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The things we learned on Liberty Island: designing games to help people become competent game players

Abstract

The growing interest in the relationship between games and learning has, to date, be dominated by two traditions of work. The first treats games as potential educational content; the second considers the social contexts of learning from games, but only 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 approach is used here to study two approaches to playing Deus Ex, one involving the training level and one neglecting this. The analysis revealed the things players learnt, the strategies they developed to progress through the game, the way in which these strategies evolved and also the way in which previous experience was transferred to this new context of play. This analysis permits conclusions to be drawn about the value of training levels and the importance of designing games in a way that recognizes previous gaming experience. The analysis 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

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