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Learning curves: Analysing pace and challenge in four successful puzzle games

  • Conor Linehan
  • , George Bellord
  • , Ben Kirman
  • , Zachary H. Morford
  • , Bryan Roche

Research output: Chapter in Book/Report/Conference proceedingsConference proceedingpeer-review

Abstract

The pace at which challenges are introduced in a game has long been identified as a key determinant of both the enjoyment and difficulty experienced by game players, and their ability to learn from game play. In order to understand how to best pace challenges in games, there is great value in analysing games already demonstrated as highly engaging. Play-through videos of four puzzle games (Portal, Portal 2 Co-operative mode, Braid and Lemmings), were observed and analysed using metrics derived from a behavioural psychology understanding of how people solve problems. Findings suggest that; 1) the main skills learned in each game are introduced separately, 2) through simple puzzles that require only basic performance of that skill, 3) the player has the opportunity to practice and integrate that skill with previously learned skills, and 4) puzzles increase in complexity until the next new skill is introduced. These data provide practical guidance for designers, support contemporary thinking on the design of learning structures in games, and suggest future directions for empirical research.

Original languageEnglish
Title of host publicationCHI PLAY 2014 - Proceedings of the 2014 Annual Symposium on Computer-Human Interaction in Play
PublisherAssociation for Computing Machinery
Pages181-190
Number of pages10
ISBN (Electronic)9781450330145
DOIs
Publication statusPublished - 19 Oct 2014
Externally publishedYes
Event1st ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2014 - Toronto, Canada
Duration: 19 Oct 201421 Oct 2014

Publication series

NameCHI PLAY 2014 - Proceedings of the 2014 Annual Symposium on Computer-Human Interaction in Play

Conference

Conference1st ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2014
Country/TerritoryCanada
CityToronto
Period19/10/1421/10/14

Keywords

  • Education
  • Gamification
  • Learning curve

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