong>This War of Mine</strong> still feels fresh and relevant. </p>

<p><a href="https://www.thiswarofmine.com/">This War of Mine</a> drops you in the middle of a city under siege. But you're not a well-equipped well-trained super-soldier packing the latest gadgets. </p>

<p>You're a civilian, just trying to make it to the next morning. This is more Survivalist Sims than Call of Duty.</p>

<p>Developers <a href="http://www.11bitstudios.com/">11 Bit Studios</a> set out to re-create the experience of the '92-'96 siege of Sarajevo, but it's just as applicable to today's Syrian civil war. </p>

<p>Resources are scarce and violence is sudden and swift. You can steal from or murder others to get by, but that decision has significant mental consequences for your characters.</p>

<p>We found lots to appreciate in the message and basic mechanics of This War of Mine. But unfortunately the extreme difficulty, lack of a tutorial, and opaque goals hamper what might otherwise be a successful effort to raise awareness about the consequences of war on civilians and refugees.</p>

<h4>Games Mentioned in this Episode</h4>
<ul>
	<li>Call of Duty</li>

	<li>The Sims</li>

	<li>Papers, Please</li>

	<li>Minecraft</li>
</ul>



<h4>Show Notes &amp; Links</h4>
<ul>
	<li><a href="https://www.youtube.com/watch?v=gotK5DLdVvI">This War of Mine's launch trailer</a></li>

	<li><a href="http://www.aljazeera.com/news/2016/05/syria-civil-war-explained-160505084119966.html">Al Jazeera's recent summary of Syria's Civil War</a></li>

	<li><a href="http://www.npr.org/2017/01/31/512439121/trumps-executive-order-on-immigration-annotated">NPR's annotations of Trump's Executive Order on Immigration</a></li>

	<li><a href="http://www.pcgamer.com/survive-the-horrors-of-war-as-a-civilian-in-this-war-of-mine/">Survive the horrors of war as a civilian in This War of Mine, PC Gamer</a></li>

	<li><a href="http://www.polygon.com/2014/9/3/6098005/this-war-of-mine-actually-feels-like-being-in-a-war">A war game that actually feels like being in a war, Polygon</a></li>

	<li><a href="http://cyberpsychology.eu/view.php?cisloclanku=2015091601">A psychologically â€œembeddedâ€ approach to designing games for prosocial causes, by Geoff Kaufman &amp; Mary Flanagan, <em>Cyberpsychology: Journal of Psychosocial Research on Cyberspace</em>, 2015</a></li></ul>]]></description>
	<itunes:subtitle><![CDATA[The game is more than two years old and based on an event from the 90s, but This War of Mine still feels fresh and relevant. 

This War of Mine drops you in the middle of a city under siege. But youre not a well-equipped well-trained super-soldier pack]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>The game is more than two years old and based on an event from the 90s, but <strong>This War of Mine</strong> still feels fresh and relevant. </p>

<p><a href="https://www.thiswarofmine.com/">This War of Mine</a> drops you in the middle of a city under siege. But you're not a well-equipped well-trained super-soldier packing the latest gadgets. </p>

<p>You're a civilian, just trying to make it to the next morning. This is more Survivalist Sims than Call of Duty.</p>

<p>Developers <a href="http://www.11bitstudios.com/">11 Bit Studios</a> set out to re-create the experience of the '92-'96 siege of Sarajevo, but it's just as applicable to today's Syrian civil war. </p>

<p>Resources are scarce and violence is sudden and swift. You can steal from or murder others to get by, but that decision has significant mental consequences for your characters.</p>

<p>We found lots to appreciate in the message and basic mechanics of This War of Mine. But unfortunately the extreme difficulty, lack of a tutorial, and opaque goals hamper what might otherwise be a successful effort to raise awareness about the consequences of war on civilians and refugees.</p>

<h4>Games Mentioned in this Episode</h4>
<ul>
	<li>Call of Duty</li>

	<li>The Sims</li>

	<li>Papers, Please</li>

	<li>Minecraft</li>
</ul>



<h4>Show Notes &amp; Links</h4>
<ul>
	<li><a href="https://www.youtube.com/watch?v=gotK5DLdVvI">This War of Mine's launch trailer</a></li>

	<li><a href="http://www.aljazeera.com/news/2016/05/syria-civil-war-explained-160505084119966.html">Al Jazeera's recent summary of Syria's Civil War</a></li>

	<li><a href="http://www.npr.org/2017/01/31/512439121/trumps-executive-order-on-immigration-annotated">NPR's annotations of Trump's Executive Order on Immigration</a></li>

	<li><a href="http://www.pcgamer.com/survive-the-horrors-of-war-as-a-civilian-in-this-war-of-mine/">Survive the horrors of war as a civilian in This War of Mine, PC Gamer</a></li>

	<li><a href="http://www.polygon.com/2014/9/3/6098005/this-war-of-mine-actually-feels-like-being-in-a-war">A war game that actually feels like being in a war, Polygon</a></li>

	<li><a href="http://cyberpsychology.eu/view.php?cisloclanku=2015091601">A psychologically â€œembeddedâ€ approach to designing games for prosocial causes, by Geoff Kaufman &amp; Mary Flanagan, <em>Cyberpsychology: Journal of Psychosocial Research on Cyberspace</em>, 2015</a></li></ul>]]></content:encoded>
	<enclosure url="https://www.hiddenpeanuts.com/podcast-download/1696/episode-24-getting-punched-by-interesting-people-in-this-war-of-mine.mp3" length="53" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[The game is more than two years old and based on an event from the 90s, but This War of Mine still feels fresh and relevant. 

This War of Mine drops you in the middle of a city under siege. But you're not a well-equipped well-trained super-soldier packing the latest gadgets. 

You're a civilian, just trying to make it to the next morning. This is more Survivalist Sims than Call of Duty.

Developers 11 Bit Studios set out to re-create the experience of the '92-'96 siege of Sarajevo, but it's just as applicable to today's Syrian civil war. 

Resources are scarce and violence is sudden and swift. You can steal from or murder others to get by, but that decision has significant mental consequences for your characters.

We found lots to appreciate in the message and basic mechanics of This War of Mine. But unfortunately the extreme difficulty, lack of a tutorial, and opaque goals hamper what might otherwise be a successful effort to raise awareness about the consequences of war on civilians and refugees.

Games Mentioned in this Episode

	Call of Duty

	The Sims

	Papers, Please

	Minecraft




Show Notes &amp; Links

	This War of Mine's launch trailer

	Al Jazeera's recent summary of Syria's Civil War

	NPR's annotations of Trump's Executive Order on Immigration

	Survive the horrors of war as a civilian in This War of Mine, PC Gamer

	A war game that actually feels like being in a war, Polygon

	A psychologically â€œembeddedâ€ approach to designing games for prosocial causes, by Geoff Kaufman &amp; Mary Flanagan, Cyberpsychology: Journal of Psychosocial Research on Cyberspace, 2015]]></itunes:summary>
	<itunes:explicit>clean</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>0:00</itunes:duration>
	<itunes:author><![CDATA[Chad Haefele and Brandon Carper]]></itunes:author>	<googleplay:description><![CDATA[The game is more than two years old and based on an event from the 90s, but This War of Mine still feels fresh and relevant. 

This War of Mine drops you in the middle of a city under siege. But you're not a well-equipped well-trained super-soldier packing the latest gadgets. 

You're a civilian, just trying to make it to the next morning. This is more Survivalist Sims than Call of Duty.

Developers 11 Bit Studios set out to re-create the experience of the '92-'96 siege of Sarajevo, but it's just as applicable to today's Syrian civil war. 

Resources are scarce and violence is sudden and swift. You can steal from or murder others to get by, but that decision has significant mental consequences for your characters.

We found lots to appreciate in the message and basic mechanics of This War of Mine. But unfortunately the extreme difficulty, lack of a tutorial, and opaque goals hamper what might otherwise be a successful effort to raise awareness about the consequences of war o]]></googleplay:description>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Episode 23: Naked in the Desert on the Migrant Trail</title>
	<link>https://www.hiddenpeanuts.com/archives/podcast/episode-23-naked-in-the-desert-on-the-migrant-trail/</link>
	<pubDate>Fri, 03 Feb 2017 02:14:05 +0000</pubDate>
	<dc:creator><![CDATA[Chad Haefele and Brandon Carper]]></dc:creator>
	<guid isPermaLink="false">https://www.hiddenpeanuts.com/?post_type=podcast&#038;p=1695</guid>
	<description><![CDATA[With immigration and a border wall in the news this week, it's a good time to look at 2013's <a href="http://theundocumented.com/">The Migrant Trail</a>.

Released as a tie-in for Marco Williams' documentary <a href="http://theundocumented.com/">The Undocumented</a>, The Migrant Trail is a browser-based game where you're in the shoes of either an undocumented immigrant attempting to cross the Arizona border, or a border patrol agent on the lookout for border crossers.

If you've played Oregon Trail, you know how the basic mechanics work. You select a person to attempt crossing as, and purchase supplies within a budget. Along the way you consume supplies to keep stats above zero and make decisions about the rest of your party.

As a border patrol agent, you drive through the desert looking for signs of life or any illegal crossings in progress.

The Migrant Trail is a more well-rounded attempt to tackle an issue than <a href="http://unlockinggames.com/episode-22-voter-suppression-trail/">Voter Suppression Trail was last time</a>, but some interface difficulties and game design choices keep it from being a complete success.
<h4>Games Mentioned in this episode</h4>
<ul>
 	<li><a href="http://theundocumented.com/">The Migrant Trail</a> (click on the game's title at the bottom of the page)</li>
 	<li>Oregon Trail</li>
 	<li>Voter Suppression Trail</li>
</ul>
<h4>Show Notes &amp; Links</h4>
<ul>
 	<li>The Undocumented isn't currently available to stream anywhere, but <a href="http://www.pbs.org/independentlens/films/undocumented/">PBS has a trailer</a>.</li>
</ul>
Special thanks to <a href="http://irlnoobs.com">Todd Haefele</a> for our new intro music!]]></description>
	<itunes:subtitle><![CDATA[With immigration and a border wall in the news this week, its a good time to look at 2013s The Migrant Trail.

Released as a tie-in for Marco Williams documentary The Undocumented, The Migrant Trail is a browser-based game where youre in the shoes of e]]></itunes:subtitle>
	<content:encoded><![CDATA[With immigration and a border wall in the news this week, it's a good time to look at 2013's <a href="http://theundocumented.com/">The Migrant Trail</a>.

Released as a tie-in for Marco Williams' documentary <a href="http://theundocumented.com/">The Undocumented</a>, The Migrant Trail is a browser-based game where you're in the shoes of either an undocumented immigrant attempting to cross the Arizona border, or a border patrol agent on the lookout for border crossers.

If you've played Oregon Trail, you know how the basic mechanics work. You select a person to attempt crossing as, and purchase supplies within a budget. Along the way you consume supplies to keep stats above zero and make decisions about the rest of your party.

As a border patrol agent, you drive through the desert looking for signs of life or any illegal crossings in progress.

The Migrant Trail is a more well-rounded attempt to tackle an issue than <a href="http://unlockinggames.com/episode-22-voter-suppression-trail/">Voter Suppression Trail was last time</a>, but some interface difficulties and game design choices keep it from being a complete success.
<h4>Games Mentioned in this episode</h4>
<ul>
 	<li><a href="http://theundocumented.com/">The Migrant Trail</a> (click on the game's title at the bottom of the page)</li>
 	<li>Oregon Trail</li>
 	<li>Voter Suppression Trail</li>
</ul>
<h4>Show Notes &amp; Links</h4>
<ul>
 	<li>The Undocumented isn't currently available to stream anywhere, but <a href="http://www.pbs.org/independentlens/films/undocumented/">PBS has a trailer</a>.</li>
</ul>
Special thanks to <a href="http://irlnoobs.com">Todd Haefele</a> for our new intro music!]]></content:encoded>
	<enclosure url="https://www.hiddenpeanuts.com/podcast-download/1695/episode-23-naked-in-the-desert-on-the-migrant-trail.mp3" length="35.7" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[With immigration and a border wall in the news this week, it's a good time to look at 2013's The Migrant Trail.

Released as a tie-in for Marco Williams' documentary The Undocumented, The Migrant Trail is a browser-based game where you're in the shoes of either an undocumented immigrant attempting to cross the Arizona border, or a border patrol agent on the lookout for border crossers.

If you've played Oregon Trail, you know how the basic mechanics work. You select a person to attempt crossing as, and purchase supplies within a budget. Along the way you consume supplies to keep stats above zero and make decisions about the rest of your party.

As a border patrol agent, you drive through the desert looking for signs of life or any illegal crossings in progress.

The Migrant Trail is a more well-rounded attempt to tackle an issue than Voter Suppression Trail was last time, but some interface difficulties and game design choices keep it from being a complete success.
Games Mentioned in this episode

 	The Migrant Trail (click on the game's title at the bottom of the page)
 	Oregon Trail
 	Voter Suppression Trail

Show Notes &amp; Links

 	The Undocumented isn't currently available to stream anywhere, but PBS has a trailer.

Special thanks to Todd Haefele for our new intro music!]]></itunes:summary>
	<itunes:explicit>clean</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>0:00</itunes:duration>
	<itunes:author><![CDATA[Chad Haefele and Brandon Carper]]></itunes:author>	<googleplay:description><![CDATA[With immigration and a border wall in the news this week, it's a good time to look at 2013's The Migrant Trail.

Released as a tie-in for Marco Williams' documentary The Undocumented, The Migrant Trail is a browser-based game where you're in the shoes of either an undocumented immigrant attempting to cross the Arizona border, or a border patrol agent on the lookout for border crossers.

If you've played Oregon Trail, you know how the basic mechanics work. You select a person to attempt crossing as, and purchase supplies within a budget. Along the way you consume supplies to keep stats above zero and make decisions about the rest of your party.

As a border patrol agent, you drive through the desert looking for signs of life or any illegal crossings in progress.

The Migrant Trail is a more well-rounded attempt to tackle an issue than Voter Suppression Trail was last time, but some interface difficulties and game design choices keep it from being a complete success.
Games Ment]]></googleplay:description>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Episode 22: Freezing Rain and Dysentery on the Voter Suppression Trail</title>
	<link>https://www.hiddenpeanuts.com/archives/podcast/episode-22-freezing-rain-and-dysentery-on-the-voter-suppression-trail/</link>
	<pubDate>Fri, 20 Jan 2017 02:12:20 +0000</pubDate>
	<dc:creator><![CDATA[Chad Haefele and Brandon Carper]]></dc:creator>
	<guid isPermaLink="false">https://www.hiddenpeanuts.com/?post_type=podcast&#038;p=1694</guid>
	<description><![CDATA[Welcome back to season two! 

We're slightly shifting focus to social impact games: games that explore social issues like elections, climate change, homelessness, and immigration. 

Each episode will evaluate the effectiveness of a different game. What was it trying to accomplish? Did it work? Our goal isnâ€™t to take a stance on the issues or evaluate the accuracy of the games, but to examine how effective their design is at achieving their goals.

We'll draw on the theories and ideas we talked about in past episodes, plus bring in new perspectives whenever we can.

We're also going bi-weekly.

Since the 2017 Inauguration is a major event this week, our season premiere is on topic with <a href="https://www.nytimes.com/interactive/2016/11/01/opinion/voting-suppression-videogame.html"><strong>Voter Suppression Trail</strong></a>. Released shortly before the 2016 Presidential election, this was the New York Times' first stab at a video game editorial.

Borrowing liberally from Oregon Trail's design style, Voter Suppression Trail puts you in the shoes of three potential voters: A white programmer from California, a Latina nurse from Texas, and a Black salesman from Wisconsin. Each of them has varying obstacles to overcome as they wait in line to vote.

What impact did it have on players? We think it was only partially successful in drawing attention to real electoral issues. Listen to the episode to find out why.

<h4>Games mentioned in this episode</h4>
<ul>
	<li>Oregon Trail</li>

	<li><a href="http://www.thegoparcade.com/">The GOP Arcade's many other titles</a></li>
</ul>



<h4>Show Notes &amp; Links</h4>
<ul>
	<li><a href="http://leebolman.com/frames_selfrating_scale.htm">Test yourself - which of the Four Frames do you see the world through?</a></li>

	<li><a href="http://www.gamasutra.com/view/news/286753/The_Making_of_GOP_Arcades_Voter_Suppression_Trail.php">Gamasutra's The Making of GOP Arcade's Voter Suppression Trail</a></li>

	<li><a href="https://pdfs.semanticscholar.org/77a0/b074e077f6354d0e2c182ce2f6bcecbe7b18.pdf">The Effect of a persuasive social impact game on affective learning and attitude</a>, by Dana Ruggiero, <em>Computers in Human Behavior</em>, 2015</li>

	<li><a href="https://www.amazon.com/Art-Game-Design-Book-Lenses/dp/0123694965">The Art of Game Design</a>, by Jesse Schell</li>
</ul>]]></description>
	<itunes:subtitle><![CDATA[Welcome back to season two! 

Were slightly shifting focus to social impact games: games that explore social issues like elections, climate change, homelessness, and immigration. 

Each episode will evaluate the effectiveness of a different game. Wha]]></itunes:subtitle>
	<content:encoded><![CDATA[Welcome back to season two! 

We're slightly shifting focus to social impact games: games that explore social issues like elections, climate change, homelessness, and immigration. 

Each episode will evaluate the effectiveness of a different game. What was it trying to accomplish? Did it work? Our goal isnâ€™t to take a stance on the issues or evaluate the accuracy of the games, but to examine how effective their design is at achieving their goals.

We'll draw on the theories and ideas we talked about in past episodes, plus bring in new perspectives whenever we can.

We're also going bi-weekly.

Since the 2017 Inauguration is a major event this week, our season premiere is on topic with <a href="https://www.nytimes.com/interactive/2016/11/01/opinion/voting-suppression-videogame.html"><strong>Voter Suppression Trail</strong></a>. Released shortly before the 2016 Presidential election, this was the New York Times' first stab at a video game editorial.

Borrowing liberally from Oregon Trail's design style, Voter Suppression Trail puts you in the shoes of three potential voters: A white programmer from California, a Latina nurse from Texas, and a Black salesman from Wisconsin. Each of them has varying obstacles to overcome as they wait in line to vote.

What impact did it have on players? We think it was only partially successful in drawing attention to real electoral issues. Listen to the episode to find out why.

<h4>Games mentioned in this episode</h4>
<ul>
	<li>Oregon Trail</li>

	<li><a href="http://www.thegoparcade.com/">The GOP Arcade's many other titles</a></li>
</ul>



<h4>Show Notes &amp; Links</h4>
<ul>
	<li><a href="http://leebolman.com/frames_selfrating_scale.htm">Test yourself - which of the Four Frames do you see the world through?</a></li>

	<li><a href="http://www.gamasutra.com/view/news/286753/The_Making_of_GOP_Arcades_Voter_Suppression_Trail.php">Gamasutra's The Making of GOP Arcade's Voter Suppression Trail</a></li>

	<li><a href="https://pdfs.semanticscholar.org/77a0/b074e077f6354d0e2c182ce2f6bcecbe7b18.pdf">The Effect of a persuasive social impact game on affective learning and attitude</a>, by Dana Ruggiero, <em>Computers in Human Behavior</em>, 2015</li>

	<li><a href="https://www.amazon.com/Art-Game-Design-Book-Lenses/dp/0123694965">The Art of Game Design</a>, by Jesse Schell</li>
</ul>]]></content:encoded>
	<enclosure url="https://www.hiddenpeanuts.com/podcast-download/1694/episode-22-freezing-rain-and-dysentery-on-the-voter-suppression-trail.mp3" length="30.3" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Welcome back to season two! 

We're slightly shifting focus to social impact games: games that explore social issues like elections, climate change, homelessness, and immigration. 

Each episode will evaluate the effectiveness of a different game. What was it trying to accomplish? Did it work? Our goal isnâ€™t to take a stance on the issues or evaluate the accuracy of the games, but to examine how effective their design is at achieving their goals.

We'll draw on the theories and ideas we talked about in past episodes, plus bring in new perspectives whenever we can.

We're also going bi-weekly.

Since the 2017 Inauguration is a major event this week, our season premiere is on topic with Voter Suppression Trail. Released shortly before the 2016 Presidential election, this was the New York Times' first stab at a video game editorial.

Borrowing liberally from Oregon Trail's design style, Voter Suppression Trail puts you in the shoes of three potential voters: A white programmer from California, a Latina nurse from Texas, and a Black salesman from Wisconsin. Each of them has varying obstacles to overcome as they wait in line to vote.

What impact did it have on players? We think it was only partially successful in drawing attention to real electoral issues. Listen to the episode to find out why.

Games mentioned in this episode

	Oregon Trail

	The GOP Arcade's many other titles




Show Notes &amp; Links

	Test yourself - which of the Four Frames do you see the world through?

	Gamasutra's The Making of GOP Arcade's Voter Suppression Trail

	The Effect of a persuasive social impact game on affective learning and attitude, by Dana Ruggiero, Computers in Human Behavior, 2015

	The Art of Game Design, by Jesse Schell]]></itunes:summary>
	<itunes:explicit>clean</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>0:00</itunes:duration>
	<itunes:author><![CDATA[Chad Haefele and Brandon Carper]]></itunes:author>	<googleplay:description><![CDATA[Welcome back to season two! 

We're slightly shifting focus to social impact games: games that explore social issues like elections, climate change, homelessness, and immigration. 

Each episode will evaluate the effectiveness of a different game. What was it trying to accomplish? Did it work? Our goal isnâ€™t to take a stance on the issues or evaluate the accuracy of the games, but to examine how effective their design is at achieving their goals.

We'll draw on the theories and ideas we talked about in past episodes, plus bring in new perspectives whenever we can.

We're also going bi-weekly.

Since the 2017 Inauguration is a major event this week, our season premiere is on topic with Voter Suppression Trail. Released shortly before the 2016 Presidential election, this was the New York Times' first stab at a video game editorial.

Borrowing liberally from Oregon Trail's design style, Voter Suppression Trail puts you in the shoes of three potential voters: A white program]]></googleplay:description>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Episode 21: Agents and Avatars in Final Fantasy XV</title>
	<link>https://www.hiddenpeanuts.com/archives/podcast/episode-21-agents-and-avatars-in-final-fantasy-xv/</link>
	<pubDate>Fri, 06 Jan 2017 02:10:51 +0000</pubDate>
	<dc:creator><![CDATA[Chad Haefele and Brandon Carper]]></dc:creator>
	<guid isPermaLink="false">https://www.hiddenpeanuts.com/?post_type=podcast&#038;p=1693</guid>
	<description><![CDATA[Many games put you in the role of someone else. It's right in the name of at least one genre: Role-Playing Game.

We identify with each of these avatars to varying degrees. It's hard to feel much of a connection with Pac-Man, but Link and Chrono were much easier to map onto ourselves. 

