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	<title>Ideas - Ludogogy</title>
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	<description>Games-based learning. Gamification. Playful Design</description>
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	<title>Ideas - Ludogogy</title>
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		<title>Do Artists See Differently? Art as a Training Ground for Thinking</title>
		<link>https://ludogogy.professorgame.com/do-artists-see-differently-art-as-a-training-ground-for-thinking/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=do-artists-see-differently-art-as-a-training-ground-for-thinking</link>
					<comments>https://ludogogy.professorgame.com/do-artists-see-differently-art-as-a-training-ground-for-thinking/#respond</comments>
		
		<dc:creator><![CDATA[Sarah]]></dc:creator>
		<pubDate>Fri, 20 Feb 2026 15:48:50 +0000</pubDate>
				<category><![CDATA[Ideas]]></category>
		<guid isPermaLink="false">https://ludogogy.professorgame.com/?p=9049</guid>

					<description><![CDATA[<p>Artists are often described as people who “see differently”. What if that difference is not mystical, but methodological? What if the processes embedded in artistic practice — layering, reframing, composition, iteration, and the types of <a class="mh-excerpt-more" href="https://ludogogy.professorgame.com/do-artists-see-differently-art-as-a-training-ground-for-thinking/" title="Do Artists See Differently? Art as a Training Ground for Thinking">[...]</a></p>
<p>The post <a href="https://ludogogy.professorgame.com/do-artists-see-differently-art-as-a-training-ground-for-thinking/">Do Artists See Differently? Art as a Training Ground for Thinking</a> first appeared on <a href="https://ludogogy.professorgame.com">Ludogogy</a>.</p>]]></description>
										<content:encoded><![CDATA[<p>Artists are often described as people who “see differently”. What if that difference is not mystical, but methodological? What if the processes embedded in artistic practice — layering, reframing, composition, iteration, and the types of ‘seeing’ involved in observing subjects and making art, are forms of disciplined thinking that can be made visible and shared?</p>



<p>As part of developing a participatory art methodology, I am exploring whether specific artistic processes may strengthen particular thinking capabilities. The following small selection of proposed activities are hypotheses about the link between art seeing and making and cognitive modes and capabilities, containing working assumptions that will be tested through participatory research.</p>



<h2 class="wp-block-heading">Emotional vs Structural Reading</h2>


<div class="wp-block-image">
<figure class="aligncenter size-large"><img fetchpriority="high" decoding="async" width="1024" height="710" src="https://ludogogy.professorgame.com/wp-content/uploads/2026/02/KingfisherI-1024x710.jpg" alt="An abstract painting of misty blues and neutrals with a bold orange shape representing the flight path of a kingfisher" class="wp-image-9051" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2026/02/KingfisherI-1024x710.jpg 1024w, https://ludogogy.professorgame.com/wp-content/uploads/2026/02/KingfisherI-300x208.jpg 300w, https://ludogogy.professorgame.com/wp-content/uploads/2026/02/KingfisherI-768x533.jpg 768w, https://ludogogy.professorgame.com/wp-content/uploads/2026/02/KingfisherI-1536x1065.jpg 1536w, https://ludogogy.professorgame.com/wp-content/uploads/2026/02/KingfisherI.jpg 1573w" sizes="(max-width: 1024px) 100vw, 1024px" /></figure>
</div>


<p><br>An appreciation exercise. Participants first respond to prompts designed to elicit emotional reaction. What does this feel like? Where does your eye settle? What mood is present? They then shift to structural analysis: How is the composition constructed? Where are the weight, balance and directional forces? How is this work put together? What processes and techniques can you infer?</p>



<p>This dual reading is assumed to strengthen <em>integrative thinking</em>, the ability to hold emotional and analytical interpretations simultaneously. It may also support <em>metacognition</em> (awareness of how we form judgements) and <em>cognitive flexibility</em>, as participants consciously switch interpretive modes rather than collapsing one into the other.</p>



<h2 class="wp-block-heading">Iterative Collage for Composition and Value</h2>


<div class="wp-block-image">
<figure class="aligncenter size-large"><img decoding="async" width="1024" height="576" src="https://ludogogy.professorgame.com/wp-content/uploads/2026/02/20250722_221035-1024x576.jpg" alt="Monochrome collage" class="wp-image-9052" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2026/02/20250722_221035-1024x576.jpg 1024w, https://ludogogy.professorgame.com/wp-content/uploads/2026/02/20250722_221035-300x169.jpg 300w, https://ludogogy.professorgame.com/wp-content/uploads/2026/02/20250722_221035-768x432.jpg 768w, https://ludogogy.professorgame.com/wp-content/uploads/2026/02/20250722_221035-1536x864.jpg 1536w, https://ludogogy.professorgame.com/wp-content/uploads/2026/02/20250722_221035-2048x1152.jpg 2048w, https://ludogogy.professorgame.com/wp-content/uploads/2026/02/20250722_221035-678x381.jpg 678w" sizes="(max-width: 1024px) 100vw, 1024px" /></figure>
</div>


<p><br>Participants create rapid abstract collages focused on composition and tonal value. The pieces themselves have been made using a limited palette of black, white and greys and rapid mark-making. Pieces are rearranged, reduced and rebuilt across several iterations.</p>



<p>This process appears to model <em>problem solving</em> through visible trial and adjustment. It may also strengthen <em>critical thinking</em> (evaluating what works visually), <em>reframing</em> (restructuring rather than discarding), <em>systems thinking</em> (understanding relationships between parts), and <em>prioritisation</em> (deciding what to remove or emphasise). Because collage allows quick change, it encourages iterative evaluation and refinement.</p>



<h2 class="wp-block-heading">Slow Looking and Narrative Framing</h2>


<div class="wp-block-image">
<figure class="aligncenter size-large"><img decoding="async" width="1024" height="728" src="https://ludogogy.professorgame.com/wp-content/uploads/2026/02/riverwalk-1024x728.jpg" alt="Complex, deeply layered abstract painting" class="wp-image-9054" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2026/02/riverwalk-1024x728.jpg 1024w, https://ludogogy.professorgame.com/wp-content/uploads/2026/02/riverwalk-300x213.jpg 300w, https://ludogogy.professorgame.com/wp-content/uploads/2026/02/riverwalk-768x546.jpg 768w, https://ludogogy.professorgame.com/wp-content/uploads/2026/02/riverwalk-1536x1092.jpg 1536w, https://ludogogy.professorgame.com/wp-content/uploads/2026/02/riverwalk.jpg 1599w" sizes="(max-width: 1024px) 100vw, 1024px" /></figure>
</div>


<p><br>In this appreciation exercise, participants spend extended time observing a piece, first recording only what they can objectively see. Interpretations and narratives are introduced later.</p>



<p>The distinction between observation and inference is assumed to strengthen <em>critical discernment</em> and <em>bias awareness</em>. By comparing different participants’ narratives, the exercise may also support<em> perspective-taking</em> and <em>recognition of perceptual diversity</em>, revealing how interpretation is shaped by prior assumptions and context.</p>



<h2 class="wp-block-heading">Drypoint Printmaking Using Recycled CDs</h2>


<div class="wp-block-image">
<figure class="aligncenter size-large"><img loading="lazy" decoding="async" width="768" height="1024" src="https://ludogogy.professorgame.com/wp-content/uploads/2026/02/pisces-768x1024.jpg" alt="A a drypoint print from a recycled CD - two fish chasing each other's tails. Pisces" class="wp-image-9055" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2026/02/pisces-768x1024.jpg 768w, https://ludogogy.professorgame.com/wp-content/uploads/2026/02/pisces-225x300.jpg 225w, https://ludogogy.professorgame.com/wp-content/uploads/2026/02/pisces.jpg 1080w" sizes="auto, (max-width: 768px) 100vw, 768px" /></figure>
</div>


<p><br>Participants are first shown how a drypoint print is made and are given access to a prepared plate to study. They can examine how the image sits within the scratched surface and how ink is held in the incised lines. They are then provided with a range of materials some or all of which may be useful during the process, and asked to work out how to prepare their own plate.</p>



<p>The shiny surface of the CD makes image transfer difficult. Participants must experiment: how can a design be transferred accurately? Some may discover that applying a thin layer of matt acrylic paint allows carbon paper marks to be discerned, making transfer far easier. Others may test alternative approaches.</p>



<p>This activity is assumed to strengthen <em>problem solving under constraint</em>, as participants navigate material resistance and incomplete instruction. It may also develop <em>experimental thinking</em>, <em>hypothesis testing</em>, and <em>resourcefulness</em>, as individuals test, fail, adjust and refine. The process foregrounds the relationship between observation, inference and practical adaptation, mirroring the way complex challenges often require <em>material intelligence</em> as much as conceptual clarity.</p>



<h2 class="wp-block-heading">Layered Gelli Plate Collage Papers</h2>


<div class="wp-block-image">
<figure class="aligncenter size-large"><img loading="lazy" decoding="async" width="1024" height="1024" src="https://ludogogy.professorgame.com/wp-content/uploads/2026/02/gelPrint-1024x1024.jpg" alt="Textured gelplate monoprint" class="wp-image-9056" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2026/02/gelPrint-1024x1024.jpg 1024w, https://ludogogy.professorgame.com/wp-content/uploads/2026/02/gelPrint-300x300.jpg 300w, https://ludogogy.professorgame.com/wp-content/uploads/2026/02/gelPrint-150x150.jpg 150w, https://ludogogy.professorgame.com/wp-content/uploads/2026/02/gelPrint-768x768.jpg 768w, https://ludogogy.professorgame.com/wp-content/uploads/2026/02/gelPrint-1536x1536.jpg 1536w, https://ludogogy.professorgame.com/wp-content/uploads/2026/02/gelPrint-2048x2048.jpg 2048w, https://ludogogy.professorgame.com/wp-content/uploads/2026/02/gelPrint-268x268.jpg 268w" sizes="auto, (max-width: 1024px) 100vw, 1024px" /></figure>
</div>


<p><br>Participants build layered papers through successive gelli plate prints, responding to what emerges rather than pre-planning a final image.</p>



<p>This process foregrounds <em>emergent thinking</em>, responding to evolving conditions rather than executing a fixed design. It may also cultivate <em>ambiguity tolerance</em>, <em>adaptive iteration</em>, and <em>pattern recognition</em>, as participants identify possibilities within partially formed layers.</p>



<h2 class="wp-block-heading">Grid Drawing and Repeated Mark-Making</h2>


<div class="wp-block-image">
<figure class="aligncenter size-large"><img loading="lazy" decoding="async" width="744" height="1024" src="https://ludogogy.professorgame.com/wp-content/uploads/2026/02/Scan_20260105-6-744x1024.jpg" alt="Sketchbook study, grid drawing with yellow and violet palette and collage pieces." class="wp-image-9057" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2026/02/Scan_20260105-6-744x1024.jpg 744w, https://ludogogy.professorgame.com/wp-content/uploads/2026/02/Scan_20260105-6-218x300.jpg 218w, https://ludogogy.professorgame.com/wp-content/uploads/2026/02/Scan_20260105-6-768x1057.jpg 768w, https://ludogogy.professorgame.com/wp-content/uploads/2026/02/Scan_20260105-6-1116x1536.jpg 1116w, https://ludogogy.professorgame.com/wp-content/uploads/2026/02/Scan_20260105-6-1488x2048.jpg 1488w, https://ludogogy.professorgame.com/wp-content/uploads/2026/02/Scan_20260105-6-scaled.jpg 1860w" sizes="auto, (max-width: 744px) 100vw, 744px" /></figure>
</div>


<p><br>Participants work within a grid structure, producing a series of small compositions using the same limited colour palette and collage materials. Through repeated mark-making, patterns begin to emerge — some intentional, others accidental. Small shifts in pressure, spacing or placement generate visible variation across the grid.</p>



<p>This activity is assumed to strengthen <em>pattern recognition</em>, as participants notice relationships across multiple iterations. Repetition supports attentional discipline and <em>sensitivity to variation</em>, training the eye to detect subtle differences rather than dramatic contrast. Working within a grid may also cultivate <em>structural thinking</em>, as each unit must function independently while contributing to the coherence of the whole.</p>



<p>After completing the grid, participants are invited to select “favourites” and justify their choices. This stage introduces <em>evaluative judgement</em>, requiring participants to articulate criteria rather than relying solely on instinct. The act of comparing pieces supports <em>reflective analysis</em>, <em>prioritisation</em>, and <em>metacognition</em>, becoming aware of why certain solutions feel stronger or more resolved.</p>



<p>By combining repetition with comparison and justification, the grid becomes not only a compositional device but a training ground for informed decision-making.</p>



<h2 class="wp-block-heading">From Artistic Process to Thinking Capability</h2>



<p>These activities do not assume that art automatically produces better thinking. Rather, they begin with a hypothesis: that artistic processes contain embedded cognitive disciplines. For example, composition trains prioritisation; layering models complexity; iteration normalises adaptation; slow looking reveals differences in perception.</p>



<p>The next stage of this work is to test these assumptions systematically. If artists do “see differently”, it may be because they practise forms of thinking that are structured, embodied and materially grounded. By making those practices explicit and participatory, it may be possible to strengthen thinking capability more widely.</p><p>The post <a href="https://ludogogy.professorgame.com/do-artists-see-differently-art-as-a-training-ground-for-thinking/">Do Artists See Differently? Art as a Training Ground for Thinking</a> first appeared on <a href="https://ludogogy.professorgame.com">Ludogogy</a>.</p>]]></content:encoded>
					
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			</item>
		<item>
		<title>How do you Design Games for Flow State</title>
		<link>https://ludogogy.professorgame.com/how-do-you-design-games-for-flow-state/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=how-do-you-design-games-for-flow-state</link>
					<comments>https://ludogogy.professorgame.com/how-do-you-design-games-for-flow-state/#respond</comments>
		
		<dc:creator><![CDATA[Dave Eng]]></dc:creator>
		<pubDate>Fri, 26 Jan 2024 11:33:09 +0000</pubDate>
				<category><![CDATA[Ideas]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Learning]]></category>
		<category><![CDATA[Motivation]]></category>
		<category><![CDATA[Play]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Player Experience]]></category>
		<guid isPermaLink="false">https://ludogogy.co.uk/?p=8926&#038;preview=true&#038;preview_id=8926</guid>

					<description><![CDATA[<p>Flow is a sought after experience in games - engaging and enthralling because players lose sense of time / space and are completely engrossed in the game world. <a class="mh-excerpt-more" href="https://ludogogy.professorgame.com/how-do-you-design-games-for-flow-state/" title="How do you Design Games for Flow State">[...]</a></p>
<p>The post <a href="https://ludogogy.professorgame.com/how-do-you-design-games-for-flow-state/">How do you Design Games for Flow State</a> first appeared on <a href="https://ludogogy.professorgame.com">Ludogogy</a>.</p>]]></description>
										<content:encoded><![CDATA[<p><strong>This article was originally published at <a href="https://www.universityxp.com/blog/2022/6/28/how-do-you-design-games-for-flow-state" target="_blank" rel="noopener" title="">UniversityXP</a> and is re-published in Ludogogy by permission of the author.</strong></p>



<p><a href="https://www.universityxp.com/blog/2019/10/1/flow-state" target="_blank" rel="noopener" title=""><strong>Flow</strong></a> is a really sought after experience in game design. It’s really engaging and enthralling because players lose a sense of time and space when they are in the <a href="https://www.universityxp.com/blog/2019/10/1/flow-state" target="_blank" rel="noopener" title=""><strong>flow state</strong></a>. They become lost and completely enveloped in the game world.</p>



<p>But designing a game to engage players’ <a href="https://www.universityxp.com/blog/2019/10/1/flow-state" target="_blank" rel="noopener" title=""><strong>flow states</strong></a> is not an easy feat to accomplish. So, just how do you design games to that take advantage of this <a href="https://www.universityxp.com/blog/2019/10/1/flow-state" target="_blank" rel="noopener" title=""><strong>flow state</strong></a>?</p>


<div class="wp-block-image">
<figure class="aligncenter size-full is-resized"><a href="https://www.backerkit.com/call_to_action/8a360b06-862b-4d1a-8055-c9323427a07a/landing" target="_blank" rel="noreferrer noopener"><img loading="lazy" decoding="async" width="360" height="180" src="https://ludogogy.co.uk/wp-content/uploads/2023/05/LaunchesTBA.png" alt="" class="wp-image-8434" style="width:360px;height:180px" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA.png 360w, https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA-300x150.png 300w" sizes="auto, (max-width: 360px) 100vw, 360px" /></a></figure>
</div>


<p>This article outlines and describes the <a href="https://www.universityxp.com/blog/2019/10/1/flow-state" target="_blank" rel="noopener" title=""><strong>flow state</strong></a> in the <a href="https://ludogogy.co.uk/the-player-experience-of-games/" target="_blank" rel="noopener" title=""><strong>player experience</strong></a>. It’ll also explain the most important and influential reasons for designing for <a href="https://www.universityxp.com/blog/2019/10/1/flow-state" target="_blank" rel="noopener" title=""><strong>flow</strong></a>. <a href="https://www.universityxp.com/blog/2019/10/1/flow-state" target="_blank" rel="noopener" title=""><strong>Flow state</strong></a> is comprised of a balance of <a href="https://ludogogy.co.uk/designing-learning-games-with-players-in-mind/" target="_blank" rel="noopener" title=""><strong>goals</strong></a> and <a href="https://ludogogy.co.uk/focus-on-feedback-loops-in-games-based-learning/" target="_blank" rel="noopener" title=""><strong>feedback</strong></a> and how both are reflected and influenced by perceptual control. So, this article will examine how these disparate elements work together to help players engage in that state.</p>



<p>Difficulty modulation is an important aspect to <a href="https://www.universityxp.com/blog/2019/10/1/flow-state" target="_blank" rel="noopener" title=""><strong>flow state</strong></a> in players. Games can’t be so easy so that players just fly by on autopilot. Likewise, they can’t be so hard that they become discouraged and lose the <a href="https://www.universityxp.com/blog/2019/10/29/gaming-with-motivation" target="_blank" rel="noopener" title=""><strong>motivation</strong></a> to play them. Therefore, balancing the difficulty of a game is a critical part of designing for the <a href="https://www.universityxp.com/blog/2019/10/1/flow-state" target="_blank" rel="noopener" title=""><strong>flow state</strong></a>.</p>



<p>However, competitive <a href="https://www.universityxp.com/blog/2020/1/16/how-do-i-win" target="_blank" rel="noopener" title=""><strong>orthogames</strong></a> introduce another factor in designing for the <a href="https://www.universityxp.com/blog/2019/10/1/flow-state" target="_blank" rel="noopener" title=""><strong>flow state</strong></a>: other players’ actions and abilities. Therefore, this article will examine how pre-developed knowledge from players influences how they play, act, and interact with other players in these competitive <a href="https://www.universityxp.com/blog/2020/1/16/how-do-i-win" target="_blank" rel="noopener" title=""><strong>orthogames</strong></a>.</p>



<p>Finally, this article closes on the applied <a href="https://www.universityxp.com/blog/2019/10/1/flow-state" target="_blank" rel="noopener" title=""><strong>flow state</strong></a> in its use in games as well as the most critical considerations for game design and the application of <a href="https://www.universityxp.com/blog/2020/3/26/what-is-games-based-learning"><strong>games-based learning</strong></a>.</p>



<h3 class="wp-block-heading">Flow Described</h3>



<p>So what exactly is the <a href="https://www.universityxp.com/blog/2019/10/1/flow-state" target="_blank" rel="noopener" title=""><strong>flow state</strong></a>? It’s often a very beguiling and seductive experience. <a href="https://www.universityxp.com/blog/2019/10/1/flow-state" target="_blank" rel="noopener" title=""><strong>Flow state</strong></a> often occurs in game play when the <a href="https://www.sciencedirect.com/science/article/pii/S1877050912008228/pdf" target="_blank" rel="noopener" title=""><strong>player’s attention is a completely captured</strong></a> by the game and <a href="https://www.verywellmind.com/what-is-flow-2794768" target="_blank" rel="noopener" title=""><strong>they lose all sense of time and space</strong></a>. However, the <a href="https://www.universityxp.com/blog/2019/10/1/flow-state" target="_blank" rel="noopener" title=""><strong>flow state</strong></a> is not just limited to games. Instead, <a href="https://www.verywellmind.com/what-is-flow-2794768"><strong>creatives such as artists, musicians, and writers</strong></a> often experience the <a href="https://www.universityxp.com/blog/2019/10/1/flow-state" target="_blank" rel="noopener" title=""><strong>flow state</strong></a> when they are completely engrossed with their work.</p>



<p>In addition, talented <a href="https://www.verywellmind.com/what-is-flow-2794768" target="_blank" rel="noopener" title=""><strong>athletes also experience the flow state when they are tasked with performing at the peak of their abilities</strong></a>.  Students can also experience the <strong><a href="https://www.universityxp.com/blog/2019/10/1/flow-state" target="_blank" rel="noopener" title="">flow state</a> <a href="https://www.pursuit-of-happiness.org/how-to-enjoy-studying-flow/?nowprocket=1" target="_blank" rel="noopener" title="">when they are studying</a> or <a href="https://www.verywellmind.com/what-is-flow-2794768" target="_blank" rel="noopener" title="">pursuing subjects that they are naturally interested in</a></strong><a href="https://www.verywellmind.com/what-is-flow-2794768" target="_blank" rel="noopener" title=""> </a>and are <a href="https://www.universityxp.com/blog/2020/9/10/what-is-intrinsic-motivation" target="_blank" rel="noopener" title=""><strong>intrinsically motivated</strong></a> to pursue.</p>


<div class="wp-block-image">
<figure class="aligncenter size-full is-resized"><a href="https://www.backerkit.com/call_to_action/8a360b06-862b-4d1a-8055-c9323427a07a/landing" target="_blank" rel="noreferrer noopener"><img loading="lazy" decoding="async" width="360" height="180" src="https://ludogogy.co.uk/wp-content/uploads/2023/05/LaunchesTBA.png" alt="" class="wp-image-8434" style="width:360px;height:180px" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA.png 360w, https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA-300x150.png 300w" sizes="auto, (max-width: 360px) 100vw, 360px" /></a></figure>
</div>


<p>While <a href="https://www.universityxp.com/blog/2019/10/1/flow-state" target="_blank" rel="noopener" title=""><strong>flow state</strong></a> can occur for many different people through many different activities; the effect remains the same. Someone in the <a href="https://www.universityxp.com/blog/2019/10/1/flow-state" target="_blank" rel="noopener" title=""><strong>flow state</strong></a> is completely absorbed in the <a href="https://www.pursuit-of-happiness.org/how-to-enjoy-studying-flow/?nowprocket=1" target="_blank" rel="noopener" title=""><strong>task and are wholly focused on the activity. They are not distracted by music, conversation, or even digital notifications</strong></a>.</p>



<p>So <a href="https://www.universityxp.com/blog/2019/10/1/flow-state" target="_blank" rel="noopener" title=""><strong>flow state</strong></a> can occur in individuals others than gamers. <a href="https://www.mdpi.com/2076-328X/10/9/137" target="_blank" rel="noopener" title=""><strong>But gaming is one of the most common elements</strong></a> that engages players so wholly and fully in this feeling. That’s because really great, challenging, and engaging games require players to think and <a href="https://www.mdpi.com/2076-328X/10/9/137" target="_blank" rel="noopener" title=""><strong>concentrate on a task or activity</strong></a>. Such is the critical elements for the <a href="https://www.universityxp.com/blog/2019/10/1/flow-state" target="_blank" rel="noopener" title=""><strong>flow state</strong></a> and why it’s such as sought after outcome for game designers.</p>



<h3 class="wp-block-heading">Why Design for Flow?</h3>



<p>So what would even be the purpose of designing a game for the <a href="https://www.universityxp.com/blog/2019/10/1/flow-state" target="_blank" rel="noopener" title=""><strong>flow state</strong></a> if it’s something that’s only achieved on the player’s end? It’s because, as the designer,  it’s <a href="https://thinkgamedesign.com/flow-theory-game-design/" target="_blank" rel="noopener" title=""><strong>your responsibility to provide a structure for interaction so that players can more easily enter a flow state</strong></a>.</p>



