Design Better Games! Flow, Motivation, & Fun
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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.
Excerpted with permission, from the Design and Development of Training Games: Practical Guidelines from a Multi-Disciplinary Perspective, by Cambridge University Press, 2013
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