What did we take away from that mapping? What does current research say about how we relate to our avatars?

This week Brandon introduces theories about how we connect with games' avatars, then we look at <strong>Final Fantasy XV</strong> as an example. What opportunities does it take or miss to link us with Prince Noctis?

And what does this all have to do with <a href="https://en.wikipedia.org/wiki/Office_Assistant">Clippy</a>, anyway?



<h4>Show Notes &amp; Links</h4>
<ul>

<li><a href="https://www.youtube.com/watch?v=LXxdC9X3hxg">Monster Factory</a></li>

	<li>Clark, Ruth Colvin. <em>Building Expertise: Cognitive Methods for Training and Performance Improvement</em>. 3rd ed. San Francisco: Pfeiffer, 2007.</li>

<li>Fox, Jesse, and Jeremy N. Bailenson. "<a href="https://vhil.stanford.edu/mm/2009/fox-mp-selfmodeling.pdf">Virtual self-modeling: The effects of vicarious reinforcement and identification on exercise behaviors.</a>" <em>Media Psychology</em> 12, no. 1 (2009): 1-25.</li>

	<li>Groom, Victoria, Jeremy N. Bailenson, and Clifford Nass. "<a href="http://vhil.stanford.edu/mm/2009/groom-racial-embodiment.pdf">The influence of racial embodiment on racial bias in immersive virtual environments</a>." <em>Social Influence</em> 4, no. 3 (2009): 231-248.</li>

	<li>Ruggiero, Dana. "<a href="http://s3.amazonaws.com/academia.edu.documents/36457393/chb_article.pdf?AWSAccessKeyId=AKIAJ56TQJRTWSMTNPEA&Expires=1482609352&Signature=V1hi8bOUtdXhte9MZeIqP2eb4aI%3D&response-content-disposition=inline%3B%20filename%3DThe_effect_of_a_persuasive_social_impact.pdf">The effect of a persuasive social impact game on affective learning and attitude</a>." <em>Computers in Human Behavior</em> 45 (2015): 213-221. Doi: 10.1016/j.chb.2014.11.062.</li>

	<li>Woolfolk, Anita. <em>Educational Psychology</em>. 8th ed. Needham Heights: Allyn and Bacon, 2001.</li>

	<li>Yee, Nick, and Jeremy N. Bailenson. "<a href="https://vhil.stanford.edu/mm/2006/yee-digital-shoes.pdf">Walk a mile in digital shoes: The impact of embodied perspective-taking on the reduction of negative stereotyping in immersive virtual environments</a>." <em>Proceedings of PRESENCE</em> 246 (2006): 147-156.</li>

	<li>Yee, Nick and Jeremy N. Bailenson. â€œ<a href="http://vhil.stanford.edu/mm/2007/yee-proteus-effect.pdf">The Proteus Effect: The Effect of Transformed Self-Representation on Behavior.</a>â€ <em>Human Communication Research</em> 33 (2007): 271-290.</li>

	<li>Yee, Nick, Jeremy N. Bailenson, and Nicolas Ducheneaut. â€œ<a href="http://nickyee.com/pubs/Yee,%20Bailenson,%20Ducheneaut%20-%20Proteus%20Implications.pdf">The Proteus Effect: Implications of Transformed Digital Self-Representation on Online and Offline Behavior</a>.â€ <em>Communication Research</em> 36 (2009): 285-312.</li>
</ul>

<h4>Games mentioned in this episode</h4>
<ul>
	<li>Chrono Trigger</li>

	<li>Secret of Mana</li>

	<li>Halo</li>

	<li>Legend of Zelda</li>

	<li><a href="http://playspent.org/">Spent</a></li>

	<li>Papers, Please</li>

	<li>Final Fantasy XV</li>

	<li>Final Fantasy VII</li>
	<li>Hearthstone</li>

	<li>Disgaea 4</li>

</ul>]]></description>
	<itunes:subtitle><![CDATA[Many games put you in the role of someone else. Its right in the name of at least one genre: Role-Playing Game.

We identify with each of these avatars to varying degrees. Its hard to feel much of a connection with Pac-Man, but Link and Chrono were muc]]></itunes:subtitle>
	<content:encoded><![CDATA[Many games put you in the role of someone else. It's right in the name of at least one genre: Role-Playing Game.

We identify with each of these avatars to varying degrees. It's hard to feel much of a connection with Pac-Man, but Link and Chrono were much easier to map onto ourselves. 

What did we take away from that mapping? What does current research say about how we relate to our avatars?

This week Brandon introduces theories about how we connect with games' avatars, then we look at <strong>Final Fantasy XV</strong> as an example. What opportunities does it take or miss to link us with Prince Noctis?

And what does this all have to do with <a href="https://en.wikipedia.org/wiki/Office_Assistant">Clippy</a>, anyway?



<h4>Show Notes &amp; Links</h4>
<ul>

<li><a href="https://www.youtube.com/watch?v=LXxdC9X3hxg">Monster Factory</a></li>

	<li>Clark, Ruth Colvin. <em>Building Expertise: Cognitive Methods for Training and Performance Improvement</em>. 3rd ed. San Francisco: Pfeiffer, 2007.</li>

<li>Fox, Jesse, and Jeremy N. Bailenson. "<a href="https://vhil.stanford.edu/mm/2009/fox-mp-selfmodeling.pdf">Virtual self-modeling: The effects of vicarious reinforcement and identification on exercise behaviors.</a>" <em>Media Psychology</em> 12, no. 1 (2009): 1-25.</li>

	<li>Groom, Victoria, Jeremy N. Bailenson, and Clifford Nass. "<a href="http://vhil.stanford.edu/mm/2009/groom-racial-embodiment.pdf">The influence of racial embodiment on racial bias in immersive virtual environments</a>." <em>Social Influence</em> 4, no. 3 (2009): 231-248.</li>

	<li>Ruggiero, Dana. "<a href="http://s3.amazonaws.com/academia.edu.documents/36457393/chb_article.pdf?AWSAccessKeyId=AKIAJ56TQJRTWSMTNPEA&Expires=1482609352&Signature=V1hi8bOUtdXhte9MZeIqP2eb4aI%3D&response-content-disposition=inline%3B%20filename%3DThe_effect_of_a_persuasive_social_impact.pdf">The effect of a persuasive social impact game on affective learning and attitude</a>." <em>Computers in Human Behavior</em> 45 (2015): 213-221. Doi: 10.1016/j.chb.2014.11.062.</li>

	<li>Woolfolk, Anita. <em>Educational Psychology</em>. 8th ed. Needham Heights: Allyn and Bacon, 2001.</li>

	<li>Yee, Nick, and Jeremy N. Bailenson. "<a href="https://vhil.stanford.edu/mm/2006/yee-digital-shoes.pdf">Walk a mile in digital shoes: The impact of embodied perspective-taking on the reduction of negative stereotyping in immersive virtual environments</a>." <em>Proceedings of PRESENCE</em> 246 (2006): 147-156.</li>

	<li>Yee, Nick and Jeremy N. Bailenson. â€œ<a href="http://vhil.stanford.edu/mm/2007/yee-proteus-effect.pdf">The Proteus Effect: The Effect of Transformed Self-Representation on Behavior.</a>â€ <em>Human Communication Research</em> 33 (2007): 271-290.</li>

	<li>Yee, Nick, Jeremy N. Bailenson, and Nicolas Ducheneaut. â€œ<a href="http://nickyee.com/pubs/Yee,%20Bailenson,%20Ducheneaut%20-%20Proteus%20Implications.pdf">The Proteus Effect: Implications of Transformed Digital Self-Representation on Online and Offline Behavior</a>.â€ <em>Communication Research</em> 36 (2009): 285-312.</li>
</ul>

<h4>Games mentioned in this episode</h4>
<ul>
	<li>Chrono Trigger</li>

	<li>Secret of Mana</li>

	<li>Halo</li>

	<li>Legend of Zelda</li>

	<li><a href="http://playspent.org/">Spent</a></li>

	<li>Papers, Please</li>

	<li>Final Fantasy XV</li>

	<li>Final Fantasy VII</li>
	<li>Hearthstone</li>

	<li>Disgaea 4</li>

</ul>]]></content:encoded>
	<enclosure url="https://www.hiddenpeanuts.com/podcast-download/1693/episode-21-agents-and-avatars-in-final-fantasy-xv.mp3" length="47.2" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Many games put you in the role of someone else. It's right in the name of at least one genre: Role-Playing Game.

We identify with each of these avatars to varying degrees. It's hard to feel much of a connection with Pac-Man, but Link and Chrono were much easier to map onto ourselves. 

What did we take away from that mapping? What does current research say about how we relate to our avatars?

This week Brandon introduces theories about how we connect with games' avatars, then we look at Final Fantasy XV as an example. What opportunities does it take or miss to link us with Prince Noctis?

And what does this all have to do with Clippy, anyway?



Show Notes &amp; Links


Monster Factory

	Clark, Ruth Colvin. Building Expertise: Cognitive Methods for Training and Performance Improvement. 3rd ed. San Francisco: Pfeiffer, 2007.

Fox, Jesse, and Jeremy N. Bailenson. "Virtual self-modeling: The effects of vicarious reinforcement and identification on exercise behaviors." Media Psychology 12, no. 1 (2009): 1-25.

	Groom, Victoria, Jeremy N. Bailenson, and Clifford Nass. "The influence of racial embodiment on racial bias in immersive virtual environments." Social Influence 4, no. 3 (2009): 231-248.

	Ruggiero, Dana. "The effect of a persuasive social impact game on affective learning and attitude." Computers in Human Behavior 45 (2015): 213-221. Doi: 10.1016/j.chb.2014.11.062.

	Woolfolk, Anita. Educational Psychology. 8th ed. Needham Heights: Allyn and Bacon, 2001.

	Yee, Nick, and Jeremy N. Bailenson. "Walk a mile in digital shoes: The impact of embodied perspective-taking on the reduction of negative stereotyping in immersive virtual environments." Proceedings of PRESENCE 246 (2006): 147-156.

	Yee, Nick and Jeremy N. Bailenson. â€œThe Proteus Effect: The Effect of Transformed Self-Representation on Behavior.â€ Human Communication Research 33 (2007): 271-290.

	Yee, Nick, Jeremy N. Bailenson, and Nicolas Ducheneaut. â€œThe Proteus Effect: Implications of Transformed Digital Self-Representation on Online and Offline Behavior.â€ Communication Research 36 (2009): 285-312.


Games mentioned in this episode

	Chrono Trigger

	Secret of Mana

	Halo

	Legend of Zelda

	Spent

	Papers, Please

	Final Fantasy XV

	Final Fantasy VII
	Hearthstone

	Disgaea 4]]></itunes:summary>
	<itunes:explicit>clean</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>0:00</itunes:duration>
	<itunes:author><![CDATA[Chad Haefele and Brandon Carper]]></itunes:author>	<googleplay:description><![CDATA[Many games put you in the role of someone else. It's right in the name of at least one genre: Role-Playing Game.

We identify with each of these avatars to varying degrees. It's hard to feel much of a connection with Pac-Man, but Link and Chrono were much easier to map onto ourselves. 

What did we take away from that mapping? What does current research say about how we relate to our avatars?

This week Brandon introduces theories about how we connect with games' avatars, then we look at Final Fantasy XV as an example. What opportunities does it take or miss to link us with Prince Noctis?

And what does this all have to do with Clippy, anyway?



Show Notes &amp; Links


Monster Factory

	Clark, Ruth Colvin. Building Expertise: Cognitive Methods for Training and Performance Improvement. 3rd ed. San Francisco: Pfeiffer, 2007.

Fox, Jesse, and Jeremy N. Bailenson. "Virtual self-modeling: The effects of vicarious reinforcement and identification on exercise behaviors."]]></googleplay:description>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Episode 20: Putting Console Controllers on Your Resume</title>
	<link>https://www.hiddenpeanuts.com/archives/podcast/episode-20-putting-console-controllers-on-your-resume/</link>
	<pubDate>Fri, 30 Dec 2016 02:09:33 +0000</pubDate>
	<dc:creator><![CDATA[Chad Haefele and Brandon Carper]]></dc:creator>
	<guid isPermaLink="false">https://www.hiddenpeanuts.com/?post_type=podcast&#038;p=1692</guid>
	<description><![CDATA[Weâ€™ve talked often before about how games can use a GUI to teach you a skill or task useful in real life. 

But is another angle on this idea true too? <strong>Is expertise using the buttons on a console controller transferable to actual job skills? </strong>

Militaries around the world certainly seem to think so. 

More broadly, it might make sense to design interfaces around skills and aptitudes that users have already learned elsewhere. 

Gamers often learn how to use a controller at a very young age, when their brains are more plastic. So letâ€™s take advantage of that.

&nbsp;

<h4>Notes:</h4>
<ul>
	<li><a href="http://www.3dconnexion.com/products/spacemouse.html">Example of a 3D Mouse</a></li>

	<li><a href="http://www.wheels.org/spacewar/creative/SpacewarOrigin.html">The Origin of Spacewar!</a>, J.M. Graetz, 1981, Creative Computing Magazine</li>

	<li><a href="www.cell.com/trends/neurosciences/pdf/S0166-2236(05)00281-X.pdf">Consolidation of Motor Memory</a>, Krakauer & Shadmehr, 2006, Trends in Neurosciences</li>

	<li><a href="http://onlinelibrary.wiley.com/doi/10.1111/desc.12132/abstract">A matter of time: rapid motor memory stabilization in childhood</a>, 2014, Developmental Science, Esther Adi-Japha</li>

	<li><a href="journals.sagepub.com/doi/abs/10.1518/10711819278674924">The transfer of skill from a computer game trainer to actual flight</a>, 1992, Daniel Gopher</li>

	<li><a href="http://investor.raytheon.com/phoenix.zhtml?c=84193&p=irol-newsArticle&ID=924204">Raytheon Announces Revolutionary New â€˜Cockpitâ€™ For Unmanned Aircraft</a>  </li>

	<li><a href="https://web.archive.org/web/20110418130107/http://www.businessweek.com/globalbiz/content/jul2008/gb20080716_470794.htm">Raytheon taps video games to pilot drones</a>, Business Week, 2008 (cached at archive.org)</li>

	<li><a href="https://www.wired.com/2008/07/wargames">Game Controllers Driving Drones, Nukes</a></li>

	<li><a href="http://www.theatlantic.com/international/archive/2012/12/syrian-rebels-now-have-tank-powered-playstation-controller/320687/">Syrian Rebels Now Have a Tank Powered by a Playstation Controller</a></li>
</ul>


<h4>Games mentioned in this episode</h4>
<ul>
	<li>Duck Hunt</li>

	<li>Spacewar!</li>

	<li>Wii Sports</li>

	<li>Legend of Zelda: Twilight Princess</li>

	<li>Tearaway: Unfolded</li>

	<li>Super Mario Brothers</li>

	<li>Space Fortress</li>

	<li>Asteroids</li>

	<li>Steel Battalion</li>

	<li>Battletech: Firestorm</li>
</ul>]]></description>
	<itunes:subtitle><![CDATA[Weâ€™ve talked often before about how games can use a GUI to teach you a skill or task useful in real life. 

But is another angle on this idea true too? Is expertise using the buttons on a console controller transferable to actual job skills? 

Mili]]></itunes:subtitle>
	<content:encoded><![CDATA[Weâ€™ve talked often before about how games can use a GUI to teach you a skill or task useful in real life. 

But is another angle on this idea true too? <strong>Is expertise using the buttons on a console controller transferable to actual job skills? </strong>

Militaries around the world certainly seem to think so. 

More broadly, it might make sense to design interfaces around skills and aptitudes that users have already learned elsewhere. 

Gamers often learn how to use a controller at a very young age, when their brains are more plastic. So letâ€™s take advantage of that.

&nbsp;

<h4>Notes:</h4>
<ul>
	<li><a href="http://www.3dconnexion.com/products/spacemouse.html">Example of a 3D Mouse</a></li>

	<li><a href="http://www.wheels.org/spacewar/creative/SpacewarOrigin.html">The Origin of Spacewar!</a>, J.M. Graetz, 1981, Creative Computing Magazine</li>

	<li><a href="www.cell.com/trends/neurosciences/pdf/S0166-2236(05)00281-X.pdf">Consolidation of Motor Memory</a>, Krakauer & Shadmehr, 2006, Trends in Neurosciences</li>

	<li><a href="http://onlinelibrary.wiley.com/doi/10.1111/desc.12132/abstract">A matter of time: rapid motor memory stabilization in childhood</a>, 2014, Developmental Science, Esther Adi-Japha</li>

	<li><a href="journals.sagepub.com/doi/abs/10.1518/10711819278674924">The transfer of skill from a computer game trainer to actual flight</a>, 1992, Daniel Gopher</li>

	<li><a href="http://investor.raytheon.com/phoenix.zhtml?c=84193&p=irol-newsArticle&ID=924204">Raytheon Announces Revolutionary New â€˜Cockpitâ€™ For Unmanned Aircraft</a>  </li>

	<li><a href="https://web.archive.org/web/20110418130107/http://www.businessweek.com/globalbiz/content/jul2008/gb20080716_470794.htm">Raytheon taps video games to pilot drones</a>, Business Week, 2008 (cached at archive.org)</li>

	<li><a href="https://www.wired.com/2008/07/wargames">Game Controllers Driving Drones, Nukes</a></li>

	<li><a href="http://www.theatlantic.com/international/archive/2012/12/syrian-rebels-now-have-tank-powered-playstation-controller/320687/">Syrian Rebels Now Have a Tank Powered by a Playstation Controller</a></li>
</ul>


<h4>Games mentioned in this episode</h4>
<ul>
	<li>Duck Hunt</li>

	<li>Spacewar!</li>

	<li>Wii Sports</li>

	<li>Legend of Zelda: Twilight Princess</li>

	<li>Tearaway: Unfolded</li>

	<li>Super Mario Brothers</li>

	<li>Space Fortress</li>

	<li>Asteroids</li>

	<li>Steel Battalion</li>

	<li>Battletech: Firestorm</li>
</ul>]]></content:encoded>
	<enclosure url="https://www.hiddenpeanuts.com/podcast-download/1692/episode-20-putting-console-controllers-on-your-resume.mp3" length="36.2" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Weâ€™ve talked often before about how games can use a GUI to teach you a skill or task useful in real life. 

But is another angle on this idea true too? Is expertise using the buttons on a console controller transferable to actual job skills? 

Militaries around the world certainly seem to think so. 

More broadly, it might make sense to design interfaces around skills and aptitudes that users have already learned elsewhere. 

Gamers often learn how to use a controller at a very young age, when their brains are more plastic. So letâ€™s take advantage of that.

&nbsp;

Notes:

	Example of a 3D Mouse

	The Origin of Spacewar!, J.M. Graetz, 1981, Creative Computing Magazine

	Consolidation of Motor Memory, Krakauer & Shadmehr, 2006, Trends in Neurosciences

	A matter of time: rapid motor memory stabilization in childhood, 2014, Developmental Science, Esther Adi-Japha

	The transfer of skill from a computer game trainer to actual flight, 1992, Daniel Gopher

	Raytheon Announces Revolutionary New â€˜Cockpitâ€™ For Unmanned Aircraft  

	Raytheon taps video games to pilot drones, Business Week, 2008 (cached at archive.org)

	Game Controllers Driving Drones, Nukes

	Syrian Rebels Now Have a Tank Powered by a Playstation Controller



Games mentioned in this episode

	Duck Hunt

	Spacewar!

	Wii Sports

	Legend of Zelda: Twilight Princess

	Tearaway: Unfolded

	Super Mario Brothers

	Space Fortress

	Asteroids

	Steel Battalion

	Battletech: Firestorm]]></itunes:summary>
	<itunes:explicit>clean</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>0:00</itunes:duration>
	<itunes:author><![CDATA[Chad Haefele and Brandon Carper]]></itunes:author>	<googleplay:description><![CDATA[Weâ€™ve talked often before about how games can use a GUI to teach you a skill or task useful in real life. 

But is another angle on this idea true too? Is expertise using the buttons on a console controller transferable to actual job skills? 

Militaries around the world certainly seem to think so. 

More broadly, it might make sense to design interfaces around skills and aptitudes that users have already learned elsewhere. 

Gamers often learn how to use a controller at a very young age, when their brains are more plastic. So letâ€™s take advantage of that.

&nbsp;

Notes:

	Example of a 3D Mouse

	The Origin of Spacewar!, J.M. Graetz, 1981, Creative Computing Magazine

	Consolidation of Motor Memory, Krakauer & Shadmehr, 2006, Trends in Neurosciences

	A matter of time: rapid motor memory stabilization in childhood, 2014, Developmental Science, Esther Adi-Japha

	The transfer of skill from a computer game trainer to actual flight, 1992, Daniel Gopher

	Rayt]]></googleplay:description>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Episode 19: Boom, Headshot!</title>
	<link>https://www.hiddenpeanuts.com/archives/podcast/episode-19-boom-headshot/</link>
	<pubDate>Fri, 23 Dec 2016 02:07:57 +0000</pubDate>
	<dc:creator><![CDATA[Chad Haefele and Brandon Carper]]></dc:creator>
	<guid isPermaLink="false">https://www.hiddenpeanuts.com/?post_type=podcast&#038;p=1691</guid>
	<description><![CDATA[Itâ€™s not often thereâ€™s breaking news in the world of academic articles on gaming, but a potential <strong>retraction of an article</strong> is worth talking about. 

A 2014 study called <a href="http://www.researchgate.net/profile/Jodi_Whitaker/publication/255719367_Boom_Headshot/links/00463527547244a876000000.pdf">â€œBoom, Headshot! Effect of Video Game Play and Controller Type on Firing Aim and Accuracyâ€</a> concluded that playing games with a gun-shaped controller, even briefly, will make the player much more accurate at shooting a real gun. 

That study went on to be cited in <a href="http://www.apa.org/pi/families/violent-media.aspx">policy documents</a> and <a href="http://www.cnn.com/2013/09/18/opinion/bushman-video-games/">the news</a>, but thereâ€™s just one problem: some of the data may have been falsified or manipulated.

What does this mean for academic gaming research? Can or should we trust a single published study?

