by Suzanne Bacon, Robert Faust, Mike Guerena, and Dan McDowell


Overview | Instructional Objective | Learners | Context | Scope | Object of Game | Design Details

Competing Products | Motivational Issues | Design Process | References


Overview

The immigrant experience has defined the United States of America. Over the last hundred years, people have been drawn to the shores of America by the American Dream, a chance to start over and to build a new life. However, that experience has been far from ideal. Whether it was 1850, 1900, or 1970 immigrants faced uncertain, unexpected, and sometimes treacherous situations that defied that dream of America and threatened their very survival.

This game will allow the player to literally walk a mile in the shoes of an immigrant in 1908. He will have to make that decision to immigrate, take the voyage, go through the process of entering the country, look for a job, find a place to live, and avoid succumbing to the con men and scam artists looking for easy prey.

Will the player relive the tumultuous life of Jurgis Rudkus in The Jungle or make his fortune like Andrew Carnegie or simply fall through the cracks of the American Dream and become yet another victim of capitalism run amuck?


Instructional Objective

The objective of this game is to allow children and adults to understand and empathize with the struggle that immigrants from any country face when they arrive in the United States.  This is a concept that extends to many situations in which it is helpful to understand another person's point of view, such as accepting differences between different cultures and races. It will also help students understand how the great "melting pot" or the modern "tossed salad" came to be.  As immigration to the United States still takes place today with groups that are sometimes misunderstood, it is vital that students of all ages develop compassion for immigrants and an appreciation for what they bring to the U.S. and the challenges they face.

In terms of standards, this game will meet the national standards for the 5-12 grades: "Understands massive immigration after 1870 and how new social patterns, conflicts, and ideas of national unity developed amid growing cultural diversity" as well as the California state standards:

Grade 5
5.8 Students trace the colonization, immigration, and settlement patterns of the American people from 1789 to the mid-1800s, with emphasis on the role of economic incentives, effects of the physical and political geography, and transportation systems.
1. Discuss the waves of immigrants from Europe between 1789 and 1850 and their modes of transportation into the Ohio and Mississippi Valleys and through the Cumberland Gap (e.g., overland wagons, canals, flatboats, steamboats).

Grade 8
8.6 Students analyze the divergent paths of the American people from 1800 to the mid-1800s and the challenges they faced, with emphasis on the Northeast.

3. List the reasons for the wave of immigration from Northern Europe to the United States and describe the growth in the number, size, and spatial arrangements of cities (e.g., Irish immigrants and the Great Irish Famine).

8.12 Students analyze the transformation of the American economy and the changing social and political conditions in the United States in response to the Industrial Revolution.

5. Examine the location and effects of urbanization, renewed immigration, and industrialization (e.g., the effects on social fabric of cities, wealth and economic opportunity, the conservation movement)

7. Identify the new sources of large-scale immigration and the contributions of immigrants to the building of cities and the economy; explain the ways in which new social and economic patterns encouraged assimilation of newcomers into the mainstream amidst growing cultural diversity; and discuss the new wave of nativism.

Grade 11
11.2 Students analyze the relationship among the rise of industrialization, large-scale rural-to-urban migration, and massive immigration from Southern and Eastern Europe.

1. Know the effects of industrialization on living and working conditions, including the portrayal of working conditions and food safety in Upton Sinclair's The Jungle.

2. Describe the changing landscape, including the growth of cities linked by industry and trade, and the development of cities divided according to race, ethnicity, and class.

3. Trace the effect of the Americanization movement.

7. Analyze the similarities and differences between the ideologies of Social Darwinism and Social Gospel (e.g., using biographies of William Graham Sumner, Billy Sunday, Dwight L. Moody).

11.11 Students analyze the major social problems and domestic policy issues in contemporary American society

1. Discuss the reasons for the nation's changing immigration policy, with emphasis on how the Immigration Act of 1965 and successor acts have transformed American society.


Learners

This game is designed for learners starting in grade 5 up through adults. It can either be used in a classroom setting, as part of a curriculum, or by lifelong learners who are seeking a way to really understand the immigrant experience.


Context of Use

Schools
This game could be used in a classroom setting, either as a planned activity, or as an activity that students could participate in during free time or after they have completed their assignments. Ideally, the game would be used during a unit on immigration. Students could play as a class, on one computer, with each decision being voted on, or each student could play the game on their own, choosing different characters. Students could then discuss their unique experiences during the game. The game could be played multiple times with students making different decisions for their players (which would result in different outcomes). Additionally, with the TreeSim game engine, the students and teacher will be able to review all decisions.

