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Skill stages - To manage task progression, gameplay was subdivided into four skill
stages, drawing on the 'Three Phases of Skill Learning' [19] and the principles of
achieving a skilled performance [9]. A skill stage has five components: the challenge
to be undertaken, tasks contributing to the challenge, feedback on tasks, rewards for
task completion, and progression to the next skill stage. This logical structure guides
the pacing of goal orientated progression, by building on levels of complexity and
challenge. Ideally, this progression creates Flow [5], as challenge and skill increase
simultaneously to balance player anxiety and boredom. Level 1 is a tutorial level,
sitting in the Cognitive or Early phase of skill learning, 'Where a learner tries to un-
derstand the task and what is being demanded of them' [9]. The design allows the
player to learn the game interface, control system and ground-based management
options. Within Level 1, skill stages progress in complexity and size. Skill Stage 1
starts with basic tree monitoring in 1 hectare of playable space, increasing to the com-
plete tool box of ground control strategies across 61 hectares by Skill Stage 4 (Fig. 1).
Fig. 1. Map of skill stage tasks increasing in difficulty and spatial complexity
The User Interface (UI) - Supporting and contextual gameplay features were de-
veloped within the skill stages, using the narrative to tie them together. The UI was
designed to deliver a cohesive user experience throughout the skill stages. From the
control tree (see Translation Space), the player accesses game controls, sets out to
explore a 3D forest environment, interacts with the feedback and reward system, and
meets Liana, who guides the player through the gameplay missions (see Engine).
Rewards and Feedback - Feedback on individual tasks is delivered via the Log-
book , giving feedback from the sim (e.g. tree health after a monitoring operation,
number of possums trapped after a trapping operation), allowing players to interact
directly with the underlying science. Indirect feedback is provided by updating the
forest health status, which is tracked by in-game status graphs, and by visually updat-
ing the displayed trees to show possum browse and canopy recovery. The game also
features a native birdlife nurture system . During level 1, the player is awarded a kiwi
egg, which they must attempt to hatch and release into the sanctuary. Successful man-
agement intervention to complete a gameplay mission gives the player science points ,
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