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.
CITATION STYLE
Berkling, K., Faller, H., Piertzik, M., Barendregt, W., & Benton, L. (2018). Uncovering failures of game design for educational content (and how to fix them). In Communications in Computer and Information Science (Vol. 865, pp. 300–324). Springer Verlag. https://doi.org/10.1007/978-3-319-94640-5_15
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