Individual
The game could also be played at home, in the same sort of context. A single user could play (and replay) the game, or s/he could play with a friend and make decisions together on the fate of their character.


Scope

The game will follow the life of Marcelo Mombello, an immigrant from Southern Italy. Aspects of everyday life will be the main content of the game. The life of the immigrant will include the passage across the ocean, gaining entry to the country (i.e. Ellis Island), finding work and lodging, taking care of their family, and completing a series of tasks related to survival in the United States.

Full play of the game would take about 10-15 hours, although there will be an option for schools to play a shorter game. The length of the game includes multiple delayed response decision points where the player cannot make a choice until at least one hour has passed.


Object of the Game

The basic goal of the game is survival. However, to win the game, you will have to bring over Marcelo's family from Italy and save enough money to buy a nice house in the suburbs. In order to save enough money you will need to work your way in your chosen job.


Design Details

TreeSim Engine Design

This game will use the Treesim Engine (to be authored by Bernie). The basic concept of this engine is that through a sequence of decisions, the player will face appropriate consequences and the direction of the game will change with those consequences. What makes this approach unique is that it will be done in an online database. Some of the specific characteristics of this game type include

  • a player login so the database can keep track of the decisions made and where the player has stopped,
  • delayed decisions points that do not let the player respond for at least one hour so that the player can do sufficient research and make an informed decision, and
  • allow the player (and instructor) to look back at the history of his decisions to reflect upon his current situation.

Based upon the decisions made the player, the database will place the next logical set of information in the page template depicted below.

Player Interface

The web-based player interface will lead the player through the game. While there will be instances when the player temporarily leaves the interface to examine specific web resources, all play will take place through the Simmigration interface.

  1. The interface is clearly defined with the title and a related icon in the upper left corner.
  2. The bulk of the screen, defined by a large light blue rounded rectangle, contains any text, images, QuickTime videos, and Flash sub-games. All of the game-based content will be found in this section of the screen. Images and videos will be primary source materials from the early 1900's, providing a realistic touch that will help the player identify with the character, his actions, and the time period.
  3. Decision point choices are found at the bottom of the narrative. Delayed and immediate decision points are discussed in the next section. The choice links are in red and must be clicked on to be selected.
  4. Links are provided for all delayed response decision points. These links will open up in new windows. The player must close these windows to resume play at the appointed time.
  5. The status box contains vital information relevant to the player's current status. This information is updated after each decision.
    • Money - Money will be earned and spent through the passage of time and through decision points. This total represents how much the player has currently saved. Clicking on the amount will open a new window with a history of earned and spent monies.
    • Date - Wages are paid by the week. Living expenses are deducted by the week. Additionally as seasons change, the climate could affect health and living expenses.
    • Job - Employment status will be indicated here. Once a job is obtained, the type will be indicated. As the player gains skills and promotions, that will be indicated next to the job type.
    • Health - There are five ratings for health: excellent, good, average, weak, and very weak. Once a player reaches the weak and very weak stages, he could face consequences.
    • Wife, Son, Daughter: These sections will indicate the health and employment status of your family. The language used will reflect that of the main player, with the exception under health where a family member could die. This will be shown by used the term dead. Until the family comes to the United States, their status will read in Italy.
  6. The decision history link will allow players to see all of the decisions they have made up to this point. In an educational setting, this would allow them to reflect as to how they got into their current predicament.

Specific Elements

The game is divided into four major acts. Within each act there are multiple decision points. There are two types of decision points, delayed decisions and immediate decisions.

  • Delayed decisions are turning points in the story. In order to prevent a player from speeding through life altering decisions, a delay mechanism is in place. The player must wait one hour before the game will accept his decision. Additionally, links are provided so the player can conduct research on the specific decision point. The results of these decisions could dramatically change the direction and course of the game.
  • Immediate decisions are minor decisions and will not necessarily change the course of the game. The delay mechanism will not be in effect.

A more specific and detailed Inspiration diagram has been created to show the many different decisions that will be faced by the player.

Cast of Characters

Marcelo Mombello - age 20; native of Reggio Calabria in southern Italy; a man who has labored at a number of jobs, but has no true trade.

Apollonia Mombello - age 18; wife of Marcelo; mother of Antonio and expecting child number two.

Antonio Mombello - infant son of Marcelo and Apollonia.

Nicolo Cicci - A cart driver in Naples who has a brother, Roberto, in America.

Luigi Testa - A butcher in Naples who often hires emigrant workers who are in need of help.