<h4>Show Notes &amp; Links</h4>

<ul>
	<li><a href="http://www.researchgate.net/profile/Jodi_Whitaker/publication/255719367_Boom_Headshot/links/00463527547244a876000000.pdf">Boom, Headshot! Effect of Video Game Play and Controller Type on Firing Aim and Accuracy</a>, by Brad Bushman & Jodi Whitaker, 2014, Communication Research</li>

	<li><a href="http://retractionwatch.com/2016/12/09/dispute-shooter-video-games-may-kill-recent-paper/">Dispute over shooter video games may kill recent paper (Retraction Watch)</a></li>

	<li><a href="http://headshot.meta-science.com/">Analyses of Miscoded Data</a>, a timeline of the investigation into the articleâ€™s data</li>

	<li><a href="http://knowyourmeme.com/memes/boom-headshot">Origins of the â€œBoom, Headshotâ€ meme</a></li>

	<li><a href="https://twitter.com/ShuhBillSkee">Andrew Przybylski on Twitter</a></li>

	<li><a href="http://www.cnn.com/2013/09/18/opinion/bushman-video-games/">Do violent video games play a role in shootings? (CNN)</a></li>

	<li><a href="http://www.apa.org/pi/families/violent-media.aspx">APAâ€™s Resolution on Violent Video Games</a></li>

	<li><a href="http://www.nature.com/news/over-half-of-psychology-studies-fail-reproducibility-test-1.18248">More details on replication rates of academic studies</a></li>
</ul>




<h4>Other games mentioned in this episode:</h4>

<ul>
	<li>Mario Kart 8</li>

	<li>Duck Hunt</li>

	<li>Resident Evil 4</li>

	<li>Wii Play</li>

	<li>Super Mario Galaxy</li>

	<li>Halo</li>

	<li>Super Scope</li>

	<li>Pong</li>

	<li>Asteroids</li>
</ul>]]></description>
	<itunes:subtitle><![CDATA[Itâ€™s not often thereâ€™s breaking news in the world of academic articles on gaming, but a potential retraction of an article is worth talking about. 

A 2014 study called â€œBoom, Headshot! Effect of Video Game Play and Controller Type on Firing Aim ]]></itunes:subtitle>
	<content:encoded><![CDATA[Itâ€™s not often thereâ€™s breaking news in the world of academic articles on gaming, but a potential <strong>retraction of an article</strong> is worth talking about. 

A 2014 study called <a href="http://www.researchgate.net/profile/Jodi_Whitaker/publication/255719367_Boom_Headshot/links/00463527547244a876000000.pdf">â€œBoom, Headshot! Effect of Video Game Play and Controller Type on Firing Aim and Accuracyâ€</a> concluded that playing games with a gun-shaped controller, even briefly, will make the player much more accurate at shooting a real gun. 

That study went on to be cited in <a href="http://www.apa.org/pi/families/violent-media.aspx">policy documents</a> and <a href="http://www.cnn.com/2013/09/18/opinion/bushman-video-games/">the news</a>, but thereâ€™s just one problem: some of the data may have been falsified or manipulated.

What does this mean for academic gaming research? Can or should we trust a single published study?

<h4>Show Notes &amp; Links</h4>

<ul>
	<li><a href="http://www.researchgate.net/profile/Jodi_Whitaker/publication/255719367_Boom_Headshot/links/00463527547244a876000000.pdf">Boom, Headshot! Effect of Video Game Play and Controller Type on Firing Aim and Accuracy</a>, by Brad Bushman & Jodi Whitaker, 2014, Communication Research</li>

	<li><a href="http://retractionwatch.com/2016/12/09/dispute-shooter-video-games-may-kill-recent-paper/">Dispute over shooter video games may kill recent paper (Retraction Watch)</a></li>

	<li><a href="http://headshot.meta-science.com/">Analyses of Miscoded Data</a>, a timeline of the investigation into the articleâ€™s data</li>

	<li><a href="http://knowyourmeme.com/memes/boom-headshot">Origins of the â€œBoom, Headshotâ€ meme</a></li>

	<li><a href="https://twitter.com/ShuhBillSkee">Andrew Przybylski on Twitter</a></li>

	<li><a href="http://www.cnn.com/2013/09/18/opinion/bushman-video-games/">Do violent video games play a role in shootings? (CNN)</a></li>

	<li><a href="http://www.apa.org/pi/families/violent-media.aspx">APAâ€™s Resolution on Violent Video Games</a></li>

	<li><a href="http://www.nature.com/news/over-half-of-psychology-studies-fail-reproducibility-test-1.18248">More details on replication rates of academic studies</a></li>
</ul>




<h4>Other games mentioned in this episode:</h4>

<ul>
	<li>Mario Kart 8</li>

	<li>Duck Hunt</li>

	<li>Resident Evil 4</li>

	<li>Wii Play</li>

	<li>Super Mario Galaxy</li>

	<li>Halo</li>

	<li>Super Scope</li>

	<li>Pong</li>

	<li>Asteroids</li>
</ul>]]></content:encoded>
	<enclosure url="https://www.hiddenpeanuts.com/podcast-download/1691/episode-19-boom-headshot.mp3" length="24.0" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Itâ€™s not often thereâ€™s breaking news in the world of academic articles on gaming, but a potential retraction of an article is worth talking about. 

A 2014 study called â€œBoom, Headshot! Effect of Video Game Play and Controller Type on Firing Aim and Accuracyâ€ concluded that playing games with a gun-shaped controller, even briefly, will make the player much more accurate at shooting a real gun. 

That study went on to be cited in policy documents and the news, but thereâ€™s just one problem: some of the data may have been falsified or manipulated.

What does this mean for academic gaming research? Can or should we trust a single published study?

Show Notes &amp; Links


	Boom, Headshot! Effect of Video Game Play and Controller Type on Firing Aim and Accuracy, by Brad Bushman & Jodi Whitaker, 2014, Communication Research

	Dispute over shooter video games may kill recent paper (Retraction Watch)

	Analyses of Miscoded Data, a timeline of the investigation into the articleâ€™s data

	Origins of the â€œBoom, Headshotâ€ meme

	Andrew Przybylski on Twitter

	Do violent video games play a role in shootings? (CNN)

	APAâ€™s Resolution on Violent Video Games

	More details on replication rates of academic studies





Other games mentioned in this episode:


	Mario Kart 8

	Duck Hunt

	Resident Evil 4

	Wii Play

	Super Mario Galaxy

	Halo

	Super Scope

	Pong

	Asteroids]]></itunes:summary>
	<itunes:explicit>clean</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>0:00</itunes:duration>
	<itunes:author><![CDATA[Chad Haefele and Brandon Carper]]></itunes:author>	<googleplay:description><![CDATA[Itâ€™s not often thereâ€™s breaking news in the world of academic articles on gaming, but a potential retraction of an article is worth talking about. 

A 2014 study called â€œBoom, Headshot! Effect of Video Game Play and Controller Type on Firing Aim and Accuracyâ€ concluded that playing games with a gun-shaped controller, even briefly, will make the player much more accurate at shooting a real gun. 

That study went on to be cited in policy documents and the news, but thereâ€™s just one problem: some of the data may have been falsified or manipulated.

What does this mean for academic gaming research? Can or should we trust a single published study?

Show Notes &amp; Links


	Boom, Headshot! Effect of Video Game Play and Controller Type on Firing Aim and Accuracy, by Brad Bushman & Jodi Whitaker, 2014, Communication Research

	Dispute over shooter video games may kill recent paper (Retraction Watch)

	Analyses of Miscoded Data, a timeline of the investigation into th]]></googleplay:description>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Episode 18: The Power of Not Believing in Yourself: Part 2 (Self-efficacy and Bloodborne)</title>
	<link>https://www.hiddenpeanuts.com/archives/podcast/episode-18-the-power-of-not-believing-in-yourself-part-2-self-efficacy-and-bloodborne/</link>
	<pubDate>Fri, 16 Dec 2016 02:06:54 +0000</pubDate>
	<dc:creator><![CDATA[Chad Haefele and Brandon Carper]]></dc:creator>
	<guid isPermaLink="false">https://www.hiddenpeanuts.com/?post_type=podcast&#038;p=1690</guid>
	<description><![CDATA[Last week we talked about self-efficacy, particularly how it relates to the high difficulty of the <strong>Dark Souls</strong> series. But Dark Souls actually goes against lots of advice about the relationship between self-efficacy and performance.

It turns out thereâ€™s also controversy about giving rewards just to build self confidence or self-efficacy. Should we all get trophies for participation? Is that really helpful in the long run? <strong>Bloodborne</strong> give us another example to look at.

This week we talk about some other models of how self-efficacy and performance might relate to each other. For example, induced failure can be useful in building longer-term confidence. 

Games like the Zelda series tend to give you a difficult challenge, then introduce a tool that makes the task much easier. You use it to solve that challenge, and then youâ€™re presented with an even more difficult challenge that requires the same tool. But now youâ€™ve had time to build your confidence with it.

Lastly, we pull all this together into a theory of why Dark Souls might actually be fun after all. Youâ€™re not as great a gamer as you think you are, but you can get there.


<h4>Show Notes & Links:</h4>
<ul>
	<li><a href="https://www.youtube.com/watch?v=qD5GtohtRYU&feature=youtu.be&t=36s">Sean Conneryâ€™s profane comments on Nicolas Cage doing his best</a> </li>


	<li><a href="http://www.apa.org/pubs/journals/features/apl-apla0018289.pdf">The Moderating Effects of Performance Ambiguity on the Relationship Between Self-Efficacy and Performance</a>, by Aaron Schmidt, 2010, <em>Journal of Applied Psychology</em></li>


	<li><a href="http://www.ohioupsychology.com/files/images/Vancouver/Discontinuous%20mode.pdf">Self-Efficacy and Resource Allocation: Support for a Nonmonotonic, Discontinuous Model</a>, by Jeffrey Vancouver, 2016, <em>Journal of Applied Psychology</em></li>


	<li><a href="https://www.researchgate.net/profile/Jay_Hardy2/publication/265129101_Dynamics_in_the_self-efficacyperformance_relationship_following_failure/links/54f37d410cf299c8d9e50bbe.pdf">Dynamics in the Self-Efficacy Performance Relationship Following Failure</a>, by Jay Hardy III, 2014, <em>Personality and Individual Differences</em></li>
</ul>


<h4>Games mentioned in this episode:</h4>

<ul>
	<li>Super Smash Brothers</li>

	<li>Bloodborne</li>

	<li>Castlevania</li>

	<li>Dark Souls</li>

	<li>The Legend of Zelda: A Link to the Past</li>

	<li>The Legend of Zelda: Ocarina of Time</li>

	<li>Mega Man X</li>

	<li>Desert Bus</li>
</ul>]]></description>
	<itunes:subtitle><![CDATA[Last week we talked about self-efficacy, particularly how it relates to the high difficulty of the Dark Souls series. But Dark Souls actually goes against lots of advice about the relationship between self-efficacy and performance.

It turns out thereâ]]></itunes:subtitle>
	<content:encoded><![CDATA[Last week we talked about self-efficacy, particularly how it relates to the high difficulty of the <strong>Dark Souls</strong> series. But Dark Souls actually goes against lots of advice about the relationship between self-efficacy and performance.

It turns out thereâ€™s also controversy about giving rewards just to build self confidence or self-efficacy. Should we all get trophies for participation? Is that really helpful in the long run? <strong>Bloodborne</strong> give us another example to look at.

This week we talk about some other models of how self-efficacy and performance might relate to each other. For example, induced failure can be useful in building longer-term confidence. 

Games like the Zelda series tend to give you a difficult challenge, then introduce a tool that makes the task much easier. You use it to solve that challenge, and then youâ€™re presented with an even more difficult challenge that requires the same tool. But now youâ€™ve had time to build your confidence with it.

Lastly, we pull all this together into a theory of why Dark Souls might actually be fun after all. Youâ€™re not as great a gamer as you think you are, but you can get there.


<h4>Show Notes & Links:</h4>
<ul>
	<li><a href="https://www.youtube.com/watch?v=qD5GtohtRYU&feature=youtu.be&t=36s">Sean Conneryâ€™s profane comments on Nicolas Cage doing his best</a> </li>


	<li><a href="http://www.apa.org/pubs/journals/features/apl-apla0018289.pdf">The Moderating Effects of Performance Ambiguity on the Relationship Between Self-Efficacy and Performance</a>, by Aaron Schmidt, 2010, <em>Journal of Applied Psychology</em></li>


	<li><a href="http://www.ohioupsychology.com/files/images/Vancouver/Discontinuous%20mode.pdf">Self-Efficacy and Resource Allocation: Support for a Nonmonotonic, Discontinuous Model</a>, by Jeffrey Vancouver, 2016, <em>Journal of Applied Psychology</em></li>


	<li><a href="https://www.researchgate.net/profile/Jay_Hardy2/publication/265129101_Dynamics_in_the_self-efficacyperformance_relationship_following_failure/links/54f37d410cf299c8d9e50bbe.pdf">Dynamics in the Self-Efficacy Performance Relationship Following Failure</a>, by Jay Hardy III, 2014, <em>Personality and Individual Differences</em></li>
</ul>


<h4>Games mentioned in this episode:</h4>

<ul>
	<li>Super Smash Brothers</li>

	<li>Bloodborne</li>

	<li>Castlevania</li>

	<li>Dark Souls</li>

	<li>The Legend of Zelda: A Link to the Past</li>

	<li>The Legend of Zelda: Ocarina of Time</li>

	<li>Mega Man X</li>

	<li>Desert Bus</li>
</ul>]]></content:encoded>
	<enclosure url="https://www.hiddenpeanuts.com/podcast-download/1690/episode-18-the-power-of-not-believing-in-yourself-part-2-self-efficacy-and-bloodborne.mp3" length="33.8" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Last week we talked about self-efficacy, particularly how it relates to the high difficulty of the Dark Souls series. But Dark Souls actually goes against lots of advice about the relationship between self-efficacy and performance.

It turns out thereâ€™s also controversy about giving rewards just to build self confidence or self-efficacy. Should we all get trophies for participation? Is that really helpful in the long run? Bloodborne give us another example to look at.

This week we talk about some other models of how self-efficacy and performance might relate to each other. For example, induced failure can be useful in building longer-term confidence. 

Games like the Zelda series tend to give you a difficult challenge, then introduce a tool that makes the task much easier. You use it to solve that challenge, and then youâ€™re presented with an even more difficult challenge that requires the same tool. But now youâ€™ve had time to build your confidence with it.

Lastly, we pull all this together into a theory of why Dark Souls might actually be fun after all. Youâ€™re not as great a gamer as you think you are, but you can get there.


Show Notes & Links:

	Sean Conneryâ€™s profane comments on Nicolas Cage doing his best 


	The Moderating Effects of Performance Ambiguity on the Relationship Between Self-Efficacy and Performance, by Aaron Schmidt, 2010, Journal of Applied Psychology


	Self-Efficacy and Resource Allocation: Support for a Nonmonotonic, Discontinuous Model, by Jeffrey Vancouver, 2016, Journal of Applied Psychology


	Dynamics in the Self-Efficacy Performance Relationship Following Failure, by Jay Hardy III, 2014, Personality and Individual Differences



Games mentioned in this episode:


	Super Smash Brothers

	Bloodborne

	Castlevania

	Dark Souls

	The Legend of Zelda: A Link to the Past

	The Legend of Zelda: Ocarina of Time

	Mega Man X

	Desert Bus]]></itunes:summary>
	<itunes:explicit>clean</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>0:00</itunes:duration>
	<itunes:author><![CDATA[Chad Haefele and Brandon Carper]]></itunes:author>	<googleplay:description><![CDATA[Last week we talked about self-efficacy, particularly how it relates to the high difficulty of the Dark Souls series. But Dark Souls actually goes against lots of advice about the relationship between self-efficacy and performance.

It turns out thereâ€™s also controversy about giving rewards just to build self confidence or self-efficacy. Should we all get trophies for participation? Is that really helpful in the long run? Bloodborne give us another example to look at.

This week we talk about some other models of how self-efficacy and performance might relate to each other. For example, induced failure can be useful in building longer-term confidence. 

Games like the Zelda series tend to give you a difficult challenge, then introduce a tool that makes the task much easier. You use it to solve that challenge, and then youâ€™re presented with an even more difficult challenge that requires the same tool. But now youâ€™ve had time to build your confidence with it.

Lastly, we p]]></googleplay:description>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Episode 17: The Power of Not Believing in Yourself &#8211; Part 1 (Self-efficacy and Dark Souls)</title>
	<link>https://www.hiddenpeanuts.com/archives/podcast/episode-17-the-power-of-not-believing-in-yourself-part-1-self-efficacy-and-dark-souls/</link>
	<pubDate>Fri, 09 Dec 2016 02:04:51 +0000</pubDate>
	<dc:creator><![CDATA[Chad Haefele and Brandon Carper]]></dc:creator>
	<guid isPermaLink="false">https://www.hiddenpeanuts.com/?post_type=podcast&#038;p=1689</guid>
	<description><![CDATA[How good are you at <strong>Dark Souls</strong>? Or put another way: What's your perception of your related self-efficacy?

The Dark Souls series is hard. Really, really hard. 

We're just preparing you: You'll die often, in new and interesting ways. 

So why do players stick with it?

In the 1970s, psychologist Albert Bandura developed <strong>four factors important to achieving high levels of self-efficacy:</strong>
<ol>
	<li><strong>Performance Accomplishment:</strong> doing something well once means you'll feel ready to do it well again in the future.</li>

	<li><strong>Vicarious Experiences:</strong> Seeing someone you identify with perform a task successfully is encouraging.</li>

	<li><strong>Verbal Persuasion:</strong> Maybe not effective as the others, but think of an inspiring football coach speech.</li>

	<li><strong>Emotional Arousal:</strong> High levels of stress aren't so good for self confidence.</li>
</ol>

Dark Souls does the exact opposite of all four of these factors, yet gamers keep coming back for more. How does this make sense? Check back next week for the conclusion.

<h4>Show Notes &amp; Links</h4>

<ul>
	<li><a href="http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.315.4567&rep=rep1&type=pdf">Self-efficacy: toward a unifying theory of behavioral change</a>, by Albert Bandura, 1977, <em>Psychological Review</em></li>

	<li><a href="http://bogost.com/">Ian Bogost</a></li>

	<li><a href="http://you-died.com/">You Died: The Dark Souls Companion</a>, by Keza Macdonald and Jason Killingsworth</li>

</ul>





<h4>Games mentioned in this episode</h4>

<ul>
	<li>Super Empire Strikes Back</li>

	<li>Papers, Please</li>

	<li>World of Warcraft</li>

	<li>Farmville</li>

	<li>Stardew Valley</li>

	<li>Cow Clicker</li>

	<li>Cookie Clicker</li>

	<li>Kingâ€™s Field 1-4</li>

	<li>Demonâ€™s Souls</li>

	<li>Dark Souls 1-3</li>

	<li>Bloodborne</li>

	<li>â€˜Splosion Man</li>

	<li>Super Mario Maker</li>
</ul>]]></description>
	<itunes:subtitle><![CDATA[How good are you at Dark Souls? Or put another way: Whats your perception of your related self-efficacy?

The Dark Souls series is hard. Really, really hard. 

Were just preparing you: Youll die often, in new and interesting ways. 

So why do playe]]></itunes:subtitle>
	<content:encoded><![CDATA[How good are you at <strong>Dark Souls</strong>? Or put another way: What's your perception of your related self-efficacy?

The Dark Souls series is hard. Really, really hard. 

We're just preparing you: You'll die often, in new and interesting ways. 

So why do players stick with it?

In the 1970s, psychologist Albert Bandura developed <strong>four factors important to achieving high levels of self-efficacy:</strong>
<ol>
	<li><strong>Performance Accomplishment:</strong> doing something well once means you'll feel ready to do it well again in the future.</li>

	<li><strong>Vicarious Experiences:</strong> Seeing someone you identify with perform a task successfully is encouraging.</li>

	<li><strong>Verbal Persuasion:</strong> Maybe not effective as the others, but think of an inspiring football coach speech.</li>

	<li><strong>Emotional Arousal:</strong> High levels of stress aren't so good for self confidence.</li>
</ol>

Dark Souls does the exact opposite of all four of these factors, yet gamers keep coming back for more. How does this make sense? Check back next week for the conclusion.

<h4>Show Notes &amp; Links</h4>

<ul>
	<li><a href="http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.315.4567&rep=rep1&type=pdf">Self-efficacy: toward a unifying theory of behavioral change</a>, by Albert Bandura, 1977, <em>Psychological Review</em></li>

	<li><a href="http://bogost.com/">Ian Bogost</a></li>

	<li><a href="http://you-died.com/">You Died: The Dark Souls Companion</a>, by Keza Macdonald and Jason Killingsworth</li>

</ul>





<h4>Games mentioned in this episode</h4>

<ul>
	<li>Super Empire Strikes Back</li>

	<li>Papers, Please</li>

	<li>World of Warcraft</li>

	<li>Farmville</li>

	<li>Stardew Valley</li>

	<li>Cow Clicker</li>

	<li>Cookie Clicker</li>

	<li>Kingâ€™s Field 1-4</li>

	<li>Demonâ€™s Souls</li>

	<li>Dark Souls 1-3</li>

	<li>Bloodborne</li>

	<li>â€˜Splosion Man</li>

	<li>Super Mario Maker</li>
</ul>]]></content:encoded>
	<enclosure url="https://www.hiddenpeanuts.com/podcast-download/1689/episode-17-the-power-of-not-believing-in-yourself-part-1-self-efficacy-and-dark-souls.mp3" length="37.7" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[How good are you at Dark Souls? Or put another way: What's your perception of your related self-efficacy?

The Dark Souls series is hard. Really, really hard. 

We're just preparing you: You'll die often, in new and interesting ways. 

So why do players stick with it?

In the 1970s, psychologist Albert Bandura developed four factors important to achieving high levels of self-efficacy:

	Performance Accomplishment: doing something well once means you'll feel ready to do it well again in the future.

	Vicarious Experiences: Seeing someone you identify with perform a task successfully is encouraging.

	Verbal Persuasion: Maybe not effective as the others, but think of an inspiring football coach speech.

	Emotional Arousal: High levels of stress aren't so good for self confidence.


Dark Souls does the exact opposite of all four of these factors, yet gamers keep coming back for more. How does this make sense? Check back next week for the conclusion.

Show Notes &amp; Links


	Self-efficacy: toward a unifying theory of behavioral change, by Albert Bandura, 1977, Psychological Review

	Ian Bogost

	You Died: The Dark Souls Companion, by Keza Macdonald and Jason Killingsworth







Games mentioned in this episode


	Super Empire Strikes Back

	Papers, Please

	World of Warcraft

	Farmville

	Stardew Valley

	Cow Clicker

	Cookie Clicker

	Kingâ€™s Field 1-4

	Demonâ€™s Souls

	Dark Souls 1-3

	Bloodborne

	â€˜Splosion Man

	Super Mario Maker]]></itunes:summary>
	<itunes:explicit>clean</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>0:00</itunes:duration>
	<itunes:author><![CDATA[Chad Haefele and Brandon Carper]]></itunes:author>	<googleplay:description><![CDATA[How good are you at Dark Souls? Or put another way: What's your perception of your related self-efficacy?

The Dark Souls series is hard. Really, really hard. 

We're just preparing you: You'll die often, in new and interesting ways. 

So why do players stick with it?

In the 1970s, psychologist Albert Bandura developed four factors important to achieving high levels of self-efficacy:

	Performance Accomplishment: doing something well once means you'll feel ready to do it well again in the future.

	Vicarious Experiences: Seeing someone you identify with perform a task successfully is encouraging.

