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Posts tagged mechanics
What is Player Relevance?

This article covers the concept of player relevance in depth. Specifically, it defines the term “player relevance” for the context of this article. Player agency and its relationship to player relevance will be covered and discussed. The decision space and individual motivations are equally important for determining player relevance. Therefore, this article will discuss both in relationship to the player journey.

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How to teach someone to play a game

This article provides an overview of how you can teach someone to play a game. It describes game literacy as a starting place for helping someone learn how to play a new game. Often, the game that you select should work well for player types, tastes, and experiences.

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What is Grokking?

This article will review the origins of the word “grok” as well as its definitions and what it means. Grokking has been closely attributed to game play and game design; however there are connections to “grokking a game” and mastery learning. This connection will be reviewed in greater depth as well as how curriculum design, student experience, and instructor interaction influences mastery learning. Games-based learning practitioners will learn how to adapt the concept of “grokking” to mastery learning and how to implement feedback loops in mastery learning through games-based learning.

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Score Points

This article will address how versatile points are in their applications. They can be used as a rewards system to help players continue to engage.  Points can also change the player perception of the game through how they gain feedback.  This article will also cover the different design philosophies when incorporating points into games as well as different methods for scoring. Lastly, the article will cover actionable takeaways for building scoring mechanics into your games, serious games, simulations or any other applications of games-based learning.

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Gamer Grind

One of the most characteristic things about today’s crop digital games is the grind. The grind, grindyness, or grinding aspect of some games is an aspect that most gamers have experienced at one time or another.  But what does that mean? How do players experience it? How can designers and educators of games-based learning address the grind in our designs?

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