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Uncovering Failures...
Uncovering Failures of Game Design for Educational Content (and How to Fix Them)
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Berkling, Kay (författare)
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Faller, Heiko (författare)
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Piertzik, Micha (författare)
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- Barendregt, Wolmet (författare)
- Gothenburg University,Göteborgs universitet,Institutionen för tillämpad informationsteknologi (GU),Department of Applied Information Technology (GU)
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Benton, Laura (författare)
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(creator_code:org_t)
- 2018-07-25
- 2018
- Engelska.
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Ingår i: Computers Supported Education. - Cham : Springer International Publishing AG, part of Springer Nature. - 9783319946399 ; , s. 300-324
- Relaterad länk:
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https://discovery.uc...
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https://gup.ub.gu.se...
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https://doi.org/10.1...
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Abstract
Ämnesord
Stäng
- More than 800 users from a cross-section of ages and gender were asked about the games they play and what motivates them to play these. The answers were cross-matched with game features. Based on this match and subjective answers of those surveyed, a pattern emerges for the essential ingredients of addictive games across these demographics, as well as an anti-pattern. With the derived pattern and anti-pattern several games and real-world scenarios can be designed and existing ones analyzed. Examples show how the pattern or anti-pattern can be applied and elucidate which key ingredients tend to be missing.
Ämnesord
- NATURVETENSKAP -- Data- och informationsvetenskap -- Människa-datorinteraktion (hsv//swe)
- NATURAL SCIENCES -- Computer and Information Sciences -- Human Computer Interaction (hsv//eng)
Nyckelord
- Games - Content - Design - Addiction - Education - Gamification - Analysis
Publikations- och innehållstyp
- ref (ämneskategori)
- kap (ämneskategori)
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