Avoiding Failure in Modern Game Design with Academic Content
A Recipe, an Anti-Pattern and Applications Thereof
Kay Berkling, Heiko Faller and Micha Piertzik
Cooperative State University of Baden W¨ urttemberg, Erzberger Str. 121, Karlsruhe, Germany
Keywords: Games, Content, Design, Addiction, Education, Gamification.
Abstract: Educational Games tend not to be designed by game engineers. They usually do not compare either in graphics
or in addictiveness to small games that people have installed on their mobile devices. In order to understand
why people play today, a survey was conducted to determine players’ explicit and implicit knowledge about
motivators in addictive games. Based on the results of the questionnaire, we studied demographic preferences
and commonalities in order to develop a recipe for the design that fits the general current market. An anti-
pattern was a by-product of this process. Both are then applied towards an analysis of existing games and the
design of a new one.
1 INTRODUCTION
Playing games can be addictive and fun. In contrast,
learning in the official context of education is often
stressful or perceived as a duty (Few, if any, stud-
ies look at the academic stress caused by educational
methods in schools today). Rare are the students who
cannot wait to get up in the morning to continue their
learning from last night, more frequent in first grade
than the later years. To improve the learning ex-
perience, researchers and educators have introduced
games into the classroom in different ways: By using
existing games in class or adding gamification me-
chanics to educational content. Due to the large num-
ber of publications in this area, we focus on literature
overview papers to establish the current status-quo in
this field of study.
1.1 Gamification
Gamification pertains to the analysis of mechanics
that make games fun and then applying these to situ-
ations outside of gaming in order to recreate the feel-
ing of fun or addiction to new applications such as
learning or marketing or the solving of mundane tasks
(rephrased from Oxford Dictionary).
According to (de Sousa Borges et al., 2014), there
have been a number of papers on various topics re-
lating to gamification in education. Very few, how-
ever, deal with actual game design for experience, so-
lution proposal, and validation with respect to master-
ing skills.
Dicheva (Dicheva et al., 2015) lists the papers that
have studied various features in gamification usage
for education. The most frequently studied mechan-
ics in order of popularity are: ’Status’, ’Social En-
gagement’, ’Freedom of Choice’, ’Freedom to Fail’,
’Rapid Feedback’ and ’Goals and Challenges’. Re-
searchers have studied gamification of educational
material and shown that there is a strong interest in
using game mechanics for education.
We believe that there remains a significant gap in
actually designing and validating the use of games
with academic content, going beyond gamification.
1.2 Games
Game-based learning (GBL) builds on existing
games, such as Civilizations, and re-uses it for an ed-
ucational purpose, like economics or history (Squire,
2006; Wiggins, 2016). Games are only starting to
make a very slow move into schools (Dickey, 2013;
Salen, 2011). The idea of using games in education
is sometimes treated differently in the literature and
called Educational Games or Serious Games (for ex-
ample, (Vaz de Carvalho et al., 2016)). These are
designed specifically with academic content in mind.
For the purpose of this paper, we prefer not to distin-
guish between games and serious games (this is not
unusual and seems to agree with the findings in the lit-
erature overview on the subject (Boyle et al., 2016)).
According to Merriam Webster, a game is defined as:
Berkling, K., Faller, H. and Piertzik, M.
Avoiding Failure in Modern Game Design with Academic Content - A Recipe, an Anti-Pattern and Applications Thereof.
DOI: 10.5220/0006281800250036
In Proceedings of the 9th International Conference on Computer Supported Education (CSEDU 2017) - Volume 2, pages 25-36
ISBN: 978-989-758-240-0
Copyright © 2017 by SCITEPRESS – Science and Technology Publications, Lda. All rights reserved
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