<p>In addition, players who enter the <a href="https://www.universityxp.com/blog/2019/10/1/flow-state" target="_blank" rel="noopener" title=""><strong>flow state</strong></a> demonstrate a <a href="https://thinkspace.csu.edu.au/gblcompendium/part-1-motivation/go-with-the-flow/" target="_blank" rel="noopener" title=""><strong>higher level of game performance that also translates over to increased academic performance</strong></a>. As a result, players undertake more <a href="https://www.universityxp.com/blog/2021/8/31/designing-learning-games-with-players-in-mind" target="_blank" rel="noopener" title=""><strong>challenges</strong></a> as well as <a href="https://thinkspace.csu.edu.au/gblcompendium/part-1-motivation/go-with-the-flow/" target="_blank" rel="noopener" title=""><strong>become more immersed in the interactivity of games:</strong></a> both of which result in more <a href="https://pdfs.semanticscholar.org/5826/1c7e22b2525b767178177b4dc23f57431834.pdf" target="_blank" rel="noopener" title=""><strong>positive outcomes</strong></a> with <a href="https://www.universityxp.com/blog/2020/3/26/what-is-games-based-learning" target="_blank" rel="noopener" title=""><strong>games-based learning</strong></a>.</p>



<p>This <strong><a href="https://www.universityxp.com/blog/2020/5/28/what-are-interactive-experiences" target="_blank" rel="noopener" title="">immersion</a> </strong>that is a byproduct of <a href="https://www.universityxp.com/blog/2019/10/1/flow-state" target="_blank" rel="noopener" title=""><strong>flow state</strong></a> is also closely tied with the development <a href="https://www.proquest.com/docview/1034251310" target="_blank" rel="noopener" title=""><strong>of a playful learning experience</strong></a>. Especially one that provides players <a href="https://ludogogy.co.uk/article/what-is-player-agency/" target="_blank" rel="noopener" title=""><strong>agency</strong></a> in determining how they want to play, interact, and learn.</p>



<p>Of course, <a href="http://www.universityxp.com/blog/2020/8/20/what-is-player-agency" target="_blank" rel="noopener" title=""><strong>player agency</strong></a> is an integral part of successful games. But how exactly do other <a href="https://www.universityxp.com/blog/2019/6/04/formal-game-structures" target="_blank" rel="noopener" title=""><strong>formal game elements</strong></a> influence and affect players’ development of <strong><a href="https://www.universityxp.com/blog/2019/10/1/flow-state" target="_blank" rel="noopener" title="">flow state</a> </strong>in games?</p>


<div class="wp-block-image">
<figure class="aligncenter size-full is-resized"><a href="https://www.backerkit.com/call_to_action/8a360b06-862b-4d1a-8055-c9323427a07a/landing" target="_blank" rel="noreferrer noopener"><img loading="lazy" decoding="async" width="360" height="180" src="https://ludogogy.co.uk/wp-content/uploads/2023/05/LaunchesTBA.png" alt="" class="wp-image-8434" style="width:360px;height:180px" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA.png 360w, https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA-300x150.png 300w" sizes="auto, (max-width: 360px) 100vw, 360px" /></a></figure>
</div>


<h3 class="wp-block-heading">Goals, Feedback, and Flow</h3>



<p>One of the main formal elements of helping players enter a <a href="https://www.universityxp.com/blog/2019/10/1/flow-state" target="_blank" rel="noopener" title=""><strong>state of flow</strong></a> is to design and structure<strong> <a href="https://www.universityxp.com/blog/2021/8/31/designing-learning-games-with-players-in-mind" target="_blank" rel="noopener" title="">clear goals</a></strong> for players. <a href="https://www.thegamer.com/developers-achieve-game-flow-using-psychology/" target="_blank" rel="noopener" title=""><strong>These goals should be clear as well as convey relevant meaning to players when they appear in the game</strong></a>. Sometimes these goals are dependent on one another: such as attaining a specific sword for a player in an <a href="https://en.wikipedia.org/wiki/Role-playing_game" target="_blank" rel="noopener" title=""><strong>RPG</strong></a> in order to slay a specific creature. In this way, the sword represents a clear goal in a linear path towards achieving the goal (slaying the creature).</p>



<p>Players should also be provided <a href="https://www.universityxp.com/blog/2019/6/18/feedback-loops-in-games-based-learning" target="_blank" rel="noopener" title=""><strong>feedback</strong></a> in their pursuit of these goals. This <strong><a href="https://www.universityxp.com/blog/2019/6/18/feedback-loops-in-games-based-learning">feedback</a> <a href="https://www.thegamer.com/developers-achieve-game-flow-using-psychology/" target="_blank" rel="noopener" title="">should be immediate and appropriate for players</a></strong> in order to help <a href="https://www.mdpi.com/2076-328X/10/9/137" target="_blank" rel="noopener" title=""><strong>them more easily enter the flow state</strong></a>. This is especially relevant for digital games as even a minuscule amount of lag <a href="https://www.thegamer.com/developers-achieve-game-flow-using-psychology/" target="_blank" rel="noopener" title=""><strong>between player actions and results could break a player’s sense of immersion</strong></a>.</p>



<p>This represents an area where <a href="https://ludogogy.co.uk/learning-by-playing-serious-games/" target="_blank" rel="noopener" title=""><strong>serious games</strong></a>, <a href="https://www.universityxp.com/blog/2020/4/9/what-is-a-learning-game" target="_blank" rel="noopener" title=""><strong>learning games</strong></a>, and educational games can close the gap with commercially available entertainment games. By providing an individual <a href="https://www.universityxp.com/blog/2019/6/18/feedback-loops-in-games-based-learning" target="_blank" rel="noopener" title=""><strong>feedback</strong></a> that is related (<a href="%20design%20games%20so%20that%20they%20sufficiently%20teach%20the%20material%20desired%20while%20not%20focusing%20too%20heavily%20on%20the%20education" target="_blank" rel="noopener" title=""><strong>but not completely connected to learning outcomes</strong></a>); players can more easily enter the <a href="https://www.universityxp.com/blog/2019/10/1/flow-state" target="_blank" rel="noopener" title=""><strong>flow state</strong></a> that supports their continued <a href="https://www.universityxp.com/blog/2020/2/13/engagement-curves" target="_blank" rel="noopener" title=""><strong>engagement</strong></a>. Such continued play should then link other <a href="https://www.universityxp.com/blog/2019/6/04/formal-game-structures" target="_blank" rel="noopener" title=""><strong>formal game elements</strong></a> such as <strong><a href="https://www.universityxp.com/blog/2020/2/6/game-mechanics" target="_blank" rel="noopener" title="">game mechanics</a> </strong>and <a href="https://ludogogy.co.uk/game-dynamics/" target="_blank" rel="noopener" title=""><strong>dynamics</strong></a> to the ultimate learning outcome for players.</p>



<p>Likewise, the game doesn’t need to be the only vehicle for <a href="https://www.universityxp.com/blog/2019/6/18/feedback-loops-in-games-based-learning"><strong>feedback</strong></a>.<a href="https://medium.com/a-teachers-hat/the-state-of-flow-while-learning-d1d15f332fa0" target="_blank" rel="noopener" title=""> <strong>Getting feedback from other learners and players</strong></a> provides yet another dimension for individuals to learn and adjust. This <a href="https://www.universityxp.com/blog/2019/6/18/feedback-loops-in-games-based-learning" target="_blank" rel="noopener" title=""><strong>feedback</strong></a> can come from <strong><a href="https://www.universityxp.com/blog/2020/1/16/how-do-i-win" target="_blank" rel="noopener" title="">competitive play with other players</a>; <a href="https://www.universityxp.com/blog/2020/1/24/decisions-for-us" target="_blank" rel="noopener" title="">cooperative collaboration</a></strong>; or through comparison of individual results. In addition, instructors and facilitators can also change game settings, <a href="https://ludogogy.co.uk/what-makes-a-good-rulebook/" target="_blank" rel="noopener" title=""><strong>rules</strong></a>, and <a href="https://www.universityxp.com/blog/2019/6/04/formal-game-structures" target="_blank" rel="noopener" title=""><strong>structures</strong></a> in order <a href="https://www.sciencedirect.com/science/article/pii/S1875952114000238" target="_blank" rel="noopener" title=""><strong>to better accommodate players’ performance and overall activity within the game</strong></a>.</p>


<div class="wp-block-image">
<figure class="aligncenter size-full is-resized"><a href="https://www.backerkit.com/call_to_action/8a360b06-862b-4d1a-8055-c9323427a07a/landing" target="_blank" rel="noreferrer noopener"><img loading="lazy" decoding="async" width="360" height="180" src="https://ludogogy.co.uk/wp-content/uploads/2023/05/LaunchesTBA.png" alt="" class="wp-image-8434" style="width:360px;height:180px" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA.png 360w, https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA-300x150.png 300w" sizes="auto, (max-width: 360px) 100vw, 360px" /></a></figure>
</div>


<h3 class="wp-block-heading">Perceptual Control</h3>



<p>One of the most critical parts of developing a <a href="https://www.universityxp.com/blog/2019/10/1/flow-state" target="_blank" rel="noopener" title=""><strong>flow state</strong></a> for players is making sure that they have both the <a href="http://www.universityxp.com/blog/2020/8/20/what-is-player-agency"><strong>agency</strong></a> and the ability to control the outcome of their circumstances via the <a href="https://www.universityxp.com/blog/2019/6/04/formal-game-structures" target="_blank" rel="noopener" title=""><strong>formal elements</strong></a> of the game. <a href="https://www.thegamer.com/developers-achieve-game-flow-using-psychology/" target="_blank" rel="noopener" title=""><strong>This perceptual control refers to the actual systems that players use to affect these outcomes</strong></a>. This form of control is what makes games much <a href="https://medium.com/@raydaz/the-applications-relevance-of-flow-state-design-in-video-games-1572dac0d2c" target="_blank" rel="noopener" title=""><strong>different from watching a movie, reading a book</strong></a>, or other forms of <a href="https://www.universityxp.com/blog/2019/8/13/narratives-toys-puzzles-games" target="_blank" rel="noopener" title=""><strong>narratives</strong></a>. Perpetual control gives players the ability to affect and change outcomes.</p>



<p>However, this control is not monolithic. Instead, designers should set elements and <a href="https://medium.com/@raydaz/the-applications-relevance-of-flow-state-design-in-video-games-1572dac0d2c" target="_blank" rel="noopener" title=""><strong>structures through which players can exact that control in the game. This makes it so that while players may attain “mastery” of the controls in the game</strong></a>, it may not always indicate mastery of the game. An example of this are games may have very rudimentary controls (i.e. <a href="https://en.wikipedia.org/wiki/Guitar_Hero" target="_blank" rel="noopener" title=""><em><strong>Guitar Hero</strong></em></a>). But the use of <a href="%20design%20games%20so%20that%20they%20sufficiently%20teach%20the%20material%20desired%20while%20not%20focusing%20too%20heavily%20on%20the%20education" target="_blank" rel="noopener" title=""><strong>those controls, and how they are combined with other game dynamics</strong></a>, make it so that there exists an opportunity for players to enter a <a href="https://www.universityxp.com/blog/2019/10/1/flow-state" target="_blank" rel="noopener" title=""><strong>flow state</strong></a> through the use of more challenging formats to augment those controls though more difficult songs, challenges, and changing rhythms.</p>



<p>The development of player controls is perhaps the most difficult and critical for <a href="%20design%20games%20so%20that%20they%20sufficiently%20teach%20the%20material%20desired%20while%20not%20focusing%20too%20heavily%20on%20the%20education" target="_blank" rel="noopener" title=""><strong>designers for helping players enter a flow state. That’s because really intuitive controls can make it so that the players become more easily engrossed in the game</strong></a> versus ineffective control schemes which cause players to lose interest in the game.</p>



<p>Player interest can be increased even more when <a href="https://www.universityxp.com/blog/2019/8/6/meaningful-choices" target="_blank" rel="noopener" title=""><strong>player’s decisions</strong></a> cause different outcomes and impacts in the game based on their selections. <a href="https://dl.acm.org/doi/pdf/10.1145/1077246.1077253" target="_blank" rel="noopener" title=""><strong>As such, the game becomes more repayable</strong></a> as specific outcomes based on specific player controls are not guaranteed. This can come about through game design (i.e. <a href="https://www.universityxp.com/blog/2019/8/27/roguelike-learning" target="_blank" rel="noopener" title=""><strong>rougelike games</strong></a> with <a href="https://en.wikipedia.org/wiki/Procedural_generation" target="_blank" rel="noopener" title=""><strong>procedurally generated</strong></a> levels) or it can come about through competitive games such as playing against opponents whose actions may not be as predicable.</p>



<h3 class="wp-block-heading">Difficulty Modulation</h3>



<p>Opposing players actions and reactions<a href="https://medium.com/@raydaz/the-applications-relevance-of-flow-state-design-in-video-games-1572dac0d2c" target="_blank" rel="noopener" title=""> <strong>to others in the game represents one facet of difficulty modulation</strong></a>. This is because not all players have the same level of skills and interest in the game and therefore react differently according to game conditions. For designers this means creating games that have a “<a href="https://www.thegamer.com/developers-achieve-game-flow-using-psychology/" target="_blank" rel="noopener" title=""><strong>sweet spot</strong></a>” in its difficulty that doesn’t make the game too hard (or too easy) to master. Such pinpointing is part of designing games for players to more easily enter the <a href="https://www.universityxp.com/blog/2019/10/1/flow-state" target="_blank" rel="noopener" title=""><strong>flow state</strong></a>.</p>



<p>This represents a main challenge for designers of single player digital games. <a href="https://www.sciencedirect.com/science/article/pii/S1877050912008228/pdf" target="_blank" rel="noopener" title=""><strong>That’s because these games must change dynamically</strong></a> accordingly to the player in order to <a href="https://www.verywellmind.com/what-is-flow-2794768" target="_blank" rel="noopener" title=""><strong>keep them engaged in this “sweet spot”</strong></a> of difficulty modulation. The same can be said for <a href="https://www.universityxp.com/blog/2020/3/26/what-is-games-based-learning" target="_blank" rel="noopener" title=""><strong>games-based learning</strong></a> as games that are too easy also don’t represent an <a href="https://thinkgamedesign.com/flow-theory-game-design/" target="_blank" rel="noopener" title=""><strong>adequate challenge for the player. They therefore risk falling into boredom</strong></a>. Likewise, games that are too hard make it so that they <a href="https://thinkgamedesign.com/flow-theory-game-design/" target="_blank" rel="noopener" title=""><strong>may stop playing the game out of frustration</strong></a>.</p>



<p>This doesn’t mean that players enter games at the sweet spot of difficulty modulation. On the contrary, <a href="https://learn.canvas.net/courses/3/pages/level-6-dot-3-flow-states-in-games" target="_blank" rel="noopener" title=""><strong>players must start out at a level that is easy for them to adapt</strong></a> to the <a href="https://www.universityxp.com/blog/2020/2/6/game-mechanics" target="_blank" rel="noopener" title=""><strong>mechanics</strong></a> and <a href="https://www.universityxp.com/blog/2019/10/8/game-dynamics" target="_blank" rel="noopener" title=""><strong>dynamics</strong></a> of the game and then ease into more difficult challenges that further engage them in play. <a href="https://www.sciencedirect.com/science/article/pii/S1875952114000238" target="_blank" rel="noopener" title=""><strong>Specifically in instructor lead games-based learning</strong></a>; individuals can dynamically change the difficulty of a game in order to provide a negative <a href="https://www.universityxp.com/blog/2019/6/18/feedback-loops-in-games-based-learning"><strong>feedback loop</strong></a> <a href="https://learn.canvas.net/courses/3/pages/level-6-dot-3-flow-states-in-games" target="_blank" rel="noopener" title=""><strong>where the experience will adjust according to the performance of the learner</strong></a>.</p>


<div class="wp-block-image">
<figure class="aligncenter size-full is-resized"><a href="https://www.backerkit.com/call_to_action/8a360b06-862b-4d1a-8055-c9323427a07a/landing" target="_blank" rel="noreferrer noopener"><img loading="lazy" decoding="async" width="360" height="180" src="https://ludogogy.co.uk/wp-content/uploads/2023/05/LaunchesTBA.png" alt="" class="wp-image-8434" style="width:360px;height:180px" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA.png 360w, https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA-300x150.png 300w" sizes="auto, (max-width: 360px) 100vw, 360px" /></a></figure>
</div>


<h3 class="wp-block-heading">Pre-Developed Knowledge and Flow</h3>



<p>Sometimes players pre-developed or pre-achieved knowledge will be useful or important for determining if they enter a <a href="https://www.universityxp.com/blog/2019/10/1/flow-state" target="_blank" rel="noopener" title=""><strong>flow state</strong></a> when playing a game. While <a href="https://www.mdpi.com/2076-328X/10/9/137" target="_blank" rel="noopener" title=""><strong>subjective experience with other games or other experiences</strong></a> can be helpful, knowing how one’s actions affect and influence the outcome of game play is also important to know.</p>



<p>This can be particularly impactful for games that require a high degree of coordination and difficult learning curve to perform well. These occur frequently in <a href="https://en.wikipedia.org/wiki/Multiplayer_online_battle_arena" target="_blank" rel="noopener" title=""><strong>MOBAs (multiplayer online battle arena)</strong></a> which is a type of video game where two teams compete against one another to achieve in-game objectives. Games like <a href="https://www.gamedeveloper.com/design/designing-games-with-flow-in-mind" target="_blank" rel="noopener" title=""><strong>DOTA</strong></a> require a <a href="https://www.gamedeveloper.com/design/designing-games-with-flow-in-mind" target="_blank" rel="noopener" title=""><strong>significant amount of foreknowledge in order for participants to play and compete effectively</strong></a>. This high requirement can often be a barrier to players from entering the <a href="https://www.universityxp.com/blog/2019/10/1/flow-state" target="_blank" rel="noopener" title="">flow state</a>; but can produce an experience of <a href="https://www.universityxp.com/blog/2019/10/1/flow-state" target="_blank" rel="noopener" title=""><strong>flow</strong></a> akin to what high performance athletes experience when they are performing at the top of their abilities.</p>



<p>The amount of foreknowledge can change considerably based on the application of games. For educational, <a href="https://www.universityxp.com/blog/2020/4/9/what-is-a-learning-game" target="_blank" rel="noopener" title=""><strong>learning</strong></a>, and <a href="https://www.universityxp.com/blog/2021/9/28/playing-serious-games" target="_blank" rel="noopener" title=""><strong>serious games</strong></a>, this amount of pre-development knowledge <a href="https://www.proquest.com/docview/1034251310" target="_blank" rel="noopener" title="">s<strong>hould only minimally affect game play</strong></a> as learning the <a href="https://www.universityxp.com/blog/2020/2/6/game-mechanics" target="_blank" rel="noopener" title=""><strong>mechanics</strong></a> and <a href="https://www.universityxp.com/blog/2019/10/8/game-dynamics" target="_blank" rel="noopener" title=""><strong>dynamics</strong></a> of the game often go hand in hand with the learning outcomes of its design. However, care should be taken that if a when a <a href="https://www.universityxp.com/blog/2019/10/1/flow-state" target="_blank" rel="noopener" title=""><strong>flow state</strong></a> is entered by students in <a href="https://www.universityxp.com/blog/2021/9/28/playing-serious-games" target="_blank" rel="noopener" title=""><strong>serious game</strong></a> design; <a href="https://www.sciencedirect.com/science/article/pii/S1875952114000238" target="_blank" rel="noopener" title=""><strong>that it serve the greater purpose and learning outcomes intended by instructors</strong></a>.</p>



<h3 class="wp-block-heading">Competitive Experience and Flow</h3>



<p>While games like <a href="https://www.gamedeveloper.com/design/designing-games-with-flow-in-mind" target="_blank" rel="noopener" title=""><strong>DOTA</strong></a> and other <a href="https://en.wikipedia.org/wiki/Multiplayer_online_battle_arena" target="_blank" rel="noopener" title=""><strong>MOBA</strong>s</a> often require a high degree of pre-developed knowledge; the same cannot be said for other directly <a href="https://www.universityxp.com/blog/2020/1/16/how-do-i-win" target="_blank" rel="noopener" title=""><strong>competitive games</strong></a>. Some specific <a href="https://www.universityxp.com/blog/2019/11/26/abstraction-in-games" target="_blank" rel="noopener" title=""><strong>abstract</strong></a> games require only knowledge of the game’s <a href="https://www.universityxp.com/blog/2019/6/04/formal-game-structures" target="_blank" rel="noopener" title=""><strong>formal structures</strong></a>; while others require this as well as some advanced knowledge on tactics and strategy in order to be successful.</p>



<p>Perhaps the most important thing to consider when applying <a href="https://www.universityxp.com/blog/2020/1/16/how-do-i-win" target="_blank" rel="noopener" title=""><strong>competitive games</strong></a> for teaching and learning is to <a href="https://www.gamedeveloper.com/design/designing-games-with-flow-in-mind" target="_blank" rel="noopener" title=""><strong>pair players together of equal or similar skill level</strong></a>. Doing so <a href="https://www.sciencedirect.com/science/article/pii/S1877050912008228/pdf" target="_blank" rel="noopener" title=""><strong>ensures that players are provided with the correct degree of difficulty</strong></a> and are augmenting the game so that it is not too easy nor is it too difficult for players. The result of which is structure in which the <a href="https://www.universityxp.com/blog/2019/10/1/flow-state" target="_blank" rel="noopener" title=""><strong>flow state</strong></a> can be more easily entered for individuals.</p>



<p>This ranking and matchmaking should ideally <a href="https://learn.canvas.net/courses/3/pages/level-6-dot-3-flow-states-in-games" target="_blank" rel="noopener" title=""><strong>change and increase to provide more competitive and able players more difficult opponents and challenges to attempt</strong></a>. This makes it so that the difficulty is increased relative to players <a href="https://learn.canvas.net/courses/3/pages/level-6-dot-3-flow-states-in-games" target="_blank" rel="noopener" title=""><strong>abilities and the abilities of their competitors</strong></a>.</p>



<p>Unlike single player or campaign games, <a href="https://www.universityxp.com/blog/2020/1/16/how-do-i-win" target="_blank" rel="noopener" title=""><strong>competitive games</strong></a> rely on the experience and <a href="https://www.universityxp.com/blog/2019/9/17/player-interaction" target="_blank" rel="noopener" title=""><strong>interaction with a player</strong></a> with like or similar skill levels. This also relates and is <a href="https://dl.acm.org/doi/pdf/10.1145/1077246.1077253" target="_blank" rel="noopener" title=""><strong>connected to the social nature of games</strong></a> and how <a href="https://www.universityxp.com/blog/2019/8/20/play-is-work" target="_blank" rel="noopener" title=""><strong>play</strong></a> provides a structure of <a href="https://www.universityxp.com/blog/2019/9/17/player-interaction" target="_blank" rel="noopener" title=""><strong>interaction</strong></a> with other students, learners, and gamers.</p>


<div class="wp-block-image">
<figure class="aligncenter size-full is-resized"><a href="https://www.backerkit.com/call_to_action/8a360b06-862b-4d1a-8055-c9323427a07a/landing" target="_blank" rel="noreferrer noopener"><img loading="lazy" decoding="async" width="360" height="180" src="https://ludogogy.co.uk/wp-content/uploads/2023/05/LaunchesTBA.png" alt="" class="wp-image-8434" style="width:360px;height:180px" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA.png 360w, https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA-300x150.png 300w" sizes="auto, (max-width: 360px) 100vw, 360px" /></a></figure>
</div>