Allesandro Vieri - Italian man in his mid 60's traveling to America to join his family. Main character interacts with him in the steerage section of the ship traveling to America.

Luigi Gigliotti - An Italian man who works as a mule spinner in the textile mill. He teaches Marcelo how to use the mule spinner and later becomes a family friend.

Stefano Vincenzo - An Italian padrone and swindler that attempts to convince lure Marcello into an alley with the promise of a job and a place to live.

Marco Viarilli - An Italian padrone who is out to make a buck, but he does what he says he is going to do.

Technical Elements

Development Software

  • FileMaker Pro
  • Dreamweaver 3.0
  • Flash
  • Photoshop
  • QuickTime Pro

Platform

  • This game will be completely web-based and will by nature be cross platform. The player will need the latest version of Internet Explorer or Netscape Navigator and will need the QuickTime and Flash plug-ins.

Resolution, Graphics, and Color

  • 800 X 600 pixels
  • 8 bit (212 color web-safe palette)

File formats

  • Backside database will produce unique pages based upon the player's decisions
  • Static web pages (.html)
  • Graphics (.jpg and .gif)
  • QuickTime videos (.mov)
  • Flash files (.swf)

Naming Convention

  • All lower-case letter names to be used.
  • Static web pages given descriptive names.
  • Database will assign unique names to web page created in response to player decisions.

Data structure

  • Database file stored in the appropriate place on the dedicated database server.
  • HTML files placed in main Simmigration folder.
  • All graphics, Flash movies, and QuickTime videos placed in media folders within the Simmigration folder.


Competing Products

  • Struggle 1.0
    "Struggle is a freeware simulation game of turn-of-the- century Chicago, based on Upton Sinclair's The Jungle. Using text from the novel and pictures from Jacob Riis' "How the Other Half Lives," Struggle dares you to try and achieve the American Dream as a Lithuanian Immigrant. But be warned -- this game is true to the book in difficulty as well. Feeding, clothing, and housing your dependents while trying to make enough money to survive yourself is quite a Struggle" (
    Downloads.com).
  • Colonization by Sid Meier
    "You build a nation, starting on a largely unknown map, expanding your way across the world, and dealing with other hostile nations. As in RRT, your expansion is both spatial and financial - you set up trading routes, convert raw goods into finished products, and generally try to make your expansion pay its own way" (
    Game Bytes Magazine Review).
  • Decisions Decisions: Immigration
    "Your students play the role of President of the United States facing a recurring dilemma in U.S. history. Students learn to apply the lessons of the history of U.S. immigration policy. Decisions, Decisions: Immigration works well in any U.S. history unit on immigration and its effect on the nation" (
    Tom Synder Product Page)
  • American, Here We Come
    "This introduction focuses on the waves of German immigration to America via history, geography, economics, and related subjects. (
    Learning About World)
  • Oregon Trail
    "The Oregon Trail 3rd Edition fills the screen with photorealistic, 3-D graphics and full-motion video to re-create the 1848 Oregon Trail experience more vividly and interactively than ever! In this new audio-based version, children come to understand much more about the backgrounds, skills, and motivations of historical wagon train travelers, and what they needed to do to reach their destinations alive. Along the trail, you meet multidimensional characters who react realistically to challenges during the journey, demonstrating how decision-making and team-building skills are critical to their mutual survival" (
    p).
  • Westward Expansion
    "Participating in a simulation, the class follows in the steps of half a million Americans who traveled west along the Oregon Trail, designing ad campaigns to encourage westward expansion, taking the Homestead Act's offering of free public land for settlement, and lobbying for or against the end of the Native Americans' way of life on the open plains" (
    Interactive Classroom).

     


Motivational Issues

Simmigration is a game that is a cross between a simulation and a branching story. It is the story of a young Italian man trying to succeed in America. What would make someone want to play this game? Perhaps the greatest motivator in this game is simple curiosity. Most people playing the game, especially elementary school children, have very little direct knowledge of life in the early 1900's. Many questions that can arouse curiosity are inherent in the premise of the game. For example, what was life like in the 1900's? How did someone who spoke no English and had very little money survive? What did it feel like to be an immigrant coming to a strange new land? Through the playing of this game, players will have a chance to satisfy some of this curiosity. Curiosity is a powerful motivator, as Malone and Lepper (1987) noted: "In a sense, curiosity is the most direct intrinsic motivation for learning" (p.235). They classify curiosity into two categories: sensory and cognitive curiosity. Simmigration evokes both types. The photographs of real-life situations from the 1900's, from an immigrant's living quarters to a simple city street, are very intriguing and appeal to one's sensory curiosity. Malone and Lepper describe cognitive curiosity as when a person realizes the lack of knowledge he or she has about a situation, and his or her desire to close that gap. There are many situations in Simmigration where a player will not know the best course of action, because it takes place in a different time. For example, the players will have to determine the best type of employment for their immigrant. Which jobs were the safest and most secure? Players can only discover this through exploration of both the game and the websites cited.

