Game Development Reference
In-Depth Information
well, as they reward the player both quantitatively (with points and items and
power-ups and in-game related collectibles). They also reward the player
qualitatively by inducing visceral reactions that feel good. These include be-
ing rewarded with on-screen particle effects, visually appealing cut scenes,
explosions, sound effects, on screen animation, and so on. Slot machine de-
velopers know this lesson well as they play sounds and animations that elicit
a feel-good response and reward payouts that condition the player to engage
in the positive behavior of playing the game.
Emotional attachment : Games that build an emotional attachment in their
players are more likely to garner active play and attention from their users.
This results in higher retention of the learning objectives. But how do you en-
gineer attachment into a design? One way is the use of avatars. It turns out
that, as the player controls a character in the game, guides his or her actions,
customizes his or her appearance, and otherwise invests time and energy in
it, he or she may build an attachment to the avatar as it can become an ex-
tension of the player's self.
Cognitive flow : Have you ever participated in a task and lost track of time?
Psychologists call this the state of flow, and it is known that in this heightened
state of engagement, the brain is working at its best and learning potential
is increased. We try and encourage the player to enter a state of flow in e-
learning games by providing an immersive experience as well by asking the
player to complete tasks that are challenging, interesting, and in scenarios
with just enough emotional pressure or excitation to keep it interesting.
Safe practice environment : Video games and real-time simulations are
good training vehicles because they are inherently safe. The player can prac-
tice a skill inside a game without any risk of bodily harm by repeating it in
a virtual environment; this enables the player to experience freedom from
physical repercussions and encourages exploration and active learning.
An astute reader may ask "What is the difference between e-learning games and
consumer games?". This is a good question, which we would answer with "the learn-
ing outcomes themselves". A consumer game aims to teach the player how to play
the game, how to master the mechanics, how to navigate the levels, and so on.
An e-learning game uses the same design principles as consumer games, with the
primary goal of achieving retention of the learning outcomes.
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