I read the article, The Seduction Secrets of Video Game Designers by Keith Stuart. He discusses the secrets that designers use to make their games so successful.
The first secret is that failure is ok. It is even welcomed. People need to feel comfortable trying new things and failing without being judged. How perfect would the classroom setting be if every student felt comfortable enough to take risks because they weren’t afraid of being judged by their peers or penalized for the wrong answer?
Another secret is the acquire, test, master model. This design allows players the time to experiment. They need time to master a skill before moving on to the next level. They can take as much time as they need and work at their own pace before moving on to the next task.
Another secret is game autonomy. The player feels in control and has authority. Who doesn’t want to be in control of the world? While playing in the game, if the player does something well, they will always be recognized. They never do a job well done without getting recognition like in the real world.
Unexpected rewards are another intrinsic motivator. These rewards are those that occur more than just for beating a level. Everyone enjoys a nice surprise every now and then.
Disproportionate feedback is another secret to successful game design. This means that every accomplishment is celebrated. This does not just mean a little celebration. Even the little accomplishments are overly emphasized. They go over the top. “This is an endorphin come-on.”
Stuart ends his article stating, “So games aren’t just about wasting time. They fulfil intrinsic human needs, whether we are conscious of it or not.” If we can meet these needs of our students through games, we can unlock a whole new dimension of learning.
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