<h3 class="wp-block-heading">Applied Flow</h3>



<p>The use and value of <strong><a href="https://www.universityxp.com/blog/2019/10/1/flow-state" target="_blank" rel="noopener" title="">flow</a> </strong>in games was previously covered. But, how is <a href="https://www.universityxp.com/blog/2019/10/1/flow-state" target="_blank" rel="noopener" title=""><strong>flow</strong></a> applied in game design? The <a href="https://www.universityxp.com/blog/2019/6/04/formal-game-structures" target="_blank" rel="noopener" title=""><strong>formal elements</strong></a> of games include <a href="https://www.universityxp.com/blog/2020/2/6/game-mechanics" target="_blank" rel="noopener" title=""><strong>mechanics</strong></a>, <a href="https://www.universityxp.com/blog/2019/10/8/game-dynamics" target="_blank" rel="noopener" title=""><strong>dynamics</strong></a>, <a href="https://www.universityxp.com/blog/2020/2/20/game-components" target="_blank" rel="noopener" title=""><strong>components</strong></a>, <a href="https://www.sciencedirect.com/science/article/pii/S1877050912008228/pdf" target="_blank" rel="noopener" title=""><strong>aesthetics</strong>, <strong>and to some extent story and technology</strong></a>. <strong><a href="https://www.universityxp.com/blog/2019/10/1/flow-state" target="_blank" rel="noopener" title="">Flow</a> </strong>as a result is an outcome gained by players based on a careful construction of these <a href="https://www.universityxp.com/blog/2019/6/04/formal-game-structures" target="_blank" rel="noopener" title=""><strong>formal elements</strong></a> that provides excellent <strong><a href="https://www.universityxp.com/blog/2019/6/18/feedback-loops-in-games-based-learning" target="_blank" rel="noopener" title="">feedback</a> </strong>through difficulty modulation and goals through player control.</p>



<p><strong><a href="https://www.universityxp.com/blog/2019/10/1/flow-state" target="_blank" rel="noopener" title="">Flow</a> </strong>is an important process to design and uphold in games, because it can often mean the difference between <a href="https://medium.com/@raydaz/the-applications-relevance-of-flow-state-design-in-video-games-1572dac0d2c" target="_blank" rel="noopener" title=""><strong>a widely successful commercial game</strong></a> and a mildly successful one. Ultimately, <a href="https://www.universityxp.com/blog/2019/10/1/flow-state" target="_blank" rel="noopener" title=""><strong>flow state</strong></a> is in the hands of players. They can achieve this <a href="https://www.pursuit-of-happiness.org/how-to-enjoy-studying-flow/?nowprocket=1" target="_blank" rel="noopener" title=""><strong>through thoughtful game design and is something that is sought after by players</strong></a>: even though they may not be that explicit about it.</p>



<p>Likewise, more hobbyist and enthusiastic gamers may embark on their own mission to achieve <a href="https://www.universityxp.com/blog/2019/10/1/flow-state" target="_blank" rel="noopener" title=""><strong>flow state</strong></a>. This can come about <a href="https://www.improvestudyhabits.com/how-to-enter-flow-state-studying/" target="_blank" rel="noopener" title=""><strong>through their review and study of games, game elements, and game situations</strong></a>. Professional poker players and others who make their living playing and competing with games often necessitate this.  However, the individual student and learner may not be prepared to make this kind of commitment.</p>



<p>Despite this, <a href="https://www.universityxp.com/blog/2021/9/28/playing-serious-games" target="_blank" rel="noopener" title=""><strong>serious game</strong></a> designers can merge the applicable and relatively addictive nature of commercial games with the <a href="https://journals.sagepub.com/doi/abs/10.1177/154193121005402808" target="_blank" rel="noopener" title=""><strong>learning outcomes and educational achievements that serious games have to offer</strong></a>.</p>



<h3 class="wp-block-heading">Flow Design Considerations</h3>



<p>Ultimately <a href="https://www.universityxp.com/blog/2020/3/26/what-is-games-based-learning" target="_blank" rel="noopener" title=""><strong>games-based learning</strong></a> is about using games as a medium for teaching and learning. <a href="https://www.universityxp.com/blog/2020/3/26/what-is-games-based-learning" target="_blank" rel="noopener" title=""><strong>Games-based learning</strong></a> is based on <a href="https://eric.ed.gov/?id=ED576258" target="_blank" rel="noopener" title=""><strong>experiential learning</strong></a> which focuses on learning as the transformation of experience into knowledge. The purpose of designing <a href="%20design%20games%20so%20that%20they%20sufficiently%20teach%20the%20material%20desired%20while%20not%20focusing%20too%20heavily%20on%20the%20education" target="_blank" rel="noopener" title=""><strong>for flow is to give a player a good gaming experience</strong></a>: specifically one that they can use to meet an expected educational outcome.</p>



<p>Therefore, when designing for <a href="https://www.universityxp.com/blog/2019/10/1/flow-state" target="_blank" rel="noopener" title=""><strong>flow</strong></a>, designers should consider how potential changes to game <a href="https://www.universityxp.com/blog/2020/2/20/game-components" target="_blank" rel="noopener" title=""><strong>components</strong></a>, <a href="https://www.universityxp.com/blog/2020/2/6/game-mechanics" target="_blank" rel="noopener" title=""><strong>mechanics</strong></a>, and <a href="https://www.universityxp.com/blog/2019/6/04/formal-game-structures" target="_blank" rel="noopener" title=""><strong>formal structures</strong></a> <a href="https://thinkgamedesign.com/flow-theory-game-design/" target="_blank" rel="noopener" title=""><strong>may or may not take a player out of a state of flow</strong></a>. This balanced approach to game design also includes <a href="http://jenovachen.com/flowingames/designfig.htm" target="_blank" rel="noopener" title=""><strong>providing a wide variety of activities and difficulties for players to engage and experience</strong></a> the game. These don’t have to be unique opportunities; as common game <strong><a href="https://www.universityxp.com/blog/2020/2/6/game-mechanics" target="_blank" rel="noopener" title="">mechanics</a> </strong>and <strong><a href="https://www.universityxp.com/blog/2019/6/04/formal-game-structures" target="_blank" rel="noopener" title="">structures</a> </strong>can be used regularly and applied in different contexts to provide unique game <strong><a href="https://www.universityxp.com/blog/2019/10/8/game-dynamics" target="_blank" rel="noopener" title="">dynamics</a> </strong>to players.</p>



<p>Therefore, when designing for <a href="https://www.universityxp.com/blog/2019/10/1/flow-state" target="_blank" rel="noopener" title=""><strong>flow</strong></a>, creators target three levels of player patterns: <a href="https://learn.canvas.net/courses/3/pages/level-6-dot-3-flow-states-in-games" target="_blank" rel="noopener" title=""><strong>feeling the aesthetics for the game; examining and discerning the game’s dynamics; and finally mastering the game’s mechanics and dynamics</strong></a>. Following this, the best designed games also augment and <a href="https://thinkgamedesign.com/flow-theory-game-design/" target="_blank" rel="noopener" title=""><strong>adjust their tolerances for players’ interactions in order to make the game relatively challenging for the individual</strong></a>.</p>


<div class="wp-block-image">
<figure class="aligncenter size-full is-resized"><a href="https://www.backerkit.com/call_to_action/8a360b06-862b-4d1a-8055-c9323427a07a/landing" target="_blank" rel="noreferrer noopener"><img loading="lazy" decoding="async" width="360" height="180" src="https://ludogogy.co.uk/wp-content/uploads/2023/05/LaunchesTBA.png" alt="" class="wp-image-8434" style="width:360px;height:180px" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA.png 360w, https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA-300x150.png 300w" sizes="auto, (max-width: 360px) 100vw, 360px" /></a></figure>
</div>


<h3 class="wp-block-heading">Games-Based Learning and Flow</h3>



<p><strong><a href="https://www.universityxp.com/blog/2019/10/1/flow-state" target="_blank" rel="noopener" title="">Flow</a> </strong>is an outcome from the most successful and addictive commercial games. It’s something that can also be <a href="https://www.universityxp.com/blog/2021/8/31/designing-learning-games-with-players-in-mind" target="_blank" rel="noopener" title=""><strong>designed for with educational, learning, and serious games</strong></a>. When using <strong><a href="https://www.universityxp.com/blog/2020/3/26/what-is-games-based-learning" target="_blank" rel="noopener" title="">games-based learning</a>, <a href="https://www.universityxp.com/blog/2019/10/1/flow-state" target="_blank" rel="noopener" title="">flow</a></strong> can be utilized as a way for learners to become deeply engaged in the learning process. Likewise, <strong><a href="https://www.universityxp.com/blog/2019/10/1/flow-state" target="_blank" rel="noopener" title="">flow</a> </strong>can also be accomplished <a href="https://learn.canvas.net/courses/3/pages/level-6-dot-3-flow-states-in-games" target="_blank" rel="noopener" title=""><strong>in other mediums such as traditional college and university classes when examining curriculum from a game designer’s perspective</strong></a>.</p>



<p>Instructors, teachers, and professors educating in a more orthodox environment will <a href="https://medium.com/a-teachers-hat/the-state-of-flow-while-learning-d1d15f332fa0" target="_blank" rel="noopener" title=""><strong>highly prize the state of flow engaged by students as they become more deeply engaged with the learning material and the intended outcomes.</strong></a> However, like games designers, <strong><a href="https://www.universityxp.com/blog/2019/10/1/flow-state" target="_blank" rel="noopener" title="">flow</a> </strong>is achieved from two different perspectives: from players and learners <a href="https://medium.com/a-teachers-hat/the-state-of-flow-while-learning-d1d15f332fa0" target="_blank" rel="noopener" title=""><strong>engagement in the game and designers and instructors preparation of the game and learning materials</strong></a>.</p>



<p>Part of the way that educators can approach teaching and learning like a game designer is to focus on the experience of learning and game play. Specifically, they should focus <a href="https://medium.com/a-teachers-hat/the-state-of-flow-while-learning-d1d15f332fa0" target="_blank" rel="noopener" title=""><strong>on applications of learning outcomes outside of the classroom and game</strong></a>: thus providing learners with a wider perspective of what and how they can apply their newfound knowledge.</p>



<p>This is often best accomplished with <a href="https://www.universityxp.com/blog/2021/9/28/playing-serious-games" target="_blank" rel="noopener" title=""><strong>serious games</strong></a> that <a href="https://journals.sagepub.com/doi/abs/10.1177/154193121005402808" target="_blank" rel="noopener" title=""><strong>are designed from the ground up with a learning outcome in mind</strong></a>. The closer that educators and designers can get <a href="https://www.tandfonline.com/doi/pdf/10.1080/10494820.2021.1926287?casa_token=mr8yvPjaXsoAAAAA:cFyixkGKKt0-pnj2tcd5lMaD5Ee7Ft39PJL43UrbYvjYKOMl2xpgFZNBADGUJYdUwhoPzm0ezsZiSg" target="_blank" rel="noopener" title=""><strong>to connecting cognitive activities in the game</strong></a> with both <a href="https://www.tandfonline.com/doi/pdf/10.1080/10494820.2021.1926287?casa_token=mr8yvPjaXsoAAAAA:cFyixkGKKt0-pnj2tcd5lMaD5Ee7Ft39PJL43UrbYvjYKOMl2xpgFZNBADGUJYdUwhoPzm0ezsZiSg" target="_blank" rel="noopener" title=""><strong>intended learning outcomes</strong></a> and practical applications; the better they can more wholly educate students while <a href="https://www.tandfonline.com/doi/pdf/10.1080/10494820.2021.1926287?casa_token=mr8yvPjaXsoAAAAA:cFyixkGKKt0-pnj2tcd5lMaD5Ee7Ft39PJL43UrbYvjYKOMl2xpgFZNBADGUJYdUwhoPzm0ezsZiSg" target="_blank" rel="noopener" title=""><strong>also emphasizing a prioritization of flow in game play</strong>.</a></p>



<h3 class="wp-block-heading">Takeaways</h3>



<p>This article covered how to design games for the <a href="https://www.universityxp.com/blog/2019/10/1/flow-state" target="_blank" rel="noopener" title=""><strong>flow state</strong></a>. Flow was described and defined in relation to game design. Specific reasons were offered for designing games for players’ <a href="https://www.universityxp.com/blog/2019/10/1/flow-state" target="_blank" rel="noopener" title=""><strong>flow states</strong></a>. The <a href="https://www.universityxp.com/blog/2019/6/04/formal-game-structures" target="_blank" rel="noopener" title=""><strong>formal elements</strong></a> of games were identified: specifically goals, <a href="https://www.universityxp.com/blog/2019/6/18/feedback-loops-in-games-based-learning" target="_blank" rel="noopener" title=""><strong>feedback</strong></a>, and perceptual player control as it relates to the development of the <a href="https://www.universityxp.com/blog/2019/10/1/flow-state" target="_blank" rel="noopener" title=""><strong>flow state</strong></a>.</p>



<p>Perceptual control was related to difficulty modulations and how changing challenges that adjust to player competency and efficacy help continue to <a href="https://www.universityxp.com/blog/2020/2/13/engagement-curves" target="_blank" rel="noopener" title=""><strong>engage</strong></a> players in the game and maintain their <a href="https://www.universityxp.com/blog/2019/10/1/flow-state" target="_blank" rel="noopener" title=""><strong>flow state</strong></a>. This was further complicated by games that require some kind of pre-developed knowledge in order to play more advanced games. Those advanced games also included <a href="https://www.universityxp.com/blog/2020/1/16/how-do-i-win" target="_blank" rel="noopener" title=""><strong>competitive games</strong></a> where prior game knowledge is often necessary to compete and play at a higher level.</p>



<p>Finally, this article ended on applied <a href="https://www.universityxp.com/blog/2019/10/1/flow-state" target="_blank" rel="noopener" title=""><strong>flow</strong></a> for games as well as design considerations for integrating <strong><a href="https://www.universityxp.com/blog/2019/10/1/flow-state" target="_blank" rel="noopener" title="">flow</a> </strong>into game play. Lastly, the <a href="https://www.universityxp.com/blog/2019/10/1/flow-state" target="_blank" rel="noopener" title=""><strong>flow state</strong></a> in <a href="https://www.universityxp.com/blog/2020/3/26/what-is-games-based-learning" target="_blank" rel="noopener" title=""><strong>games-based learning</strong></a> was addressed in applications for educators and instructors. </p>


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<figure class="aligncenter size-full is-resized"><a href="https://www.backerkit.com/call_to_action/8a360b06-862b-4d1a-8055-c9323427a07a/landing" target="_blank" rel="noreferrer noopener"><img loading="lazy" decoding="async" width="360" height="180" src="https://ludogogy.co.uk/wp-content/uploads/2023/05/LaunchesTBA.png" alt="" class="wp-image-8434" style="width:360px;height:180px" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA.png 360w, https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA-300x150.png 300w" sizes="auto, (max-width: 360px) 100vw, 360px" /></a></figure>
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<hr class="wp-block-separator has-alpha-channel-opacity"/>



<p>This article was about designing games for flow state.   To learn more about gamification, <strong><a href="https://www.universityxp.com/gamification" target="_blank" rel="noopener">check out the free course on Gamification Explained.</a></strong></p>



<p>If you have enjoyed this article &#8211; consider getting yourself lifetime access to Dave&#8217;s Games-Based Learning Digital Library containing all of the content from the past two Games-Based Learning Virtual Conferences; past webinars and courses he&#8217;s created; as well as his complete back catalogue of articles; podcast episodes; and videos. And more content is being added all the time.</p>



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<div style="background-color: #f2cfbc;"><strong>References and further reading:</strong>
<p>



</p>
<p>Amos, M. (2017). Go with the flow? Retrieved June 23, 2022, from <a href="https://thinkspace.csu.edu.au/gblcompendium/part-1-motivation/go-with-the-flow/" target="_blank" rel="noopener">https://thinkspace.csu.edu.au/gblcompendium/part-1-motivation/go-with-the-flow/</a></p>

<p>Borgers, M. (2019, January 31). The secret of using the flow state for studying. Retrieved June 23, 2022, from <a href="https://www.improvestudyhabits.com/how-to-enter-flow-state-studying/" target="_blank" rel="noopener">https://www.improvestudyhabits.com/how-to-enter-flow-state-studying/</a></p>

<p>Burnes, D., Butchko, J., Patrick, S., Wells, J., &amp; Williams, E. (2015). Maximizing effectiveness of educational games through gaming experience. From andrewd. ces. clemson. edu/courses/cpsc414/spring14/papers/group5. pdf [accessed January 2015]. <a href="http://andrewd.ces.clemson.edu/courses/cpsc414/spring14/papers/group5.pdf" target="_blank" rel="noopener">http://andrewd.ces.clemson.edu/courses/cpsc414/spring14/papers/group5.pdf</a></p>

<p>Chen, J. (2006). Welcome to Flow in Games. Retrieved June 23, 2022, from <a href="http://jenovachen.com/flowingames/designfig.htm" target="_blank" rel="noopener">http://jenovachen.com/flowingames/designfig.htm</a></p>

<p>Cherry, K. (2022, February 17). How to achieve flow. Retrieved June 23, 2022, from <a href="https://www.verywellmind.com/what-is-flow-2794768" target="_blank" rel="noopener">https://www.verywellmind.com/what-is-flow-2794768</a></p>

<p>Chou, Y. S., Hou, H. T., Chang, K. E., &amp; Su, C. L. (2021). Designing cognitive-based game mechanisms for mobile educational games to promote cognitive thinking: an analysis of flow state and game-based learning behavioral patterns. Interactive Learning Environments, 1-18. <a href="https://www.tandfonline.com/doi/full/10.1080/10494820.2021.1926287" target="_blank" rel="noopener">https://www.tandfonline.com/doi/full/10.1080/10494820.2021.1926287</a></p>

<p>Díaz, R. (2018, June 17). The &#8220;flow&#8221; state&#8217;s influence during game design process. Retrieved June 23, 2022, from <a href="https://medium.com/@raydaz/the-applications-relevance-of-flow-state-design-in-video-games-1572dac0d2c" target="_blank" rel="noopener">https://medium.com/@raydaz/the-applications-relevance-of-flow-state-design-in-video-games-1572dac0d2c</a></p>

<p>Eng, D. (2017) GAME ON! An interpretative phenomenological analysis of games-based learning in an undergraduate liberal arts environment. (Doctoral dissertation). Retrieved from ProQuest. (10264891) <a href="https://eric.ed.gov/?id=ED576258" target="_blank" rel="noopener">https://eric.ed.gov/?id=ED576258</a></p>

<p>Eng, D. (2019, August 06). Meaningful Choices. Retrieved June 23, 2022, from <a href="https://www.universityxp.com/blog/2019/8/6/meaningful-choices" target="_blank" rel="noopener">https://www.universityxp.com/blog/2019/8/6/meaningful-choices</a></p>

<p>Eng, D. (2019, August 13). Narratives, Toys, Puzzles, Games. Retrieved June 23, 2022, from <a href="https://www.universityxp.com/blog/2019/8/13/narratives-toys-puzzles-games" target="_blank" rel="noopener">https://www.universityxp.com/blog/2019/8/13/narratives-toys-puzzles-games</a></p>

<p>Eng, D. (2019, August 20). Play is Work. Retrieved June 23, 2022, from <a href="https://www.universityxp.com/blog/2019/8/20/play-is-work" target="_blank" rel="noopener">https://www.universityxp.com/blog/2019/8/20/play-is-work</a></p>

<p>Eng, D. (2019, August 27). Roguelike Learning. Retrieved June 23, 2022, from <a href="https://www.universityxp.com/blog/2019/8/27/roguelike-learning" target="_blank" rel="noopener">https://www.universityxp.com/blog/2019/8/27/roguelike-learning</a></p>

<p>Eng, D. (2019, June 04). Formal Game Structures. Retrieved June 23, 2022, from <a href="https://www.universityxp.com/blog/2019/6/04/formal-game-structures" target="_blank" rel="noopener">https://www.universityxp.com/blog/2019/6/04/formal-game-structures</a></p>

<p>Eng, D. (2019, June 18). Feedback Loops. Retrieved June 23, 2022, from <a href="https://www.universityxp.com/blog/2019/6/18/feedback-loops-in-games-based-learning" target="_blank" rel="noopener">https://www.universityxp.com/blog/2019/6/18/feedback-loops-in-games-based-learning</a></p>

<p>Eng, D. (2019, November 26). Abstraction in Games. Retrieved June 23, 2022, from <a href="https://www.universityxp.com/blog/2019/11/26/abstraction-in-games" target="_blank" rel="noopener">https://www.universityxp.com/blog/2019/11/26/abstraction-in-games</a></p>

<p>Eng, D. (2019, October 01). Flow State. Retrieved June 23, 2022, from <a href="https://www.universityxp.com/blog/2019/10/1/flow-state" target="_blank" rel="noopener">https://www.universityxp.com/blog/2019/10/1/flow-state</a></p>

<p>Eng, D. (2019, October 08). Game Dynamics. Retrieved June 23, 2022, from <a href="https://www.universityxp.com/blog/2019/10/8/game-dynamics" target="_blank" rel="noopener">https://www.universityxp.com/blog/2019/10/8/game-dynamics</a></p>

<p>Eng, D. (2019, October 29). Gaming with Motivation. Retrieved June 23, 2022, from <a href="https://www.universityxp.com/blog/2019/10/29/gaming-with-motivation" target="_blank" rel="noopener">https://www.universityxp.com/blog/2019/10/29/gaming-with-motivation</a></p>

<p>Eng, D. (2019, September 10). The Player Experience. Retrieved June 23, 2022, from <a href="https://www.universityxp.com/blog/2019/9/10/the-player-experience" target="_blank" rel="noopener">https://www.universityxp.com/blog/2019/9/10/the-player-experience</a></p>

<p>Eng, D. (2019, September 17). Player Interaction. Retrieved June 23, 2022, from <a href="https://www.universityxp.com/blog/2019/9/17/player-interaction" target="_blank" rel="noopener">https://www.universityxp.com/blog/2019/9/17/player-interaction</a></p>

<p>Eng, D. (2020, April 09). What is a learning game? Retrieved June 23, 2022, from <a href="https://www.universityxp.com/blog/2020/4/9/what-is-a-learning-game" target="_blank" rel="noopener">https://www.universityxp.com/blog/2020/4/9/what-is-a-learning-game</a></p>

<p>Eng, D. (2020, August 20). What is Player Agency? Retrieved June 23, 2022, from <a href="http://www.universityxp.com/blog/2020/8/20/what-is-player-agency" target="_blank" rel="noopener">http://www.universityxp.com/blog/2020/8/20/what-is-player-agency</a></p>

<p>Eng, D. (2020, February 06). Game Mechanics. Retrieved June 23, 2022, from <a href="https://www.universityxp.com/blog/2020/2/6/game-mechanics" target="_blank" rel="noopener">https://www.universityxp.com/blog/2020/2/6/game-mechanics</a></p>

<p>Eng, D. (2020, February 13). Engagement Curves. Retrieved June 23, 2022, from <a href="https://www.universityxp.com/blog/2020/2/13/engagement-curves" target="_blank" rel="noopener">https://www.universityxp.com/blog/2020/2/13/engagement-curves</a>

<p>Eng, D. (2020, February 20). Game Components. Retrieved June 23, 2022, from <a href="https://www.universityxp.com/blog/2020/2/20/game-components" target="_blank" rel="noopener">https://www.universityxp.com/blog/2020/2/20/game-components</a></p>

<p>Eng, D. (2020, January 16). How do I win? Retrieved June 23, 2022, from <a href="https://www.universityxp.com/blog/2020/1/16/how-do-i-win" target="_blank" rel="noopener">https://www.universityxp.com/blog/2020/1/16/how-do-i-win</a></p>

<p>Eng, D. (2020, January 24). Decisions for Us. Retrieved June 23, 2022, from <a href="https://www.universityxp.com/blog/2020/1/24/decisions-for-us" target="_blank" rel="noopener">https://www.universityxp.com/blog/2020/1/24/decisions-for-us</a></p>

<p>Eng, D. (2020, March 26). What is Games-Based Learning? Retrieved June 23, 2022, from <a href="https://www.universityxp.com/blog/2020/3/26/what-is-games-based-learning" target="_blank" rel="noopener">https://www.universityxp.com/blog/2020/3/26/what-is-games-based-learning</a></p>

<p>Eng, D. (2020, May 28). What are interactive experiences? Retrieved June 23, 2022, from <a href="https://www.universityxp.com/blog/2020/5/28/what-are-interactive-experiences" target="_blank" rel="noopener">https://www.universityxp.com/blog/2020/5/28/what-are-interactive-experiences</a></p>

<p>Eng, D. (2020, October 1). What makes a good rule book? Retrieved June 23, 2022, from <a href="https://www.universityxp.com/blog/2020/10/1/what-makes-a-good-rule-book" target="_blank" rel="noopener">https://www.universityxp.com/blog/2020/10/1/what-makes-a-good-rule-book</a></p>

