Tuesday, February 14, 2017

Video Game Seduction Secrets


Video Game Seduction Secrets

Playing games provide an effective learning environment wherein there is no punishment in the virtual world for making mistakes but rather an encouragement to try new adventures without judgment.  Having that open-ended freedom to explore the learning environment promotes positive critical thinkers to solve theoretical issues. So, implementing games into the classroom can work in the same manner to have students play educational games that encourage a variety of problem-solving strategies without penalty. The students can have free range to think outside the box to solve complex problems in a manner that best suits them without judgment. Overall, games permit players to have creative control and set the pace of how they will conquer the journey without set perimeters.

Secondly, including interesting educational tools like magic wands or keys that unlock mystery doors to the next adventure, promotes engagement in the learning process.  Learners out of curiosity want to succeed to the next level because of the mystery bonuses and items that await them in their educational journey.  The “acquire, test, master model” engages learners to experiment within the virtual world and challenge themselves to evolve through intuition (Stuart, 2011). Games like Portal 2 used the concept of puzzling challenges to promote experimentation continually with the virtual world and rely on the players to use their reasoning on how to solve the problems. Overall, the tools are an added exploratory feature embedded to enhance the learner’s quest to progress through the game.

Notably, games like The Sims games allows the player to control how the virtual humans will live in their virtual world. The player essentially controls when and how they eat, sleep, and interact in the virtual world. To some extent, players have the creative control to strategize how they will interact with the virtual world. In an educational setting, students to a certain degree have control over their learning environment. Respectively, whether the student is actively or passively involved in the gaming experience is their choice.

The gaming industry uses the senses of curiosity and motivation in creating engaging games. Students will engage in games that peak their curiosity and provide rewards along the way to keep them motivated to learn. Game developers strive to incorporate twist and unexpected adventures along the educational journey to keep learners on their edge of their seat for the climax of the story. The players enjoy the interactive challenges because it provides them control over their destiny. However, once the player reaches their desired destiny, they are self-fulfilled in their accomplishments. 

Furthermore, when it comes to the design of accolades in a game, students enjoy being celebrated for their hard work but also enjoy the motivational rewards when they fail the game. These reward designs provide a disproportionate feedback that gives the player a sense of accomplishment and empowers them to be life-long learners. Surprisingly, the theory of disproportionate feedback can be celebrated in a win or lose situation.  Oddly enough the disproportionate feedback can be looked upon as a positive reinforcement in the learning design.  

In conclusion, games are not seen as a waste of time now but rather a way to fulfill the intrinsic human need to have control and acceptance. The students desire to have control over how they learn and embrace changes that are vital to their learning process. Educational games need an array of options that are relatable to the student’s needs. Embedding accolades that are positive and negative build the learner’s confidence to stay motivated in the learning process no matter how complicated it may get. The overall design concept in games is the virtual control to manipulate how to succeeded in the learning journey.

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