	Verbal Persuasion: Maybe not effective as the others, but think of an inspiring football coach speech.

	Emotional Arousal: High levels of stress aren't so good for self confidence.


Dark Souls does the exact opposite of all four of these factors, yet gamers keep coming back for more. How does this make sense? Check back next week for the conclusion.

Show Notes &amp;]]></googleplay:description>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Episode 16 &#8211; Accessibility is Better for Everyone</title>
	<link>https://www.hiddenpeanuts.com/archives/podcast/episode-16-accessibility-is-better-for-everyone/</link>
	<pubDate>Fri, 02 Dec 2016 02:03:12 +0000</pubDate>
	<dc:creator><![CDATA[Chad Haefele and Brandon Carper]]></dc:creator>
	<guid isPermaLink="false">https://www.hiddenpeanuts.com/?post_type=podcast&#038;p=1688</guid>
	<description><![CDATA[Ben Heck's clever customization of an Xbox One controller for one-handed use.[/caption]The word <strong>â€œAccessibilityâ€</strong> might bring to mind ramps, braille, and other physical world accommodations. Those are important, but the concepts extends to games and other digital media too.

Sometimes it might even be a practical market share consideration: By <a href="http://www.polygon.com/features/2014/8/6/5886035/disabled-gamers-accessibility">some measurements</a> 20% of gamers have a disability, and 8% of all men are colorblind. 

Making something more accessible has side benefits too - I know Iâ€™m glad to see automatic opening doors when my hands are full. 

Often an accessibility standard isnâ€™t only the ethical thing to do, itâ€™s also just good practice. Wouldnâ€™t you like to be able to play your favorite game if you broke an arm or your vision degrades with age?

But what does it mean for a game to be accessible? Games donâ€™t usually have a legal mandate to meet accessibility standards, yet can still benefit from thinking critically about other areasâ€™ standards might be applied. 

Looking mostly through the lens of accessible web standards, this episode starts with a discussion of various requirements like the ADA, WCAG 2.0, and Section 508. Then we move into applications of the standards, specifically times weâ€™ve seen accessibility features applied well (<a href="http://www.polygon.com/2015/3/26/8295511/playstation-4-update-button-mapping">PS4â€™s button mapping options</a>) and less so (<a href="http://arstechnica.com/gaming/2006/09/5264/">Dead Risingâ€™s tiny text</a>).

When have you benefitted from a game being made more accessible? When have you wished developers kept that kind of thing more in mind?

<h4>Show Notes &amp; Links:</h4>

<ul>
	<li><a href="http://webaim.org/blog/target-lawsuit-settled/">National Federation of the Blind vs Target lawsuit</a></li>

	<li>]]></description>
	<itunes:subtitle><![CDATA[Ben Hecks clever customization of an Xbox One controller for one-handed use.[/caption]The word â€œAccessibilityâ€ might bring to mind ramps, braille, and other physical world accommodations. Those are important, but the concepts extends to games and oth]]></itunes:subtitle>
	<content:encoded><![CDATA[Ben Heck's clever customization of an Xbox One controller for one-handed use.[/caption]The word <strong>â€œAccessibilityâ€</strong> might bring to mind ramps, braille, and other physical world accommodations. Those are important, but the concepts extends to games and other digital media too.

Sometimes it might even be a practical market share consideration: By <a href="http://www.polygon.com/features/2014/8/6/5886035/disabled-gamers-accessibility">some measurements</a> 20% of gamers have a disability, and 8% of all men are colorblind. 

Making something more accessible has side benefits too - I know Iâ€™m glad to see automatic opening doors when my hands are full. 

Often an accessibility standard isnâ€™t only the ethical thing to do, itâ€™s also just good practice. Wouldnâ€™t you like to be able to play your favorite game if you broke an arm or your vision degrades with age?

But what does it mean for a game to be accessible? Games donâ€™t usually have a legal mandate to meet accessibility standards, yet can still benefit from thinking critically about other areasâ€™ standards might be applied. 

Looking mostly through the lens of accessible web standards, this episode starts with a discussion of various requirements like the ADA, WCAG 2.0, and Section 508. Then we move into applications of the standards, specifically times weâ€™ve seen accessibility features applied well (<a href="http://www.polygon.com/2015/3/26/8295511/playstation-4-update-button-mapping">PS4â€™s button mapping options</a>) and less so (<a href="http://arstechnica.com/gaming/2006/09/5264/">Dead Risingâ€™s tiny text</a>).

When have you benefitted from a game being made more accessible? When have you wished developers kept that kind of thing more in mind?

<h4>Show Notes &amp; Links:</h4>

<ul>
	<li><a href="http://webaim.org/blog/target-lawsuit-settled/">National Federation of the Blind vs Target lawsuit</a></li>

	<li>]]></content:encoded>
	<enclosure url="https://www.hiddenpeanuts.com/podcast-download/1688/episode-16-accessibility-is-better-for-everyone.mp3" length="51.2" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Ben Heck's clever customization of an Xbox One controller for one-handed use.[/caption]The word â€œAccessibilityâ€ might bring to mind ramps, braille, and other physical world accommodations. Those are important, but the concepts extends to games and other digital media too.

Sometimes it might even be a practical market share consideration: By some measurements 20% of gamers have a disability, and 8% of all men are colorblind. 

Making something more accessible has side benefits too - I know Iâ€™m glad to see automatic opening doors when my hands are full. 

Often an accessibility standard isnâ€™t only the ethical thing to do, itâ€™s also just good practice. Wouldnâ€™t you like to be able to play your favorite game if you broke an arm or your vision degrades with age?

But what does it mean for a game to be accessible? Games donâ€™t usually have a legal mandate to meet accessibility standards, yet can still benefit from thinking critically about other areasâ€™ standards might be applied. 

Looking mostly through the lens of accessible web standards, this episode starts with a discussion of various requirements like the ADA, WCAG 2.0, and Section 508. Then we move into applications of the standards, specifically times weâ€™ve seen accessibility features applied well (PS4â€™s button mapping options) and less so (Dead Risingâ€™s tiny text).

When have you benefitted from a game being made more accessible? When have you wished developers kept that kind of thing more in mind?

Show Notes &amp; Links:


	National Federation of the Blind vs Target lawsuit]]></itunes:summary>
	<itunes:explicit>clean</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>0:00</itunes:duration>
	<itunes:author><![CDATA[Chad Haefele and Brandon Carper]]></itunes:author>	<googleplay:description><![CDATA[Ben Heck's clever customization of an Xbox One controller for one-handed use.[/caption]The word â€œAccessibilityâ€ might bring to mind ramps, braille, and other physical world accommodations. Those are important, but the concepts extends to games and other digital media too.

Sometimes it might even be a practical market share consideration: By some measurements 20% of gamers have a disability, and 8% of all men are colorblind. 

Making something more accessible has side benefits too - I know Iâ€™m glad to see automatic opening doors when my hands are full. 

Often an accessibility standard isnâ€™t only the ethical thing to do, itâ€™s also just good practice. Wouldnâ€™t you like to be able to play your favorite game if you broke an arm or your vision degrades with age?

But what does it mean for a game to be accessible? Games donâ€™t usually have a legal mandate to meet accessibility standards, yet can still benefit from thinking critically about other areasâ€™ standards migh]]></googleplay:description>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Episode 15 &#8211; Synthesizing and Salvaging Discovery Learning</title>
	<link>https://www.hiddenpeanuts.com/archives/podcast/episode-15-synthesizing-and-salvaging-discovery-learning/</link>
	<pubDate>Fri, 25 Nov 2016 01:46:24 +0000</pubDate>
	<dc:creator><![CDATA[Chad Haefele and Brandon Carper]]></dc:creator>
	<guid isPermaLink="false">https://www.hiddenpeanuts.com/?post_type=podcast&#038;p=1687</guid>
	<description><![CDATA[Happy Thanksgiving! If youâ€™re looking for an escape from the post-turkey awkward conversations, check out the conclusion of our series on <strong>Discovery Learning</strong>.

In our <a href="https://www.hiddenpeanuts.com/archives/podcast/episode-13-discovery-learning-in-the-vanishing-of-ethan-carter/">previous</a> <a href="https://www.hiddenpeanuts.com/archives/podcast/episode-14-adventure-games-and-discovery-learning-gone-crazy/">two</a> episodes, we examined the positives and negatives of discovery learning.

But whatâ€™s the takeaway - is it a good or bad idea? Of course itâ€™s more complicated than that: A combination of discovery learning and expository learning is the way to go. By providing feedback and scaffolding as students work through problems, instructors will end up with better results.

Discovery learning also survives today as problem-centered learning. By opening with a description a relevant problem to frame the training, you can immediately show the relevance of what youâ€™re talking about. Demonstrate how to solve that problem, and then have students practice responding while you give feedback. Lastly, give them their own problems to work on and provide feedback as they go.

<strong>Hearthstone's</strong>Â introduction of the Taunt mechanic is a great example of this blended approach. Players are presented with a situation that seems unwinnable, with almost no other option than to play the Taunt card and see what it does. We also found examples in Ethan Carter, Myst, and other games.
<h4>Show Notes &amp; Links:</h4>
<ul>
 	<li><a href="http://www.cideronline.org/podcasts/pdf/1.pdf">Does Discovery-Based Instruction Enhance Learning? </a>by Alfieri et. al, 2011, <em>Journal of Educational Psychology </em></li>
 	<li><a href="http://www.mdavidmerrill.com/Papers/firstprinciplesbymerrill.pdf">First Principles of Instruction</a> by M.D. Merrill, 2002</li>
 	<li><a href="http://dx.doi.org/10.1207/s15326985ep2802_5">Episodic Memory: A Neglected Phenomenon in the Psychology of Education</a>, 1993, <em>Educational Psychologist</em></li>
 	<li><a href="https://www.amazon.com/Learning-Instruction-Theory-into-Practice/dp/0131591231">Learning Instruction: Theory into Practice</a> by Margaret Gredler, 2008</li>
 	<li>â€œA Theoretical Foundation for Discovery Learningâ€, By Marilla D. Svinicki, 1998, <em>Advances in Physiology Education</em></li>
 	<li>I misremembered the talk I saw about the use of heatmaps in Haloâ€™s level design. It was actually about Destiny, not Halo. See Jennifer Ashâ€™s presentation <a href="https://www.youtube.com/watch?v=bWYplcb3fgo">UX Lessons Learned on Destiny</a>.</li>
</ul>
<h4>Games mentioned in this episode:</h4>
<ul>
 	<li>Ethan Carter</li>
 	<li>Myst</li>
 	<li>Hearthstone</li>
 	<li>Halo</li>
 	<li>Destiny</li>
 	<li>Space Quest</li>
</ul>]]></description>
	<itunes:subtitle><![CDATA[Happy Thanksgiving! If youâ€™re looking for an escape from the post-turkey awkward conversations, check out the conclusion of our series on Discovery Learning.

In our previous two episodes, we examined the positives and negatives of discovery learning]]></itunes:subtitle>
	<content:encoded><![CDATA[Happy Thanksgiving! If youâ€™re looking for an escape from the post-turkey awkward conversations, check out the conclusion of our series on <strong>Discovery Learning</strong>.

In our <a href="https://www.hiddenpeanuts.com/archives/podcast/episode-13-discovery-learning-in-the-vanishing-of-ethan-carter/">previous</a> <a href="https://www.hiddenpeanuts.com/archives/podcast/episode-14-adventure-games-and-discovery-learning-gone-crazy/">two</a> episodes, we examined the positives and negatives of discovery learning.

But whatâ€™s the takeaway - is it a good or bad idea? Of course itâ€™s more complicated than that: A combination of discovery learning and expository learning is the way to go. By providing feedback and scaffolding as students work through problems, instructors will end up with better results.

Discovery learning also survives today as problem-centered learning. By opening with a description a relevant problem to frame the training, you can immediately show the relevance of what youâ€™re talking about. Demonstrate how to solve that problem, and then have students practice responding while you give feedback. Lastly, give them their own problems to work on and provide feedback as they go.

<strong>Hearthstone's</strong>Â introduction of the Taunt mechanic is a great example of this blended approach. Players are presented with a situation that seems unwinnable, with almost no other option than to play the Taunt card and see what it does. We also found examples in Ethan Carter, Myst, and other games.
<h4>Show Notes &amp; Links:</h4>
<ul>
 	<li><a href="http://www.cideronline.org/podcasts/pdf/1.pdf">Does Discovery-Based Instruction Enhance Learning? </a>by Alfieri et. al, 2011, <em>Journal of Educational Psychology </em></li>
 	<li><a href="http://www.mdavidmerrill.com/Papers/firstprinciplesbymerrill.pdf">First Principles of Instruction</a> by M.D. Merrill, 2002</li>
 	<li><a href="http://dx.doi.org/10.1207/s15326985ep2802_5">Episodic Memory: A Neglected Phenomenon in the Psychology of Education</a>, 1993, <em>Educational Psychologist</em></li>
 	<li><a href="https://www.amazon.com/Learning-Instruction-Theory-into-Practice/dp/0131591231">Learning Instruction: Theory into Practice</a> by Margaret Gredler, 2008</li>
 	<li>â€œA Theoretical Foundation for Discovery Learningâ€, By Marilla D. Svinicki, 1998, <em>Advances in Physiology Education</em></li>
 	<li>I misremembered the talk I saw about the use of heatmaps in Haloâ€™s level design. It was actually about Destiny, not Halo. See Jennifer Ashâ€™s presentation <a href="https://www.youtube.com/watch?v=bWYplcb3fgo">UX Lessons Learned on Destiny</a>.</li>
</ul>
<h4>Games mentioned in this episode:</h4>
<ul>
 	<li>Ethan Carter</li>
 	<li>Myst</li>
 	<li>Hearthstone</li>
 	<li>Halo</li>
 	<li>Destiny</li>
 	<li>Space Quest</li>
</ul>]]></content:encoded>
	<enclosure url="https://www.hiddenpeanuts.com/podcast-download/1687/episode-15-synthesizing-and-salvaging-discovery-learning.mp3" length="32308661" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Happy Thanksgiving! If youâ€™re looking for an escape from the post-turkey awkward conversations, check out the conclusion of our series on Discovery Learning.

In our previous two episodes, we examined the positives and negatives of discovery learning.

But whatâ€™s the takeaway - is it a good or bad idea? Of course itâ€™s more complicated than that: A combination of discovery learning and expository learning is the way to go. By providing feedback and scaffolding as students work through problems, instructors will end up with better results.

Discovery learning also survives today as problem-centered learning. By opening with a description a relevant problem to frame the training, you can immediately show the relevance of what youâ€™re talking about. Demonstrate how to solve that problem, and then have students practice responding while you give feedback. Lastly, give them their own problems to work on and provide feedback as they go.

Hearthstone'sÂ introduction of the Taunt mechanic is a great example of this blended approach. Players are presented with a situation that seems unwinnable, with almost no other option than to play the Taunt card and see what it does. We also found examples in Ethan Carter, Myst, and other games.
Show Notes &amp; Links:

 	Does Discovery-Based Instruction Enhance Learning? by Alfieri et. al, 2011, Journal of Educational Psychology 
 	First Principles of Instruction by M.D. Merrill, 2002
 	Episodic Memory: A Neglected Phenomenon in the Psychology of Education, 1993, Educational Psychologist
 	Learning Instruction: Theory into Practice by Margaret Gredler, 2008
 	â€œA Theoretical Foundation for Discovery Learningâ€, By Marilla D. Svinicki, 1998, Advances in Physiology Education
 	I misremembered the talk I saw about the use of heatmaps in Haloâ€™s level design. It was actually about Destiny, not Halo. See Jennifer Ashâ€™s presentation UX Lessons Learned on Destiny.

Games mentioned in this episode:

 	Ethan Carter
 	Myst
 	Hearthstone
 	Halo
 	Destiny
 	Space Quest]]></itunes:summary>
	<itunes:explicit>clean</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>0:00</itunes:duration>
	<itunes:author><![CDATA[Chad Haefele and Brandon Carper]]></itunes:author>	<googleplay:description><![CDATA[Happy Thanksgiving! If youâ€™re looking for an escape from the post-turkey awkward conversations, check out the conclusion of our series on Discovery Learning.

In our previous two episodes, we examined the positives and negatives of discovery learning.

But whatâ€™s the takeaway - is it a good or bad idea? Of course itâ€™s more complicated than that: A combination of discovery learning and expository learning is the way to go. By providing feedback and scaffolding as students work through problems, instructors will end up with better results.

Discovery learning also survives today as problem-centered learning. By opening with a description a relevant problem to frame the training, you can immediately show the relevance of what youâ€™re talking about. Demonstrate how to solve that problem, and then have students practice responding while you give feedback. Lastly, give them their own problems to work on and provide feedback as they go.

Hearthstone'sÂ introduction of the Taun]]></googleplay:description>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Episode 14 &#8211; Adventure Games and Discovery Learning Gone Crazy</title>
	<link>https://www.hiddenpeanuts.com/archives/podcast/episode-14-adventure-games-and-discovery-learning-gone-crazy/</link>
	<pubDate>Fri, 18 Nov 2016 01:44:40 +0000</pubDate>
	<dc:creator><![CDATA[Chad Haefele and Brandon Carper]]></dc:creator>
	<guid isPermaLink="false">https://www.hiddenpeanuts.com/?post_type=podcast&#038;p=1686</guid>
	<description><![CDATA[<strong>Discovery learning</strong> remains very popular today, BUT! All is not well in the land of self-guided education.

Every time the research catches up to discovery learning and starts to question how well it works, the name changes to aliases like problem-based learning, experiential learning, constructivist learning, etc.

Pure discovery learning leads to frustration and misconceptions. Often all the effort of learners gets devoted to surface-level trappings instead of deeper mastery. Lots of the literature points to expository instruction as a much better alternative.

<strong>Adventure games like the Kingâ€™s Quest series</strong> make for perfect examples of discovery learning gone rampant. Thereâ€™s unwinnable situations all over the place, and far too often they boil down to grinds of trial &amp; error that donâ€™t actually teach any gameplay skills.

<a href="http://www.oldmanmurray.com/features/77.html">One of the articles we talk about this week</a> concludes that â€œadventure games committed suicide.â€ Will discovery learning share that same fate? Check back next week as we tie all this together.

<strong>We also have <a href="https://www.facebook.com/gamificationunlocked/">a fancy new Facebook page</a></strong>, where weâ€™d love to hear about your experiences (good and bad) with discovery learning.
<h4>Show Notes &amp; Links</h4>
<ul>
 	<li><a href="https://www.hiddenpeanuts.com/archives/podcast/episode-13-discovery-learning-in-the-vanishing-of-ethan-carter/">Last weekâ€™s episode, our introduction to discovery learning</a></li>
 	<li><a href="http://www.tandfonline.com/doi/pdf/10.1207/s15326985ep4102_1">Why Minimal Guidance During Instruction Does Not Work</a>, by Kirschner, Sweller, and Clark, 2006, <em>Educational Psychologist</em></li>
 	<li><a href="http://www.cideronline.org/podcasts/pdf/1.pdf">Does discovery-based instruction enhance learning?</a> by Alfieri, Brooks, Aldrich, and Tenenbaum, 2011, <em>Journal of Educational Psychology</em></li>
 	<li><a href="http://www.oldmanmurray.com/features/77.html">Who Killed Adventure Games?</a></li>
</ul>
<h4>Games mentioned in this episode:</h4>
<ul>
 	<li>The Vanishing of Ethan Carter</li>
 	<li>Brothers</li>
 	<li>Wolfenstein</li>
 	<li>Hyperlight Drifter</li>
 	<li>Kingâ€™s Quest series</li>
 	<li>Mystery House</li>
 	<li>Space Quest</li>
 	<li>Leisure Suit Larry</li>
 	<li>Quest for Glory</li>
 	<li>Police Quest</li>
 	<li>Gabriel Knight</li>
 	<li>Hugoâ€™s House of Horrors</li>
</ul>]]></description>
	<itunes:subtitle><![CDATA[Discovery learning remains very popular today, BUT! All is not well in the land of self-guided education.

Every time the research catches up to discovery learning and starts to question how well it works, the name changes to aliases like problem-based]]></itunes:subtitle>
	<content:encoded><![CDATA[<strong>Discovery learning</strong> remains very popular today, BUT! All is not well in the land of self-guided education.

Every time the research catches up to discovery learning and starts to question how well it works, the name changes to aliases like problem-based learning, experiential learning, constructivist learning, etc.

Pure discovery learning leads to frustration and misconceptions. Often all the effort of learners gets devoted to surface-level trappings instead of deeper mastery. Lots of the literature points to expository instruction as a much better alternative.

<strong>Adventure games like the Kingâ€™s Quest series</strong> make for perfect examples of discovery learning gone rampant. Thereâ€™s unwinnable situations all over the place, and far too often they boil down to grinds of trial &amp; error that donâ€™t actually teach any gameplay skills.

<a href="http://www.oldmanmurray.com/features/77.html">One of the articles we talk about this week</a> concludes that â€œadventure games committed suicide.â€ Will discovery learning share that same fate? Check back next week as we tie all this together.

<strong>We also have <a href="https://www.facebook.com/gamificationunlocked/">a fancy new Facebook page</a></strong>, where weâ€™d love to hear about your experiences (good and bad) with discovery learning.
<h4>Show Notes &amp; Links</h4>
<ul>
 	<li><a href="https://www.hiddenpeanuts.com/archives/podcast/episode-13-discovery-learning-in-the-vanishing-of-ethan-carter/">Last weekâ€™s episode, our introduction to discovery learning</a></li>
 	<li><a href="http://www.tandfonline.com/doi/pdf/10.1207/s15326985ep4102_1">Why Minimal Guidance During Instruction Does Not Work</a>, by Kirschner, Sweller, and Clark, 2006, <em>Educational Psychologist</em></li>
 	<li><a href="http://www.cideronline.org/podcasts/pdf/1.pdf">Does discovery-based instruction enhance learning?</a> by Alfieri, Brooks, Aldrich, and Tenenbaum, 2011, <em>Journal of Educational Psychology</em></li>
 	<li><a href="http://www.oldmanmurray.com/features/77.html">Who Killed Adventure Games?</a></li>
</ul>
<h4>Games mentioned in this episode:</h4>
<ul>
 	<li>The Vanishing of Ethan Carter</li>
 	<li>Brothers</li>
 	<li>Wolfenstein</li>
 	<li>Hyperlight Drifter</li>
 	<li>Kingâ€™s Quest series</li>
 	<li>Mystery House</li>
 	<li>Space Quest</li>
 	<li>Leisure Suit Larry</li>
 	<li>Quest for Glory</li>
 	<li>Police Quest</li>
 	<li>Gabriel Knight</li>
 	<li>Hugoâ€™s House of Horrors</li>
</ul>]]></content:encoded>
	<enclosure url="https://www.hiddenpeanuts.com/podcast-download/1686/episode-14-adventure-games-and-discovery-learning-gone-crazy.mp3" length="38.6" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Discovery learning remains very popular today, BUT! All is not well in the land of self-guided education.