A sort of fantasy world is created within Simmigration from the differences in life 100 years ago. Fantasies can be powerful motivators, according to Malone and Lepper (1987). In particular, an endogenous fantasy, or one that closely integrates the content and skill, is very effective in motivation. Endogenous fantasies can also be analogies for transferring learning of skills to similar situations. For example, the player may, in the future, research the options before making a real-life decision, such as is done in Simmigration. Rieber (1996) states that one advantage of an endogenous fantasy is that if the learner is engaged in the fantasy, this interest will be transferred to the content. Within the fantasy category, Malone and Lepper note that there are emotional and identification fantasies. In Simmigration, from the beginning of the story, the player identifies him or herself directly with Marcelo, not only from the point of view, but also because of the characteristic of the game itself. Marcelo is coming to a new country, where he doesn't speak the language. He doesn't know the exact rules of his new world. Many players have been in similar situations, although perhaps to a lesser degree. For example, a student might identify with Marcelo's fear and uncertainty because of his or her own experiences with a new situation, such as going to a new school. Students can experience this fantasy that in real life would be very scary but from a safe place. As the player progresses in the game, he or she will most likely begin to feel for Marcelo and care about what happens to him. If Marcelo succeeds in bringing over his wife and children, the player will then be perhaps emotionally attached to Marcelo and his family. If the player makes the wrong decisions regarding the welfare of his family, some of them may die. This is a risk that can intensify the emotional attachment. Malone and Lepper find that using fantasies that players feel very involved in may encourage better retention of the material.

Existing in this fantasy world can lead to a state of flow. Chikszentmihalyi (1990) describes flow as an intense mental state in which a person becomes very absorbed in what he or she is doing. People are motivated to achieve this state of flow, perhaps at an unconscious level, because it is so enjoyable. Chikszentmihalyi describes some very specific aspects that are necessary to obtain the flow state. One of them is the right amount of challenge. If something is too easy, a player can become bored, while if it is too challenging, the player can become discouraged. In Simmigration, the level of challenge is high, unless the player is a historian of the early 1900's. This being said, the challenge is not impossible. Players are given choices of what actions they can take. They are not completely without direction. Chikszentmihalyi also says that flow activities often have this in common:"[they provide] a sense of discovery, a creative feeling of transporting the person into a new reality" (p.74). If the player is absorbed in the game, he or she will be transported, in a sense, to a different time, a different reality. Chikszentmihalyi notes another important aspect to the design of activity that will encourage or facilitate flow. "They have rules that require the learning of skills, they set up goals, they provide feedback, they make control possible. They facilitate concentration and involvement by making the activity as distinct as possible from the so-called "paramount reality" of everyday existence" (p.72). This leads to another very motivating factor of Simmigration: goals.

Malone and Lepper (1987) found that school children preferred games with explicit goals. Simmigration has several different levels of goals. The long-term goal is for Marcelo to bring his family to New York, to provide for them, and to eventually buy a house for them. However, to reach this goal, the player must first achieve a number of smaller goals such as feeding Marcelo, finding him employment, and keeping him healthy. Thus even if the player is unable to achieve the long-term goal, they can be satisfied with obtaining other goals. Malone and Lepper note that in order for the goal to be motivating it must not be certain that the player can achieve it, otherwise known as an "uncertain outcome." This can be achieved in the game through keeping certain information hidden from the player and through random events of life that can occur throughout the game. This uncertainty adds to the challenge of the game. While playing the game, the player will know how close he or she is to achieving a goal through the feedback. This feedback will be given either directly on the screen, on the status bar (such as how much money Marcelo has) and indirectly through the consequences of the choices made. Malone and Lepper say that in order to be motivating, performance feedback must be frequent, clear, constructive, and encouraging. This is accomplished by the very design of Simmigration. There is one optimal path for Marcelo. Rarely does a player stray so far from this path that he or she cannot find the way back. In most cases, a bad decision can be compensated for in consequent decisions.

