Game Decisions

 the first reading talks about the generic game of "Rescuing a princess", more specifically in apps. it talked about the basic skills and tools in the game that you learn as you play along with the main example being super mario bros and we all have played one mario game at least once in our life so we know what it is on about. The objective is to have 'Fun' and they do this by having what is called "exploratory learning". It means exactly as it sounds - you learn by exploring the world around, like real life. it consists of having a goal but not told how to reach it, having the ability to fail until you learn (or give up for a couple years and then realize you were in fact just dumb - speaking from painful personal experience), and once you reach the goal, you are delighted. you can make the game as simple or complex in detail and tools as you like by having an inventory, a health bar and levels.


the second reading talked about the flow experience in a computer game. It can be divided into cognitive flow and emotional flow. A player with cognitive flow would analyze, plan and set a goal and be aware of self improvement that would gain them a positive outcome. A player with emotional flow would have intense concentration and low consciousness which could cause psychological and physical impact.

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