Serious Games: Attributes of games
Attributes of games
Games of emergence vs. games of progression
- Jesper Juul notes that games, in particular computer games, present challenge to the player in one of two ways: “Emergence” (simple rules combining into interesting variation, and “Progression” (serially introduced challenges).
- Emergence: a number of simple rules combining to form interesting variation
- Progression: separate challenges presented serially
Chess, board games, card games and strategy games are good examples of the emergence type of game. A small number of rules combine to create enormous variation. These games tend to be played over and over, with infinite strategies.
Progression games present a fixed sequence of events, with each challenge requiring a predefined set of actions to complete it. The old game Myst was a good example of this type, as are many adventure games.
Interactivity
Representation
Challenge
“Challenge” can mean very different things depending on the game. It can be the mystery to be unraveled, a problem to be solved, or it can involve more perceived conflict and risk to the player: beating the clock, defeating opponents, or keeping your own character alive in the face of multiple threats. It is possible to have a very challenging game with little perceived in-game risk, but usually conflict and competition come into play.
- Ahdell, Rolf and Andresen, Guttorm. Games and simulations in workplace eLearning: How to align eLearning content with learner needs (Study that seems to show that Interactivity is the most significant contributor to engagement)
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The Open and the Closed: Games of Emergence and Games of Progression
- Crawford, Chris. “The Art of Computer Game Design“. 1982.
- Wilson, Katherine A., et. al. “Relationships Between Game Attributes and Learning Outcomes: Review and Research Proposals“.
- Some researchers have attempted to list a complete taxonomy of types of games (too many to list here, but they can be found at Serious Games.org).