Design Better Games! Flow, Motivation, & Fun

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Authors
Guerrero, Michael
Murphy, Curtiss
Chertoff, Dustin
Moffitt, Kerry
Subjects
games
learning games
game design
flow, motivation
fun
learning
Advisors
Date of Issue
2013
Date
2013
Publisher
Language
Abstract
In a 2010 Ted conference, Ali Car-Chellman offered this criticism of our industry: “Most of the educational games that are out there today are really flash-cards. They are glorified drill-and-practice. They don’t have the depth and rich narrative that really engaging video games have” (Car-Chellman, 2010). She concludes with this challenge: “We need to design better games.” This chapter will address her challenge. In this chapter, we will explore Flow, Motivation, and Fun. We will dissect how the entertainment industry creates really engaging video games. We will unravel the science of why people become engaged and learn guidelines that promote flow. We will explore how motivation works and what fun really means. Throughout the chapter, we will highlight some of the best examples and most effective techniques. By the end, you will know how to use flow, motivation, and fun to design better games.
Type
Book Chapter
Description
Excerpted with permission, from the Design and Development of Training Games: Practical Guidelines from a Multi-Disciplinary Perspective, by Cambridge University Press, 2013
Series/Report No
Department
Organization
Naval Postgraduate School (U.S.)
Identifiers
NPS Report Number
Sponsors
Funder
Format
28 p.
Citation
Distribution Statement
Rights
This publication is a work of the U.S. Government as defined in Title 17, United States Code, Section 101. Copyright protection is not available for this work in the United States.
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