<p>Eng, D. (2020, September 10). What is Intrinsic Motivation? Retrieved June 23, 2022, from <a href="https://www.universityxp.com/blog/2020/9/10/what-is-intrinsic-motivation" target="_blank" rel="noopener">https://www.universityxp.com/blog/2020/9/10/what-is-intrinsic-motivation</a></p>

<p>Eng, D. (2021, August 31). Designing learning games with players in mind. Retrieved June 23, 2022, from <a href="https://www.universityxp.com/blog/2021/8/31/designing-learning-games-with-players-in-mind" target="_blank" rel="noopener">https://www.universityxp.com/blog/2021/8/31/designing-learning-games-with-players-in-mind</a></p>

<p>Eng, D. (2021, September 28). Playing serious games. Retrieved June 23, 2022, from <a href="https://www.universityxp.com/blog/2021/9/28/playing-serious-games" target="_blank" rel="noopener">https://www.universityxp.com/blog/2021/9/28/playing-serious-games</a></p>

<p>Goldfinch, S. (2015, September 29). How to enjoy studying: Flow. Retrieved June 23, 2022, from <a href="https://www.pursuit-of-happiness.org/how-to-enjoy-studying-flow/" target="_blank" rel="noopener">https://www.pursuit-of-happiness.org/how-to-enjoy-studying-flow/</a></p>

<p>Khare, K. (2018, April 24). The state of flow while learning. Retrieved June 23, 2022, from <a href="https://medium.com/a-teachers-hat/the-state-of-flow-while-learning-d1d15f332fa0" target="_blank" rel="noopener">https://medium.com/a-teachers-hat/the-state-of-flow-while-learning-d1d15f332fa0</a></p>

<p>Kiili, K., De Freitas, S., Arnab, S., &amp; Lainema, T. (2012). The design principles for flow experience in educational games. Procedia Computer Science, 15, 78-91. <a href="https://www.sciencedirect.com/science/article/pii/S1877050912008228/pdf" target="_blank" rel="noopener">https://www.sciencedirect.com/science/article/pii/S1877050912008228/pdf</a></p>

<p>Kiili, K., Lainema, T., de Freitas, S., &amp; Arnab, S. (2014). Flow framework for analyzing the quality of educational games. Entertainment computing, 5(4), 367-377. <a href="https://www.sciencedirect.com/science/article/pii/S1875952114000238" target="_blank" rel="noopener">https://www.sciencedirect.com/science/article/pii/S1875952114000238</a></p>

<p>Pavlas, D. (2010). A Model Of Flow And Play In Game-based Learning The Impact Of Game Characteristics, Player Traits, And Player States. <a href="https://stars.library.ucf.edu/cgi/viewcontent.cgi?article=2656&amp;context=etd" target="_blank" rel="noopener">https://stars.library.ucf.edu/cgi/viewcontent.cgi?article=2656&amp;context=etd</a></p>

<p>Pavlas, D., Heyne, K., Bedwell, W., Lazzara, E., &amp; Salas, E. (2010, September). Game-based learning: The impact of flow state and videogame self-efficacy. In Proceedings of the human factors and ergonomics society annual meeting (Vol. 54, No. 28, pp. 2398-2402). Sage CA: Los Angeles, CA: SAGE Publications. <a href="https://journals.sagepub.com/doi/abs/10.1177/154193121005402808" target="_blank" rel="noopener">https://journals.sagepub.com/doi/abs/10.1177/154193121005402808</a></p>

<p>Perttula, A., Kiili, K., Lindstedt, A., &amp; Tuomi, P. (2017). Flow experience in game based learning–a systematic literature review. <a href="https://pdfs.semanticscholar.org/5826/1c7e22b2525b767178177b4dc23f57431834.pdf" target="_blank" rel="noopener">https://pdfs.semanticscholar.org/5826/1c7e22b2525b767178177b4dc23f57431834.pdf</a></p>

<p>Prince, C. (2020, April 22). Developers: How to achieve game flow using simple psychology. Retrieved June 23, 2022, from <a href="https://www.thegamer.com/developers-achieve-game-flow-using-psychology/" target="_blank" rel="noopener">https://www.thegamer.com/developers-achieve-game-flow-using-psychology/</a></p>

<p>Schreiber, I. (2013). Level 6.3: Flow States in Games. Retrieved June 23, 2022, from <a href="https://learn.canvas.net/courses/3/pages/level-6-dot-3-flow-states-in-games" target="_blank" rel="noopener">https://learn.canvas.net/courses/3/pages/level-6-dot-3-flow-states-in-games</a></p>

<p>Slabinski, M. (2013, April 14). Designing games with flow in mind. Retrieved June 23, 2022, from <a href="https://www.gamedeveloper.com/design/designing-games-with-flow-in-mind" target="_blank" rel="noopener">https://www.gamedeveloper.com/design/designing-games-with-flow-in-mind</a></p>

<p>Sweetser, P., &amp; Wyeth, P. (2005). GameFlow: a model for evaluating player enjoyment in games. Computers in Entertainment (CIE), 3(3), 3-3. <a href="https://dl.acm.org/doi/pdf/10.1145/1077246.1077253" target="_blank" rel="noopener">https://dl.acm.org/doi/pdf/10.1145/1077246.1077253</a></p>

<p>The flow theory applied to game design. (n.d.). Retrieved June 23, 2022, from <a href="https://thinkgamedesign.com/flow-theory-game-design/" target="_blank" rel="noopener">https://thinkgamedesign.com/flow-theory-game-design/</a></p>

<p>Zheng, M., &amp; Spires, H. A. (2014). Fifth graders&#8217; flow experience in a digital game-based science learning environment. International Journal of Virtual and Personal Learning Environments (IJVPLE), 5(2), 69-86. <a href="https://www.proquest.com/docview/1034251310" target="_blank" rel="noopener">https://www.proquest.com/docview/1034251310</a></p>
</div><p>The post <a href="https://ludogogy.professorgame.com/how-do-you-design-games-for-flow-state/">How do you Design Games for Flow State</a> first appeared on <a href="https://ludogogy.professorgame.com">Ludogogy</a>.</p>]]></content:encoded>
					
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		<title>The Power of Boardgames</title>
		<link>https://ludogogy.professorgame.com/the-power-of-boardgames/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=the-power-of-boardgames</link>
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		<dc:creator><![CDATA[Hana Cho]]></dc:creator>
		<pubDate>Wed, 27 Sep 2023 08:40:06 +0000</pubDate>
				<category><![CDATA[Ideas]]></category>
		<category><![CDATA[Autumn23]]></category>
		<category><![CDATA[Learning]]></category>
		<category><![CDATA[Board Games]]></category>
		<guid isPermaLink="false">https://ludogogy.co.uk/?p=8741</guid>

					<description><![CDATA[<p>A board game can be a mirror of the player themselves. One player may be obsessed with winning, another may benefit from being in "someone else’s shoes" <a class="mh-excerpt-more" href="https://ludogogy.professorgame.com/the-power-of-boardgames/" title="The Power of Boardgames">[...]</a></p>
<p>The post <a href="https://ludogogy.professorgame.com/the-power-of-boardgames/">The Power of Boardgames</a> first appeared on <a href="https://ludogogy.professorgame.com">Ludogogy</a>.</p>]]></description>
										<content:encoded><![CDATA[<p>Ludogogy has entered into an agreement with <strong><a href="https://www.gami-journal.com/" target="_blank" rel="noreferrer noopener">Gamification Journal</a></strong>, based in Seoul, South Korea, for the mutual exchange of articles. This is the eighteenth of those articles we are publishing and it was in exchange for Kathy Fuller&#8217;s article &#8211; <a title="" href="https://ludogogy.co.uk/article/games-business-and-changing-times/" target="_blank" rel="noopener"><strong>Games, Business and Changing Times</strong></a>.</p>


<div class="wp-block-image">
<figure class="aligncenter size-full is-resized"><a href="https://www.backerkit.com/call_to_action/8a360b06-862b-4d1a-8055-c9323427a07a/landing" target="_blank" rel="noreferrer noopener"><img loading="lazy" decoding="async" width="360" height="180" src="https://ludogogy.co.uk/wp-content/uploads/2023/05/LaunchesTBA.png" alt="" class="wp-image-8434" style="width:360px;height:180px" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA.png 360w, https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA-300x150.png 300w" sizes="auto, (max-width: 360px) 100vw, 360px" /></a></figure>
</div>


<h3 class="wp-block-heading">&#8220;I am happy to play with friends&#8221;</h3>



<p>“I am happy to play with friends.” &nbsp;This is what a student who didn’t reach out to other friends told me. Someone might think ‘Playing with friends is normal, so why does he/she say &#8220;happy&#8221;?’. Someone might find it to be very easy to do this, but others might not. A board game is the right tool to fill this gap.</p>



<h3 class="wp-block-heading">Why board games?</h3>



<p>First, the board game is a live education tool. One round of board game play takes between ten minutes and two or three hours. There is a flow during gameplay. In the board game ‘Tiletum’, a player becomes a merchant, contracts to trade in wool and iron, and invests in the establishment of a marketplace and construction of a large-scale cathedral. In the Korean board game ‘Wawagol Excavation Team’ which is about making your own dinosaur by assembling excavated bones, a player becomes a good fossil excavator, perfectly assembles dinosaur bones, and tries to display these. So, one round of these board games is enough to gain an immersive experience of a small sub-section of society within a short time.</p>


<div class="wp-block-image">
<figure class="aligncenter size-full"><img loading="lazy" decoding="async" width="330" height="330" src="https://ludogogy.co.uk/wp-content/uploads/2023/09/image1.png" alt="Wawagol Excavation Team boardgame box" class="wp-image-8743" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2023/09/image1.png 330w, https://ludogogy.professorgame.com/wp-content/uploads/2023/09/image1-300x300.png 300w, https://ludogogy.professorgame.com/wp-content/uploads/2023/09/image1-150x150.png 150w, https://ludogogy.professorgame.com/wp-content/uploads/2023/09/image1-268x268.png 268w" sizes="auto, (max-width: 330px) 100vw, 330px" /><figcaption class="wp-element-caption">Board game ‘Wawagol Excavation Team’<br>Source: https://prod.danawa.com/info/</figcaption></figure>
</div>


<p>Second, board games help players to practice life skills. In the board game ‘Gem Traders’, they practice the skills of bidding at auction and negotiation, when trading gems and money. In the Korean board game ‘Cubo Saurus’, players have to consider the best choices for their card decks, from a large number of alternatives. This makes players adopt strategic approaches. Socialisation occurs naturally when players have to interact when playing together, as they gradually gain knowledge and direct and indirect experience of other players’ thoughts and actions.</p>


<div class="wp-block-image">
<figure class="aligncenter size-full"><img loading="lazy" decoding="async" width="550" height="550" src="https://ludogogy.co.uk/wp-content/uploads/2023/09/image2.png" alt="Cubo Saurus Boardgame box" class="wp-image-8744" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2023/09/image2.png 550w, https://ludogogy.professorgame.com/wp-content/uploads/2023/09/image2-300x300.png 300w, https://ludogogy.professorgame.com/wp-content/uploads/2023/09/image2-150x150.png 150w, https://ludogogy.professorgame.com/wp-content/uploads/2023/09/image2-268x268.png 268w" sizes="auto, (max-width: 550px) 100vw, 550px" /><figcaption class="wp-element-caption">Board game ‘Cubo Saurus’<br>Source: https://www.happybaobab.com/shop/item.php</figcaption></figure>
</div>


<p>Lastly, the board game is a mirror of the player themselves. During board game play, a hidden ‘persona’ can come out. For example, one player may be obsessed with winning, another may benefit from the experience of being in &#8220;someone else’s shoes&#8221;. In educational settings, this can be utilised by using the ‘recording method’, where scenes of participants&#8217; playing are recorded without editing. All players can be observed, and the player reflects on himself or herself. This can aid personal development. So, board games can contribute to the internal growth of players.</p>



<h3 class="wp-block-heading">The Power of Boardgames</h3>



<p>Some people just play board games so that they can have a fun time. But a board game has a strong hidden power. Board games strengthen communication skills. During play, communication is a necessary factor. In the process of hiding or revealing the player’s thoughts and intentions, various communication skills are learned, such as summarising opinions, effectively delivering clearly and briefly, and recognizing other players’ intentions.</p>



<p>In addition, comprehensive thinking skills can be enhanced. One of the core competencies in the future of education is comprehensive thinking skills. People face momentous choices in life. However, if they only judge and decide using one or two factors, it will be regrettable. The more factors that are considered, the better chance they have to make the best choice.</p>



<p>During board game play, we analyze various factors which affect our choices. Based on this, we can practice comprehensive thinking and decision making. Through this process, the decisive capacity for life can be increased.</p>



<p>Third, people can experience cooperation and competition. The board game ‘Hanabi’ is a cooperative game to attain a common goal, while ‘Splendor’ is a competitive game to attain an individual goal. There is no definite &#8216;better option&#8217; between cooperation and competition. We can experience both the joy of cooperation and growth through competition when we play. In this way, beautiful growth based on the success and failure of cooperation and competition can be attained.</p>


<div class="wp-block-image">
<figure class="aligncenter size-full is-resized"><a href="https://www.backerkit.com/call_to_action/8a360b06-862b-4d1a-8055-c9323427a07a/landing" target="_blank" rel="noreferrer noopener"><img loading="lazy" decoding="async" width="360" height="180" src="https://ludogogy.co.uk/wp-content/uploads/2023/05/LaunchesTBA.png" alt="" class="wp-image-8434" style="width:360px;height:180px" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA.png 360w, https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA-300x150.png 300w" sizes="auto, (max-width: 360px) 100vw, 360px" /></a></figure>
</div>


<h3 class="wp-block-heading">Takeaways</h3>



<p>There are many discussions about future talent development and education in terms of the 4<sup>th</sup> industrial revolution. Also, there is much emphasis on required competencies such as creativity, autonomy, and responsibility for the future of society. Playing various types of board game can contribute to increasing the relevant competencies for the future. At school, a board game which is attractive like this can be approached and tried in various ways. Let’s play today!</p><p>The post <a href="https://ludogogy.professorgame.com/the-power-of-boardgames/">The Power of Boardgames</a> first appeared on <a href="https://ludogogy.professorgame.com">Ludogogy</a>.</p>]]></content:encoded>
					
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		<title>What are Megagames?</title>
		<link>https://ludogogy.professorgame.com/what-are-megagames/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=what-are-megagames</link>
					<comments>https://ludogogy.professorgame.com/what-are-megagames/#respond</comments>
		
		<dc:creator><![CDATA[Dave Eng]]></dc:creator>
		<pubDate>Tue, 05 Sep 2023 20:38:29 +0000</pubDate>
				<category><![CDATA[Ideas]]></category>
		<category><![CDATA[Autumn23]]></category>
		<category><![CDATA[Learning]]></category>
		<category><![CDATA[Play]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Player Experience]]></category>
		<guid isPermaLink="false">https://ludogogy.co.uk/?p=8722&#038;preview=true&#038;preview_id=8722</guid>

					<description><![CDATA[<p>A megagame is an interesting combination of different game elements encountered in other places. They involve role-playing, simulation, and social interactions. <a class="mh-excerpt-more" href="https://ludogogy.professorgame.com/what-are-megagames/" title="What are Megagames?">[...]</a></p>
<p>The post <a href="https://ludogogy.professorgame.com/what-are-megagames/">What are Megagames?</a> first appeared on <a href="https://ludogogy.professorgame.com">Ludogogy</a>.</p>]]></description>
										<content:encoded><![CDATA[<p><strong>This article was originally published at&nbsp;<a href="https://www.universityxp.com/blog/2020/10/22/what-are-megagames" target="_blank" rel="noopener" title="">UniversityXP</a>&nbsp;and is re-published in Ludogogy by permission of the author.</strong></p>



<p>Most people have played games at some point in their lives. They can be table top games, card games, board games, playground games, video games, console games, or computer games. Most people have likely played hard games, easy games, social games, or abstract games. Mostly we’ve played fun games. But we’ve probably also played lousy games.</p>


<div class="wp-block-image">
<figure class="aligncenter size-full is-resized"><a href="https://www.backerkit.com/call_to_action/8a360b06-862b-4d1a-8055-c9323427a07a/landing" target="_blank" rel="noreferrer noopener"><img loading="lazy" decoding="async" width="360" height="180" src="https://ludogogy.co.uk/wp-content/uploads/2023/05/LaunchesTBA.png" alt="" class="wp-image-8434" style="width:360px;height:180px" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA.png 360w, https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA-300x150.png 300w" sizes="auto, (max-width: 360px) 100vw, 360px" /></a></figure>
</div>


<p>Some of us may have played small games, micro games, or pocket games. But, what about big games? How about Megagames? Megagames are one of the most interesting types of games around. They are part role-playing, part simulation, and part social game.</p>



<p>This article will review megagames. It’ll define what megagames are as well as the history of megagames. The structure of megagames will be explained as well as how role-playing and engagement occurs within the game. Player hierarchies are an interesting component of megagame structure and will be explored in greater depth. Megagames are administered by a certain group of people called “control.” Their engagement greatly impacts the player experience. Design aspects of megagames will be covered as well as how megagames can be used for games-based learning.</p>



<h3 class="wp-block-heading">What is a Megagame?</h3>



<p>A megagame is an interesting combination of different game elements encountered in other places. They involve role-playing, simulation, and social interactions.</p>



<p>Megagames combine all of this and on a large scale and<strong> <a href="https://arstechnica.com/gaming/2016/09/the-explosive-growth-of-the-300-person-megagame/" target="_blank" rel="noopener" title="">introduce aspects of economics and politics into play</a></strong>. This is often represented in megagame <a href="https://www.universityxp.com/blog/2020/2/20/game-components" target="_blank" rel="noopener" title=""><strong>components</strong></a> such as maps, charts, interlocking games,<a href="http://megagamesociety.com/#faq" target="_blank" rel="noopener" title=""> <strong>and overarching stories that join together to create a larger narrative</strong></a>. Players often take a large role in shaping the megagame experience through <a href="https://www.independent.co.uk/news/uk/home-news/welcome-world-megagames-300-players-take-part-watch-skies-board-game-10213384.html" target="_blank" rel="noopener" title=""><strong>live action role-playing</strong></a>. As such the structure of the game is similar from play to play. But each new group of players bring a new narrative.</p>



<p><a href="https://en.wikipedia.org/wiki/Megagame" target="_blank" rel="noopener" title=""><strong>A megagame is a large scale game that contains different elements found in other games</strong></a>. Those elements include (but are not limited to) role-playing, simulations, social interaction, economics, and politics, which are combined into an overarching narrative. This combination takes place through other, smaller, interlocking games that occur concurrently within the megagame.</p>


<div class="wp-block-image">
<figure class="aligncenter size-full is-resized"><a href="https://www.backerkit.com/call_to_action/8a360b06-862b-4d1a-8055-c9323427a07a/landing" target="_blank" rel="noreferrer noopener"><img loading="lazy" decoding="async" width="360" height="180" src="https://ludogogy.co.uk/wp-content/uploads/2023/05/LaunchesTBA.png" alt="" class="wp-image-8434" style="width:360px;height:180px" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA.png 360w, https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA-300x150.png 300w" sizes="auto, (max-width: 360px) 100vw, 360px" /></a></figure>
</div>


<h3 class="wp-block-heading">History of Megagames</h3>



<p>If you haven’t heard of megagames before, then you might think that they’re a relatively new trend. But they aren’t and have been around since the 1970’s. Megagames trace their roots back to the <a href="https://www.vice.com/en/article/aejnzg/the-intrigue-of-massive-scale-megagames" target="_blank" rel="noopener" title=""><strong>British designer Jim Wallman and his connection to war games</strong></a>.</p>



<p>The first such megagame implementation was to expand wargaming to a larger scale. It was called <a href="https://megagamemaker.com/2017/01/19/in-the-beginning-origins-and-influences/" target="_blank" rel="noopener" title=""><strong>“Memphis Manger” a Vietnam war game played in April of 1982</strong></a>.&nbsp; The game <a href="https://megagamemaker.com/2017/01/19/in-the-beginning-origins-and-influences/" target="_blank" rel="noopener" title=""><strong>accommodated about 30 players including designer Paddy Griffith</strong></a>.</p>



<p>The megagame idea began to grow from that point and future designers began to draw inspiration from other games. Not just game mechanics and structure; but rather <a href="https://megagamemaker.com/2017/01/19/in-the-beginning-origins-and-influences/" target="_blank" rel="noopener" title=""><strong>theory; mathematical concepts; psychology; and sociology of game play</strong></a>.</p>



<p>However, the earliest megagames relied heavily on the conventions of war gaming <a href="https://megagamemaker.com/2016/11/02/describing-typical-megagames-1/" target="_blank" rel="noopener" title=""><strong>and included miniatures, maps, and components representing units</strong></a>. Despite this, the development and structure of megagames has since expanded from that point into a more robust and developed structure.</p>


<div class="wp-block-image">
<figure class="aligncenter size-full is-resized"><a href="https://www.backerkit.com/call_to_action/8a360b06-862b-4d1a-8055-c9323427a07a/landing" target="_blank" rel="noreferrer noopener"><img loading="lazy" decoding="async" width="360" height="180" src="https://ludogogy.co.uk/wp-content/uploads/2023/05/LaunchesTBA.png" alt="" class="wp-image-8434" style="width:360px;height:180px" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA.png 360w, https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA-300x150.png 300w" sizes="auto, (max-width: 360px) 100vw, 360px" /></a></figure>
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<h3 class="wp-block-heading">Megagame Structure</h3>



<p>Megagames adapt some concepts and structures from other games. Some of those include <a href="https://www.universityxp.com/blog/2019/12/10/decision-space" target="_blank" rel="noopener" title=""><strong>decision space</strong></a> of players as well as areas of <a href="https://ludogogy.co.uk/article/what-is-player-agency/" target="_blank" rel="noopener" title="What is Player Agency in Games?"><strong>agency</strong></a>. In megagames these become “<a href="https://arstechnica.com/gaming/2016/09/the-explosive-growth-of-the-300-person-megagame/" target="_blank" rel="noopener" title=""><strong>private play areas</strong></a>.” Players use them to interact with other players and the game in order to achieve their own goals. In addition, there are <a href="https://arstechnica.com/gaming/2016/09/the-explosive-growth-of-the-300-person-megagame/" target="_blank" rel="noopener" title=""><strong>public areas used to coordinate between these private play areas</strong></a>. This is where these seemingly disparate spaces of the megagame connect with one another.</p>



<p>For example a megagame could have a “private play area” called the high table. Players there are engaged in a <strong><a href="https://boardgamegeek.com/boardgamemechanic/2891/hidden-roles">hidden role</a> <a href="https://boardgamegeek.com/boardgamemechanic/2915/negotiation" target="_blank" rel="noopener" title="">negotiation</a></strong> game. In this game, the players must all come to a consensus as to who the “traitor” is. If players can select the traitor within three turns then all players (except the traitor) earn 1,000 money.&nbsp; If the traitor escapes without being detected after 3 turns then the traitor earn 5,000 money and everyone else earns nothing. All players receive “hints” as to who the traitor is from players at another table called the “map room.”</p>



<p>This “map room” is another separate private play area that focuses on players engaged in an <a href="https://www.boardgamegeek.com/boardgamemechanic/2080/area-majority-influence" target="_blank" rel="noopener" title=""><strong>area control</strong></a> game. This area is called the “map room.” &nbsp;In this game, players take turns rolling dice in order to determine if “armies” from one section of the map are able to defeat armies in neighboring sections. Armies are lost every turn. The only way to buy more armies is to purchase them… using the money earned by the players at the high table.</p>



<p>These games are connected through two resources: money and hints.&nbsp; This represents just one small connection between these two private play areas in megagames. <a href="https://www.universityxp.com/blog/2019/6/04/formal-game-structures" target="_blank" rel="noopener" title=""><strong>Structures</strong></a> such as these are seen in many different games. Megagames <a href="https://www.swmegagames.co.uk/what-is-a-megagame" target="_blank" rel="noopener" title=""><strong>utilize some of these structures and use them as a framework</strong></a>. Through this, players can see how their actions affect outcomes in both their private play area as well as through the megagame at large.</p>



<p>Megagames also usually require a large amount of space. That space can be setup in a number of <a href="https://libguides.library.cofc.edu/c.php?g=929135&amp;p=6693758" target="_blank" rel="noopener" title=""><strong>different ways</strong></a>. This includes gathering in a large central room with many tables to several smaller rooms where walls divide player groups.</p>



