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Learning the game: Breakdowns, breakthroughs and player strategies

Iacovides, Ioanna; Cox, Anna L. and Knoll, Thomas (2014). Learning the game: Breakdowns, breakthroughs and player strategies. In: CHI'14 Extended Abstracts of the 32nd annual ACM conference on Human factors in computing systems, ACM, New York, USA, pp. 2215–2220.

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DOI (Digital Object Identifier) Link: https://doi.org/10.1145/2559206.2581304
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Abstract

Digital games are rich learning environments that require players to engage with challenging situations in order to progress. Recent research indicates that game-play involves overcoming breakdowns and achieving breakthroughs in relation to player action, understanding and involvement. In particular, breakthroughs involve moments of insight where learning occurs which, in turn, can help increase involvement. However, little is known about how players actually achieve breakthroughs. We applied the breakdown/breakthrough “lens” to explore how players attempt to achieve breakthroughs in relation to two single player games. We identified a finite number of strategies that illustrate how players learn in games. These strategies are considered in relation to producing playable and engaging games.

Item Type: Conference or Workshop Item
Copyright Holders: 2014 The Authors
ISBN: 1-4503-2474-6, 978-1-4503-2474-8
Project Funding Details:
Funded Project NameProject IDFunding Body
CHI+MEDEP/G059063/1EPSRC (Engineering and Physical Sciences Research Council)
Keywords: Games; learning; engagement; player strategies
Academic Unit/School: Learning Teaching and Innovation (LTI) > Institute of Educational Technology (IET)
Learning Teaching and Innovation (LTI)
Interdisciplinary Research Centre: Health and Wellbeing PRA (Priority Research Area)
Item ID: 46985
Depositing User: Ioanna Iacovides
Date Deposited: 11 Aug 2016 15:00
Last Modified: 16 Aug 2017 15:36
URI: http://oro.open.ac.uk/id/eprint/46985
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