The idea behind The Winning Game is that videogames and AI in the software can be used to build an intelligent computer game coach that players can use, and within weeks of playing the game they will begin to see positive changes in their life as they practice the same basic ideas that help them get better at the embedded game.
During play, the game tracks the user and the AI assesses what they are or aren't doing well relative to the winning process.
It can then offer the player specifically calibrated coaching and advice, both in-game and after the game, which when utilized by the player, will result in increased performance.
As the player integrates the coaching model into advancing at successive levels, they will not only get better at the game, but also begin to establish a system where they use self-critical feedback and reflection to drive themselves to continually improve.
While we know that this is the process that many game-players use implicitly, the Winning Game presents this process in a more explicit mechanism for training the user at a higher-level in such skills, so they can apply the process more universally.
When people learn to do this and see the results of such action in the game, they can begin to easily apply the same principles and techniques outside of the game.
After completing a task in the Winning Game players are asked to consider the following questions, regardless of whether they win or lose:
At the end of each round, and the end of the game, the player will be presented with an even deeper assessment of their play, and the ability to choose key reflective points they would like to work on more specifically in the next round of play in the form of a Personal Development Plan.
For example, if the player felt they could have improved their time management skills, the game will recalibrate towards this particular goal in the next round.
This basic element of play-reflect-improve is key to providing the explicit training model the game offers its player.
The Winning Game includes 12 strategies for thinking correctly under pressure (T-CUPS). These include Avoiding Unnecessary Corners, Maintaining Momentum, Awareness of Faulty Tactics and Sticking to the Basics.
Players are given structured opportunities to practice these skills.
To make links between the T-CUPS strategies taught in the Winning Game and the academic learning experience of the pupils, TPLD working in conjunction with teachers have mapped the TCUPS to the indicators linked to the four capacities of the Curriculum for Excellence and Assessment is for Learning (successful learners, confident individuals, responsible citizens and effective contributors).







