Game Development Reference
In-Depth Information
“wholes.” If I show you a negative space with a few images
that kind of looks like a polar bear, you will form it into a
polar bear, and recall the schema for polar bear.
Imagen: A component of Paivio's dual-coding theory. The imagen is
a pseudo-visual representation of something you have seen or
heard. It is a visual way to store data. Think about the visual
portion of your memory of a cat—that's an imagen.
Logogen: The corollary component of Paivio's theory. The logogen is
the verbal portion of the memory. If you again think of cat, it
is both the written word c-a-t, and the sound “cat.”
Magic Number: A limitation on human memory processing that stems
from classical psychology. Miller discovered that people could
only store seven (plus or minus two) things in their mind at a
given moment; experiments continue to validate this theory.
Modality Principle: This one is easy: players will learn things more
readily when they are presented as audio speech rather than
on- screen text.
Multimedia Principle: The multimedia principle simply states that
individuals will generally learn better from narrated audio
accompanying images than text accompanying images.
Personalization Principle: In multimedia learning, this involves
the use of avatars, on-screen advisors, and conversational
speech. In games, this is extended to in-character speech.
Conversational and in-character styles of text and conversa-
tion will teach players better than extraneous or stilted text.
Phonological Loop: The portion of working memory dedicated to
sound. When you attempt to recall what a song sounds like,
the sound a cow makes, or any other auditory trace, it is pro-
cessed in the phonological loop. Like the visuospatial sketch-
pad, auditory traces here are added to total cognitive load.
Pretraining Principle: Individuals need to be trained ahead of time
on complex topics so that they are aware of the jargon, terms,
and cognitive chunks that they need to use to solve a problem.
In games, this means incremental level design that allows the
player to “chunk” skill sets appropriately.
Proximal Relevance: A cognitive effect that allows learners to more
easily absorb things that are either temporally or physically
proximal to one another. Seeing the map of the subway next
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