Every time the research catches up to discovery learning and starts to question how well it works, the name changes to aliases like problem-based learning, experiential learning, constructivist learning, etc.

Pure discovery learning leads to frustration and misconceptions. Often all the effort of learners gets devoted to surface-level trappings instead of deeper mastery. Lots of the literature points to expository instruction as a much better alternative.

Adventure games like the Kingâ€™s Quest series make for perfect examples of discovery learning gone rampant. Thereâ€™s unwinnable situations all over the place, and far too often they boil down to grinds of trial &amp; error that donâ€™t actually teach any gameplay skills.

One of the articles we talk about this week concludes that â€œadventure games committed suicide.â€ Will discovery learning share that same fate? Check back next week as we tie all this together.

We also have a fancy new Facebook page, where weâ€™d love to hear about your experiences (good and bad) with discovery learning.
Show Notes &amp; Links

 	Last weekâ€™s episode, our introduction to discovery learning
 	Why Minimal Guidance During Instruction Does Not Work, by Kirschner, Sweller, and Clark, 2006, Educational Psychologist
 	Does discovery-based instruction enhance learning? by Alfieri, Brooks, Aldrich, and Tenenbaum, 2011, Journal of Educational Psychology
 	Who Killed Adventure Games?

Games mentioned in this episode:

 	The Vanishing of Ethan Carter
 	Brothers
 	Wolfenstein
 	Hyperlight Drifter
 	Kingâ€™s Quest series
 	Mystery House
 	Space Quest
 	Leisure Suit Larry
 	Quest for Glory
 	Police Quest
 	Gabriel Knight
 	Hugoâ€™s House of Horrors]]></itunes:summary>
	<itunes:explicit>clean</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>0:00</itunes:duration>
	<itunes:author><![CDATA[Chad Haefele and Brandon Carper]]></itunes:author>	<googleplay:description><![CDATA[Discovery learning remains very popular today, BUT! All is not well in the land of self-guided education.

Every time the research catches up to discovery learning and starts to question how well it works, the name changes to aliases like problem-based learning, experiential learning, constructivist learning, etc.

Pure discovery learning leads to frustration and misconceptions. Often all the effort of learners gets devoted to surface-level trappings instead of deeper mastery. Lots of the literature points to expository instruction as a much better alternative.

Adventure games like the Kingâ€™s Quest series make for perfect examples of discovery learning gone rampant. Thereâ€™s unwinnable situations all over the place, and far too often they boil down to grinds of trial &amp; error that donâ€™t actually teach any gameplay skills.

One of the articles we talk about this week concludes that â€œadventure games committed suicide.â€ Will discovery learning share that same fate? C]]></googleplay:description>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Episode 13 &#8211; Discovery Learning in The Vanishing of Ethan Carter</title>
	<link>https://www.hiddenpeanuts.com/archives/podcast/episode-13-discovery-learning-in-the-vanishing-of-ethan-carter/</link>
	<pubDate>Fri, 11 Nov 2016 01:43:28 +0000</pubDate>
	<dc:creator><![CDATA[Chad Haefele and Brandon Carper]]></dc:creator>
	<guid isPermaLink="false">https://www.hiddenpeanuts.com/?post_type=podcast&#038;p=1685</guid>
	<description><![CDATA[<strong>The Vanishing of Ethan Carter</strong> is a 2014 all-around spooky game that doesn't hold your hand. There's even a note at the beginning stating that you're on your own. You're expected to learn as you go, figuring out not only how complex puzzles work but also sometimes the fact that you're being confronted with a puzzle at all.

That approach matches up quite nicely with the theory of discovery learning. In that framework, learners are expected to figure out underlying concepts on their own, through experimentation and inductive reasoning.

This week's episode opens with a discussion of expository vs discovery learning, has a mention of J.S. Bruner's wonderful term "intellectual potency," and explores the motivation provided to players in Ethan Carter.

But all is not well in the world of discovery learning - check back next week for a look at the dark side of this kind of instruction.
<h4>Show Notes &amp; Links</h4>
<ul>
 	<li><a href="http://dschool.stanford.edu/dgift/">Stanford's Virtual Crash Course in Design Thinking</a></li>
 	<li><a href="http://tecfa.unige.ch/tecfa/teaching/aei/papiers/deJong.pdf">â€œScientific Discovery Learning with Computer Simulations of Conceptual Domainsâ€</a> by De Jong and Van Joolingen, 1998, <em>Review of Educational Research</em></li>
 	<li><a href="https://en.wikipedia.org/wiki/Jerome_Bruner">J.S. Bruner</a> (who did actually just pass away in June 2016)</li>
 	<li><a href="https://www.amazon.com/Educational-Psychology-12th-Anita-Woolfolk/dp/0132613166"><em>Educational Psychology</em> by Anita Woolfolk</a></li>
 	<li><a href="https://digitalauthorshipuri.files.wordpress.com/2015/01/the-act-of-discovery-bruner.pdf">The Act of Discovery</a> by Bruner, 1961, <em>Harvard Educational Review</em></li>
</ul>
<h4>Other games mentioned in this episode</h4>
<ul>
 	<li><em>Halo</em>'s <a href="http://halo.wikia.com/wiki/Chiron_TL-34">Chiron TL-34 teleporter-centric multiplayer level</a></li>
 	<li><em>Gone Home</em></li>
</ul>]]></description>
	<itunes:subtitle><![CDATA[The Vanishing of Ethan Carter is a 2014 all-around spooky game that doesnt hold your hand. Theres even a note at the beginning stating that youre on your own. Youre expected to learn as you go, figuring out not only how complex puzzles work but also some]]></itunes:subtitle>
	<content:encoded><![CDATA[<strong>The Vanishing of Ethan Carter</strong> is a 2014 all-around spooky game that doesn't hold your hand. There's even a note at the beginning stating that you're on your own. You're expected to learn as you go, figuring out not only how complex puzzles work but also sometimes the fact that you're being confronted with a puzzle at all.

That approach matches up quite nicely with the theory of discovery learning. In that framework, learners are expected to figure out underlying concepts on their own, through experimentation and inductive reasoning.

This week's episode opens with a discussion of expository vs discovery learning, has a mention of J.S. Bruner's wonderful term "intellectual potency," and explores the motivation provided to players in Ethan Carter.

But all is not well in the world of discovery learning - check back next week for a look at the dark side of this kind of instruction.
<h4>Show Notes &amp; Links</h4>
<ul>
 	<li><a href="http://dschool.stanford.edu/dgift/">Stanford's Virtual Crash Course in Design Thinking</a></li>
 	<li><a href="http://tecfa.unige.ch/tecfa/teaching/aei/papiers/deJong.pdf">â€œScientific Discovery Learning with Computer Simulations of Conceptual Domainsâ€</a> by De Jong and Van Joolingen, 1998, <em>Review of Educational Research</em></li>
 	<li><a href="https://en.wikipedia.org/wiki/Jerome_Bruner">J.S. Bruner</a> (who did actually just pass away in June 2016)</li>
 	<li><a href="https://www.amazon.com/Educational-Psychology-12th-Anita-Woolfolk/dp/0132613166"><em>Educational Psychology</em> by Anita Woolfolk</a></li>
 	<li><a href="https://digitalauthorshipuri.files.wordpress.com/2015/01/the-act-of-discovery-bruner.pdf">The Act of Discovery</a> by Bruner, 1961, <em>Harvard Educational Review</em></li>
</ul>
<h4>Other games mentioned in this episode</h4>
<ul>
 	<li><em>Halo</em>'s <a href="http://halo.wikia.com/wiki/Chiron_TL-34">Chiron TL-34 teleporter-centric multiplayer level</a></li>
 	<li><em>Gone Home</em></li>
</ul>]]></content:encoded>
	<enclosure url="https://www.hiddenpeanuts.com/podcast-download/1685/episode-13-discovery-learning-in-the-vanishing-of-ethan-carter.mp3" length="26.8" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[The Vanishing of Ethan Carter is a 2014 all-around spooky game that doesn't hold your hand. There's even a note at the beginning stating that you're on your own. You're expected to learn as you go, figuring out not only how complex puzzles work but also sometimes the fact that you're being confronted with a puzzle at all.

That approach matches up quite nicely with the theory of discovery learning. In that framework, learners are expected to figure out underlying concepts on their own, through experimentation and inductive reasoning.

This week's episode opens with a discussion of expository vs discovery learning, has a mention of J.S. Bruner's wonderful term "intellectual potency," and explores the motivation provided to players in Ethan Carter.

But all is not well in the world of discovery learning - check back next week for a look at the dark side of this kind of instruction.
Show Notes &amp; Links

 	Stanford's Virtual Crash Course in Design Thinking
 	â€œScientific Discovery Learning with Computer Simulations of Conceptual Domainsâ€ by De Jong and Van Joolingen, 1998, Review of Educational Research
 	J.S. Bruner (who did actually just pass away in June 2016)
 	Educational Psychology by Anita Woolfolk
 	The Act of Discovery by Bruner, 1961, Harvard Educational Review

Other games mentioned in this episode

 	Halo's Chiron TL-34 teleporter-centric multiplayer level
 	Gone Home]]></itunes:summary>
	<itunes:explicit>clean</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>0:00</itunes:duration>
	<itunes:author><![CDATA[Chad Haefele and Brandon Carper]]></itunes:author>	<googleplay:description><![CDATA[The Vanishing of Ethan Carter is a 2014 all-around spooky game that doesn't hold your hand. There's even a note at the beginning stating that you're on your own. You're expected to learn as you go, figuring out not only how complex puzzles work but also sometimes the fact that you're being confronted with a puzzle at all.

That approach matches up quite nicely with the theory of discovery learning. In that framework, learners are expected to figure out underlying concepts on their own, through experimentation and inductive reasoning.

This week's episode opens with a discussion of expository vs discovery learning, has a mention of J.S. Bruner's wonderful term "intellectual potency," and explores the motivation provided to players in Ethan Carter.

But all is not well in the world of discovery learning - check back next week for a look at the dark side of this kind of instruction.
Show Notes &amp; Links

 	Stanford's Virtual Crash Course in Design Thinking
 	â€œScientific Dis]]></googleplay:description>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Episode 12: User Testing and Moral Choices in the Bioshock Series</title>
	<link>https://www.hiddenpeanuts.com/archives/podcast/episode-12-user-testing-and-moral-choices-in-the-bioshock-series/</link>
	<pubDate>Fri, 04 Nov 2016 01:41:31 +0000</pubDate>
	<dc:creator><![CDATA[Chad Haefele and Brandon Carper]]></dc:creator>
	<guid isPermaLink="false">https://www.hiddenpeanuts.com/?post_type=podcast&#038;p=1684</guid>
	<description><![CDATA[<strong>Bioshock</strong> is one of the most critically lauded games of all time. Released in 2007, today it still holds a place in <a href="http://www.metacritic.com/browse/games/score/metascore/all/all/filtered">Metacriticâ€™s top 25 games ever</a>. 

The gameâ€™s story, all about an underwater city that fell victim to a mix of Objectivist thinking and superpowers, is still largely hailed as an unusually mature experience among games. But does it deserve that praise? And did Bioshock: Infinite improve on anything when it showed up in 2013?

This week we talk about Bioshockâ€™s approach to moral choices (especially in comparison to Papers, Please), transferability of training, and whether or not the studioâ€™s approach to user testing made any sense.

<h4>Show Notes & Links</h4>
<ul>
	<li>During recording I couldnâ€™t remember how many Little Sisters are in the game. There are 21.</li>

	<li><a href="http://www.metacritic.com/game/pc/bioshock">Bioshock on Metacritic</a></li>

	<li><a href="http://www.metacritic.com/game/playstation-4/bioshock-the-collection">Bioshock Collection on Metacritic</a></li>

	<li><a href="http://www.rollingstone.com/culture/news/we-were-all-miserable-inside-bioshock-video-game-franchise-w439921">Ken Levineâ€™s Rolling Stone interview</a></li>

	<li><a href="https://en.wikipedia.org/wiki/Transfer_of_training">Transfer of Training</a></li>

	<li><a href="http://www.sciencedirect.com/science/article/pii/S0747563214006803">The effect of a persuasive social impact game on affective learning and attitude</a></li>

	<li><a href="https://www.amazon.com/Persuasive-Games-Expressive-Power-Videogames/dp/0262514885">Persuasive Games, by Ian Bogost</a></li>

	<li>Early interviews and articles about Bioshock: Infiniteâ€™s 1999 mode: <a href="https://www.engadget.com/2012/01/24/bioshock-infinites-1999-mode-will-party-like-its-system-shock/">Engadget</a> | <a href="http://www.gameinformer.com/b/features/archive/2012/01/20/ken-levine-on-bioshock-infinite-39-s-1999-mode.aspx">Game Informer</a> | <a href="http://irrationalgames.com/insider/your-answers-for-1999-mode/">Irrational Games</a></li>

	<li><a href="https://www.nngroup.com/articles/how-many-test-users/">How Many Test Users in a Usability Study? By Jakob Nielsen</a></li>
</ul>


<h4>Other games mentioned in this episode</h4>
<ul>
	<li>Bioshock 2</li>

	<li>System Shock 2</li>

	<li>Spec Ops: The Line</li>

	<li>Metal Gear: Solid</li>

	<li>Mass Effect</li>

	<li>Star Wars: Knights of the Old Republic</li>

	<li>Papers, Please</li>
</ul>]]></description>
	<itunes:subtitle><![CDATA[Bioshock is one of the most critically lauded games of all time. Released in 2007, today it still holds a place in Metacriticâ€™s top 25 games ever. 

The gameâ€™s story, all about an underwater city that fell victim to a mix of Objectivist thinking an]]></itunes:subtitle>
	<content:encoded><![CDATA[<strong>Bioshock</strong> is one of the most critically lauded games of all time. Released in 2007, today it still holds a place in <a href="http://www.metacritic.com/browse/games/score/metascore/all/all/filtered">Metacriticâ€™s top 25 games ever</a>. 

The gameâ€™s story, all about an underwater city that fell victim to a mix of Objectivist thinking and superpowers, is still largely hailed as an unusually mature experience among games. But does it deserve that praise? And did Bioshock: Infinite improve on anything when it showed up in 2013?

This week we talk about Bioshockâ€™s approach to moral choices (especially in comparison to Papers, Please), transferability of training, and whether or not the studioâ€™s approach to user testing made any sense.

<h4>Show Notes & Links</h4>
<ul>
	<li>During recording I couldnâ€™t remember how many Little Sisters are in the game. There are 21.</li>

	<li><a href="http://www.metacritic.com/game/pc/bioshock">Bioshock on Metacritic</a></li>

	<li><a href="http://www.metacritic.com/game/playstation-4/bioshock-the-collection">Bioshock Collection on Metacritic</a></li>

	<li><a href="http://www.rollingstone.com/culture/news/we-were-all-miserable-inside-bioshock-video-game-franchise-w439921">Ken Levineâ€™s Rolling Stone interview</a></li>

	<li><a href="https://en.wikipedia.org/wiki/Transfer_of_training">Transfer of Training</a></li>

	<li><a href="http://www.sciencedirect.com/science/article/pii/S0747563214006803">The effect of a persuasive social impact game on affective learning and attitude</a></li>

	<li><a href="https://www.amazon.com/Persuasive-Games-Expressive-Power-Videogames/dp/0262514885">Persuasive Games, by Ian Bogost</a></li>

	<li>Early interviews and articles about Bioshock: Infiniteâ€™s 1999 mode: <a href="https://www.engadget.com/2012/01/24/bioshock-infinites-1999-mode-will-party-like-its-system-shock/">Engadget</a> | <a href="http://www.gameinformer.com/b/features/archive/2012/01/20/ken-levine-on-bioshock-infinite-39-s-1999-mode.aspx">Game Informer</a> | <a href="http://irrationalgames.com/insider/your-answers-for-1999-mode/">Irrational Games</a></li>

	<li><a href="https://www.nngroup.com/articles/how-many-test-users/">How Many Test Users in a Usability Study? By Jakob Nielsen</a></li>
</ul>


<h4>Other games mentioned in this episode</h4>
<ul>
	<li>Bioshock 2</li>

	<li>System Shock 2</li>

	<li>Spec Ops: The Line</li>

	<li>Metal Gear: Solid</li>

	<li>Mass Effect</li>

	<li>Star Wars: Knights of the Old Republic</li>

	<li>Papers, Please</li>
</ul>]]></content:encoded>
	<enclosure url="https://www.hiddenpeanuts.com/podcast-download/1684/episode-12-user-testing-and-moral-choices-in-the-bioshock-series.mp3" length="38.7" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Bioshock is one of the most critically lauded games of all time. Released in 2007, today it still holds a place in Metacriticâ€™s top 25 games ever. 

The gameâ€™s story, all about an underwater city that fell victim to a mix of Objectivist thinking and superpowers, is still largely hailed as an unusually mature experience among games. But does it deserve that praise? And did Bioshock: Infinite improve on anything when it showed up in 2013?

This week we talk about Bioshockâ€™s approach to moral choices (especially in comparison to Papers, Please), transferability of training, and whether or not the studioâ€™s approach to user testing made any sense.

Show Notes & Links

	During recording I couldnâ€™t remember how many Little Sisters are in the game. There are 21.

	Bioshock on Metacritic

	Bioshock Collection on Metacritic

	Ken Levineâ€™s Rolling Stone interview

	Transfer of Training

	The effect of a persuasive social impact game on affective learning and attitude

	Persuasive Games, by Ian Bogost

	Early interviews and articles about Bioshock: Infiniteâ€™s 1999 mode: Engadget | Game Informer | Irrational Games

	How Many Test Users in a Usability Study? By Jakob Nielsen



Other games mentioned in this episode

	Bioshock 2

	System Shock 2

	Spec Ops: The Line

	Metal Gear: Solid

	Mass Effect

	Star Wars: Knights of the Old Republic

	Papers, Please]]></itunes:summary>
	<itunes:explicit>clean</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>0:00</itunes:duration>
	<itunes:author><![CDATA[Chad Haefele and Brandon Carper]]></itunes:author>	<googleplay:description><![CDATA[Bioshock is one of the most critically lauded games of all time. Released in 2007, today it still holds a place in Metacriticâ€™s top 25 games ever. 

The gameâ€™s story, all about an underwater city that fell victim to a mix of Objectivist thinking and superpowers, is still largely hailed as an unusually mature experience among games. But does it deserve that praise? And did Bioshock: Infinite improve on anything when it showed up in 2013?

This week we talk about Bioshockâ€™s approach to moral choices (especially in comparison to Papers, Please), transferability of training, and whether or not the studioâ€™s approach to user testing made any sense.

Show Notes & Links

	During recording I couldnâ€™t remember how many Little Sisters are in the game. There are 21.

	Bioshock on Metacritic

	Bioshock Collection on Metacritic

	Ken Levineâ€™s Rolling Stone interview

	Transfer of Training

	The effect of a persuasive social impact game on affective learning and attitud]]></googleplay:description>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Episode 11: Metagaming and Knowledge Management</title>
	<link>https://www.hiddenpeanuts.com/archives/podcast/episode-11-metagaming-and-knowledge-management/</link>
	<pubDate>Fri, 28 Oct 2016 01:46:13 +0000</pubDate>
	<dc:creator><![CDATA[Chad Haefele and Brandon Carper]]></dc:creator>
	<guid isPermaLink="false">https://www.hiddenpeanuts.com/?post_type=podcast&#038;p=1683</guid>
	<description><![CDATA[Instead of examining one game in detail, this week the broader concept of <strong>metagaming</strong> caught our attention. 

From Dungeons & Dragons to Tekken to League of Legends, tons of games can be played at a meta level. Thereâ€™s so much information about games out there, and whether you take it into account can make or break your play style. 

Itâ€™s not always looked at kindly, but metagaming is a powerful tool. Players of card games like Netrunner have built elaborate lists of potential card combinations, and pro League of Legends players can craft complex strategies around their opponentsâ€™ known play styles.

Beyond games, this has huge implications for communities of practice and knowledge management. How can companies and organizations capture the informal knowledge built up around their business processes? We found some direct tips they can take from metagaming. 

<h4>Show Notes &amp; Links</h4>
<ul>
	<li><a href="http://dl.acm.org/citation.cfm?id=2843474">Toward a Topology of Metagames (Proceedings of the Australasian Computer Science Week Multiconference)</a></li>

	<li><a href="https://www.amazon.com/Rules-Play-Design-Fundamentals-Press/dp/0262240459">Game Design Fundamentals, by Katie TekinbaÅŸ and Eric Zimmerman</a></li>

	<li><a href="https://www.youtube.com/watch?v=Yi2bW6SXBrs">All Work, All Play (trailer)</a></li>

	<li><a href="https://hbr.org/2000/05/balancing-act-how-to-capture-knowledge-without-killing-it">Balancing Act: How to Capture Knowledge Without Killing It (Harvard Business Review)</a></li>

	<li><a href="https://www.ted.com/talks/dan_pink_on_motivation?language=en">Dan Pinkâ€™s TED Talk, The Puzzle of Motivation</a></li>
</ul>

<h4>Other games mentioned in this episode</h4> 
<ul>
	<li>Tekken 3</li>

	<li>Final Fantasy 7</li>

	<li>Dungeons & Dragons</li>

	<li>League of Legends</li>

	<li>Magic: The Gathering</li>

	<li>Hearthstone</li>

	<li>Netrunner</li>

	<li>Shadowrun</li>

	<li>Smash Brothers</li>

	<li>Halo</li>
</ul>]]></description>
	<itunes:subtitle><![CDATA[Instead of examining one game in detail, this week the broader concept of metagaming caught our attention. 

From Dungeons & Dragons to Tekken to League of Legends, tons of games can be played at a meta level. Thereâ€™s so much information about games ]]></itunes:subtitle>
	<content:encoded><![CDATA[Instead of examining one game in detail, this week the broader concept of <strong>metagaming</strong> caught our attention. 

From Dungeons & Dragons to Tekken to League of Legends, tons of games can be played at a meta level. Thereâ€™s so much information about games out there, and whether you take it into account can make or break your play style. 

Itâ€™s not always looked at kindly, but metagaming is a powerful tool. Players of card games like Netrunner have built elaborate lists of potential card combinations, and pro League of Legends players can craft complex strategies around their opponentsâ€™ known play styles.

Beyond games, this has huge implications for communities of practice and knowledge management. How can companies and organizations capture the informal knowledge built up around their business processes? We found some direct tips they can take from metagaming. 