<p>In addition to space, megagames require a larger time investment than other gaming activities. Some board games can take 1-2 hours to play. Whereas megagames take <a href="https://megagamemaker.com/2016/11/02/describing-typical-megagames-1/" target="_blank" rel="noopener" title=""><strong>between a few hours to a whole day to explain, play, and complete</strong></a>.</p>


<div class="wp-block-image">
<figure class="aligncenter size-full is-resized"><a href="https://www.backerkit.com/call_to_action/8a360b06-862b-4d1a-8055-c9323427a07a/landing" target="_blank" rel="noreferrer noopener"><img loading="lazy" decoding="async" width="360" height="180" src="https://ludogogy.co.uk/wp-content/uploads/2023/05/LaunchesTBA.png" alt="" class="wp-image-8434" style="width:360px;height:180px" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA.png 360w, https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA-300x150.png 300w" sizes="auto, (max-width: 360px) 100vw, 360px" /></a></figure>
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<h3 class="wp-block-heading">Role-playing in Megagames</h3>



<p>The structure of megagames alone doesn’t define them. The players do. Every megagame will result in different outcomes based on player experiences, behaviors, actions, and motivations. As such, megagame players often role-play through their game play.</p>



<p>This is most often compared to <a href="https://www.beckybeckyblogs.com/game-design/alchemy-megagame-larp/" target="_blank" rel="noopener" title=""><strong>LARPS – or live action role playing</strong></a>. Role-playing exists in megagames as a way for players to interact; communicate; and collaborate with one another in the game within its <a href="https://www.universityxp.com/blog/2019/9/26/game-theme" target="_blank" rel="noopener" title=""><strong>theme</strong></a>.</p>



<p>A specific distinction between megagame role-playing and LARPS is that megagames can be considered <a href="https://www.universityxp.com/blog/2020/1/16/how-do-i-win" target="_blank" rel="noopener" title=""><strong>orthogames</strong></a> in their ability to create separate and unequal outcomes for teams and players. This means that there can be clear and decisive winners in the megagame. Whereas <a href="https://www.beckybeckyblogs.com/game-design/alchemy-megagame-larp/" target="_blank" rel="noopener" title=""><strong>LARPS are more about the emergent narrative rather than the game</strong></a>.</p>



<p>This makes <a href="https://www.beckybeckyblogs.com/game-design/alchemy-megagame-larp/" target="_blank" rel="noopener" title=""><strong>megagames more abstracted compared to LARPS</strong></a>. The theme in megagames is connected to their <a href="https://www.universityxp.com/blog/2019/6/04/formal-game-structures" target="_blank" rel="noopener" title=""><strong>structure</strong></a> as well as through player roles. Players in megagames take on specific roles that can range from national governments, corporate entities, journalists, politicians, and military personnel. In these roles<a href="https://libguides.library.cofc.edu/c.php?g=929135&amp;p=6693758" target="_blank" rel="noopener" title=""> <strong>players act as their respective group through their interactions with others</strong></a>.</p>


<div class="wp-block-image">
<figure class="aligncenter size-full is-resized"><a href="https://www.backerkit.com/call_to_action/8a360b06-862b-4d1a-8055-c9323427a07a/landing" target="_blank" rel="noreferrer noopener"><img loading="lazy" decoding="async" width="360" height="180" src="https://ludogogy.co.uk/wp-content/uploads/2023/05/LaunchesTBA.png" alt="" class="wp-image-8434" style="width:360px;height:180px" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA.png 360w, https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA-300x150.png 300w" sizes="auto, (max-width: 360px) 100vw, 360px" /></a></figure>
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<h3 class="wp-block-heading">Player Structure &amp; Engagement</h3>



<p>Many games focus on some kind and degree of <a href="https://www.universityxp.com/blog/2020/2/13/engagement-curves" target="_blank" rel="noopener" title=""><strong>player engagement</strong></a> throughout play. Megagames are no different. Here players have to do more than compete with one another. Teammates must also communicate with one another; share<strong> <a href="https://www.swmegagames.co.uk/what-is-a-megagame" target="_blank" rel="noopener" title="">information; broker deals, and make challenging decisions</a></strong>.&nbsp;</p>



<p>The amount and type of <a href="https://www.universityxp.com/blog/2020/2/13/engagement-curves" target="_blank" rel="noopener" title=""><strong>player engagement</strong></a> is highly dependent on players and what they <a href="https://en.wikipedia.org/wiki/Megagame" target="_blank" rel="noopener" title=""><strong>want to get out of the experience. This is also dependent on the scenario and the game being played</strong>.</a></p>



<p>Like its name, megagames require a large number of players. <a href="https://www.beckybeckyblogs.com/game-design/alchemy-megagame-larp/" target="_blank" rel="noopener" title=""><strong>Few megagames require less than 25 participants</strong></a>. Some <a href="https://www.swmegagames.co.uk/what-is-a-megagame" target="_blank" rel="noopener" title=""><strong>games require</strong></a> 25-80 <a href="https://en.wikipedia.org/wiki/Megagame" target="_blank" rel="noopener" title=""><strong>players for a full experience</strong></a>. However, other megagames can have participants running into the <a href="https://en.wikipedia.org/wiki/Megagame" target="_blank" rel="noopener" title=""><strong>hundreds</strong></a>.</p>



<p><a href="https://www.universityxp.com/blog/2019/9/17/player-interaction" target="_blank" rel="noopener" title=""><strong>Player interaction</strong></a> is an integral part of the megagame experience. This means that there <a href="https://megagamemaker.com/2019/03/13/megagame-design-the-easy-way-2/" target="_blank" rel="noopener" title=""><strong>needs to be enough action, agency, and options for games with these high player counts</strong></a>. That means that opportunities are necessary to keep players engaged throughout with <a href="https://www.universityxp.com/blog/2019/8/6/meaningful-choices" target="_blank" rel="noopener" title=""><strong>meaningful contributions</strong></a> to game play.</p>



<h3 class="wp-block-heading">Player Hierarchies</h3>



<p>This player experience builds off the <a href="https://libguides.library.cofc.edu/c.php?g=929135&amp;p=6693758" target="_blank" rel="noopener" title=""><strong>hierarchy of player</strong></a> interaction throughout the game. Some games will consist of several factions playing against each other. In turn <a href="https://en.wikipedia.org/wiki/Megagame" target="_blank" rel="noopener" title=""><strong>each faction has a team of players with different roles, responsibilities, and decision making abilities</strong></a>.</p>



<p>This model of hierarchy makes it so that there are optimal zones of player interaction and agency at each step of the way. Creating a game so that one player is responsible for too many areas can be cumbersome, bothersome, and un-fun. By <a href="https://www.vice.com/en/article/qv3v8b/how-i-survived-a-zombie-apocalypse-only-to-wind-up-in-federal-prison" target="_blank" rel="noopener" title=""><strong>creating a hierarchy</strong></a> of responsibilities on a team’s roster, these activities can be subdivided and delegated. Players are able to exercise agency within the game that has a broad impact through this method. At the same time, they can make <a href="https://www.universityxp.com/blog/2019/8/6/meaningful-choices" target="_blank" rel="noopener" title=""><strong>meaningful contributions</strong></a> to their team: fueling the social connections that players create through megagame play.</p>


<div class="wp-block-image">
<figure class="aligncenter size-full is-resized"><a href="https://www.backerkit.com/call_to_action/8a360b06-862b-4d1a-8055-c9323427a07a/landing" target="_blank" rel="noreferrer noopener"><img loading="lazy" decoding="async" width="360" height="180" src="https://ludogogy.co.uk/wp-content/uploads/2023/05/LaunchesTBA.png" alt="" class="wp-image-8434" style="width:360px;height:180px" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA.png 360w, https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA-300x150.png 300w" sizes="auto, (max-width: 360px) 100vw, 360px" /></a></figure>
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<h3 class="wp-block-heading">“Control” and the Megagame</h3>



<p>A megagame naturally has many moving parts. Most board games can get away without the need for an impartial third party. More complicated games require more human input to support its structure.&nbsp; Of course casino games have dealers, pit bosses, and floor supervisors. Even the original <a href="https://en.wikipedia.org/wiki/Kriegsspiel" target="_blank" rel="noopener" title=""><strong>Kriegspiel</strong></a> had umpires. Of course professional sports have referees. Debates have moderators. As a result, megagames have “control.”</p>



<p>Control is a team of game masters and moderators that control the flow, structure, and <a href="https://libguides.library.cofc.edu/c.php?g=929135&amp;p=6693758" target="_blank" rel="noopener" title=""><strong>engagement of play for players. They are responsible for managing operations of the game which includes (but is not always limited to) explaining rules, addressing situations</strong></a>, monitoring the game, and (even) making up some rules on the fly.</p>



<p>Some of the first controllers for megagames are their own designers. These individuals spend countless hours designing and printing maps; creating cards; making counters; <a href="https://gamervw.com/2020/09/01/what-are-megagames/" target="_blank" rel="noopener" title=""><strong>and assembling them at the megagame site</strong></a>.</p>



<p>Having a “controller” is critical to megagame success. However, due to the structure of megagames, it is <a href="https://libguides.library.cofc.edu/c.php?g=929135&amp;p=6693758" target="_blank" rel="noopener" title=""><strong>often necessary to break apart “control” into different sub-teams that manage different and specific areas within the game</strong></a>.</p>



<p>The need for this structure; impartial third party; and overall game master is crucial for overall success; engagement; and managing “<a href="https://mymegagame.weebly.com/teambuild.html" target="_blank" rel="noopener" title=""><strong>last turn madness</strong></a>” that often accompanies megagame play.</p>



<h3 class="wp-block-heading">Megagame Player Experience</h3>



<p>Megagames are huge. They are designed in such a way that much of the player experience hinges on the <a href="https://megagamemaker.com/2016/11/02/describing-typical-megagames-1/" target="_blank" rel="noopener" title=""><strong>social relationships and networks formed between players</strong></a>. Social networking happens in every megagame – it’s inevitable. New relationships are formed throughout play. <a href="https://megagamemaker.com/2016/11/02/describing-typical-megagames-1/" target="_blank" rel="noopener" title=""><strong>No matter if that play is with, for, and against other players</strong></a>.</p>



<p>Megagames bring people together. They give players the unique ability to role-play in<strong> <a href="https://www.vice.com/en/article/aejnzg/the-intrigue-of-massive-scale-megagames" target="_blank" rel="noopener" title="">a setting bigger than a table top RPG. It provides them with the opportunity to solve some puzzles; cooperate with other teammates</a></strong>; and create an experience like no other.</p>



<p>The social relationships formed with and among players are often replicated by control members. <a href="https://gamervw.com/2020/09/01/what-are-megagames/" target="_blank" rel="noopener" title=""><strong>Most of the time players are not aware of the schemes and storylines that are created behind the scenes of the control team</strong></a> and how their actions will affect game play overall.</p>



<p>However, the very social nature of megagames can be a source of challenge. Sometimes, language barriers; players abilities; and other accessibility concerns hider <a href="https://www.independent.co.uk/news/uk/home-news/welcome-world-megagames-300-players-take-part-watch-skies-board-game-10213384.html" target="_blank" rel="noopener" title=""><strong>players’ abilities to participate fully within the game</strong></a>.</p>



<p>Despite this, players continue to return to play megagames for the <a href="https://ludogogy.co.uk/the-player-experience-of-games/" target="_blank" rel="noopener" title="The Player Experience of Games"><strong>player experience</strong></a> as this is not something that can be easily replicated elsewhere. Megagames tend to <a href="https://www.vice.com/en/article/aejnzg/the-intrigue-of-massive-scale-megagames" target="_blank" rel="noopener" title=""><strong>become a “destination” gaming event</strong></a> where people go to have a great experience.</p>



<p>That’s because megagames ride a level of player energy that incorporates aspects of table top games; war games; simulations; live action role-playing; and escape rooms in a unique and interesting combination. All of this is implemented by a unique team of <a href="https://www.vice.com/en/article/aejnzg/the-intrigue-of-massive-scale-megagames" target="_blank" rel="noopener" title=""><strong>controllers who play a significant role in shaping and crafting the game’s overall narrative</strong></a>.</p>


<div class="wp-block-image">
<figure class="aligncenter size-full is-resized"><a href="https://www.backerkit.com/call_to_action/8a360b06-862b-4d1a-8055-c9323427a07a/landing" target="_blank" rel="noreferrer noopener"><img loading="lazy" decoding="async" width="360" height="180" src="https://ludogogy.co.uk/wp-content/uploads/2023/05/LaunchesTBA.png" alt="" class="wp-image-8434" style="width:360px;height:180px" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA.png 360w, https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA-300x150.png 300w" sizes="auto, (max-width: 360px) 100vw, 360px" /></a></figure>
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<h3 class="wp-block-heading">Designing Megagames</h3>



<p>Designing megagames is a challenging experience. The biggest challenge is creating something bespoke and customized for the experience the designer <a href="https://www.universityxp.com/blog/2019/9/10/the-player-experience" target="_blank" rel="noopener" title=""><strong>wants the players to have</strong></a>. In addition, designers don’t want to “<a href="https://arstechnica.com/gaming/2016/09/the-explosive-growth-of-the-300-person-megagame/" target="_blank" rel="noopener" title=""><strong>overdesign</strong></a>” the experience by creating elaborate rules that would result in complex administration of the game for the control team.</p>



<p>Additionally, taking structures and mechanics from existing games could be a promising path for developing a new megagame. However, the process of <a href="https://megagamemaker.com/2019/03/13/megagame-design-the-easy-way-2/" target="_blank" rel="noopener" title=""><strong>integrating all of it under one title can be daunting and time consuming</strong></a>.</p>



<p>That means that creating megagames from the ground up can be easier and more straightforward than <a href="https://megagamemaker.com/2019/03/13/megagame-design-the-easy-way-2/" target="_blank" rel="noopener" title=""><strong>adapting existing games for a megagame format</strong></a>.&nbsp; Existing games that were never intended to be megagames can difficult to transition into a modality in which <a href="https://www.universityxp.com/blog/2019/9/10/the-player-experience"><strong>player experience</strong></a> is prized over everything else.</p>


<div class="wp-block-image">
<figure class="aligncenter size-full is-resized"><a href="https://www.backerkit.com/call_to_action/8a360b06-862b-4d1a-8055-c9323427a07a/landing" target="_blank" rel="noreferrer noopener"><img loading="lazy" decoding="async" width="360" height="180" src="https://ludogogy.co.uk/wp-content/uploads/2023/05/LaunchesTBA.png" alt="" class="wp-image-8434" style="width:360px;height:180px" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA.png 360w, https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA-300x150.png 300w" sizes="auto, (max-width: 360px) 100vw, 360px" /></a></figure>
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<h3 class="wp-block-heading">Megagames for Games-Based Learning</h3>



<p>Megagames are ripe for application of <a href="https://www.universityxp.com/blog/2020/4/9/what-is-a-learning-game" target="_blank" rel="noopener" title=""><strong>games-based learning</strong></a>. Megagames are a unique experience that encompass many<a href="https://gamervw.com/2020/09/01/what-are-megagames/" target="_blank" rel="noopener" title=""> <strong>different applications of simulations; role-playing; and social connection</strong></a>. All of which are great <a href="https://eric.ed.gov/?id=ED576258" target="_blank" rel="noopener" title=""><strong>applications of experiential learning using games</strong></a>.</p>



<p>We may not think about megagames as applications of games-based learning. But the prominent use of student organizations like the <a href="https://libguides.library.cofc.edu/c.php?g=929135&amp;p=6693758" target="_blank" rel="noopener" title=""><strong>Model United Nations</strong></a> or the Model European Union are ripe with examples and applications often found in other megagames. These include role-playing as different countries with different motivations and priorities as well as simulating different experiences, events, and incidents. These in turn require the competition and the cooperation between individuals and teams.</p>



<p>Additionally, military academics have used historical simulations and war games as a way to train and educate officers and leaders. The application of which requires the use of military tactics as well as <a href="http://readingmegagames.co.uk/what-is-a-megagame/" target="_blank" rel="noopener" title=""><strong>politics, negotiation, and cooperation in order to influence the outcome</strong></a>.</p>



<h3 class="wp-block-heading">Takeaways</h3>



<p>This article reviewed megagames. It defined megagames as well as elaborated on their history and development. The structure of megagames were explained as well as how role-playing and engagement occurs within the game. Player hierarchies serve an interesting component of megagame structure and were covered in depth.&nbsp; The “control” team of megagames were detailed in addition to how the expectations of megagames influence the player experience. Finally, design aspects of megagames were discussed in addition to how megagames are used for games-based learning.</p>


<div class="wp-block-image">
<figure class="aligncenter size-full is-resized"><a href="https://www.backerkit.com/call_to_action/8a360b06-862b-4d1a-8055-c9323427a07a/landing" target="_blank" rel="noreferrer noopener"><img loading="lazy" decoding="async" width="360" height="180" src="https://ludogogy.co.uk/wp-content/uploads/2023/05/LaunchesTBA.png" alt="" class="wp-image-8434" style="width:360px;height:180px" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA.png 360w, https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA-300x150.png 300w" sizes="auto, (max-width: 360px) 100vw, 360px" /></a></figure>
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<hr class="wp-block-separator has-alpha-channel-opacity"/>



<p>This article was about megagames.&nbsp; To learn more about gamification, <strong><a href="https://www.universityxp.com/gamification" target="_blank" rel="noopener">check out the free course on Gamification Explained.</a></strong></p>



<p>If you have enjoyed this article &#8211; consider getting yourself lifetime access to Dave&#8217;s Games-Based Learning Digital Library containing all of the content from the past two Games-Based Learning Virtual Conferences; past webinars and courses he&#8217;s created; as well as his complete back catalogue of articles; podcast episodes; and videos. And more content is being added all the time.</p>



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<div style="background-color: #f2cfbc;"><strong>References and further reading:</strong>
<p>



</p>
<p>About The MegaGame Society. (n.d.). Retrieved October 20, 2020, from <a href="http://megagamesociety.com/" target="_blank" rel="noopener">http://megagamesociety.com/</a></p>

<p>Active Learning Immersive Scenario Games in Teaching &#038; Learning: Immersive Games. (2020, April 26). Retrieved October 20, 2020, from <a href="https://libguides.library.cofc.edu/c.php?g=929135" target="_blank" rel="noopener">https://libguides.library.cofc.edu/c.php?g=929135</a></p>

<p>Becky, B. (2020, January 26). Game of Alchemy, and Megagames vs LARPs. Retrieved October 20, 2020, from <a href="https://www.beckybeckyblogs.com/game-design/alchemy-megagame-larp/" target="_blank" rel="noopener">https://www.beckybeckyblogs.com/game-design/alchemy-megagame-larp/</a></p>

<p>Brindle, J. (2017, November 7). How I Survived a Zombie Apocalypse Only To Wind Up In Federal Prison. Retrieved October 20, 2020, from <a href="https://www.vice.com/en/article/qv3v8b/how-i-survived-a-zombie-apocalypse-only-to-wind-up-in-federal-prison" target="_blank" rel="noopener">https://www.vice.com/en/article/qv3v8b/how-i-survived-a-zombie-apocalypse-only-to-wind-up-in-federal-prison</a></p>

<p>Dean, P. (2016, September 17). The explosive growth of the 300-person &#8220;megagame&#8221;. Retrieved October 20, 2020, from <a href="https://arstechnica.com/gaming/2016/09/the-explosive-growth-of-the-300-person-megagame/" target="_blank" rel="noopener">https://arstechnica.com/gaming/2016/09/the-explosive-growth-of-the-300-person-megagame/</a></p> 

<p>Eng, D. (2016, November 30). GAME ON! An Interpretative Phenomenological Analysis of Games-Based Learning in an Undergraduate Liberal Arts Environment. Retrieved October 20, 2020, from <a href="https://eric.ed.gov/?id=ED576258" target="_blank" rel="noopener">https://eric.ed.gov/?id=ED576258 </a></p>

<p>Eng, D. (2019, August 06). Meaningful Choices. Retrieved October 20, 2020, from <a href="https://www.universityxp.com/blog/2019/8/6/meaningful-choices" target="_blank" rel="noopener">https://www.universityxp.com/blog/2019/8/6/meaningful-choices</a></p>

<p>Eng, D. (2019, December 10). Decision Space. Retrieved October 20, 2020, from <a href="https://www.universityxp.com/blog/2019/12/10/decision-space" target="_blank" rel="noopener">https://www.universityxp.com/blog/2019/12/10/decision-space</a></p>

<p>Eng, D. (2019, June 04). Formal Game Structures. Retrieved October 20, 2020, from <a href="https://www.universityxp.com/blog/2019/6/04/formal-game-structures" target="_blank" rel="noopener">https://www.universityxp.com/blog/2019/6/04/formal-game-structures</a></p>

<p>Eng, D. (2019, September 17). Player Interaction. Retrieved October 20, 2020, from <a href="https://www.universityxp.com/blog/2019/9/17/player-interaction" target="_blank" rel="noopener">https://www.universityxp.com/blog/2019/9/17/player-interaction</a></p>

<p>Eng, D. (2019, September 26). Game Theme. Retrieved October 20, 2020, from <a href="https://www.universityxp.com/blog/2019/9/26/game-theme" target="_blank" rel="noopener">https://www.universityxp.com/blog/2019/9/26/game-theme</a></p>

<p>Eng, D. (2020, August 20). What is Player Agency? Retrieved October 20, 2020, from <a href="http://www.universityxp.com/blog/2020/8/20/what-is-player-agency" target="_blank" rel="noopener">http://www.universityxp.com/blog/2020/8/20/what-is-player-agency</a></p>

<p>Eng, D. (2020, February 13). Engagement Curves. Retrieved October 20, 2020, from <a href="https://www.universityxp.com/blog/2020/2/13/engagement-curves" target="_blank" rel="noopener">https://www.universityxp.com/blog/2020/2/13/engagement-curves</a></p>

<p>Eng, D. (2020, February 20). Game Components. Retrieved October 21, 2020, from <a href="https://www.universityxp.com/blog/2020/2/20/game-components" target="_blank" rel="noopener">https://www.universityxp.com/blog/2020/2/20/game-components</a></p>

<p>Eng, D. (2020, January 16). How do I win? Retrieved October 20, 2020, from <a href="https://www.universityxp.com/blog/2020/1/16/how-do-i-win" target="_blank" rel="noopener">https://www.universityxp.com/blog/2020/1/16/how-do-i-win</a></p>

<p>Hart, R. (2020, September 01). What Are Megagames? Retrieved October 20, 2020, from <a href="https://gamervw.com/2020/09/01/what-are-megagames/" target="_blank" rel="noopener">https://gamervw.com/2020/09/01/what-are-megagames/</a></p> 

<p>McMillan, S. D. (n.d.). ALLIANCE MegaGame. Retrieved October 20, 2020, from <a href="https://mymegagame.weebly.com/teambuild.html" target="_blank" rel="noopener">https://mymegagame.weebly.com/teambuild.html </a></p>

<p>Mendelsohn, T. (2015, May 01). Welcome to the world where reality and board games combine. Retrieved October 20, 2020, from <a href="https://www.independent.co.uk/news/uk/home-news/welcome-world-megagames-300-players-take-part-watch-skies-board-game-10213384.html" target="_blank" rel="noopener">https://www.independent.co.uk/news/uk/home-news/welcome-world-megagames-300-players-take-part-watch-skies-board-game-10213384.html</a></p>

<p>Shuck, D. (2017, February 4). The Intrigue Of Massive Scale MegaGames. Retrieved October 20, 2020, from <a href="https://www.vice.com/en/article/aejnzg/the-intrigue-of-massive-scale-megagames" target="_blank" rel="noopener">https://www.vice.com/en/article/aejnzg/the-intrigue-of-massive-scale-megagames</a></p>

<p>Wallman, J. (2016, December 31). IN THE BEGINNING – ORIGINS AND INFLUENCES. Retrieved October 20, 2020, from <a href="https://megagamemaker.com/2017/01/19/in-the-beginning-origins-and-influences/" target="_blank" rel="noopener">https://megagamemaker.com/2017/01/19/in-the-beginning-origins-and-influences/</a></p>

