Notes on Precision of Emotion: A New Kind of “Fun” Approach in Educational Games

Let’s begin with… fun is learning. But what is fun anyways? Fun has been defined as:

Lesson: Kids are smarter than you

  • “SimCity is pretty fun, but we aren’t learning anything” — you would think that by the children having fun, they would learn, but its not the case: they came in with a particular expectation/mindset for learning!
  • “Fun is learning” is the beginning, but not the end!
  • 7 universal emotions across all cultures: disgust, contempt, sadness, happiness, fear, anger, surprise -> where is fun? No one emotion corresponds to it
  • Takeaway: fun/learning is not one emotion, but a sequence/process!

 

SOPHIA: The game-learn emotion!

  • Fear -> surprise -> happiness

  • Example: Think about the gut microbiome (ew!) – but it can help us solve a lot of problems (woah!)
  • Some games exhibit more SOPHIA than others
  • Meaningful Games – Make the jump between game model and world model (think Candy Crush vs. Journey), connects to the real world. We should evaluate the effect we are having on the player
  • Alongside the Sophia emotion, we can categorize games by the dominant/core emotion they invoke! Though, Sophia is in all of these


  • In designing for SOPHIA, you must identify the FEAR created by absence of skill, then bring up players into the HAPPINESS of mastery!
  • Sophia is what drives the core emotion
    • Example: God of War drives a feeling of power vs. Animal Crossing driving a feeling of togetherness

 

Mechanics and Emotion

    • Each action in a game creates an emotion: the emotion emerges from the connections between individual mechanics in a game!
    • First, you need to find the emotion: without emotion, argumentation is confusing and unmemorable. Ultimately, we want to always alleviate suffering. 
    • What progression of emotions would make you feel like you had mastery of this skill?
  • Articulate the why – reverse the painful emotions caused by the absence of a particular skill!

 

So what? SOPHIA can help you determine the problems with your game:

  • Lack of clarity of core emotion? Do you have a core emotion?
  • Not enough surprise preceding satisfaction?
  • Lack of tension because the fear isn’t illuminated?

 

Personal Questions

  • How should we determine which set of emotional progression best suits our desired learning goals? How do you evaluate a successful emotional progression?
  • How can we design our mechanics around eliciting particular emotions / creating a particular emotional progression? How much of it is determined by mechanics vs. the narrative/context those mechanics are situated in?

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