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

Intro

  • Different theories of fun: fun is learning, fun isn’t’ important etc
  • Lesson 1: Kids are smarter than you
    • Kids said the game was fun but they’re not learning anything 
    • TLDR: fun is learning is the beginning, not the end 
  • The emotion lens: identified 7 universal emotions across all cultures. But none related to fun -> fun/learning isn’t one emotion -> but a sequence or process

 

“Sophia” Lens

  • “Sophia”: The game learn emotion: fun is cognitive mechanical process by which we convert fear into happiness through surprise 
    • Analogy to learning about human microbiome
  • Some games have more “Sophia” than others
    • Connection to real world 
    • Exploring a confusing space and creating order 
  • Meaningful games make the jump between game model and world model 
    • E.g candy crush: closed system 
    • E.g. Journey: connects to world model -> meaningful game + sticky
  • An emotional taxonomy of games: fear, speed, fiero, together, complicity
    • All game genres have at least a bit of Sophia in them
  • Sophia is the engine, and the engine drives the core emotion
  • When we make learning games, we know the effect we want to achieve, but the trick is finding the emotion -> what progression of emotions do we want to have? (e.g. “this si complicated but i feel strong and smart”)
  • Sophia is a lens with which to view your game.
    • Could your problem be…
      • Lack of clarity of core emotion?
      • Not enough surprise preceding satisfaction?
      • Lack of tension because the fear is not illuminated?

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