<p>Wallman, J. (2016, November 02). Describing Typical Megagames (1). Retrieved October 20, 2020, from <a href="https://megagamemaker.com/2016/11/02/describing-typical-megagames-1/" target="_blank" rel="noopener">https://megagamemaker.com/2016/11/02/describing-typical-megagames-1/ </a></p>

<p>Wallman, J. (2019, March 13). Megagame Design The Easy Way (2). Retrieved October 20, 2020, from <a href="https://megagamemaker.com/2019/03/13/megagame-design-the-easy-way-2/ " target="_blank" rel="noopener">https://megagamemaker.com/2019/03/13/megagame-design-the-easy-way-2/ </a></p>

<p>What is a Megagame ? (n.d.). Retrieved October 20, 2020, from <a href="" target="_blank" rel="noopener">http://readingmegagames.co.uk/what-is-a-megagame/ </a></p>

<p>What is a Megagame? (2016). Retrieved October 20, 2020, from <a href="https://www.swmegagames.co.uk/what-is-a-megagame" target="_blank" rel="noopener">https://www.swmegagames.co.uk/what-is-a-megagame</a></p>
</div><p>The post <a href="https://ludogogy.professorgame.com/what-are-megagames/">What are Megagames?</a> first appeared on <a href="https://ludogogy.professorgame.com">Ludogogy</a>.</p>]]></content:encoded>
					
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		<title>A Philosopher’s Note on the Idea of Role Play</title>
		<link>https://ludogogy.professorgame.com/a-philosophers-note-on-the-idea-of-role-play/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=a-philosophers-note-on-the-idea-of-role-play</link>
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		<dc:creator><![CDATA[Robert Rowland Smith]]></dc:creator>
		<pubDate>Mon, 07 Aug 2023 12:37:23 +0000</pubDate>
				<category><![CDATA[Ideas]]></category>
		<category><![CDATA[Autumn23]]></category>
		<category><![CDATA[RPG]]></category>
		<category><![CDATA[Storytelling]]></category>
		<category><![CDATA[Play]]></category>
		<category><![CDATA[Player Experience]]></category>
		<guid isPermaLink="false">https://ludogogy.co.uk/?p=8698</guid>

					<description><![CDATA[<p>What unites role-play, playing a role, and acting in a play? They all require the self or the real person to stand aside, (to) become temporarily invisible. <a class="mh-excerpt-more" href="https://ludogogy.professorgame.com/a-philosophers-note-on-the-idea-of-role-play/" title="A Philosopher’s Note on the Idea of Role Play">[...]</a></p>
<p>The post <a href="https://ludogogy.professorgame.com/a-philosophers-note-on-the-idea-of-role-play/">A Philosopher’s Note on the Idea of Role Play</a> first appeared on <a href="https://ludogogy.professorgame.com">Ludogogy</a>.</p>]]></description>
										<content:encoded><![CDATA[<p>What does it mean to ‘role play’? Is it the same as ‘to play a role’? What is involved in them both, and why is it important?</p>



<p>When we talk about ‘role play’ we generally refer to taking on an identity for a brief period:</p>



<ol class="wp-block-list">
<li>We can <strong><a href="https://ludogogy.co.uk/a-brief-history-of-role-playing-games/" target="_blank" rel="noopener" title="A Brief History of Role Playing Games">role-play</a></strong> in a parlour game or board game where we adopt a persona in accordance with the rules.</li>



<li>We can role-play for the purposes of learning &#8211; you play a French shopkeeper so I can practice my French &#8211; or testing a scenario &#8211; I’ll be an investor while you pitch your business idea.</li>



<li>There is also ‘role play’ for the sake of acting out a sexual fantasy.</li>
</ol>


<div class="wp-block-image">
<figure class="aligncenter size-full is-resized"><a href="https://www.backerkit.com/call_to_action/8a360b06-862b-4d1a-8055-c9323427a07a/landing" target="_blank" rel="noreferrer noopener"><img loading="lazy" decoding="async" width="360" height="180" src="https://ludogogy.co.uk/wp-content/uploads/2023/05/LaunchesTBA.png" alt="Museum of Impossible Objects - Kickstarter ad" class="wp-image-8434" style="width:360px;height:180px" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA.png 360w, https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA-300x150.png 300w" sizes="auto, (max-width: 360px) 100vw, 360px" /></a></figure>
</div>


<p>All three varieties of role play seem short-lived or in-the-moment activities, none to be taken too seriously.</p>



<p>‘Playing a role’, meanwhile, points at something more sustained. To ‘play the role of king’, for example, would extend for the length of a reign. That’s not a passing bit of role play. To ‘play the role of peacemaker’ might not last so long, but still suggests a greater and more serious investment of effort than ‘role play’ implies. The ‘peacemaker’ might also be the role that you default to in your family, for example, so that although the role never lasts long as an event, it is a position to which you often return.</p>



<p>Lying somewhere between ‘role play’ and ‘playing a role’ in life, is the idea of playing a role as an actor in a play. The play might be over in two or three hours, and yet the role is embraced with intent and commitment. To act in a play is to embark on something more serious than role-playing, but less serious than playing the role of peacemaker in your family on a recurring basis.</p>



<p>Despite the differences, however, there is something that unites role-play, playing a role, and acting in a play. They all require the self or the real person to stand aside, be suspended or become temporarily invisible. As with the wearing of a mask in some traditional drama, the true features are hidden while those of the character are put on display. The role comes to the fore; the self retreats or even disappears into the background.</p>



<p>The degree of disappearance varies. At one end of the spectrum, the true self is scarcely hidden at all. When a friend does an impression of a famous person &#8211; which is an everyday example of role-play &#8211; we don’t really lose sight of our friend in the process. We know it’s them even as their voice and mannerisms are momentarily altered. At the other end of the spectrum, there is method acting, whereby the actor becomes so consumed by their character that we might forget who the actor is. At the very extreme, we could cite cases in which an individual appears to be operated by forces beyond their control, as with speaking in tongues, diabolic possession, channeling, mediumship and automatic writing.</p>



<p>Even if the degree of reduction along that spectrum varies, the ‘self’ is always reduced when there is a role to take on. Philosophically speaking, this reducing of the self is notable because we tend to think of the self as the most essential thing about us. The self is the centre of who we are, the seat of our consciousness, the locus of all our experience, the sole entity to which each of us is identical. And so the fact that, during role play or the playing of a role, this essential and inalienable thing that we call the self can be fairly easily dimmed or switched off, suggests that the self might not be so essential or inalienable after all.</p>


<div class="wp-block-image">
<figure class="aligncenter size-full is-resized"><a href="https://www.backerkit.com/call_to_action/8a360b06-862b-4d1a-8055-c9323427a07a/landing" target="_blank" rel="noreferrer noopener"><img loading="lazy" decoding="async" width="360" height="180" src="https://ludogogy.co.uk/wp-content/uploads/2023/05/LaunchesTBA.png" alt="Museum of Impossible Objects - Kickstarter ad" class="wp-image-8434" style="width:360px;height:180px" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA.png 360w, https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA-300x150.png 300w" sizes="auto, (max-width: 360px) 100vw, 360px" /></a></figure>
</div>


<p>The point is that our ability to take on a role, however fleetingly, implies that the self is no more intrinsic to us than the role for which the self has made space. Perhaps the self is another kind of role. Our reliance on it, and its persistence, create the illusion of the self being inherent to us, but reliance and persistence are merely empirical qualities. Perhaps we ought to think of the self as a role with no self behind or beneath it.</p><p>The post <a href="https://ludogogy.professorgame.com/a-philosophers-note-on-the-idea-of-role-play/">A Philosopher’s Note on the Idea of Role Play</a> first appeared on <a href="https://ludogogy.professorgame.com">Ludogogy</a>.</p>]]></content:encoded>
					
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		<title>Roll for Change: RPG Mechanics &#038; Wicked Problems</title>
		<link>https://ludogogy.professorgame.com/roll-for-change-rpg-mechanics-wicked-problems/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=roll-for-change-rpg-mechanics-wicked-problems</link>
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		<dc:creator><![CDATA[Ludogogy]]></dc:creator>
		<pubDate>Thu, 03 Aug 2023 16:50:12 +0000</pubDate>
				<category><![CDATA[Ideas]]></category>
		<category><![CDATA[Autumn23]]></category>
		<category><![CDATA[Systems Thinking]]></category>
		<category><![CDATA[Learning]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[RPG]]></category>
		<category><![CDATA[Storytelling]]></category>
		<category><![CDATA[Complexity]]></category>
		<guid isPermaLink="false">https://ludogogy.co.uk/?p=8684</guid>

					<description><![CDATA[<p>An unconventional yet promising approach to tackle 'wicked' systemic issues, like climate change and inequality, is to use tabletop Role-Playing Games (RPGs). <a class="mh-excerpt-more" href="https://ludogogy.professorgame.com/roll-for-change-rpg-mechanics-wicked-problems/" title="Roll for Change: RPG Mechanics &#038; Wicked Problems">[...]</a></p>
<p>The post <a href="https://ludogogy.professorgame.com/roll-for-change-rpg-mechanics-wicked-problems/">Roll for Change: RPG Mechanics & Wicked Problems</a> first appeared on <a href="https://ludogogy.professorgame.com">Ludogogy</a>.</p>]]></description>
										<content:encoded><![CDATA[<p>&#8216;Wicked&#8217; systemic issues, such as climate change, organisational culture, societal inequality, and diversity challenges, pose some of the most complex problems facing us today. These multifaceted issues, interwoven with a variety of global social, economic, and political systems, necessitate an innovative approach in their comprehension and resolution. One such unconventional yet promising approach is the use of tabletop Role-Playing Games (RPGs). The mechanics of these games can be harnessed to design learning programmes that provide nuanced understanding and engagement with these problems.</p>


<div class="wp-block-image">
<figure class="aligncenter size-full is-resized"><a href="https://www.backerkit.com/call_to_action/8a360b06-862b-4d1a-8055-c9323427a07a/landing" target="_blank" rel="noreferrer noopener"><img loading="lazy" decoding="async" width="360" height="180" src="https://ludogogy.co.uk/wp-content/uploads/2023/05/LaunchesTBA.png" alt="Museum of Impossible Objects - Kickstarter ad" class="wp-image-8434" style="width:360px;height:180px" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA.png 360w, https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA-300x150.png 300w" sizes="auto, (max-width: 360px) 100vw, 360px" /></a></figure>
</div>


<h3 class="wp-block-heading">The History of RPGs</h3>



<p><strong><a href="https://ludogogy.co.uk/a-brief-history-of-role-playing-games/" target="_blank" rel="noopener">Tabletop RPGs</a> </strong>have a rich history, beginning with classics like Dungeons &amp; Dragons (D&amp;D), and evolving with new systems such as <a href="https://ludogogy.co.uk/learning-powered-by-the-apocalypse/" target="_blank" rel="noopener"><strong>Powered by the Apocalypse (PbtA), Belonging Outside Belonging, and Wretched &amp; Alone</strong></a>. These games invite players to create characters, navigate intricate narratives, and address complex problems.</p>



<p>The experience is immersive and personal, fostering strategic thinking, cooperation, and empathy among players. These characteristics make such games ideal tools for exploring the complexity, ambiguity and, often, the lack of a clear ‘win-state’ which come with real-life ‘wicked’ problems.</p>



<p>Although traditionally, RPGs have focused on high-fantasy or Sci-Fi themes and have involved combat scenarios, the systems and narrative themes are largely independent of each other, allowing the mechanics of such games to be applied to any theme or narrative. Indeed, more modern RPGs have made moves towards more personal and ‘identity’ related themes, moved away from combat (and toned down the fantasy, or merged it with mundane reality), and made efforts to reduce the complexity of games systems, to lower the barriers to access this kind of play.</p>


<div class="wp-block-image">
<figure class="aligncenter size-full"><img loading="lazy" decoding="async" width="678" height="382" src="http://ludogogy.co.uk/wp-content/uploads/2023/08/night_witch.png" alt="A Night Witch - World War 2 Soviet airwoman" class="wp-image-8695" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2023/08/night_witch.png 678w, https://ludogogy.professorgame.com/wp-content/uploads/2023/08/night_witch-300x169.png 300w" sizes="auto, (max-width: 678px) 100vw, 678px" /></figure>
</div>


<p>As a result, we see games such as <a href="https://buriedwithoutceremony.com/dream-apart" target="_blank" rel="noopener"><strong>Dream Apart</strong> </a>(belonging outside belonging in a Jewish shetetl in Eastern Europe), <a href="https://bullypulpitgames.com/products/night-witches" target="_blank" rel="noopener"><strong>Night Witches</strong></a> (Soviet airwomen from the Second World War) or <strong><a href="https://gregor-vuga.itch.io/sagas-of-the-icelanders" target="_blank" rel="noopener">Sagas of the Icelanders</a></strong> (the world of the sagas in Medieval Iceland). Such games are based in historical reality and culture.</p>



<p>Yet other games seek to create experiences which put you in another’s shoes. <a href="https://breathingstories.itch.io/logan" target="_blank" rel="noopener"><strong>Logan</strong> </a>is an excellent example of this – where the player rolls (and roles) their way through an alternate version of the game designer <a href="https://ludogogy.co.uk/logan-timmins-on-wellbeing/" target="_blank" rel="noopener"><strong>Logan Timmins</strong></a>’ own life.</p>



<p>Logan is a solo experience – something which is more available now than in the days when D&amp;D was the standard. But identity-based narrative is also available for groups who want to explore these themes of inner life and one&#8217;s place in the world, together, in experiences such as <strong><a href="https://buriedwithoutceremony.com/monsterhearts" target="_blank" rel="noopener">Monsterhearts</a></strong> or&nbsp;<a href="https://www.drivethrurpg.com/product/134196/Chuubos-Marvelous-WishGranting-Engine" target="_blank" rel="noopener"><strong>Chuubo&#8217;s Marvelous Wish-Granting Engine</strong></a>.</p>



<h3 class="wp-block-heading">Translating RPG Mechanics to Learning Programmes</h3>



<p>From a mechanical and system perspective, there are many aspects of RPGs which lend themselves to adaptation to ‘wicked’ scenarios and themes.</p>



<p>For instance, D&amp;D&#8217;s alignment system teaches players about moral and ethical complexities by assigning their characters a moral and ethical stance.</p>



<p>D&amp;D&#8217;s character creation system is a detailed process that encourages players to consider their character&#8217;s background, personality traits, ideals, bonds, and flaws. This system can be applied in a learning program focused on diversity and inclusion. Participants could create characters with diverse backgrounds and traits, encouraging them to step into the shoes of individuals who may have very different life experiences from their own.</p>


<div class="wp-block-image">
<figure class="aligncenter size-full"><img loading="lazy" decoding="async" width="600" height="600" src="http://ludogogy.co.uk/wp-content/uploads/2023/08/character.png" alt="RPG Character Sheet" class="wp-image-8693" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2023/08/character.png 600w, https://ludogogy.professorgame.com/wp-content/uploads/2023/08/character-300x300.png 300w, https://ludogogy.professorgame.com/wp-content/uploads/2023/08/character-150x150.png 150w, https://ludogogy.professorgame.com/wp-content/uploads/2023/08/character-268x268.png 268w" sizes="auto, (max-width: 600px) 100vw, 600px" /></figure>
</div>


<p>There is now such a wealth of RPG systems, that if the character creation process of one does not suit your learning application, you can surely find another that will. For example, if assigning numeric values to traits and skills, as in D&amp;D, is not appropriate, then the more narrative-based character creation process of PbtA games, very well might be.</p>



<p>Additionally, <a href="https://ludogogy.co.uk/the-game-of-you-a-real-life-rpg/" target="_blank" rel="noopener"><strong>D&amp;D&#8217;s leveling up system</strong></a>, which allows characters to gain new skills and abilities as they progress, can be adapted to represent professional growth in an organisational context,or any kind of developmental ‘journey’. Participants could &#8216;level up&#8217; by acquiring new skills or knowledge or even attitudes and values, thereby reinforcing the importance of continuous learning and development.</p>


<div class="wp-block-image">
<figure class="aligncenter size-full is-resized"><a href="https://www.backerkit.com/call_to_action/8a360b06-862b-4d1a-8055-c9323427a07a/landing" target="_blank" rel="noreferrer noopener"><img loading="lazy" decoding="async" width="360" height="180" src="https://ludogogy.co.uk/wp-content/uploads/2023/05/LaunchesTBA.png" alt="Museum of Impossible Objects - Kickstarter ad" class="wp-image-8434" style="width:360px;height:180px" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA.png 360w, https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA-300x150.png 300w" sizes="auto, (max-width: 360px) 100vw, 360px" /></a></figure>
</div>


<p>PbtA games, on the other hand, provide robust, flexible mechanics that can be tailored to diverse themes and settings, challenging players to navigate complex systems and scenarios. For example, in <a href="https://www.drivethrurpg.com/product/171286/The-Sprawl----MIDNIGHT" target="_blank" rel="noopener"><strong>The Sprawl</strong></a>, a PbtA game centered around futuristic corporate espionage, the mechanic of &#8216;missions&#8217; can be adapted to learning programmes, projects or even causes (such as tackling poverty or climate impacts). Participants could be tasked with &#8216;missions&#8217; that involve navigating a complex environments and tasks, reinforcing the importance of strategic planning and collaboration.</p>



<p>Skill checks, another RPG mechanic, require players to understand the interactions of various systems to make strategic decisions. This mechanic can be mirrored in programmes designed to address wicked problems such as climate change. For example, learners could &#8216;roll&#8217; to see the effect of certain environmental decisions, helping them understand the interconnectedness of environmental systems and the far-reaching consequences of their actions.</p>



<p>Another key mechanic, cooperative problem-solving, encourages players to work together towards a common goal, reinforcing the value of teamwork and collective decision-making. This can be translated into learning programs to emphasise the importance of collaboration in addressing societal inequality, or other issues. For example, a scenario could be designed where learners, representing different strata of society, have to collaborate to bridge socio-economic gaps and improve societal welfare. The fact that most of the game systems are ‘theme-agnostic’ opens up a wealth of possibilities to tackle more or less any scenario you wish.</p>



<h3 class="wp-block-heading">The Benefits and Challenges of Using RPGs in Learning</h3>



<p>The use of RPG mechanics in learning programmes brings several benefits. It boosts engagement levels, encourages innovative thinking, and fosters empathy among learners. However, the challenges are also considerable. Acceptance, particularly among those unfamiliar with RPGs, implementation complexity, and time management can be potential hurdles.</p>



<p>To mitigate these challenges, it&#8217;s crucial to introduce RPG mechanics in a gradual, comprehensible manner, ensuring that all participants are comfortable with this unique learning approach. This could involve beginner-friendly sessions and pre-game workshops to familiarize participants with the mechanics, and using simplified RPG systems to start.</p>


<div class="wp-block-image">
<figure class="aligncenter size-full"><img loading="lazy" decoding="async" width="678" height="382" src="http://ludogogy.co.uk/wp-content/uploads/2023/08/gamers.png" alt="Tabletop game players" class="wp-image-8694" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2023/08/gamers.png 678w, https://ludogogy.professorgame.com/wp-content/uploads/2023/08/gamers-300x169.png 300w" sizes="auto, (max-width: 678px) 100vw, 678px" /></figure>
</div>


<p>The newer, often independently published, RPGs, are an excellent resource to go to find inspiration for creating simpler RPG experiences. Many of these have deliberately sought to lower the player overhead in the learning OF the game, which from a learning perspective enables us to more quickly get to the point of learning FROM the game.</p>



<p>In comparison with the hefty manuals and endless tables of stats associated with RPGs like D&amp;D, many of these games are expressed very briefly – sometimes on as little as a single page, and yet with carefully thought-out mechanics are able to create rich and impactful experiences for players.</p>



<p><a href="https://itch.io/physical-games/tag-ttrpg" target="_blank" rel="noopener"><strong>Itch.io</strong></a> is a site well-worth getting to know if you want to dig up some inspirational indie gems.</p>


<div class="wp-block-image">
<figure class="aligncenter size-full is-resized"><a href="https://www.backerkit.com/call_to_action/8a360b06-862b-4d1a-8055-c9323427a07a/landing" target="_blank" rel="noreferrer noopener"><img loading="lazy" decoding="async" width="360" height="180" src="https://ludogogy.co.uk/wp-content/uploads/2023/05/LaunchesTBA.png" alt="Museum of Impossible Objects - Kickstarter ad" class="wp-image-8434" style="width:360px;height:180px" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA.png 360w, https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA-300x150.png 300w" sizes="auto, (max-width: 360px) 100vw, 360px" /></a></figure>
</div>


<h3 class="wp-block-heading">Takeaways</h3>



<p>The vast, interactive world of RPGs offers exciting opportunities for learning and development professionals. RPG mechanics can be a valuable tool in our quest to understand and address &#8216;wicked&#8217; systemic issues. However, RPGs are not a panacea; they represent one among many innovative solutions. The path forward lies in continually pushing the boundaries of games-based learning, seeking new and imaginative ways to engage learners and equip them with the skills and knowledge they need to tackle our world&#8217;s most pressing problems.</p><p>The post <a href="https://ludogogy.professorgame.com/roll-for-change-rpg-mechanics-wicked-problems/">Roll for Change: RPG Mechanics & Wicked Problems</a> first appeared on <a href="https://ludogogy.professorgame.com">Ludogogy</a>.</p>]]></content:encoded>
					
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		<title>Making the Value of ‘Together’ Better: Local Gamification</title>
		<link>https://ludogogy.professorgame.com/making-the-value-of-together-better/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=making-the-value-of-together-better</link>
					<comments>https://ludogogy.professorgame.com/making-the-value-of-together-better/#respond</comments>
		
		<dc:creator><![CDATA[Hyesoon Im]]></dc:creator>
		<pubDate>Thu, 27 Jul 2023 13:57:53 +0000</pubDate>
				<category><![CDATA[Ideas]]></category>
		<category><![CDATA[Autumn23]]></category>
		<category><![CDATA[Gamification]]></category>
		<category><![CDATA[Engagement]]></category>
		<category><![CDATA[Society]]></category>
		<guid isPermaLink="false">https://ludogogy.co.uk/?p=8643&#038;preview=true&#038;preview_id=8643</guid>

					<description><![CDATA[<p>According to Gartner's Hype Cycle,  gamification entered the 5th stage – ‘stabilization in 2022, moving from the 2nd stage - ‘before popularization’ in 2012. <a class="mh-excerpt-more" href="https://ludogogy.professorgame.com/making-the-value-of-together-better/" title="Making the Value of ‘Together’ Better: Local Gamification">[...]</a></p>
<p>The post <a href="https://ludogogy.professorgame.com/making-the-value-of-together-better/">Making the Value of ‘Together’ Better: Local Gamification</a> first appeared on <a href="https://ludogogy.professorgame.com">Ludogogy</a>.</p>]]></description>
										<content:encoded><![CDATA[<p>Ludogogy has entered into an agreement with <strong><a href="https://www.gami-journal.com/" target="_blank" rel="noreferrer noopener">Gamification Journal</a></strong>, based in Seoul, South Korea, for the mutual exchange of articles. This is the seventeenth of those articles we are publishing and it was in exchange for Sajid Chougle&#8217;s article on Creativity &#8211; <a href="https://ludogogy.co.uk/creativity-a-eureka-moment-or-a-piecemeal-awakening/" target="_blank" rel="noopener" title=""><strong>Eureka Moment or Piecemeal Awakening</strong></a>.</p>


<div class="wp-block-image">
<figure class="aligncenter size-full is-resized"><a href="https://www.backerkit.com/call_to_action/8a360b06-862b-4d1a-8055-c9323427a07a/landing" target="_blank" rel="noreferrer noopener"><img loading="lazy" decoding="async" width="360" height="180" src="https://ludogogy.co.uk/wp-content/uploads/2023/05/LaunchesTBA.png" alt="" class="wp-image-8434" style="width:360px;height:180px" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA.png 360w, https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA-300x150.png 300w" sizes="auto, (max-width: 360px) 100vw, 360px" /></a></figure>
</div>


<h3 class="wp-block-heading">In the age of buying experience, games becomes daily life</h3>



