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Uncovering Failures of Game Design for Educational Content (and How to Fix Them)

Chapter in book
Authors Kay Berkling
Heiko Faller
Micha Piertzik
Wolmet Barendregt
Laura Benton
Published in Computers Supported Education
Pages 300-324
ISBN 978-3-319-94639-9
Publisher Springer International Publishing AG, part of Springer Nature
Publication year 2018
Published at Department of Applied Information Technology (GU)
Pages 300-324
Language en
Keywords Games - Content - Design - Addiction - Education - Gamification - Analysis
Subject categories Human Computer Interaction


More than 800 users from a cross-section of ages and gender were asked about the games they play and what motivates them to play these. The answers were cross-matched with game features. Based on this match and subjective answers of those surveyed, a pattern emerges for the essential ingredients of addictive games across these demographics, as well as an anti-pattern. With the derived pattern and anti-pattern several games and real-world scenarios can be designed and existing ones analyzed. Examples show how the pattern or anti-pattern can be applied and elucidate which key ingredients tend to be missing.

Page Manager: Webmaster|Last update: 9/11/2012

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