The richer and more complex the spending and life-
action options that are made available to the player,
the more connections to this skill they will be forced
to make. Assessing the players’ final happiness scores
as well as how quickly they are able to leverage
spending and habits to get such scores will indicate
a mastery and understanding of that skill.
Similarly, achieving goals is a main mechanism of
the game and the primary way to build in-game hap-
piness. Thus, measuring how quickly players are able
to achieve certain in-game goals is a very good proxy
for their development of the skill of “using income to
meet current obligations and future goals”.
The last piece of understanding, where “every
spending and saving decision has an opportunity cost”
is not as directly integrated into the game mechanics
as the first two. The game does require certain mile-
stones to be met before some actions are available,
for example needing a bachelors degree before get-
ting access to certain jobs. Players are forced to make
the trade-offs between spending money on education
to access those jobs and saving money for items like
vehicles to help them commute faster to jobs. As a
matter of course players engage with these decisions
and players who do well in the game are those who are
able to manage opportunity costs appropriately. One
way in which using gameplay results as an assessment
of this skill could be correlated more strongly would
be giving the players differently balanced games and
seeing if they still make the same trade-offs. Players
who do well in all versions of the game could be said
to understand this financial concept.
While the assessment of skills and understanding
is one thing, an open question remains as to the trans-
ferability of in-game skills to real life. Using more
longitudinal observations of players real life financial
activities would allow for even stronger evidence that
the game itself and the virtual application of real fi-
nancial tools is an effective method for teaching and
evaluating the understanding of those tools.
7.3 Feature Enhancement
There are many future improvements that would be
interesting to explore in this field. The decision to
pursue any of these should be informed by the initial
results of the pilot study. However, some possible ar-
eas of exploration that likely make sense are:
• The usage of closed loop feedback systems to
keep learners in the zone of proximal develop-
ment.
• Using socio-economic status starting situations to
build empathy for others as well as to be able to
better reflect the student in the avatar.
• Using existing data and statistics to more accu-
rately simulate market conditions and provide a
more realistic experience for the players.
• Include more immersive game elements, both au-
ral and visual, to make the student more engaged
with the content.
• Leaning on the RETAIN model, including more
immersive game elements, both aural and visual,
to make the student more engaged with the con-
tent.
• Focusing on improving the transferability of in-
game skills (another improvement born of the RE-
TAIN model).
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