<p>Gamification which has been actively utilized as corporate marketing strategy since the year 2010 was re-focused as fun-based motivation for users after growing online business during the COVID-19 pandemic. Technological development accelerated the ‘age of experience’ which means that individual taste in experiences affects decision-making. Gamification, including the elements of flow, accomplishment, and social interaction has become part of daily life in various online and offline areas through direct and indirect experience. According to Hype Cycle, published by Gartner, gamification entered the 5th stage – ‘stabilization’ in 2022, moving in ten years, from the 2nd stage &#8211; ‘before popularization’ in 2012. The application and spread of gamification in various real life areas has evolved and become normalized.</p>



<h3 class="wp-block-heading">Gamification, a tool for solving a city&#8217;s problem through being playable and sustainable</h3>



<p>Gamification tends to extend to not only corporate marketing and education, but also visitor attraction and entertainment in the local community, and citizen participation. Providing &#8216;fun&#8217; with gameful elements from the perspective of ‘motivation’, is increasingly an interesting factor for attraction to the local environment.</p>


<div class="wp-block-image">
<figure class="aligncenter size-full"><img loading="lazy" decoding="async" width="454" height="250" src="http://ludogogy.co.uk/wp-content/uploads/2023/07/image1.png" alt="Amsterdam Smart City webpage" class="wp-image-8645" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2023/07/image1.png 454w, https://ludogogy.professorgame.com/wp-content/uploads/2023/07/image1-300x165.png 300w" sizes="auto, (max-width: 454px) 100vw, 454px" /><figcaption class="wp-element-caption">Amsterdam Smart City Platform &#8211; Main page</figcaption></figure>
</div>


<p>Locally-used gamification is broadly related to either solving social problems (living lab), or smart cities. The core of local gamification is to provide a platform for civilians to participate in as a fun way (Playable) and to improve the systems operated by the local community or social enterprise (Sustainable). The ‘SmartCity&#8217; platform<strong><sup>1</sup></strong> in Amsterdam, Netherlands is operated as an open platform to solve city problems both online and offline. Group, ‘Play the City’<strong><sup>2</sup></strong> which seeks policy alternatives to various city problems through City Gaming, is a good example of attracting the participation of public servants, citizens, and professionals, and pursing alternative solutions to local problems.</p>



<p><strong>1)</strong> An online communication portal for government, companies, schools, and local people. Local citizens directly share the projects, and the SmartCity experience labs are operated offline.</p>



<p><strong>2)</strong> The &#8216;City Gaming&#8217; of ‘Play the City’ supports various participations in city planning. Digitalized data based on local data and policy documents is provided through the network, and these data can be used for making games. Subjects included in data are housing, space development, climate change, social change, etc. Projects are conducted through policy-making, participation, structuring, and research, etc. The number of participants in the year 2010 was 4,902. People participated in 185 city games in 20 cities from three continents and nine countries in a total of 42 game sessions of ‘Play the City’. (source: https://www.playthecity.eu/)</p>


<div class="wp-block-image">
<figure class="aligncenter size-full"><img loading="lazy" decoding="async" width="482" height="315" src="http://ludogogy.co.uk/wp-content/uploads/2023/07/image2.png" alt="Cooperative city development game Play the Koepel 2020

" class="wp-image-8646" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2023/07/image2.png 482w, https://ludogogy.professorgame.com/wp-content/uploads/2023/07/image2-300x196.png 300w" sizes="auto, (max-width: 482px) 100vw, 482px" /><figcaption class="wp-element-caption">Cooperative city development game Play the Koepel 2020 (Source: https://www.playthecity.eu/) </figcaption></figure>
</div>


<h3 class="wp-block-heading">From citizen education to local tours. Expansion of local gamification</h3>



<p>Social trends surrounding city and space started the new urbanism of the 1980&#8217;s, reflecting the uncontrolled city expansion. During the 1990s, sustainability became the worldwide agenda, emphasizing the locals and those people’s participation rather than ‘central urban’ versus ‘rural’. In local policy decision-making, a top-down approach changed into a bottom-up one. Citizen participation became a prerequisite for local planning and administration.</p>



<p>Many models of citizen participation in local areas are based on meetings and participatory workshops and problem-solving, not on unilateral delivery by lecture. Also, game-based citizen education is being developed. In various local development businesses, originally dominated by professionals, local people started offering opinions and content. During this kind of process, gamification for driving participation becomes more important. There are some examples. ‘Eunpyeong Korean Village’ located in Eunpyeong-gu, Seoul covers village history and stories, through the use of an app and local tour. ‘Gohan Wildlife Reasoning’ located in Gohan-eup, Jeongseon-gun, Gangwon province,  implements gamification designed to utilize the village resources to promote the region and attract visitors.</p>


<div class="wp-block-image">
<figure class="aligncenter size-full"><img loading="lazy" decoding="async" width="248" height="277" src="http://ludogogy.co.uk/wp-content/uploads/2023/07/image3.png" alt="Treasure-hunt game in 
Eunpyeong Korean traditional village
" class="wp-image-8647"/><figcaption class="wp-element-caption">Play the game in Eunpyeong-gu to learn the history and past story of Eunpyeong Korean traditional village (Source : https://fun.treasury.com/73) </figcaption></figure>
</div>

<div class="wp-block-image">
<figure class="aligncenter size-full"><img loading="lazy" decoding="async" width="374" height="227" src="http://ludogogy.co.uk/wp-content/uploads/2023/07/image4.png" alt="Daughter of Mine worker’ - from the escape game in wildlife reasoning" class="wp-image-8648" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2023/07/image4.png 374w, https://ludogogy.professorgame.com/wp-content/uploads/2023/07/image4-300x182.png 300w" sizes="auto, (max-width: 374px) 100vw, 374px" /><figcaption class="wp-element-caption">Daughter of Mine worker &#8211; from the escape game in Wildlife Reasoning</figcaption></figure>
</div>


<p>Gohan-eup, Jeongseon-gun in Gangwon province was the largest coal mining area in Korea and is now closed and unused. To revitalize the village, an escape game using the setting of side streets was developed for attracting the visitors. (Source : http://www.tournews21.com/)</p>


<div class="wp-block-image">
<figure class="aligncenter size-full is-resized"><a href="https://www.backerkit.com/call_to_action/8a360b06-862b-4d1a-8055-c9323427a07a/landing" target="_blank" rel="noreferrer noopener"><img loading="lazy" decoding="async" width="360" height="180" src="https://ludogogy.co.uk/wp-content/uploads/2023/05/LaunchesTBA.png" alt="" class="wp-image-8434" style="width:360px;height:180px" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA.png 360w, https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA-300x150.png 300w" sizes="auto, (max-width: 360px) 100vw, 360px" /></a></figure>
</div>


<p>In addition, gamification is used to seek solutions by assessing various local problems, and utilising the participation of citizens and professionals. Living Lab projects to find and solve local issues, or deriving solutions through workshops, are relevant examples. My company, Ggurim, conducts the planning and operation of local revitalization research and citizen participation programs. We have used educational board games to deliver necessary knowledge and information, and have developed a gamified citizen education curriculum.&nbsp;</p>



<p>In the local area, gamification and play attracted much more mutual understanding and participation than stereotypical expert explanations. Companies usually use online gamification, but local communities usually use face-to-face gamified interaction by arranging opinions and experiencing the local environment. Through this, local citizens naturally learn the value of ‘together’ in a gamified way. They can easily participate in and exchange opinions between each other through the medium of the game. I have experienced the core of these.</p>



<blockquote class="wp-block-quote is-layout-flow wp-block-quote-is-layout-flow">
<p>A game is a problem-solving activity approached with a playful attitude</p>
<cite>Jesse Schell</cite></blockquote>



<p>The game, as defined by game designer, Jesse Schell makes the meaning of gamification more clear. Play becomes participation, and the result of its participation can be solutions to local problems. In this kind of virtuous circle, I expect the power of gamification is endless.</p>


<div class="wp-block-image">
<figure class="aligncenter size-full"><img loading="lazy" decoding="async" width="295" height="194" src="http://ludogogy.co.uk/wp-content/uploads/2023/07/image5.png" alt="Boardgame for educating the city development
‘GO FISH – City development’" class="wp-image-8649"/><figcaption class="wp-element-caption">Boardgame for educating the city development ‘GO FISH – City development’
Co-developed by City development support center in Kangwon province, Ggurim, Happy Baobab (year 2021)
(Source : Ggurim)
</figcaption></figure>
</div>

<div class="wp-block-image">
<figure class="aligncenter size-full"><img loading="lazy" decoding="async" width="300" height="195" src="http://ludogogy.co.uk/wp-content/uploads/2023/07/image6.png" alt="Utilizing games for workshop about co-op business planning
" class="wp-image-8650"/><figcaption class="wp-element-caption">Utilizing games for workshop about co-op business planning
‘Co-op canvas’
(Source : Ggurim)</figcaption></figure>
</div>

<div class="wp-block-image">
<figure class="aligncenter size-full"><img loading="lazy" decoding="async" width="305" height="212" src="http://ludogogy.co.uk/wp-content/uploads/2023/07/image7.png" alt="Keyword making about local image by using game methodologies
" class="wp-image-8651" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2023/07/image7.png 305w, https://ludogogy.professorgame.com/wp-content/uploads/2023/07/image7-300x209.png 300w" sizes="auto, (max-width: 305px) 100vw, 305px" /><figcaption class="wp-element-caption">Keyword making about local image by using game methodologies
(Source : Ggurim)
</figcaption></figure>
</div>

<div class="wp-block-image">
<figure class="aligncenter size-full"><img loading="lazy" decoding="async" width="321" height="214" src="http://ludogogy.co.uk/wp-content/uploads/2023/07/image8.png" alt="Making the prototypes of card games
" class="wp-image-8652" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2023/07/image8.png 321w, https://ludogogy.professorgame.com/wp-content/uploads/2023/07/image8-300x200.png 300w" sizes="auto, (max-width: 321px) 100vw, 321px" /><figcaption class="wp-element-caption">Making the prototypes of card games
(Source : Ggurim)</figcaption></figure>
</div>


<p>For more on the use of games and gamification in city planning, and the built environment, please enjoy these other posts from Ludogogy.</p>



<p><strong><a href="https://ludogogy.co.uk/article/gamifying-social-action-towards-thriving-cities/" target="_blank" rel="noopener" title="Gamifying Social Action Towards Thriving Cities.">Gamifying Social Action towards Thriving Cities</a></strong> from Sofia Kavlin</p>



<p><strong><a href="https://ludogogy.co.uk/making-a-small-vibrant-city-through-gamification/" title="Making a small, vibrant city through gamification">Making a Small Vibrant City through Gamification</a></strong> also from GamiJournal</p>



<p><strong><a href="https://ludogogy.co.uk/review-ideas-arrangements-effects-by-ds4si/" target="_blank" rel="noopener" title="Review – Ideas Arrangements Effects by DS4SI">Review of &#8216;Ideas, Arrangements, Effects&#8217;</a></strong></p>



<p><strong><a href="https://ludogogy.co.uk/co-creative-experiences-serious-games-for-spatial-planning/" target="_blank" rel="noopener" title="">Co-creative Experiences &#8211; Serious Games for Spatial Planning</a></strong> from Micael Sousa</p><p>The post <a href="https://ludogogy.professorgame.com/making-the-value-of-together-better/">Making the Value of ‘Together’ Better: Local Gamification</a> first appeared on <a href="https://ludogogy.professorgame.com">Ludogogy</a>.</p>]]></content:encoded>
					
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		<title>Learning with the Fantastic and Fabulous</title>
		<link>https://ludogogy.professorgame.com/learning-with-the-fantastic-and-fabulous/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=learning-with-the-fantastic-and-fabulous</link>
					<comments>https://ludogogy.professorgame.com/learning-with-the-fantastic-and-fabulous/#respond</comments>
		
		<dc:creator><![CDATA[Ludogogy]]></dc:creator>
		<pubDate>Wed, 05 Jul 2023 16:52:34 +0000</pubDate>
				<category><![CDATA[Ideas]]></category>
		<category><![CDATA[Play]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Worldbuilding]]></category>
		<category><![CDATA[Facilitation]]></category>
		<category><![CDATA[Storytelling]]></category>
		<guid isPermaLink="false">https://ludogogy.co.uk/?p=8601</guid>

					<description><![CDATA[<p>Come explore the Fantastic and Fabulous in Learning and Facilitation and discover the answer to the most important question of all</p>
<p>“And then what happened” <a class="mh-excerpt-more" href="https://ludogogy.professorgame.com/learning-with-the-fantastic-and-fabulous/" title="Learning with the Fantastic and Fabulous">[...]</a></p>
<p>The post <a href="https://ludogogy.professorgame.com/learning-with-the-fantastic-and-fabulous/">Learning with the Fantastic and Fabulous</a> first appeared on <a href="https://ludogogy.professorgame.com">Ludogogy</a>.</p>]]></description>
										<content:encoded><![CDATA[<p>“Man is the storytelling animal &#8211; the only creature on earth that told itself stories to understand what kind of creature it was. The story was his birthright, and nobody could take it away.”</p>


<div class="wp-block-image">
<figure class="aligncenter size-full is-resized"><a href="https://www.backerkit.com/call_to_action/8a360b06-862b-4d1a-8055-c9323427a07a/landing" target="_blank" rel="noreferrer noopener"><img loading="lazy" decoding="async" src="https://ludogogy.co.uk/wp-content/uploads/2023/05/LaunchesTBA.png" alt="" class="wp-image-8434" width="360" height="180" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA.png 360w, https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA-300x150.png 300w" sizes="auto, (max-width: 360px) 100vw, 360px" /></a></figure>
</div>


<p>This quote from Salman Rushdie sums up really well why stories are so engaging to us, but more than that, there is a deeper idea that we tell story not just because they are fun, or because we like them, but because we need stories to explore who and what we are &#8211; in other words stories are tools for learning</p>



<p>Even bad stories grip us. How many times have you sat through a terrible film, just because you needed to know what happened in the end (I’m hoping the answer to that is ‘at least once’, otherwise I’m going to have to face the possibility that it’s only me who does this – and that I’m maybe the only person on the planet who knows what happens at the end of Thor: The Dark World.)</p>



<p>In this article I want to explore the Fantastic and Fabulous in Learning and Facilitation and by the end of this I’m hoping you will have the answer to the most important question of all</p>



<p>“And then what happened”</p>


<div class="wp-block-image">
<figure class="aligncenter"><img loading="lazy" decoding="async" width="600" height="333" src="http://ludogogy.co.uk/wp-content/uploads/2023/07/Sluffy_fairies_in_a_pastoral_landscape_2d_alcohol_pen_illustrat_a65d2a9b-db1a-456f-9e01-20dffe9102e6.png" alt="A dreamy fantasy landscape" class="wp-image-8608" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2023/07/Sluffy_fairies_in_a_pastoral_landscape_2d_alcohol_pen_illustrat_a65d2a9b-db1a-456f-9e01-20dffe9102e6.png 600w, https://ludogogy.professorgame.com/wp-content/uploads/2023/07/Sluffy_fairies_in_a_pastoral_landscape_2d_alcohol_pen_illustrat_a65d2a9b-db1a-456f-9e01-20dffe9102e6-300x167.png 300w" sizes="auto, (max-width: 600px) 100vw, 600px" /></figure>
</div>


<p>As well as being ‘the storytelling animal’ it’s also often claimed that humans are ‘Wired for God’ – that we are genetically and neurologically predisposed to spirituality</p>



<p>The jury is still out on this one, but it is certainly notable that the magical, religious and supernatural do seem to have a special place in the history of humanity’s attempts to understand, and explain the world, and explore our collective dreams and anxieties – from creation myths, to natural philosophy and alchemy, to the preponderance of UFO invasion movies in McCarthy era America, or radioactive monster movies in post-Hiroshima Japan.</p>


<div class="wp-block-image">
<figure class="aligncenter size-full is-resized"><a href="https://www.backerkit.com/call_to_action/8a360b06-862b-4d1a-8055-c9323427a07a/landing" target="_blank" rel="noreferrer noopener"><img loading="lazy" decoding="async" src="https://ludogogy.co.uk/wp-content/uploads/2023/05/LaunchesTBA.png" alt="" class="wp-image-8434" width="360" height="180" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA.png 360w, https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA-300x150.png 300w" sizes="auto, (max-width: 360px) 100vw, 360px" /></a></figure>
</div>


<p>While I was preparing for a recent session on this very topic, I was struggling a bit to find the right words to explain the power for learning that I have found in fairytales, sci-fi, fantasy and tales of the supernatural. And then I bought a book, in my local charity shop – a collection of short stories, edited by Neil Gaiman and Al Sarrantonio. When I got it home, I read Gaiman’s introduction to the book</p>



<blockquote class="wp-block-quote is-layout-flow wp-block-quote-is-layout-flow">
<p>“It seemed to us that the fantastic can be, can do, so much more than its detractors assume: it can illuminate the real, it can distort it, it can mask it, it can hide it. It can show you the world you know in a way that makes you realise that you’ve never looked at it, not <strong><em>looked</em> </strong>at it. G. K. Chesterton compared fantastic fiction to going on holiday – that the importance of your holiday is the moment you return, and you see the place you live through fresh eyes.”</p>
</blockquote>



<p>Finding this was perfect, not just because it gave me the words I wanted, but because the way this incident made me feel, makes, very well, the ‘wired for god’ argument.</p>



<p>I’ve read up on the neuroscience of coincidence. I know which cognitive biases are in play – but it still feels like magic when just the right thing turns up at just the right time.</p>



<p><a href="https://www.amazon.com/Stories-All-New-Tales-Neil-Gaiman/dp/0061230936?crid=3LC1UFW934YC7&amp;keywords=stories+all+new+tales&amp;qid=1688573456&amp;s=books&amp;sprefix=stories%3A+all+new+%2Cstripbooks-intl-ship%2C593&amp;sr=1-1&amp;linkCode=ll1&amp;tag=ludogogyus-20&amp;linkId=550fef6774cd9556679fb23156093d7d&amp;language=en_US&amp;ref_=as_li_ss_tl" target="_blank" rel="noopener"><strong>Stories: All New Tales is available on Amazon</strong></a></p>



<p>To our initial storytelling question, the fantastic and fabulous add a second &#8211; “What If..?”</p>


<div class="wp-block-image">
<figure class="aligncenter"><img loading="lazy" decoding="async" width="600" height="333" src="http://ludogogy.co.uk/wp-content/uploads/2023/07/Sluffy_a_boardgame_about_dark_fairytales_seraphinius_aa9462c4-181d-4f6c-b34b-dfd4f3fa0e02.png" alt="A boardgame with a spooky fairytale castle in the centre of the board" class="wp-image-8605" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2023/07/Sluffy_a_boardgame_about_dark_fairytales_seraphinius_aa9462c4-181d-4f6c-b34b-dfd4f3fa0e02.png 600w, https://ludogogy.professorgame.com/wp-content/uploads/2023/07/Sluffy_a_boardgame_about_dark_fairytales_seraphinius_aa9462c4-181d-4f6c-b34b-dfd4f3fa0e02-300x167.png 300w" sizes="auto, (max-width: 600px) 100vw, 600px" /></figure>
</div>


<p>Most of you are reading this article, in this magazine, I imagine, because you believe that games and play have something special to offer in the arena of human learning.</p>



<p>There are obvious links between games and narrative &#8211; pretty much every game, except the most abstract will have narrative elements.</p>



<p>I am here to argue that among the already ‘special’ characteristics of games and play, story stands as something even more special, and that furthermore, that the fantastic and fabulous deserves special attention even within that already noteworthy realm of story.</p>


<div class="wp-block-image">
<figure class="aligncenter size-full is-resized"><a href="https://www.backerkit.com/call_to_action/8a360b06-862b-4d1a-8055-c9323427a07a/landing" target="_blank" rel="noreferrer noopener"><img loading="lazy" decoding="async" src="https://ludogogy.co.uk/wp-content/uploads/2023/05/LaunchesTBA.png" alt="" class="wp-image-8434" width="360" height="180" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA.png 360w, https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA-300x150.png 300w" sizes="auto, (max-width: 360px) 100vw, 360px" /></a></figure>
</div>


<p>Both stories and games are engines for experience. They both require the participation of a human or humans in order to come into being. Although someone reading a book or listening to the telling of a tale, may outwardly look like a passive consumer – that is far from the truth – they are exercising their imagination, bringing previous experience to bear, and constructing cognitive artefacts for sensemaking – sounds a bit like learning, right?.</p>



<p>If you are involved in games-based learning, and particularly in the design of games and play&nbsp; experiences, you are probably well used to analysing and implementing play in a mechanical way. That is, mapping the mechanics of games to experiences that will effect learning. I think we can view and use narrative (without or without a game structure), in the same way.</p>


<div class="wp-block-image">
<figure class="aligncenter"><img loading="lazy" decoding="async" width="600" height="333" src="http://ludogogy.co.uk/wp-content/uploads/2023/07/Sluffy_a_machine_made_out_of_words_2d_alcohol_pen_illustration_13f93fb3-4a4e-499d-986d-e3587fa93c7c.png" alt="A machine made out of word fragments- illustration" class="wp-image-8607" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2023/07/Sluffy_a_machine_made_out_of_words_2d_alcohol_pen_illustration_13f93fb3-4a4e-499d-986d-e3587fa93c7c.png 600w, https://ludogogy.professorgame.com/wp-content/uploads/2023/07/Sluffy_a_machine_made_out_of_words_2d_alcohol_pen_illustration_13f93fb3-4a4e-499d-986d-e3587fa93c7c-300x167.png 300w" sizes="auto, (max-width: 600px) 100vw, 600px" /></figure>
</div>


<p>So what do I mean by Storytelling &#8216;mechanics’?</p>



<p>First of all there are Narrative structures – you may have heard, for example of&nbsp; <strong><a href="https://ludogogy.co.uk/focus-on-narrative-structures/" target="_blank" rel="noopener">The Heros Journey</a></strong>, or the Touchstone.</p>



<p>Narrative structures drive us down well-worn paths – in learning terms we can use them to guide learners in the directions we want them to go – they create expectations – the ‘threeness’ of fairytales, the beginning middle and end, the alternation of high points and low points in a narrative. Even people who have never heard the term &#8216;narrative structure&#8217; will be consciously or subconsciously aware of &#8216;where the story is going&#8217; because they have have been repeatedly exposed to this structures, in books, in fims, in TV.</p>


<div class="wp-block-image">
<figure class="aligncenter size-full is-resized"><a href="https://www.backerkit.com/call_to_action/8a360b06-862b-4d1a-8055-c9323427a07a/landing" target="_blank" rel="noreferrer noopener"><img loading="lazy" decoding="async" src="https://ludogogy.co.uk/wp-content/uploads/2023/05/LaunchesTBA.png" alt="" class="wp-image-8434" width="360" height="180" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA.png 360w, https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA-300x150.png 300w" sizes="auto, (max-width: 360px) 100vw, 360px" /></a></figure>
</div>


<p>Then there are various building blocks of story experience which as learning designers, we can use to draw (or obscure) attention, create flow, encourage participation or decision making, elicit emotion and so on. Here are a few:</p>



<p>The McGuffin (the object that explains why the characters do what they do, even though it has no intrinsic plot value), the foreshadowing of Chekhov’s Gun, the happy or sad ending, the twist in the tale, the ghost in the machine, exposition or lack of it – there are 1000s of these mechanics we can employ.</p>



<p>And together they build experiences – obviously there are similarly 1000s of these, but with reference to the fantastic and fabulous – the following are very notable.</p>



<ul class="wp-block-list">
<li>Allegory (including satire)– stories which have more than one level of meaning, most often religious or political. A famous example of this is Animal Farm, which is very different experience when one reads it as a child</li>



<li>Metaphor (and analogy) – Exploring one idea as if it were (or were like) something else &#8211; the Dementors in the Harry Potter books are famously a metaphorical exploration of J K Rowling&#8217;s own struggles with depression.</li>



<li>Archetypes – simplified representations of concepts, often in the form of characters. Fairytales, again, are stuffed with these &#8211; the wicked stepmother, the wise woman, the benevolent (or cruel) master, the innocent, the wolf.</li>
</ul>



<p>From a learning perspective,in the areas that I work, (systemic wicked problems, sustainability and regeneration, diversity and inequality), there are three characteristics of the fantastic and fabulous which I find consistently useful:</p>