<h4>Show Notes &amp; Links</h4>
<ul>
	<li><a href="http://dl.acm.org/citation.cfm?id=2843474">Toward a Topology of Metagames (Proceedings of the Australasian Computer Science Week Multiconference)</a></li>

	<li><a href="https://www.amazon.com/Rules-Play-Design-Fundamentals-Press/dp/0262240459">Game Design Fundamentals, by Katie TekinbaÅŸ and Eric Zimmerman</a></li>

	<li><a href="https://www.youtube.com/watch?v=Yi2bW6SXBrs">All Work, All Play (trailer)</a></li>

	<li><a href="https://hbr.org/2000/05/balancing-act-how-to-capture-knowledge-without-killing-it">Balancing Act: How to Capture Knowledge Without Killing It (Harvard Business Review)</a></li>

	<li><a href="https://www.ted.com/talks/dan_pink_on_motivation?language=en">Dan Pinkâ€™s TED Talk, The Puzzle of Motivation</a></li>
</ul>

<h4>Other games mentioned in this episode</h4> 
<ul>
	<li>Tekken 3</li>

	<li>Final Fantasy 7</li>

	<li>Dungeons & Dragons</li>

	<li>League of Legends</li>

	<li>Magic: The Gathering</li>

	<li>Hearthstone</li>

	<li>Netrunner</li>

	<li>Shadowrun</li>

	<li>Smash Brothers</li>

	<li>Halo</li>
</ul>]]></content:encoded>
	<enclosure url="https://www.hiddenpeanuts.com/podcast-download/1683/episode-11-metagaming-and-knowledge-management.mp3" length="46525961" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Instead of examining one game in detail, this week the broader concept of metagaming caught our attention. 

From Dungeons & Dragons to Tekken to League of Legends, tons of games can be played at a meta level. Thereâ€™s so much information about games out there, and whether you take it into account can make or break your play style. 

Itâ€™s not always looked at kindly, but metagaming is a powerful tool. Players of card games like Netrunner have built elaborate lists of potential card combinations, and pro League of Legends players can craft complex strategies around their opponentsâ€™ known play styles.

Beyond games, this has huge implications for communities of practice and knowledge management. How can companies and organizations capture the informal knowledge built up around their business processes? We found some direct tips they can take from metagaming. 

Show Notes &amp; Links

	Toward a Topology of Metagames (Proceedings of the Australasian Computer Science Week Multiconference)

	Game Design Fundamentals, by Katie TekinbaÅŸ and Eric Zimmerman

	All Work, All Play (trailer)

	Balancing Act: How to Capture Knowledge Without Killing It (Harvard Business Review)

	Dan Pinkâ€™s TED Talk, The Puzzle of Motivation


Other games mentioned in this episode 

	Tekken 3

	Final Fantasy 7

	Dungeons & Dragons

	League of Legends

	Magic: The Gathering

	Hearthstone

	Netrunner

	Shadowrun

	Smash Brothers

	Halo]]></itunes:summary>
	<itunes:explicit>clean</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>0:00</itunes:duration>
	<itunes:author><![CDATA[Chad Haefele and Brandon Carper]]></itunes:author>	<googleplay:description><![CDATA[Instead of examining one game in detail, this week the broader concept of metagaming caught our attention. 

From Dungeons & Dragons to Tekken to League of Legends, tons of games can be played at a meta level. Thereâ€™s so much information about games out there, and whether you take it into account can make or break your play style. 

Itâ€™s not always looked at kindly, but metagaming is a powerful tool. Players of card games like Netrunner have built elaborate lists of potential card combinations, and pro League of Legends players can craft complex strategies around their opponentsâ€™ known play styles.

Beyond games, this has huge implications for communities of practice and knowledge management. How can companies and organizations capture the informal knowledge built up around their business processes? We found some direct tips they can take from metagaming. 

Show Notes &amp; Links

	Toward a Topology of Metagames (Proceedings of the Australasian Computer Science Week Mu]]></googleplay:description>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Episode 10: Managing Expectations for No Man&#8217;s Sky</title>
	<link>https://www.hiddenpeanuts.com/archives/podcast/episode-10-managing-expectations-for-no-mans-sky/</link>
	<pubDate>Fri, 21 Oct 2016 01:33:09 +0000</pubDate>
	<dc:creator><![CDATA[Chad Haefele and Brandon Carper]]></dc:creator>
	<guid isPermaLink="false">https://www.hiddenpeanuts.com/?post_type=podcast&#038;p=1682</guid>
	<description><![CDATA[We made it to episode 10! Double digits!

Released in August, <strong>No Man's Sky</strong> was one of the most hyped new games of 2016. Promotional materials and press coverage promised 18 quintillion planets to fly your spaceship to, and innumerable things to do on and around each destination. 

Gamers got those 18 quintillion planets on launch day, but not much else. No Man's Sky is a perfect case study in why you shouldn't inflate expectations about a product or service, but also a lesson in how not to handle the aftermath of a problematic debut. We talk about what Hello Games could have done differently and why it's crucial to set appropriate expectations for any new product or service.

<a href="http://www.no-mans-sky.com/">No Man's Sky is available for PS4 and PC.</a> 

We recorded this episode at the end of September. As of this post, Hello Games is still silent about updates to No Man's Sky and has not responded to any of the game's criticism.

<h4>Show Notes &amp; Links:</h4>
<ul>
	<li><a href="https://www.youtube.com/watch?v=N-7H-Zasq9c">No Man's Sky's ending video (spoilers, obviously)</a> </li>

	<li><a href="https://www.youtube.com/watch?v=cJ-tgaE37UE">Compilation of features promised by Sean Murray that aren't actually in the game</a></li>

	<li><a href="http://www.no-mans-sky.com/news/">No Man's Sky official news updates</a> (last updated 9/2 as of this post)</li>

	<li><a href="https://twitter.com/nomanssky">No Man's Sky official twitter account</a> (last updated 8/18 as of this post)</li>

	<li><a href="https://www.reddit.com/r/nomansskythegame">No Man's Sky subreddit</a></li>

	<li><a href="https://www.reddit.com/user/MaddieAdder/submitted/">MaddieAdder's in-game artwork</a></li>

	<li><a href="https://www.engadget.com/2016/09/16/sony-shuhei-yoshida-no-mans-sky-criticism/">Sony's CEO admits problems with advance marketing for No Man's Sky</a></li>
</ul>



<h4>Other games mentioned in this episode</h4>
<ul>
	<li>Minecraft</li>

	<li>FTL</li>

	<li>Rogue</li>

	<li>Crypt of the NecroDancer</li>

	<li>Joe Danger</li>

	<li>Excitebike</li>

	<li>Elite: Dangerous</li>

	<li>Journey</li>

	<li>Tearaway: Unfolded</li>
</ul>]]></description>
	<itunes:subtitle><![CDATA[We made it to episode 10! Double digits!

Released in August, No Mans Sky was one of the most hyped new games of 2016. Promotional materials and press coverage promised 18 quintillion planets to fly your spaceship to, and innumerable things to do on an]]></itunes:subtitle>
	<content:encoded><![CDATA[We made it to episode 10! Double digits!

Released in August, <strong>No Man's Sky</strong> was one of the most hyped new games of 2016. Promotional materials and press coverage promised 18 quintillion planets to fly your spaceship to, and innumerable things to do on and around each destination. 

Gamers got those 18 quintillion planets on launch day, but not much else. No Man's Sky is a perfect case study in why you shouldn't inflate expectations about a product or service, but also a lesson in how not to handle the aftermath of a problematic debut. We talk about what Hello Games could have done differently and why it's crucial to set appropriate expectations for any new product or service.

<a href="http://www.no-mans-sky.com/">No Man's Sky is available for PS4 and PC.</a> 

We recorded this episode at the end of September. As of this post, Hello Games is still silent about updates to No Man's Sky and has not responded to any of the game's criticism.

<h4>Show Notes &amp; Links:</h4>
<ul>
	<li><a href="https://www.youtube.com/watch?v=N-7H-Zasq9c">No Man's Sky's ending video (spoilers, obviously)</a> </li>

	<li><a href="https://www.youtube.com/watch?v=cJ-tgaE37UE">Compilation of features promised by Sean Murray that aren't actually in the game</a></li>

	<li><a href="http://www.no-mans-sky.com/news/">No Man's Sky official news updates</a> (last updated 9/2 as of this post)</li>

	<li><a href="https://twitter.com/nomanssky">No Man's Sky official twitter account</a> (last updated 8/18 as of this post)</li>

	<li><a href="https://www.reddit.com/r/nomansskythegame">No Man's Sky subreddit</a></li>

	<li><a href="https://www.reddit.com/user/MaddieAdder/submitted/">MaddieAdder's in-game artwork</a></li>

	<li><a href="https://www.engadget.com/2016/09/16/sony-shuhei-yoshida-no-mans-sky-criticism/">Sony's CEO admits problems with advance marketing for No Man's Sky</a></li>
</ul>



<h4>Other games mentioned in this episode</h4>
<ul>
	<li>Minecraft</li>

	<li>FTL</li>

	<li>Rogue</li>

	<li>Crypt of the NecroDancer</li>

	<li>Joe Danger</li>

	<li>Excitebike</li>

	<li>Elite: Dangerous</li>

	<li>Journey</li>

	<li>Tearaway: Unfolded</li>
</ul>]]></content:encoded>
	<enclosure url="https://www.hiddenpeanuts.com/podcast-download/1682/episode-10-managing-expectations-for-no-mans-sky.mp3" length="33423359" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[We made it to episode 10! Double digits!

Released in August, No Man's Sky was one of the most hyped new games of 2016. Promotional materials and press coverage promised 18 quintillion planets to fly your spaceship to, and innumerable things to do on and around each destination. 

Gamers got those 18 quintillion planets on launch day, but not much else. No Man's Sky is a perfect case study in why you shouldn't inflate expectations about a product or service, but also a lesson in how not to handle the aftermath of a problematic debut. We talk about what Hello Games could have done differently and why it's crucial to set appropriate expectations for any new product or service.

No Man's Sky is available for PS4 and PC. 

We recorded this episode at the end of September. As of this post, Hello Games is still silent about updates to No Man's Sky and has not responded to any of the game's criticism.

Show Notes &amp; Links:

	No Man's Sky's ending video (spoilers, obviously) 

	Compilation of features promised by Sean Murray that aren't actually in the game

	No Man's Sky official news updates (last updated 9/2 as of this post)

	No Man's Sky official twitter account (last updated 8/18 as of this post)

	No Man's Sky subreddit

	MaddieAdder's in-game artwork

	Sony's CEO admits problems with advance marketing for No Man's Sky




Other games mentioned in this episode

	Minecraft

	FTL

	Rogue

	Crypt of the NecroDancer

	Joe Danger

	Excitebike

	Elite: Dangerous

	Journey

	Tearaway: Unfolded]]></itunes:summary>
	<itunes:explicit>clean</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>0:00</itunes:duration>
	<itunes:author><![CDATA[Chad Haefele and Brandon Carper]]></itunes:author>	<googleplay:description><![CDATA[We made it to episode 10! Double digits!

Released in August, No Man's Sky was one of the most hyped new games of 2016. Promotional materials and press coverage promised 18 quintillion planets to fly your spaceship to, and innumerable things to do on and around each destination. 

Gamers got those 18 quintillion planets on launch day, but not much else. No Man's Sky is a perfect case study in why you shouldn't inflate expectations about a product or service, but also a lesson in how not to handle the aftermath of a problematic debut. We talk about what Hello Games could have done differently and why it's crucial to set appropriate expectations for any new product or service.

No Man's Sky is available for PS4 and PC. 

We recorded this episode at the end of September. As of this post, Hello Games is still silent about updates to No Man's Sky and has not responded to any of the game's criticism.

Show Notes &amp; Links:

	No Man's Sky's ending video (spoilers, obviously) 
]]></googleplay:description>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Episode 09: Incentives and Emotional Impact in Papers, Please</title>
	<link>https://www.hiddenpeanuts.com/archives/podcast/episode-09-incentives-and-emotional-impact-in-papers-please/</link>
	<pubDate>Fri, 14 Oct 2016 01:23:00 +0000</pubDate>
	<dc:creator><![CDATA[Chad Haefele and Brandon Carper]]></dc:creator>
	<guid isPermaLink="false">https://www.hiddenpeanuts.com/?post_type=podcast&#038;p=1679</guid>
	<description><![CDATA[This week we concluded our three week Arstotzkan travelogue with a look at how Papers, Please handles incentives and emotional impact.

The game has an unusually subtle approach to morality and choices, and avoids Mass Effect style extreme polarized choices between good and evil. How does this all tie in to incentivizing performance improvement? What about Empathy, Narrative, and Intrigue? We cover a lot of ground this week.

<a href="http://papersplea.se/">Papers, Please is available on PC, Mac, Linux, and iPad</a>. At the time we recorded this episode, the iPad version was broken and didnâ€™t factor into our discussion.

<h4>Show Notes & Links</h4>

<ul>
<li>
<a href="http://debwagner.info/hpttoolkit/oem_hpt.htm">Roger Kaufmanâ€™s Organizational Elements Model (OEM)</a></li>


<li>
<a href="https://www.isixsigma.com/tools-templates/sipoc-copis/sipoc-diagram/">Six Sigmaâ€™s SIPOC tool</a></li>


<li>
<a href="https://support.google.com/analytics/answer/1009409?hl=en">Bounce Rate</a></li>


<li>
<a href="ttp://dl.acm.org/citation.cfm?id=2658540">The First Hour Experience</a></li>


	<li><a href="https://cft.vanderbilt.edu/guides-sub-pages/blooms-taxonomy/">Bloomâ€™s Affective Taxonomy</a></li>

<li>
<a href="http://papersplease.wikia.com/wiki/Achievements">Papers, Pleaseâ€™s Achievements</a></li>

</ul>




<h4>Other games mentioned in this episode</h4>

<ul>
	<li>Super Mario Maker</li>

	<li>Super Metroid</li>

	<li>Halo</li>

	<li>Mass Effect</li>

	<li>Knights of the Old Republic</li>

	<li>Dragon Age: Origins</li>
</ul>]]></description>
	<itunes:subtitle><![CDATA[This week we concluded our three week Arstotzkan travelogue with a look at how Papers, Please handles incentives and emotional impact.

The game has an unusually subtle approach to morality and choices, and avoids Mass Effect style extreme polarized ch]]></itunes:subtitle>
	<content:encoded><![CDATA[This week we concluded our three week Arstotzkan travelogue with a look at how Papers, Please handles incentives and emotional impact.

The game has an unusually subtle approach to morality and choices, and avoids Mass Effect style extreme polarized choices between good and evil. How does this all tie in to incentivizing performance improvement? What about Empathy, Narrative, and Intrigue? We cover a lot of ground this week.

<a href="http://papersplea.se/">Papers, Please is available on PC, Mac, Linux, and iPad</a>. At the time we recorded this episode, the iPad version was broken and didnâ€™t factor into our discussion.

<h4>Show Notes & Links</h4>

<ul>
<li>
<a href="http://debwagner.info/hpttoolkit/oem_hpt.htm">Roger Kaufmanâ€™s Organizational Elements Model (OEM)</a></li>


<li>
<a href="https://www.isixsigma.com/tools-templates/sipoc-copis/sipoc-diagram/">Six Sigmaâ€™s SIPOC tool</a></li>


<li>
<a href="https://support.google.com/analytics/answer/1009409?hl=en">Bounce Rate</a></li>


<li>
<a href="ttp://dl.acm.org/citation.cfm?id=2658540">The First Hour Experience</a></li>


	<li><a href="https://cft.vanderbilt.edu/guides-sub-pages/blooms-taxonomy/">Bloomâ€™s Affective Taxonomy</a></li>

<li>
<a href="http://papersplease.wikia.com/wiki/Achievements">Papers, Pleaseâ€™s Achievements</a></li>

</ul>




<h4>Other games mentioned in this episode</h4>

<ul>
	<li>Super Mario Maker</li>

	<li>Super Metroid</li>

	<li>Halo</li>

	<li>Mass Effect</li>

	<li>Knights of the Old Republic</li>

	<li>Dragon Age: Origins</li>
</ul>]]></content:encoded>
	<enclosure url="https://www.hiddenpeanuts.com/podcast-download/1679/episode-09-incentives-and-emotional-impact-in-papers-please.mp3" length="46213328" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[This week we concluded our three week Arstotzkan travelogue with a look at how Papers, Please handles incentives and emotional impact.

The game has an unusually subtle approach to morality and choices, and avoids Mass Effect style extreme polarized choices between good and evil. How does this all tie in to incentivizing performance improvement? What about Empathy, Narrative, and Intrigue? We cover a lot of ground this week.

Papers, Please is available on PC, Mac, Linux, and iPad. At the time we recorded this episode, the iPad version was broken and didnâ€™t factor into our discussion.

Show Notes & Links



Roger Kaufmanâ€™s Organizational Elements Model (OEM)



Six Sigmaâ€™s SIPOC tool



Bounce Rate



The First Hour Experience


	Bloomâ€™s Affective Taxonomy


Papers, Pleaseâ€™s Achievements






Other games mentioned in this episode


	Super Mario Maker

	Super Metroid

	Halo

	Mass Effect

	Knights of the Old Republic

	Dragon Age: Origins]]></itunes:summary>
	<itunes:explicit>clean</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>0:00</itunes:duration>
	<itunes:author><![CDATA[Chad Haefele and Brandon Carper]]></itunes:author>	<googleplay:description><![CDATA[This week we concluded our three week Arstotzkan travelogue with a look at how Papers, Please handles incentives and emotional impact.

The game has an unusually subtle approach to morality and choices, and avoids Mass Effect style extreme polarized choices between good and evil. How does this all tie in to incentivizing performance improvement? What about Empathy, Narrative, and Intrigue? We cover a lot of ground this week.

Papers, Please is available on PC, Mac, Linux, and iPad. At the time we recorded this episode, the iPad version was broken and didnâ€™t factor into our discussion.

Show Notes & Links



Roger Kaufmanâ€™s Organizational Elements Model (OEM)



Six Sigmaâ€™s SIPOC tool



Bounce Rate



The First Hour Experience


	Bloomâ€™s Affective Taxonomy


Papers, Pleaseâ€™s Achievements






Other games mentioned in this episode


	Super Mario Maker

	Super Metroid

	Halo

	Mass Effect

	Knights of the Old Republic

	Dragon A]]></googleplay:description>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Episode 08: User Experience in Papers, Please</title>
	<link>https://www.hiddenpeanuts.com/archives/podcast/episode-08-user-experience-in-papers-please/</link>
	<pubDate>Fri, 07 Oct 2016 01:10:45 +0000</pubDate>
	<dc:creator><![CDATA[Chad Haefele and Brandon Carper]]></dc:creator>
	<guid isPermaLink="false">https://www.hiddenpeanuts.com/?post_type=podcast&#038;p=1678</guid>
	<description><![CDATA[After <a href="https://www.hiddenpeanuts.com/archives/podcast/episode-07-instructional-design-in-papers-please/">our discussion of <strong>Papers, Please</strong>â€™s lessons in instructional design</a>, this week we found the gameâ€™s interesting and sometimes counterintuitive applications of user experience and design principles. 

Thereâ€™s friction in almost everything you do in this game, but why isnâ€™t that annoying? And just how does Papers, Please handle abstracting analog objects into digital representations? Why did we keep playing despite such a high cognitive load?

This is our second episode of a three-part series. Weâ€™ll conclude our Arstotzkan adventures next week, when we examine Papers, Pleaseâ€™s moral choices and emotional impact.

<a href="http://papersplea.se/">Papers, Please is available on PC, Mac, Linux, and iPad.</a> At the time we recorded this episode, the iPad version was broken and didnâ€™t factor into our discussion.

<h4>Show Notes & Links:</h4>

<ul>
	<li><a href="https://uxmag.com/articles/how-to-game-friction-for-better-ux">How to Game Friction for Better UX</a></li>

	<li><a href="http://gamedesignreviews.com/reviews/mass-effect-massive-interface-fail-part-ii/">Mass Effectâ€™s terrible inventory management system</a></li>

	<li><a href="http://www.simplypsychology.org/maslow.html">Maslowâ€™s Hierarchy of Needs</a></li>

	<li><a href="https://www.amazon.com/Reality-Broken-Games-Better-Change/dp/0143120611">Reality is Broken, by Jane McGonigal</a></li>

	<li><a href="http://www.jnd.org/dn.mss/affordances_and.html">Affordances</a></li>

	<li><a href="https://www.zotero.org/">Zotero</a></li>

	<li><a href="https://www.youtube.com/watch?v=VxKRBUzElTU">Video review of Steel Battalion: Heavy Armor</a></li>
</ul>



<h4>Other games mentioned in this episode:</h4>
<ul>
	<li><a href="https://en.wikipedia.org/wiki/Mass_Effect_(video_game)">Mass Effect</a></li>

	<li><a href="https://www.amazon.com/No-Mans-Sky-PlayStation-4/dp/B00ZQB28XK">No Manâ€™s Sky</a></li>

	<li><a href="https://en.wikipedia.org/wiki/Betrayal_at_Krondor">Betrayal at Krondor</a></li>

	<li><a href="https://en.wikipedia.org/wiki/Steel_Battalion">Steel Battalion</a></li>

	<li><a href="https://www.amazon.com/Steel-Battalion-Heavy-Armor-Xbox-360/dp/B003O6E9T0">Steel Battalion: Heavy Armor</a></li>
</ul>]]></description>
	<itunes:subtitle><![CDATA[After our discussion of Papers, Pleaseâ€™s lessons in instructional design, this week we found the gameâ€™s interesting and sometimes counterintuitive applications of user experience and design principles. 

Thereâ€™s friction in almost everything you ]]></itunes:subtitle>
	<content:encoded><![CDATA[After <a href="https://www.hiddenpeanuts.com/archives/podcast/episode-07-instructional-design-in-papers-please/">our discussion of <strong>Papers, Please</strong>â€™s lessons in instructional design</a>, this week we found the gameâ€™s interesting and sometimes counterintuitive applications of user experience and design principles. 

Thereâ€™s friction in almost everything you do in this game, but why isnâ€™t that annoying? And just how does Papers, Please handle abstracting analog objects into digital representations? Why did we keep playing despite such a high cognitive load?

This is our second episode of a three-part series. Weâ€™ll conclude our Arstotzkan adventures next week, when we examine Papers, Pleaseâ€™s moral choices and emotional impact.

<a href="http://papersplea.se/">Papers, Please is available on PC, Mac, Linux, and iPad.</a> At the time we recorded this episode, the iPad version was broken and didnâ€™t factor into our discussion.