It is the designers' hope that the factors inherent to Simmigration such as curiosity, challenge, fantasy, flow, clear goals, and feedback will motivate players to navigate Marcelo through his adventure, and that, should they fail at first, they will persevere until they succeed.  


Design Process

Once the group decided that we wanted to do a game dealing with immigration, we were immediately pulled in the direction of a simulation. Perhaps the most difficult idea to convey when teaching about immigration is some empathy for the magnitude of the experience. Immigrants left behind home, family, and culture to go to an entirely new world. We wanted in some way to capture the experience of immigration - how sometimes simple choices could take an immigrant family down a path that would have an impact on their family for generations.

Our first design concept involved using a first-person EverQuest-like game where the player would control the movement and decisions of the character as he interacted in the virtual world. While this concept was being pondered, Dr. Dodge encouraged us to consider using a game structure he is developing called TreeSim. TreeSim is a database-driven, branched decision tree that offers the players the opportunity to make choices to guide their path through the simulation. They would be offered links to web sites that would help them with the decision process or to provide hindsight on a particular decision. The consequences of their decisions might take them through a winding path to the ultimate goal - a home in the suburbs.

Once the TreeSim concept was adopted, we broke the immigration process into logical segments: 1) preparations to leave the homeland, 2) the voyage over and Ellis Island, and 3) establishing a life (lodging and employment) in America. A Backflip shared folder was established for members to share pertinent web resources. A Yahoo! group was set up to allow the sharing of files and to streamline electronic communication.

Group members began the process by researching their portion of the immigrant journey through web and print resources. Then, using Inspiration, the optimal path was laid out. Alternate paths were added to offer variety and to allow players to experience some of the pitfalls of life as an Italian immigrant in America. Members posted Inspiration flowcharts of their portion of the game path to the group site for feedback from other group members.

It was decided that it would be important to keep track of factors such as money and health as essential elements of the simulation and also as a means of comparing levels of success in the game. It was felt that sub-games (such as found in The Oregon Trail) would be a useful motivational tool to build into the game. Because of the nature of the TreeSim engine, sub-games were not considered for this initial design.

One observation shared by most of the group members was how quickly the branching decision tree could become complicated. Several possibilities for scenarios were ignored in this design due to this complexity. Another challenge we faced was how to deal with different levels of decisions. Some decisions, like "Taxi, sir?" require instantaneous responses, while other decisions like whether to accept a job offer may take longer time periods. The TreeSim engine would account for passage of time by requiring an extended pause in the game. Players would have time to research an issue, and then make an informed decision after the imposed pause was over. This would prevent players from racing through the game by choosing options in an attempt to find the optimal path quickly.

Since the TreeSim engine was not yet available, no playable prototype of Simmigration was developed. Playability was simulated by following the flowchart.

A number of lessons were learned in the design of Simmigration. One lesson was the importance of a clear definition of the content and objectives to build into the simulation. Without these constraints, the game design can expand without limit. We also gained an appreciation for the complexity of the task of designing an e-game. The technology used to deliver the game content is meaningless if there is not a well thought out and elegantly designed game to be delivered. Having walked a few hundred yards in the moccasins of a game designer, we can testify that it is a much more difficult task that it appears to be at first glance. However, with organization, planning, and a creative idea even grad students can flesh out a worthy e-game.


References

Books & Journals

  • Aptitude, learning and instruction (pp. 223-253). Hillsdale, NJ: Erlbaum Associates.
  • Csikszentmihalyi, M. (1990). Flow: the psychology of optimal experience. New York, Harper and Row.
  • Hutchinson, E. P. (1956 ) Immigrants and their children, 1850-1950. New York: John Wiley & Sons, Inc.
  • Jordan, E. L. (1939). Americans. A new history of the peoples who settled the Americas. New York: W. W. Norton & Company, Inc.
  • Krause, C. A. (1991). Grandmothers, mothers, and daughters. Oral historires of three generations of ethnic American women. Boston: Twayne Publishers.
  • Malone, T. W., & Lepper, M. R. (1987). Making learning fun: A taxonomy of intrinsic motivations for learning. In R. E. Snoe & M. J. Farr (Eds.).
  • Prensky, M. (2000). Digital game-based learning. New York: McGraw-Hill.
  • Rouse, R., Ogden, S., & Rybczyk, M. B. (2001). Game design: Theory & practice. Plano, TX: Wordware.
    etc.
  • Whyte, W. (1961). Street corner society. The social structure of an Italian slum. Chicago:The University of Chicago Press.

Electronic


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Last updated December 17, 2001