Game Decisions
This week, the first reading covers adding learning and fun into applications. While making an app/game you should focus on making sure that learning to use the app/game is not difficult, the app should contain skills that most people already know, don't force them to learn anything new or they might be discouraged to use your app/game. Using pre-existing skills in an app or game means you can start using the app/game quickly and its not that deep.
Here are some hacks for adding features to your app without turning users off:
- Segmenting features by user skill level,
- Layering less commonly used or expert features so they are out of the way,
- Creating a unifying UI metaphor that lets users understand new tools more easily.
- Elegant information architecture and clean visual design.
Most games teach us new skills while also being fun because they use something called exploratory learning.
- You are given a goal
- You aren't told how to reach it
- You can fail ( and be told that you failed)
- You can succeed
- Delight comes when you figure it out on your own
Once the user succeeds in reaching the goal om his/her own, their brain releases chemicals such as dopamine and endorphins.
Here is the link to this first article:
The seconds reading is an academic paper that covers flow experience in computer game playing among Thai university students. The paper did a study to identify behaviour that led to positive consequences and addictive behaviour. The computer playing behaviour could be divided into cognitive flow and emotional flow, if a student had a cognitive flow experience they were more likely to experience a positive outcome. If a player had an emotional flow it could lead to contentment, intense concentration and low consciousness which is more likely to cause the player to have a negative outcome.
Link to academic paper:
At the end we watch a video that explains what flow theory is in game design.
We can use flow theory to make our game better in many ways.
This is a progression through flow:
- Present player with challenge
- Player achieves a flow state
- Maintain the flow state
The video also covers the idea of anxiety and boredom in relation to challenges in the game.
Here is the link to the video:
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