<h4>Show Notes & Links:</h4>

<ul>
	<li><a href="https://uxmag.com/articles/how-to-game-friction-for-better-ux">How to Game Friction for Better UX</a></li>

	<li><a href="http://gamedesignreviews.com/reviews/mass-effect-massive-interface-fail-part-ii/">Mass Effectâ€™s terrible inventory management system</a></li>

	<li><a href="http://www.simplypsychology.org/maslow.html">Maslowâ€™s Hierarchy of Needs</a></li>

	<li><a href="https://www.amazon.com/Reality-Broken-Games-Better-Change/dp/0143120611">Reality is Broken, by Jane McGonigal</a></li>

	<li><a href="http://www.jnd.org/dn.mss/affordances_and.html">Affordances</a></li>

	<li><a href="https://www.zotero.org/">Zotero</a></li>

	<li><a href="https://www.youtube.com/watch?v=VxKRBUzElTU">Video review of Steel Battalion: Heavy Armor</a></li>
</ul>



<h4>Other games mentioned in this episode:</h4>
<ul>
	<li><a href="https://en.wikipedia.org/wiki/Mass_Effect_(video_game)">Mass Effect</a></li>

	<li><a href="https://www.amazon.com/No-Mans-Sky-PlayStation-4/dp/B00ZQB28XK">No Manâ€™s Sky</a></li>

	<li><a href="https://en.wikipedia.org/wiki/Betrayal_at_Krondor">Betrayal at Krondor</a></li>

	<li><a href="https://en.wikipedia.org/wiki/Steel_Battalion">Steel Battalion</a></li>

	<li><a href="https://www.amazon.com/Steel-Battalion-Heavy-Armor-Xbox-360/dp/B003O6E9T0">Steel Battalion: Heavy Armor</a></li>
</ul>]]></content:encoded>
	<enclosure url="https://www.hiddenpeanuts.com/podcast-download/1678/episode-08-user-experience-in-papers-please.mp3" length="36072802" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[After our discussion of Papers, Pleaseâ€™s lessons in instructional design, this week we found the gameâ€™s interesting and sometimes counterintuitive applications of user experience and design principles. 

Thereâ€™s friction in almost everything you do in this game, but why isnâ€™t that annoying? And just how does Papers, Please handle abstracting analog objects into digital representations? Why did we keep playing despite such a high cognitive load?

This is our second episode of a three-part series. Weâ€™ll conclude our Arstotzkan adventures next week, when we examine Papers, Pleaseâ€™s moral choices and emotional impact.

Papers, Please is available on PC, Mac, Linux, and iPad. At the time we recorded this episode, the iPad version was broken and didnâ€™t factor into our discussion.

Show Notes & Links:


	How to Game Friction for Better UX

	Mass Effectâ€™s terrible inventory management system

	Maslowâ€™s Hierarchy of Needs

	Reality is Broken, by Jane McGonigal

	Affordances

	Zotero

	Video review of Steel Battalion: Heavy Armor




Other games mentioned in this episode:

	Mass Effect

	No Manâ€™s Sky

	Betrayal at Krondor

	Steel Battalion

	Steel Battalion: Heavy Armor]]></itunes:summary>
	<itunes:explicit>clean</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>0:00</itunes:duration>
	<itunes:author><![CDATA[Chad Haefele and Brandon Carper]]></itunes:author>	<googleplay:description><![CDATA[After our discussion of Papers, Pleaseâ€™s lessons in instructional design, this week we found the gameâ€™s interesting and sometimes counterintuitive applications of user experience and design principles. 

Thereâ€™s friction in almost everything you do in this game, but why isnâ€™t that annoying? And just how does Papers, Please handle abstracting analog objects into digital representations? Why did we keep playing despite such a high cognitive load?

This is our second episode of a three-part series. Weâ€™ll conclude our Arstotzkan adventures next week, when we examine Papers, Pleaseâ€™s moral choices and emotional impact.

Papers, Please is available on PC, Mac, Linux, and iPad. At the time we recorded this episode, the iPad version was broken and didnâ€™t factor into our discussion.

Show Notes & Links:


	How to Game Friction for Better UX

	Mass Effectâ€™s terrible inventory management system

	Maslowâ€™s Hierarchy of Needs

	Reality is Broken, by Jane McGoniga]]></googleplay:description>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Episode 07: Instructional Design in Papers, Please</title>
	<link>https://www.hiddenpeanuts.com/archives/podcast/episode-07-instructional-design-in-papers-please/</link>
	<pubDate>Fri, 30 Sep 2016 01:07:16 +0000</pubDate>
	<dc:creator><![CDATA[Chad Haefele and Brandon Carper]]></dc:creator>
	<guid isPermaLink="false">https://www.hiddenpeanuts.com/?post_type=podcast&#038;p=1677</guid>
	<description><![CDATA[In <strong>Papers, Please</strong> players step into the shoes of a border control agent faced with increasingly byzantine rules to admit or deny entry into Glorious Arstotzka. 

Each game-day presents you with new restrictions on what paperwork to check. The difficulty ramps up slowly but surely, and by the end of the game youâ€™re adeptly cross-referencing 4 or 5 documents at one time in purposely limited screen real-estate. 

Papers, Please somehow manages to make bureaucracy fun, in part due to a remarkably well-constructed scaffolding process that teaches players all the necessary skills and tasks.

This game gave us so much to talk about that itâ€™s the first in a three-part series. To start, this week we focused on the instructional design techniques Papers, Please uses to teach players the ins & outs of border control work. Next week we'll move on to related applications of User Experience design. Glory to Arstotzka!

<a href="http://papersplea.se/">Papers, Please is available on PC, Mac, Linux, and iPad.</a> At the time we recorded this episode, the iPad version was broken and didnâ€™t factor into our discussion.

<h4>Show Notes &amp; Links:</h4>

<ul>
	<li><a href="https://en.wikipedia.org/wiki/Zone_of_proximal_development">Zone of Proximal Development</a></li>

	<li><a href="https://en.wikipedia.org/wiki/Instructional_scaffolding">Instructional Scaffolding</a></li>

	<li><a href="http://www.brighthubeducation.com/special-ed-learning-disorders/25800-how-task-analysis-works-for-students-with-special-needs">Task Analysis in Instructional Design</a></li>
</ul>

<h4>Other games mentioned in this episode:</h4>
<ul>
	<li><a href="http://dukope.com/play.php?g=uns">Unsolicited</a></li>

	<li><a href="http://dukope.com/play.php?g=trt">The Republia Times</a> </li>

	<li><a href="https://www.foddy.net/Athletics.html">QWOP</a></li>
</ul>






If you liked this episode, please <a href="https://itunes.apple.com/us/podcast/gamification-unlocked/id1142269069?mt=2">leave us a review on iTunes</a> or your podcast app of choice. Did Papers, Please strike a chord with one of your past jobs? Let us know!]]></description>
	<itunes:subtitle><![CDATA[In Papers, Please players step into the shoes of a border control agent faced with increasingly byzantine rules to admit or deny entry into Glorious Arstotzka. 

Each game-day presents you with new restrictions on what paperwork to check. The difficult]]></itunes:subtitle>
	<content:encoded><![CDATA[In <strong>Papers, Please</strong> players step into the shoes of a border control agent faced with increasingly byzantine rules to admit or deny entry into Glorious Arstotzka. 

Each game-day presents you with new restrictions on what paperwork to check. The difficulty ramps up slowly but surely, and by the end of the game youâ€™re adeptly cross-referencing 4 or 5 documents at one time in purposely limited screen real-estate. 

Papers, Please somehow manages to make bureaucracy fun, in part due to a remarkably well-constructed scaffolding process that teaches players all the necessary skills and tasks.

This game gave us so much to talk about that itâ€™s the first in a three-part series. To start, this week we focused on the instructional design techniques Papers, Please uses to teach players the ins & outs of border control work. Next week we'll move on to related applications of User Experience design. Glory to Arstotzka!

<a href="http://papersplea.se/">Papers, Please is available on PC, Mac, Linux, and iPad.</a> At the time we recorded this episode, the iPad version was broken and didnâ€™t factor into our discussion.

<h4>Show Notes &amp; Links:</h4>

<ul>
	<li><a href="https://en.wikipedia.org/wiki/Zone_of_proximal_development">Zone of Proximal Development</a></li>

	<li><a href="https://en.wikipedia.org/wiki/Instructional_scaffolding">Instructional Scaffolding</a></li>

	<li><a href="http://www.brighthubeducation.com/special-ed-learning-disorders/25800-how-task-analysis-works-for-students-with-special-needs">Task Analysis in Instructional Design</a></li>
</ul>

<h4>Other games mentioned in this episode:</h4>
<ul>
	<li><a href="http://dukope.com/play.php?g=uns">Unsolicited</a></li>

	<li><a href="http://dukope.com/play.php?g=trt">The Republia Times</a> </li>

	<li><a href="https://www.foddy.net/Athletics.html">QWOP</a></li>
</ul>






If you liked this episode, please <a href="https://itunes.apple.com/us/podcast/gamification-unlocked/id1142269069?mt=2">leave us a review on iTunes</a> or your podcast app of choice. Did Papers, Please strike a chord with one of your past jobs? Let us know!]]></content:encoded>
	<enclosure url="https://www.hiddenpeanuts.com/podcast-download/1677/episode-07-instructional-design-in-papers-please.mp3" length="34.8" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[In Papers, Please players step into the shoes of a border control agent faced with increasingly byzantine rules to admit or deny entry into Glorious Arstotzka. 

Each game-day presents you with new restrictions on what paperwork to check. The difficulty ramps up slowly but surely, and by the end of the game youâ€™re adeptly cross-referencing 4 or 5 documents at one time in purposely limited screen real-estate. 

Papers, Please somehow manages to make bureaucracy fun, in part due to a remarkably well-constructed scaffolding process that teaches players all the necessary skills and tasks.

This game gave us so much to talk about that itâ€™s the first in a three-part series. To start, this week we focused on the instructional design techniques Papers, Please uses to teach players the ins & outs of border control work. Next week we'll move on to related applications of User Experience design. Glory to Arstotzka!

Papers, Please is available on PC, Mac, Linux, and iPad. At the time we recorded this episode, the iPad version was broken and didnâ€™t factor into our discussion.

Show Notes &amp; Links:


	Zone of Proximal Development

	Instructional Scaffolding

	Task Analysis in Instructional Design


Other games mentioned in this episode:

	Unsolicited

	The Republia Times 

	QWOP







If you liked this episode, please leave us a review on iTunes or your podcast app of choice. Did Papers, Please strike a chord with one of your past jobs? Let us know!]]></itunes:summary>
	<itunes:explicit>clean</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>0:00</itunes:duration>
	<itunes:author><![CDATA[Chad Haefele and Brandon Carper]]></itunes:author>	<googleplay:description><![CDATA[In Papers, Please players step into the shoes of a border control agent faced with increasingly byzantine rules to admit or deny entry into Glorious Arstotzka. 

Each game-day presents you with new restrictions on what paperwork to check. The difficulty ramps up slowly but surely, and by the end of the game youâ€™re adeptly cross-referencing 4 or 5 documents at one time in purposely limited screen real-estate. 

Papers, Please somehow manages to make bureaucracy fun, in part due to a remarkably well-constructed scaffolding process that teaches players all the necessary skills and tasks.

This game gave us so much to talk about that itâ€™s the first in a three-part series. To start, this week we focused on the instructional design techniques Papers, Please uses to teach players the ins & outs of border control work. Next week we'll move on to related applications of User Experience design. Glory to Arstotzka!

Papers, Please is available on PC, Mac, Linux, and iPad. At the time]]></googleplay:description>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Episode 06: Communication Training via Witness</title>
	<link>https://www.hiddenpeanuts.com/archives/podcast/episode-06-communication-training-via-witness/</link>
	<pubDate>Thu, 22 Sep 2016 15:12:57 +0000</pubDate>
	<dc:creator><![CDATA[Chad Haefele and Brandon Carper]]></dc:creator>
	<guid isPermaLink="false">https://www.hiddenpeanuts.com/?post_type=podcast&#038;p=1676</guid>
	<description><![CDATA[<strong>Witness</strong>, a cooperative crime-solving mystery board game, is on our minds.

In Witness, each player knows different facts about the case. Gameplay revolves around whispering clues to each other in an effort to piece everything together. 

Itâ€™s so clearly applicable to communications training and working in cross-functional teams that Witness doesnâ€™t just provide lessons - it might actually be useful as a game played during training.
&nbsp;&nbsp;&nbsp;
<h4>Show Notes & Links:</h4>
<ul>
	<li><a href="https://asmodee.us/en/games/witness/products/witness/">Witness</a></li>

	<li><a href="https://www.shutupandsitdown.com/videos/review-witness/">Shut Up & Sit Downâ€™s review of Witness</a></li>
</ul>



<h4>Other games mentioned in this episode:</h4>
<ul>
	<li><a href="http://www.playspaceteam.com/">Spaceteam</a> </li>

	<li><a href="http://czechgames.com/en/space-alert/">Space Alert</a></li>
</ul>]]></description>
	<itunes:subtitle><![CDATA[Witness, a cooperative crime-solving mystery board game, is on our minds.

In Witness, each player knows different facts about the case. Gameplay revolves around whispering clues to each other in an effort to piece everything together. 

Itâ€™s so cl]]></itunes:subtitle>
	<content:encoded><![CDATA[<strong>Witness</strong>, a cooperative crime-solving mystery board game, is on our minds.

In Witness, each player knows different facts about the case. Gameplay revolves around whispering clues to each other in an effort to piece everything together. 

Itâ€™s so clearly applicable to communications training and working in cross-functional teams that Witness doesnâ€™t just provide lessons - it might actually be useful as a game played during training.
&nbsp;&nbsp;&nbsp;
<h4>Show Notes & Links:</h4>
<ul>
	<li><a href="https://asmodee.us/en/games/witness/products/witness/">Witness</a></li>

	<li><a href="https://www.shutupandsitdown.com/videos/review-witness/">Shut Up & Sit Downâ€™s review of Witness</a></li>
</ul>



<h4>Other games mentioned in this episode:</h4>
<ul>
	<li><a href="http://www.playspaceteam.com/">Spaceteam</a> </li>

	<li><a href="http://czechgames.com/en/space-alert/">Space Alert</a></li>
</ul>]]></content:encoded>
	<enclosure url="https://www.hiddenpeanuts.com/podcast-download/1676/episode-06-communication-training-via-witness.mp3" length="14846327" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Witness, a cooperative crime-solving mystery board game, is on our minds.

In Witness, each player knows different facts about the case. Gameplay revolves around whispering clues to each other in an effort to piece everything together. 

Itâ€™s so clearly applicable to communications training and working in cross-functional teams that Witness doesnâ€™t just provide lessons - it might actually be useful as a game played during training.
&nbsp;&nbsp;&nbsp;
Show Notes & Links:

	Witness

	Shut Up & Sit Downâ€™s review of Witness




Other games mentioned in this episode:

	Spaceteam 

	Space Alert]]></itunes:summary>
	<itunes:explicit>clean</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>0:00</itunes:duration>
	<itunes:author><![CDATA[Chad Haefele and Brandon Carper]]></itunes:author>	<googleplay:description><![CDATA[Witness, a cooperative crime-solving mystery board game, is on our minds.

In Witness, each player knows different facts about the case. Gameplay revolves around whispering clues to each other in an effort to piece everything together. 

Itâ€™s so clearly applicable to communications training and working in cross-functional teams that Witness doesnâ€™t just provide lessons - it might actually be useful as a game played during training.
&nbsp;&nbsp;&nbsp;
Show Notes & Links:

	Witness

	Shut Up & Sit Downâ€™s review of Witness




Other games mentioned in this episode:

	Spaceteam 

	Space Alert]]></googleplay:description>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Episode 05: Onboarding in Super Mario Maker</title>
	<link>https://www.hiddenpeanuts.com/archives/podcast/episode-05-mario-maker/</link>
	<pubDate>Thu, 15 Sep 2016 15:09:13 +0000</pubDate>
	<dc:creator><![CDATA[Chad Haefele and Brandon Carper]]></dc:creator>
	<guid isPermaLink="false">https://www.hiddenpeanuts.com/?post_type=podcast&#038;p=1675</guid>
	<description><![CDATA[<strong>Super Mario Maker</strong>, a game for the Wii U, could probably support entire books about the approaches and design choices it reflects. 

Itâ€™s a complex level creator for classic side-scrolling Mario games. Anybody can use 72 different pieces in infinite combinations to build the Mario level of their dreams (or nightmares). 

Imagine being dumped into that playground with no structure or rules. Without guidance and constraints, figuring out how to design fun and challenging levels could easily be overwhelming. Thankfully, Nintendo caught this problem ahead of time.

In this episode we specifically examine the gameâ€™s onboarding process. The way Super Mario Maker teaches players how to play has implications for getting someone up to speed in other games and elsewhere.

<h4>Show Notes &amp; Links:</h4>

<ul>
	<li><a href="http://supermariomaker.nintendo.com/">Super Mario Maker</a></li>

	<li>While recording I couldnâ€™t remember how many items there are to use in creating levels. There are 72.</li>

	<li><a href="http://www.oxfordhandbooks.com/view/10.1093/oxfordhb/9780199763672.001.0001/oxfordhb-9780199763672">The Oxford Handbook of Organizational Socialization - Chapter 14: â€œAre Organizations On Board with Best Practices Onboarding?â€</a></li>

	<li><a href="http://yukaichou.com/gamification-book-3/">Actionable Gamification</a></li>

	<li><a href="http://www.ign.com/wikis/super-mario-maker/Unlockables_and_Secrets">Skipping ahead in Super Mario Maker</a></li>

	<li><a href="https://www.nintendo.co.jp/wiiu/amaj/booklet/SuperMarioMakerBooklet.pdf">Super Mario  Maker manual &amp; art book</a></li>
</ul>




<h4>Other games mentioned in this episode:</h4>
<ul>
	<li>Skyrim</li>

	<li>Oblivion</li>

	<li>Fallout 3</li>

	<li>Dark Souls</li>
</ul>

If you liked this episode, please <a href="https://itunes.apple.com/us/podcast/gamification-unlocked/id1142269069?mt=2">leave us a review on iTunes</a> or your podcast app of choice. And if you've seen any other interesting ways games handle onboarding, let us know!]]></description>
	<itunes:subtitle><![CDATA[Super Mario Maker, a game for the Wii U, could probably support entire books about the approaches and design choices it reflects. 

Itâ€™s a complex level creator for classic side-scrolling Mario games. Anybody can use 72 different pieces in infinite c]]></itunes:subtitle>
	<content:encoded><![CDATA[<strong>Super Mario Maker</strong>, a game for the Wii U, could probably support entire books about the approaches and design choices it reflects. 

Itâ€™s a complex level creator for classic side-scrolling Mario games. Anybody can use 72 different pieces in infinite combinations to build the Mario level of their dreams (or nightmares). 

Imagine being dumped into that playground with no structure or rules. Without guidance and constraints, figuring out how to design fun and challenging levels could easily be overwhelming. Thankfully, Nintendo caught this problem ahead of time.

In this episode we specifically examine the gameâ€™s onboarding process. The way Super Mario Maker teaches players how to play has implications for getting someone up to speed in other games and elsewhere.

<h4>Show Notes &amp; Links:</h4>

<ul>
	<li><a href="http://supermariomaker.nintendo.com/">Super Mario Maker</a></li>

	<li>While recording I couldnâ€™t remember how many items there are to use in creating levels. There are 72.</li>

	<li><a href="http://www.oxfordhandbooks.com/view/10.1093/oxfordhb/9780199763672.001.0001/oxfordhb-9780199763672">The Oxford Handbook of Organizational Socialization - Chapter 14: â€œAre Organizations On Board with Best Practices Onboarding?â€</a></li>

	<li><a href="http://yukaichou.com/gamification-book-3/">Actionable Gamification</a></li>

	<li><a href="http://www.ign.com/wikis/super-mario-maker/Unlockables_and_Secrets">Skipping ahead in Super Mario Maker</a></li>

	<li><a href="https://www.nintendo.co.jp/wiiu/amaj/booklet/SuperMarioMakerBooklet.pdf">Super Mario  Maker manual &amp; art book</a></li>
</ul>




<h4>Other games mentioned in this episode:</h4>
<ul>
	<li>Skyrim</li>

	<li>Oblivion</li>

	<li>Fallout 3</li>

	<li>Dark Souls</li>
</ul>

If you liked this episode, please <a href="https://itunes.apple.com/us/podcast/gamification-unlocked/id1142269069?mt=2">leave us a review on iTunes</a> or your podcast app of choice. And if you've seen any other interesting ways games handle onboarding, let us know!]]></content:encoded>
	<enclosure url="https://www.hiddenpeanuts.com/podcast-download/1675/episode-05-mario-maker.mp3" length="26375731" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Super Mario Maker, a game for the Wii U, could probably support entire books about the approaches and design choices it reflects. 

Itâ€™s a complex level creator for classic side-scrolling Mario games. Anybody can use 72 different pieces in infinite combinations to build the Mario level of their dreams (or nightmares). 

Imagine being dumped into that playground with no structure or rules. Without guidance and constraints, figuring out how to design fun and challenging levels could easily be overwhelming. Thankfully, Nintendo caught this problem ahead of time.

In this episode we specifically examine the gameâ€™s onboarding process. The way Super Mario Maker teaches players how to play has implications for getting someone up to speed in other games and elsewhere.

Show Notes &amp; Links:


	Super Mario Maker

	While recording I couldnâ€™t remember how many items there are to use in creating levels. There are 72.

	The Oxford Handbook of Organizational Socialization - Chapter 14: â€œAre Organizations On Board with Best Practices Onboarding?â€

	Actionable Gamification

	Skipping ahead in Super Mario Maker

	Super Mario  Maker manual &amp; art book





Other games mentioned in this episode:

	Skyrim

	Oblivion

	Fallout 3

	Dark Souls


If you liked this episode, please leave us a review on iTunes or your podcast app of choice. And if you've seen any other interesting ways games handle onboarding, let us know!]]></itunes:summary>
	<itunes:explicit>clean</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>0:00</itunes:duration>
	<itunes:author><![CDATA[Chad Haefele and Brandon Carper]]></itunes:author>	<googleplay:description><![CDATA[Super Mario Maker, a game for the Wii U, could probably support entire books about the approaches and design choices it reflects. 

Itâ€™s a complex level creator for classic side-scrolling Mario games. Anybody can use 72 different pieces in infinite combinations to build the Mario level of their dreams (or nightmares). 

Imagine being dumped into that playground with no structure or rules. Without guidance and constraints, figuring out how to design fun and challenging levels could easily be overwhelming. Thankfully, Nintendo caught this problem ahead of time.

In this episode we specifically examine the gameâ€™s onboarding process. The way Super Mario Maker teaches players how to play has implications for getting someone up to speed in other games and elsewhere.

Show Notes &amp; Links:


	Super Mario Maker

	While recording I couldnâ€™t remember how many items there are to use in creating levels. There are 72.

	The Oxford Handbook of Organizational Socialization - C]]></googleplay:description>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Episode 04: Cooperative Learning Principles in Pandemic Legacy</title>
	<link>https://www.hiddenpeanuts.com/archives/podcast/episode-04-cooperative-learning-principles-in-pandemic-legacy/</link>
	<pubDate>Wed, 07 Sep 2016 15:05:53 +0000</pubDate>
	<dc:creator><![CDATA[Chad Haefele and Brandon Carper]]></dc:creator>
	<guid isPermaLink="false">https://www.hiddenpeanuts.com/?post_type=podcast&#038;p=1674</guid>
	<description><![CDATA[Brandon introduces <strong>Pandemic Legacy</strong> and its applications of cooperative learning principles in this weekâ€™s shorter â€œlockpick" episode. 

