The things we learned on Liberty Island: designing games to help people become competent game players
Keywords:
learning, play, activity theory, game designAbstract
The relationship between games and learning has, predominantly, either treated games as potential educational content or only considered the social contexts of learning from games at a general level. A methodology has been developed that permits the detailed analysis of how people learn from particular instances of game play. This is used to study two approaches to playing Deus Ex, one involving the training level and one neglecting this. The study reveals what players learnt, the playing strategies they developed, the way in which these strategies evolved and also how previous experience was transferred to this new context. Conclusions are drawn about the value of training levels and the importance of designing games in a way that recognizes previous gaming experience. The study also has implications for defining game genres, for decisions about the inclusion of design features such as quick saves and for the design of AI scripts.Downloads
Published
2005-01-01
Bibtex
@Conference{digra241, title ="The things we learned on Liberty Island: designing games to help people become competent game players", year = "2005", author = "Oliver, Martin and Pelletier, Caroline", publisher = "DiGRA", address = "Tampere", howpublished = "\url{https://dl.digra.org/index.php/dl/article/view/241}", booktitle = "Proceedings of DiGRA 2005 Conference: Changing Views: Worlds in Play"}
Proceedings
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Papers
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© Authors & Digital Games Research Association DiGRA. Personal and educational classroom use of this paper is
allowed, commercial use requires specific permission from the author.