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2018 | OriginalPaper | Buchkapitel

Uncovering Failures of Game Design for Educational Content (and How to Fix Them)

verfasst von : Kay Berkling, Heiko Faller, Micha Piertzik, Wolmet Barendregt, Laura Benton

Erschienen in: Computers Supported Education

Verlag: Springer International Publishing

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Abstract

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.

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Fußnoten
1
Academic or educational content for our purposes refers to content defined in the context of school.
 
2
This calculation is based on N-1 Chi-Square test as recommended by [10], using the 2-tailed p-value.
 
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Metadaten
Titel
Uncovering Failures of Game Design for Educational Content (and How to Fix Them)
verfasst von
Kay Berkling
Heiko Faller
Micha Piertzik
Wolmet Barendregt
Laura Benton
Copyright-Jahr
2018
DOI
https://doi.org/10.1007/978-3-319-94640-5_15