Simuli-Spring 2019

Overview

  • Type of study: Focus Group Analysis.
  • 6 students – 6th-8h Graders age: 11-14, from Grand Rapids Public Museum School.
  • All boys
  • 2 scenarios (of 4) were tested, (the other 2 were still in development).
  • Preliminary instructions were provided to the students prior to the test.

Production Values

  • The players split their preferences between the three scenarios evenly.
  • They thought the graphics were fine and understood that the simplified style is necessary to run on the phones. They have played games with similar production values.

Meeting The Goal of Building Empathy

  • When asked to express what they may have learned, the students were unable to find the language to explain it. They each individual (outside of the group) use the term "important" to describe the content.
  • The word empathy is not in the lexicon of these students natural language. However, when asked if they felt empathy, they understood the term and agreed that they did.

Impact

  • The players indicated that they did not know other persons affected by the conditions simulated in the app. But, indicated that is likely because people that have those conditions are "hiding it".
  • Emotional responses were obvious as indicated through body language and facial expressions immediately after the experience.
  • During the experience the, the students were hyper-engaged and looking around, but expressionless.
  • The students each responded most to one of the scenarios and each scenario was chosen by at least 1 student as being most impactful.