Pandemic Legacy is a collaborative board game that takes a serialized approach to gameplay. Players work together to stop the spread of diseases around the world, and consequences of decisions made during one game carry forward to the next time.

Pandemic and Pandemic Legacy are available wherever finer board games are sold.

<h4>Show Notes &amp; Links:</h4>

<ul>
	<li><a href="http://link.springer.com/article/10.1007/s10648-006-9038-8">The State of Cooperative Learning in Postsecondary and Professional Settings</a> </li>

	<li><a href="http://www.zmangames.com/pandemic-universe.html">Pandemic</a></li>

	<li><a href="http://www.zmangames.com/pandemic-legacy-universe.html">Pandemic Legacy</a> </li>

	<li><a href="https://www.fantasyflightgames.com/en/products/battlestar-galactica/">Battlestar Galactica (board game)</a></li>

	<li><a href="http://archipelago.ludically.com/">Archipelago</a></li>
	
        <li><a href="https://www.shutupandsitdown.com/videos/the-opener-pandemic/">Shut Up &amp; Sit Down's review of Pandemic</a></li>

	<li><a href="https://www.shutupandsitdown.com/videos/review-legacy/">Shut Up &amp; Sit Downâ€™s review of Pandemic Legacy</a></li>
</ul>]]></description>
	<itunes:subtitle><![CDATA[Brandon introduces Pandemic Legacy and its applications of cooperative learning principles in this weekâ€™s shorter â€œlockpick episode. 

Pandemic Legacy is a collaborative board game that takes a serialized approach to gameplay. Players work together]]></itunes:subtitle>
	<content:encoded><![CDATA[Brandon introduces <strong>Pandemic Legacy</strong> and its applications of cooperative learning principles in this weekâ€™s shorter â€œlockpick" episode. 

Pandemic Legacy is a collaborative board game that takes a serialized approach to gameplay. Players work together to stop the spread of diseases around the world, and consequences of decisions made during one game carry forward to the next time.

Pandemic and Pandemic Legacy are available wherever finer board games are sold.

<h4>Show Notes &amp; Links:</h4>

<ul>
	<li><a href="http://link.springer.com/article/10.1007/s10648-006-9038-8">The State of Cooperative Learning in Postsecondary and Professional Settings</a> </li>

	<li><a href="http://www.zmangames.com/pandemic-universe.html">Pandemic</a></li>

	<li><a href="http://www.zmangames.com/pandemic-legacy-universe.html">Pandemic Legacy</a> </li>

	<li><a href="https://www.fantasyflightgames.com/en/products/battlestar-galactica/">Battlestar Galactica (board game)</a></li>

	<li><a href="http://archipelago.ludically.com/">Archipelago</a></li>
	
        <li><a href="https://www.shutupandsitdown.com/videos/the-opener-pandemic/">Shut Up &amp; Sit Down's review of Pandemic</a></li>

	<li><a href="https://www.shutupandsitdown.com/videos/review-legacy/">Shut Up &amp; Sit Downâ€™s review of Pandemic Legacy</a></li>
</ul>]]></content:encoded>
	<enclosure url="https://www.hiddenpeanuts.com/podcast-download/1674/episode-04-cooperative-learning-principles-in-pandemic-legacy.mp3" length="27.4" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Brandon introduces Pandemic Legacy and its applications of cooperative learning principles in this weekâ€™s shorter â€œlockpick" episode. 

Pandemic Legacy is a collaborative board game that takes a serialized approach to gameplay. Players work together to stop the spread of diseases around the world, and consequences of decisions made during one game carry forward to the next time.

Pandemic and Pandemic Legacy are available wherever finer board games are sold.

Show Notes &amp; Links:


	The State of Cooperative Learning in Postsecondary and Professional Settings 

	Pandemic

	Pandemic Legacy 

	Battlestar Galactica (board game)

	Archipelago
	
        Shut Up &amp; Sit Down's review of Pandemic

	Shut Up &amp; Sit Downâ€™s review of Pandemic Legacy]]></itunes:summary>
	<itunes:explicit>clean</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>0:00</itunes:duration>
	<itunes:author><![CDATA[Chad Haefele and Brandon Carper]]></itunes:author>	<googleplay:description><![CDATA[Brandon introduces Pandemic Legacy and its applications of cooperative learning principles in this weekâ€™s shorter â€œlockpick" episode. 

Pandemic Legacy is a collaborative board game that takes a serialized approach to gameplay. Players work together to stop the spread of diseases around the world, and consequences of decisions made during one game carry forward to the next time.

Pandemic and Pandemic Legacy are available wherever finer board games are sold.

Show Notes &amp; Links:


	The State of Cooperative Learning in Postsecondary and Professional Settings 

	Pandemic

	Pandemic Legacy 

	Battlestar Galactica (board game)

	Archipelago
	
        Shut Up &amp; Sit Down's review of Pandemic

	Shut Up &amp; Sit Downâ€™s review of Pandemic Legacy]]></googleplay:description>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Episode 03: Experiential Learning and Text-Based Training in Mr Robot: Exfiltration</title>
	<link>https://www.hiddenpeanuts.com/archives/podcast/episode-03-experiential-learning-and-text-based-training-in-mr-robot-exfiltration/</link>
	<pubDate>Thu, 01 Sep 2016 15:01:35 +0000</pubDate>
	<dc:creator><![CDATA[Chad Haefele and Brandon Carper]]></dc:creator>
	<guid isPermaLink="false">https://www.hiddenpeanuts.com/?post_type=podcast&#038;p=1673</guid>
	<description><![CDATA[<p>In a smaller â€œlockpick" episode, we take a look at the new awkwardly named game <strong>Mr. Robot: 1.51exfiltrati0n</strong>. The game (available for iOS and Android) pretends to be a messaging app like WhatsApp or Facebook Messenger. </p>

<p>Set in the world of the TV show Mr. Robot, you take on the role of a hacker specializing in social engineering. Itâ€™s a choose your own adventure style experience where you decide whether and how to blackmail and coerce your way into systems.</p> 

<p>Mr. Robot: 1.51exfiltrati0n serves as an interesting exploration into how chatbots or other text interfaces might be useful in training and experiential learning.</p>

<p>Mr. Robot: 1.51exfiltrati0n is $2.99, available for both <a href="https://itunes.apple.com/us/app/mr.-robot-1.51exfiltrati0n.ipa/id1138484918?mt=8">iOS</a> and <a href="https://play.google.com/store/apps/details?id=com.telltalegames.exfiltration&hl=en">Android</a></p>

<h4>Show Notes &amp; Links:</h4>

<ul>
	<li><a href="http://www.usanetwork.com/mrrobot">Mr. Robot</a></li>

	<li><a href="https://en.wikipedia.org/wiki/Alternate_reality_game">ARGs</a> </li>

	<li><a href="https://en.wikipedia.org/wiki/The_Beast_(game)">The Beast</a> </li>

	<li><a href="https://en.wikipedia.org/wiki/I_Love_Bees">I Love Bees</a></li>

	<li><a href="http://www.theverge.com/2016/8/29/12693096/starbucks-pumpkin-spice-latte-chat-bot-facebook-messenger">Starbucks' Pumpkin Spice Latte Chatbot</a></li>

	<li><a href="https://www.amazon.com/Amazon-Echo-Bluetooth-Speaker-with-WiFi-Alexa/dp/B00X4WHP5E">Amazon Echo</a></li>

	<li><a href="http://www.mdavidmerrill.com/Papers/firstprinciplesbymerrill.pdf">First Principles of Instruction, M.D. Merrill</a></li>

	<li><a href="https://slack.com/">Slack</a></li>

	<li><a href="https://www.nngroup.com/articles/minimize-cognitive-load/">Cognitive Load</a></li>
 </ul>]]></description>
	<itunes:subtitle><![CDATA[In a smaller â€œlockpick episode, we take a look at the new awkwardly named game Mr. Robot: 1.51exfiltrati0n. The game (available for iOS and Android) pretends to be a messaging app like WhatsApp or Facebook Messenger. 

Set in the world of the TV show]]></itunes:subtitle>
	<content:encoded><![CDATA[<p>In a smaller â€œlockpick" episode, we take a look at the new awkwardly named game <strong>Mr. Robot: 1.51exfiltrati0n</strong>. The game (available for iOS and Android) pretends to be a messaging app like WhatsApp or Facebook Messenger. </p>

<p>Set in the world of the TV show Mr. Robot, you take on the role of a hacker specializing in social engineering. Itâ€™s a choose your own adventure style experience where you decide whether and how to blackmail and coerce your way into systems.</p> 

<p>Mr. Robot: 1.51exfiltrati0n serves as an interesting exploration into how chatbots or other text interfaces might be useful in training and experiential learning.</p>

<p>Mr. Robot: 1.51exfiltrati0n is $2.99, available for both <a href="https://itunes.apple.com/us/app/mr.-robot-1.51exfiltrati0n.ipa/id1138484918?mt=8">iOS</a> and <a href="https://play.google.com/store/apps/details?id=com.telltalegames.exfiltration&hl=en">Android</a></p>

<h4>Show Notes &amp; Links:</h4>

<ul>
	<li><a href="http://www.usanetwork.com/mrrobot">Mr. Robot</a></li>

	<li><a href="https://en.wikipedia.org/wiki/Alternate_reality_game">ARGs</a> </li>

	<li><a href="https://en.wikipedia.org/wiki/The_Beast_(game)">The Beast</a> </li>

	<li><a href="https://en.wikipedia.org/wiki/I_Love_Bees">I Love Bees</a></li>

	<li><a href="http://www.theverge.com/2016/8/29/12693096/starbucks-pumpkin-spice-latte-chat-bot-facebook-messenger">Starbucks' Pumpkin Spice Latte Chatbot</a></li>

	<li><a href="https://www.amazon.com/Amazon-Echo-Bluetooth-Speaker-with-WiFi-Alexa/dp/B00X4WHP5E">Amazon Echo</a></li>

	<li><a href="http://www.mdavidmerrill.com/Papers/firstprinciplesbymerrill.pdf">First Principles of Instruction, M.D. Merrill</a></li>

	<li><a href="https://slack.com/">Slack</a></li>

	<li><a href="https://www.nngroup.com/articles/minimize-cognitive-load/">Cognitive Load</a></li>
 </ul>]]></content:encoded>
	<enclosure url="https://www.hiddenpeanuts.com/podcast-download/1673/episode-03-experiential-learning-and-text-based-training-in-mr-robot-exfiltration.mp3" length="21.9" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[In a smaller â€œlockpick" episode, we take a look at the new awkwardly named game Mr. Robot: 1.51exfiltrati0n. The game (available for iOS and Android) pretends to be a messaging app like WhatsApp or Facebook Messenger. 

Set in the world of the TV show Mr. Robot, you take on the role of a hacker specializing in social engineering. Itâ€™s a choose your own adventure style experience where you decide whether and how to blackmail and coerce your way into systems. 

Mr. Robot: 1.51exfiltrati0n serves as an interesting exploration into how chatbots or other text interfaces might be useful in training and experiential learning.

Mr. Robot: 1.51exfiltrati0n is $2.99, available for both iOS and Android

Show Notes &amp; Links:


	Mr. Robot

	ARGs 

	The Beast 

	I Love Bees

	Starbucks' Pumpkin Spice Latte Chatbot

	Amazon Echo

	First Principles of Instruction, M.D. Merrill

	Slack

	Cognitive Load]]></itunes:summary>
	<itunes:explicit>clean</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>0:00</itunes:duration>
	<itunes:author><![CDATA[Chad Haefele and Brandon Carper]]></itunes:author>	<googleplay:description><![CDATA[In a smaller â€œlockpick" episode, we take a look at the new awkwardly named game Mr. Robot: 1.51exfiltrati0n. The game (available for iOS and Android) pretends to be a messaging app like WhatsApp or Facebook Messenger. 

Set in the world of the TV show Mr. Robot, you take on the role of a hacker specializing in social engineering. Itâ€™s a choose your own adventure style experience where you decide whether and how to blackmail and coerce your way into systems. 

Mr. Robot: 1.51exfiltrati0n serves as an interesting exploration into how chatbots or other text interfaces might be useful in training and experiential learning.

Mr. Robot: 1.51exfiltrati0n is $2.99, available for both iOS and Android

Show Notes &amp; Links:


	Mr. Robot

	ARGs 

	The Beast 

	I Love Bees

	Starbucks' Pumpkin Spice Latte Chatbot

	Amazon Echo

	First Principles of Instruction, M.D. Merrill

	Slack

	Cognitive Load]]></googleplay:description>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Episode 2: Gone Home</title>
	<link>https://www.hiddenpeanuts.com/archives/podcast/episode-2-gone-home/</link>
	<pubDate>Thu, 25 Aug 2016 14:52:45 +0000</pubDate>
	<dc:creator><![CDATA[Chad Haefele and Brandon Carper]]></dc:creator>
	<guid isPermaLink="false">https://www.hiddenpeanuts.com/?post_type=podcast&#038;p=1670</guid>
	<description><![CDATA[This week we discuss the UX and Instructional Design potential of Gone Home, 2013â€™s 12th highest rated PC game <a href="http://www.metacritic.com/game/pc/gone-home">on MetaCritic</a> and the 2014 <a href="http://www.gamesforchange.org/">Games for Change</a> Game of the Year. Itâ€™s also an excellent walking simulator. 

Gone Home is available on <a href="http://store.steampowered.com/app/232430/">PC</a>, <a href="https://store.playstation.com/#!/en-us/games/gone-home-console-edition/cid=UP1012-CUSA01228_00-GONEHOME00000000">PS4</a>, and <a href="https://store.xbox.com/en-US/Xbox-One/Games/Gone-Home-Console-Edition/54d39605-d3db-4b03-a9f3-49aaa35e6e17">Xbox One</a>.

<h4>Show Notes &amp; Links:</h4>

<ul>
	<li><a href="http://link.springer.com/article/10.1007/BF00383217">An Application of Bloomâ€™s Taxonomy to the Teaching of Business Ethics</a></li>


	<li><a href="http://www.thisamericanlife.org/radio-archives/episode/584/transcript">This American Life Episode 584: For Your Reconsideration</a></li>


	<li><a href="https://www.gsb.stanford.edu/gsb-cmis/gsb-cmis-download-auth/414056">Testing Theories of Attitude Change With Online Panel Field Experiments</a></li>


	<li><a href="http://evt.dispeak.com/ubm/gdc/sf14/player.html?xml=201403825919_SPTZ.xml&token=3c6c000ab0766078310c">GDC 2014: Why is Gone Home a Game?</a></li>


	<li><a href="http://www.jnd.org/books/design-of-everyday-things-revised.html">The Design of Everyday Things, by Don Norman</a></li>
</ul>]]></description>
	<itunes:subtitle><![CDATA[This week we discuss the UX and Instructional Design potential of Gone Home, 2013â€™s 12th highest rated PC game on MetaCritic and the 2014 Games for Change Game of the Year. Itâ€™s also an excellent walking simulator. 

Gone Home is available on PC, P]]></itunes:subtitle>
	<content:encoded><![CDATA[This week we discuss the UX and Instructional Design potential of Gone Home, 2013â€™s 12th highest rated PC game <a href="http://www.metacritic.com/game/pc/gone-home">on MetaCritic</a> and the 2014 <a href="http://www.gamesforchange.org/">Games for Change</a> Game of the Year. Itâ€™s also an excellent walking simulator. 

Gone Home is available on <a href="http://store.steampowered.com/app/232430/">PC</a>, <a href="https://store.playstation.com/#!/en-us/games/gone-home-console-edition/cid=UP1012-CUSA01228_00-GONEHOME00000000">PS4</a>, and <a href="https://store.xbox.com/en-US/Xbox-One/Games/Gone-Home-Console-Edition/54d39605-d3db-4b03-a9f3-49aaa35e6e17">Xbox One</a>.

<h4>Show Notes &amp; Links:</h4>

<ul>
	<li><a href="http://link.springer.com/article/10.1007/BF00383217">An Application of Bloomâ€™s Taxonomy to the Teaching of Business Ethics</a></li>


	<li><a href="http://www.thisamericanlife.org/radio-archives/episode/584/transcript">This American Life Episode 584: For Your Reconsideration</a></li>


	<li><a href="https://www.gsb.stanford.edu/gsb-cmis/gsb-cmis-download-auth/414056">Testing Theories of Attitude Change With Online Panel Field Experiments</a></li>


	<li><a href="http://evt.dispeak.com/ubm/gdc/sf14/player.html?xml=201403825919_SPTZ.xml&token=3c6c000ab0766078310c">GDC 2014: Why is Gone Home a Game?</a></li>


	<li><a href="http://www.jnd.org/books/design-of-everyday-things-revised.html">The Design of Everyday Things, by Don Norman</a></li>
</ul>]]></content:encoded>
	<enclosure url="https://www.hiddenpeanuts.com/podcast-download/1670/episode-2-gone-home.mp3" length="62.8" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[This week we discuss the UX and Instructional Design potential of Gone Home, 2013â€™s 12th highest rated PC game on MetaCritic and the 2014 Games for Change Game of the Year. Itâ€™s also an excellent walking simulator. 

Gone Home is available on PC, PS4, and Xbox One.

Show Notes &amp; Links:


	An Application of Bloomâ€™s Taxonomy to the Teaching of Business Ethics


	This American Life Episode 584: For Your Reconsideration


	Testing Theories of Attitude Change With Online Panel Field Experiments


	GDC 2014: Why is Gone Home a Game?


	The Design of Everyday Things, by Don Norman]]></itunes:summary>
	<itunes:explicit>clean</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>0:00</itunes:duration>
	<itunes:author><![CDATA[Chad Haefele and Brandon Carper]]></itunes:author>	<googleplay:description><![CDATA[This week we discuss the UX and Instructional Design potential of Gone Home, 2013â€™s 12th highest rated PC game on MetaCritic and the 2014 Games for Change Game of the Year. Itâ€™s also an excellent walking simulator. 

Gone Home is available on PC, PS4, and Xbox One.

Show Notes &amp; Links:


	An Application of Bloomâ€™s Taxonomy to the Teaching of Business Ethics


	This American Life Episode 584: For Your Reconsideration


	Testing Theories of Attitude Change With Online Panel Field Experiments


	GDC 2014: Why is Gone Home a Game?


	The Design of Everyday Things, by Don Norman]]></googleplay:description>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Episode 1: Life Is Strange</title>
	<link>https://www.hiddenpeanuts.com/archives/podcast/episode-1-life-is-strange/</link>
	<pubDate>Mon, 08 Aug 2016 02:17:44 +0000</pubDate>
	<dc:creator><![CDATA[Chad Haefele and Brandon Carper]]></dc:creator>
	<guid isPermaLink="false">https://www.hiddenpeanuts.com/?post_type=podcast&#038;p=1669</guid>
	<description><![CDATA[In our inaugural episode, we talk about elements of Instructional Design and User Experience that caught our attention in Life Is Strange.

The first episode of Life Is Strange <a href="http://buylifeisstrange.com/">is free to play</a> on PS3, PS4, Xbox 360, Xbox One, and Steam. 


<h4>Show Notes &amp; Links: </h4>

<ul>
	<li><a href="http://blog.cathy-moore.com/">Cathy Moore's Training Scenarios</a></li>


	<li><a href="https://www.amazon.com/Building-Expertise-Cognitive-Performance-Improvement/dp/B007XX1VB4/ref=sr_1_4?s=books&ie=UTF8&qid=1470678311&sr=1-4#nav-subnav">Building Expertise, by Ruth C. Clark</a>
</li>

	<li><a href="http://www.nature.com/neuro/journal/v11/n5/abs/nn.2112.html">Unconscious determinants of free decisions in the human brain</a>
</li>

	<li><a href="http://faculty.washington.edu/eloftus/">Elizabeth Loftus' work</a></li>


	<li><a href="https://www.sensible.com/dmmt.html">Don't Make Me Think, by Steve Krug</a></li>
</ul>]]></description>
	<itunes:subtitle><![CDATA[In our inaugural episode, we talk about elements of Instructional Design and User Experience that caught our attention in Life Is Strange.

The first episode of Life Is Strange is free to play on PS3, PS4, Xbox 360, Xbox One, and Steam. 


Show Note]]></itunes:subtitle>
	<content:encoded><![CDATA[In our inaugural episode, we talk about elements of Instructional Design and User Experience that caught our attention in Life Is Strange.

The first episode of Life Is Strange <a href="http://buylifeisstrange.com/">is free to play</a> on PS3, PS4, Xbox 360, Xbox One, and Steam. 


<h4>Show Notes &amp; Links: </h4>

<ul>
	<li><a href="http://blog.cathy-moore.com/">Cathy Moore's Training Scenarios</a></li>


	<li><a href="https://www.amazon.com/Building-Expertise-Cognitive-Performance-Improvement/dp/B007XX1VB4/ref=sr_1_4?s=books&ie=UTF8&qid=1470678311&sr=1-4#nav-subnav">Building Expertise, by Ruth C. Clark</a>
</li>

	<li><a href="http://www.nature.com/neuro/journal/v11/n5/abs/nn.2112.html">Unconscious determinants of free decisions in the human brain</a>
</li>

	<li><a href="http://faculty.washington.edu/eloftus/">Elizabeth Loftus' work</a></li>


	<li><a href="https://www.sensible.com/dmmt.html">Don't Make Me Think, by Steve Krug</a></li>
</ul>]]></content:encoded>
	<enclosure url="https://www.hiddenpeanuts.com/podcast-download/1669/episode-1-life-is-strange.mp3" length="42432768" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[In our inaugural episode, we talk about elements of Instructional Design and User Experience that caught our attention in Life Is Strange.

The first episode of Life Is Strange is free to play on PS3, PS4, Xbox 360, Xbox One, and Steam. 


Show Notes &amp; Links: 


	Cathy Moore's Training Scenarios


	Building Expertise, by Ruth C. Clark


	Unconscious determinants of free decisions in the human brain


	Elizabeth Loftus' work


	Don't Make Me Think, by Steve Krug]]></itunes:summary>
	<itunes:explicit>clean</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>0:00</itunes:duration>
	<itunes:author><![CDATA[Chad Haefele and Brandon Carper]]></itunes:author>	<googleplay:description><![CDATA[In our inaugural episode, we talk about elements of Instructional Design and User Experience that caught our attention in Life Is Strange.

The first episode of Life Is Strange is free to play on PS3, PS4, Xbox 360, Xbox One, and Steam. 


Show Notes &amp; Links: 


	Cathy Moore's Training Scenarios


	Building Expertise, by Ruth C. Clark


	Unconscious determinants of free decisions in the human brain


	Elizabeth Loftus' work


	Don't Make Me Think, by Steve Krug]]></googleplay:description>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>
	</channel>
</rss>