<p>Using magic – inviting learners to act as if magic really exists, frees the imagination, gives permission to be really ‘out there’ and reduces the negative impact of reality or ‘what we do now’ on ideation</p>



<p>Asking learners to explore difficult question, particularly when it might ask them to discover truths about themselves they might not want to face – can be largely defused if the conversations can take place outside of reality. For example, a conversation about racism, privilege and unconscious bias is much safer if it takes place in the context of society’s issue with ghosts who have not passed over, rather than a real scenario.</p>


<div class="wp-block-image">
<figure class="aligncenter"><img loading="lazy" decoding="async" width="600" height="400" src="http://ludogogy.co.uk/wp-content/uploads/2023/07/Sluffy_interior_of_the_tardis_cbc97665-3064-473d-86fa-8ae8ba1ee1e1.png" alt="Interior of the TARDIS" class="wp-image-8609" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2023/07/Sluffy_interior_of_the_tardis_cbc97665-3064-473d-86fa-8ae8ba1ee1e1.png 600w, https://ludogogy.professorgame.com/wp-content/uploads/2023/07/Sluffy_interior_of_the_tardis_cbc97665-3064-473d-86fa-8ae8ba1ee1e1-300x200.png 300w" sizes="auto, (max-width: 600px) 100vw, 600px" /></figure>
</div>


<p>The TARDIS works really well as a representation of the point of this article. Not only is a well-known symbol of the one of the genres I’m recommending for you to play with, but it has one very important characteristic.</p>



<p>Like stories themselves it is bigger on the inside. And I remember on at least one occasion, the Doctor admitting, that he (he was a he at the time), had never been able to fully explore it.</p>



<p>Stories invite their participants to expand their boundaries to their own needs; to colour in the details with their own experiences. But as learning designers we have an even more expansive tool at our disposal – one that provides learners with an effectively infinite playground.</p>


<div class="wp-block-image">
<figure class="aligncenter size-full is-resized"><a href="https://www.backerkit.com/call_to_action/8a360b06-862b-4d1a-8055-c9323427a07a/landing" target="_blank" rel="noreferrer noopener"><img loading="lazy" decoding="async" src="https://ludogogy.co.uk/wp-content/uploads/2023/05/LaunchesTBA.png" alt="" class="wp-image-8434" width="360" height="180" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA.png 360w, https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA-300x150.png 300w" sizes="auto, (max-width: 360px) 100vw, 360px" /></a></figure>
</div>


<p>It is often said that you can gauge how well a writer (or filmmaker) has conjured the world in which their stories exist, by looking at the quality of (at least the best of) the fan fiction. Middle Earth, for example, or the United Federation of Planets is so rich with the potential of stories not yet told, that people feel compelled to add their own.</p>



<p>Through Worldbuilding we can invite our learners to tell stories of their own, and like the TARDIS, we will find that we now have something which is far too large to ever be completely explored.</p>



<p>The mechanism I use most often is fantastic and fabulous bottom-up world building; providing small details of a larger world which invite speculation about the larger culture, history, and systems and so on – as relevant to whatever learning is desired. The alternative would be top-down world building – which is a somewhat more time-consuming approach. It’s what happens, for example, when writers on long-running TV series work with a Bible, to ensure they don’t err from the established truths of the fictional world.</p>



<p>If you want to know about Worldbuilding &#8211; and particularly top-down WB, there’s no better place to start than Chapter 13 in Volume 2 of Design Unbound by Anne Pendleton-Jones and John Seeley Brown. The story of the Worldbuilding that preceded the making of the film Minority Report is just astounding.</p>



<p><strong><a href="https://www.amazon.com/Design-Unbound-Designing-Emergence-Infrastructures/dp/0262535823?crid=2GYL4JUFIKUTJ&amp;keywords=design+unbound&amp;qid=1688570240&amp;sprefix=design+unbound%2Caps%2C392&amp;sr=8-2&amp;linkCode=ll1&amp;tag=ludogogyus-20&amp;linkId=e2c8587079889baacb1658ed53433d9b&amp;language=en_US&amp;ref_=as_li_ss_tl" target="_blank" rel="noopener">Design Unbound is available on Amazon</a></strong></p>



<p>We now have a third question to ask our learners. I usually find that my games and gameful activities ask these questions in the reverse order that I have introduced them here.</p>



<p>Introducing learners to the world you have built for them to play in first asks&nbsp;<strong>“If this is true, then what else does that tell us?”</strong><br>Framing the learning in the context of that world then asks <strong>“What if…”</strong><br>And finally, the invitation to exercise their own imagination and creativity <strong>“And then what happened?”</strong></p>


<div class="wp-block-image">
<figure class="aligncenter size-full is-resized"><a href="https://www.backerkit.com/call_to_action/8a360b06-862b-4d1a-8055-c9323427a07a/landing" target="_blank" rel="noreferrer noopener"><img loading="lazy" decoding="async" src="https://ludogogy.co.uk/wp-content/uploads/2023/05/LaunchesTBA.png" alt="" class="wp-image-8434" width="360" height="180" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA.png 360w, https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA-300x150.png 300w" sizes="auto, (max-width: 360px) 100vw, 360px" /></a></figure>
</div>


<p>I have developed two decks of cards recently which use many of the principles detailed above</p>



<p>These two decks are very much an invitation to tell stories rather than being narratives in themselves. The first – The Museum of Impossible Objects represents some of the exhibits in a mysterious museum. Each card has an image, a label explaining the object, and on the other side of the card, some questions about the object – although your own questions (and answers) are also encouraged. The museum exists in a world where magic exists, where humans are not the only sentient species, where ghosts are an everyday reality and human technology and Fae magic sit side by side, sometimes within single products.</p>



<p>The second is a deck which was allegedly discovered in an architectural dig near Area 51. As nothing is known about the either the images or the text the cards contain, there are several theories as to what the cards might represent and they thus seem to be very versatile in use. Often teams get together to test popular theories about how the cards might work</p>



<p>You are invited to explore these decks (very briefly) now. Please feel free to pause the video at whatever point suits you to try out these two sample activities of how the cards can be used in learning settings.</p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe loading="lazy" title="Cards Demo - Museum and Mystery Deck" width="678" height="381" src="https://www.youtube.com/embed/NBWZcvE_0RE?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" allowfullscreen></iframe>
</div></figure>



<h4 class="wp-block-heading">Activity One (uses 4 cards out of the 52 in the Museum of Impossible Objects deck)</h4>



<p>You are the curator of exhibitions. These four exhibits represent your potential choices for a central exhibit for the room you are curating. Pick one. What are the other exhibits which would complement it (either pick from here or from your imagination). What is the story your curated exhibition tells?</p>



<h4 class="wp-block-heading">Activity Two (uses 4 cards out of the 54 in the Mystery deck)</h4>



<p>One popular current theory about these cards is that they represent some kind of tool for using intuition and systems thinking for innovation. A ‘Tarot for Design’ if you like.</p>



<p>As a team you have been tasked with exploring this theory. There are 54 of them – here are a few for you to start with.</p>



<p>Think about the <strong><a href="https://ludogogy.co.uk/the-versatility-of-cards/" target="_blank" rel="noopener">characteristics of the cards</a></strong> (colours, sides, markings, dots etc.) and the possible ways that they could be used (position, orientation, number, connections, number, stacking, turning, instructions, inclusion or exclusion etc.)</p>



<p>Maybe other resources are needed to use them – dice, counters, a board</p>



<p>What ideas do you about how the cards might work in this context?</p><p>The post <a href="https://ludogogy.professorgame.com/learning-with-the-fantastic-and-fabulous/">Learning with the Fantastic and Fabulous</a> first appeared on <a href="https://ludogogy.professorgame.com">Ludogogy</a>.</p>]]></content:encoded>
					
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		<title>The Metaverse is the Game</title>
		<link>https://ludogogy.professorgame.com/the-metaverse-is-the-game/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=the-metaverse-is-the-game</link>
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		<dc:creator><![CDATA[Hee-Sik Min]]></dc:creator>
		<pubDate>Tue, 06 Jun 2023 17:31:39 +0000</pubDate>
				<category><![CDATA[Ideas]]></category>
		<category><![CDATA[Gamification]]></category>
		<category><![CDATA[Player Experience]]></category>
		<category><![CDATA[Simulations]]></category>
		<guid isPermaLink="false">https://ludogogy.co.uk/?p=8566&#038;preview=true&#038;preview_id=8566</guid>

					<description><![CDATA[<p>‘What is most important to consider in building the metaverse?” My answer is very simple. It’s the basic concept that, ‘The Metaverse is the game’. <a class="mh-excerpt-more" href="https://ludogogy.professorgame.com/the-metaverse-is-the-game/" title="The Metaverse is the Game">[...]</a></p>
<p>The post <a href="https://ludogogy.professorgame.com/the-metaverse-is-the-game/">The Metaverse is the Game</a> first appeared on <a href="https://ludogogy.professorgame.com">Ludogogy</a>.</p>]]></description>
										<content:encoded><![CDATA[<p>Ludogogy has entered into an agreement with <strong><a href="https://www.gami-journal.com/" target="_blank" rel="noreferrer noopener">Gamification Journal</a></strong>, based in Seoul, South Korea, for the mutual exchange of articles. This is the sixteenth of those articles we are publishing and it was in exchange for Corrado De Sanctis&#8217; article on <strong><a href="https://ludogogy.co.uk/article/applying-agile-practices-to-create-an-agile-serious-game/" target="_blank" rel="noopener" title="">applying Agile practices to create an Agile serious game</a></strong>.</p>


<div class="wp-block-image">
<figure class="aligncenter"><a href="https://www.eventbrite.com/cc/design-with-generative-ai-in-two-hours-2049299" target="_blank" rel="noopener"><img decoding="async" src="http://ludogogy.co.uk/wp-content/uploads/2023/05/Design-in-2-hours.png" alt="Ad for AI games design course" class="wp-image-8380"/></a></figure>
</div>


<p>In early 2022, I was asked by various municipalities in Korea to advise on metaverse development. They wanted to make an impression by being at the forefront of the 4<sup>th</sup> industrial revolution. Their main question to the advisory board was ‘What is most important to consider in building the metaverse?” My answer was very simple. It’s the establishment of the basic concept that, ‘The Metaverse is the Game’.</p>



<p>However, they wanted to promote &#8216;usefulness&#8217; by utilizing the metaverse for educational content. They wanted citizens attending classes in virtual classrooms, as avatars, to get the benefits of social education,  recruitment and hobby learning. But most educational facilities already provided online lectures during COVID-19 period. Providing educational services through the metaverse maybe shows a lack of understanding of how the metaverse works.</p>


<div class="wp-block-image">
<figure class="aligncenter size-full is-resized"><a href="https://www.backerkit.com/call_to_action/8a360b06-862b-4d1a-8055-c9323427a07a/landing" target="_blank" rel="noreferrer noopener"><img loading="lazy" decoding="async" src="https://ludogogy.co.uk/wp-content/uploads/2023/05/LaunchesTBA.png" alt="" class="wp-image-8434" width="360" height="180" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA.png 360w, https://ludogogy.professorgame.com/wp-content/uploads/2023/05/LaunchesTBA-300x150.png 300w" sizes="auto, (max-width: 360px) 100vw, 360px" /></a></figure>
</div>


<p>Also, they already provided various services on their webpages, but they expected a metaverse presence  to behave like a virtual reception for citizens to visit and interact with, via their metaverse personas.</p>



<p>The elected mayor wanted to give the impression that he had a deep interest in high-tech and AI, and to reflect that in the administration of the municipality &#8211; all with an eye on the next election. In the year 2022, &#8216;high tech&#8217; related to the 4<sup>th</sup> industrial revolution, was all about blockchain-based NFT and the metaverse. As I think about the last year, business proposals just didn&#8217;t progress unless they mentioned  NFT or the metaverse &#8211; in both the public or private sectors.</p>



<h3 class="wp-block-heading">Gamification is essential to build the metaverse successfully&nbsp;</h3>



<p>The Metaverse should be pitched as providing an online gamified playground for users. I want to take an example of a city simulation game and relate it to the municipality use case. City simulation games are already available and well-known like the ‘SimCity’ series developed by Electronic Arts. In this game, players create and develop the city, through a high-level simulation. If the city doesn&#8217;t operate well, the (virtual) citizens raise complaints, and even riot, leading to the mayor being kicked out. If an administrator in the role of mayor doesn’t deal well, it’s game-over.</p>



<p>SimCity is a game, but its tasks needs to be managed well, including city administration, welfare, safety, job creation, and environmental issues. If that is done, the city will be eco-friendly and all will be well. The purpose of this game is to make a livable city, increase the population, and manage the balance between development and welfare based on budget, finally working your way up to a large metropolis. The game is deployed in virtual space, but it looks real.</p>


<div class="wp-block-image">
<figure class="aligncenter"><a href="https://www.eventbrite.com/cc/design-with-generative-ai-in-two-hours-2049299" target="_blank" rel="noopener"><img decoding="async" src="http://ludogogy.co.uk/wp-content/uploads/2023/05/Design-in-2-hours.png" alt="Ad for AI games design course" class="wp-image-8380"/></a></figure>
</div>


<p>If the municipality develops its own twin in the metaverse, people can participate in city simulation games, which they will find out about through public announcements. The well-developed virtual city has real citizens residing in it as avatars. In the virtual city, avatars can rent a shopping space like in the real world to make commercial transactions. In the cinema or theatre, people can enjoy content through videos. I think that this is the ideal way to use the metaverse. Municipalities can apply the best of  the virtual city to the administration of the real city. It’s a positive synergy because citizens can directly participate in city administration.</p>



<p>Our advanced technologies were already experienced at <strong><a href="https://en.wikipedia.org/wiki/Cyworld" target="_blank" rel="noopener" title="">Cyworld</a></strong>, one of the oldest social platforms, about 20 years ago. It’s just a difference of expression. Now the trial period is over, and it’s subject to a fee. In the past, almost all online contents were free. Now, we are gradually paying fees for everything. Billing in chat GPT is the beginning of online billing. And to drive the interest that will encourage users to pay, good gamification is going to be essential.  </p><p>The post <a href="https://ludogogy.professorgame.com/the-metaverse-is-the-game/">The Metaverse is the Game</a> first appeared on <a href="https://ludogogy.professorgame.com">Ludogogy</a>.</p>]]></content:encoded>
					
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		<title>Building Soft Skills in Games</title>
		<link>https://ludogogy.professorgame.com/building-soft-skills-in-games/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=building-soft-skills-in-games</link>
					<comments>https://ludogogy.professorgame.com/building-soft-skills-in-games/#respond</comments>
		
		<dc:creator><![CDATA[Dave Eng]]></dc:creator>
		<pubDate>Tue, 04 Apr 2023 14:16:51 +0000</pubDate>
				<category><![CDATA[Ideas]]></category>
		<category><![CDATA[Competition]]></category>
		<category><![CDATA[Game Mechanisms]]></category>
		<category><![CDATA[Player Experience]]></category>
		<guid isPermaLink="false">https://ludogogy.co.uk/?p=8297&#038;preview=true&#038;preview_id=8297</guid>

					<description><![CDATA[<p>Games are capable of helping students learn any number of different skills more intuitively than they would from traditional classroom instruction. <a class="mh-excerpt-more" href="https://ludogogy.professorgame.com/building-soft-skills-in-games/" title="Building Soft Skills in Games">[...]</a></p>
<p>The post <a href="https://ludogogy.professorgame.com/building-soft-skills-in-games/">Building Soft Skills in Games</a> first appeared on <a href="https://ludogogy.professorgame.com">Ludogogy</a>.</p>]]></description>
										<content:encoded><![CDATA[<p><strong>This article was originally published at&nbsp;<a href="https://www.universityxp.com/blog/2020/1/3/building-soft-skills-with-games" target="_blank" rel="noopener" title="">UniversityXP</a>&nbsp;and is re-published in Ludogogy by permission of the author.</strong></p>



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<p>Games are capable of helping students learn any number of different skills. <a href="https://ludogogy.co.uk/simulations-vs-games/" target="_blank" rel="noopener" title=""><strong>Likewise, simulations can be used to help students</strong></a> from one discipline learning something more intuitively than they would from traditional classroom instruction.</p>



<p>One of the most general outcomes for games-based learning is the development of student’s soft skills. These are skills that can be used across a number of different areas, industries, and outlets.</p>



<p>So what soft skills can games be used for? How are games used for soft skills development?</p>



<p>This article will cover the different areas that games-based learning can be used for addressing soft skills development. This article will cover cognitive internal development; relational development; as well as how games can be used to develop students’ communication and creativity. This article will close with actionable items for using games-based learning to achieve these skill competencies.</p>



<h3 class="wp-block-heading">Cognitive internal development</h3>



<p>Digital games often don’t provide any wait time for players. Individuals take single actions and then are immediately awarded. This helps with <a href="https://ludogogy.co.uk/focus-on-feedback-loops-in-games-based-learning/" title=""><strong>the feedback loop of players in traditional game design</strong></a>. However, table top games offer a different perspective for players. They often require players take actions now that won’t produce any measurable effects until much further along in the game. In this way, table top games <a href="http://tnotgroup.com/generation5c/2018/01/10/board-games-life-skills/" target="_blank" rel="noopener" title=""><strong>reward students’ patience</strong></a> for continued and engaging play.</p>



<p>Likewise, table top games also test students’ applications of logic and strategy. I recently spent this holiday playing a large and diverse array of table top games with family my same age as well as much younger cousins. Despite the age difference, I saw many applications of <strong><a href="http://tnotgroup.com/generation5c/2018/01/10/board-games-life-skills/" target="_blank" rel="noopener" title="">logic and strategy</a></strong> in games as simple as <em><a href="https://boardgamegeek.com/boardgame/265634/doce" target="_blank" rel="noopener" title=""><strong>Doce</strong></a></em> and as complex as <em><a href="https://boardgamegeek.com/boardgame/63628/manhattan-project" target="_blank" rel="noopener" title=""><strong>The Manhattan Project</strong></a></em>. Each one was challenging in their own right; but the amount of effort needed to excel at both was considerable.</p>



<p><strong><a href="https://www.amazon.com/Minion-Games-Manhattan-Project-Board/dp/B007GC2R6K?crid=1VU0BTK28ZQ0N&amp;keywords=the+manhattan+project+board+game&amp;qid=1680613587&amp;sprefix=the+manhattan+project+boardgame%2Caps%2C179&amp;sr=8-3&amp;linkCode=ll1&amp;tag=ludogogyus-20&amp;linkId=7e31f29f09795e2d3c84f3455a94c77a&amp;language=en_US&amp;ref_=as_li_ss_tl" target="_blank" rel="noopener" title="">The Manhattan Project is available on Amazon</a></strong></p>



<p>Lastly, games also facilitate <a href="http://tnotgroup.com/generation5c/2018/01/10/board-games-life-skills/" target="_blank" rel="noopener" title=""><strong>students’ critical thinking and problem solving</strong></a> by posing the most basic question in most scenarios: what moves can I make to help me win the game? These can be as simple as just continuing to survive in endless running games like <em><a href="https://en.wikipedia.org/wiki/Temple_Run" target="_blank" rel="noopener" title=""><strong>Temple Run</strong></a></em> or in heavier games like <em><strong><a href="https://en.wikipedia.org/wiki/FTL:_Faster_Than_Light" target="_blank" rel="noopener" title="">FTL: Faster than Light</a></strong></em>. In both scenarios, players must problem solve on the fly and think critically about how decisions they take now will affect their player later on throughout the game.</p>



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<h3 class="wp-block-heading">Relational development</h3>



<p>Games do not exclusively help students develop their own internal cognitive development. They can also facilitate their relational development: specifically how their actions affect the state of the game as well as their relationships with other players.</p>



<p>One of the most common types of relational development is through <strong><a href="https://homeschoolgameschool.com/softskills/" target="_blank" rel="noopener" title="">spatial reasoning</a></strong>:</p>



<p>the capacity to think about objects occupying a space and then draw conclusions about how those objects fit in relation to one another.&nbsp; One of my all-time favorite games <em><strong><a href="https://boardgamegeek.com/boardgame/2453/blokus" target="_blank" rel="noopener" title="">Blokus</a></strong></em> is the king of this genre as players are challenged to get all of their pieces on the board to score the most points. Though other games like <em><a href="https://boardgamegeek.com/boardgame/163412/patchwork" target="_blank" rel="noopener" title=""><strong>Patchwork</strong></a></em> and <em><a href="https://boardgamegeek.com/boardgame/140236/convert" target="_blank" rel="noopener" title=""><strong>Convert</strong></a></em> also test players’ spatial reasoning capacity.</p>



<p><strong><a href="https://www.amazon.com/Mattel-Blokus-Game/dp/B079TCL3J4?crid=150JPJR5NJ2R8&amp;keywords=blokus&amp;qid=1680613934&amp;sprefix=blokus%2Caps%2C362&amp;sr=8-2&amp;linkCode=ll1&amp;tag=ludogogyus-20&amp;linkId=56428cd053a02b3470a0a4218f047c4f&amp;language=en_US&amp;ref_=as_li_ss_tl" target="_blank" rel="noopener" title="">Blokus is available on Amazon</a></strong>, as is <strong><a href="https://www.amazon.com/Mayfair-Games-MFG3505-Patchwork/dp/B00RCCAPPE?crid=2TAAH1ZC9BTK3&amp;keywords=patchwork+board+game&amp;qid=1680614034&amp;sprefix=patchwork+%2Caps%2C265&amp;sr=8-2&amp;linkCode=ll1&amp;tag=ludogogyus-20&amp;linkId=df51b9250328e8b4956f0926a27e0891&amp;language=en_US&amp;ref_=as_li_ss_tl" target="_blank" rel="noopener" title="">Patchwork</a></strong></p>



<p>In addition, games can test and reinforce players’ <strong><a href="http://tnotgroup.com/generation5c/2018/01/10/board-games-life-skills/" target="_blank" rel="noopener" title="">collaborative skills</a></strong> as they work with and for other players in order to achieve their goals.&nbsp; One of the best table top examples of this is the <strong><a href="http://www.leacock.com/" target="_blank" rel="noopener" title="">Matt Leacock</a></strong> line of collaborative games like <em><strong><a href="https://boardgamegeek.com/boardgame/30549/pandemic" target="_blank" rel="noopener" title="">Pandemic</a></strong></em>, <em><strong><a href="https://boardgamegeek.com/boardgame/65244/forbidden-island" target="_blank" rel="noopener" title="">Forbidden Island</a></strong>, <strong><a href="https://boardgamegeek.com/boardgame/136063/forbidden-desert" target="_blank" rel="noopener" title="">Forbidden Desert</a></strong>, and <strong><a href="https://boardgamegeek.com/boardgame/245271/forbidden-sky" target="_blank" rel="noopener" title="">Forbidden Sky</a></strong></em>. Each one tests players’ abilities to collaborate and cooperate with one another in order to achieve a common goal. More serious players might consider games such as <em><a href="https://boardgamegeek.com/boardgame/96848/mage-knight-board-game" target="_blank" rel="noopener" title=""><strong>Mage Knight</strong></a>, <strong><a href="https://boardgamegeek.com/boardgame/174430/gloomhaven" target="_blank" rel="noopener" title="">Gloomhaven</a></strong>, and <strong><a href="https://boardgamegeek.com/boardgame/162886/spirit-island" target="_blank" rel="noopener" title="">Spirit Island</a></strong></em> as options that further push the limits of what is possible from table top cooperating gaming.</p>



<p><strong><a href="https://www.amazon.com/Z-Man-Games-ZM7101-Pandemic/dp/B00A2HD40E?crid=2EBA7MT6MJD1L&amp;keywords=pandemic+game&amp;qid=1680614386&amp;sprefix=pandemic%2Caps%2C305&amp;sr=8-2&amp;linkCode=ll1&amp;tag=ludogogyus-20&amp;linkId=f942b525e576f5fac1b0641fe150aa15&amp;language=en_US&amp;ref_=as_li_ss_tl" target="_blank" rel="noopener" title="">Pandemic</a></strong>, <strong><a href="https://www.amazon.com/s?k=forbidden+island+board+game&amp;crid=3EZCLBET16LP3&amp;sprefix=forbidden+is+game%2Caps%2C200&amp;linkCode=ll2&amp;tag=ludogogyus-20&amp;linkId=fea89ca829069b07dae58e07df178e18&amp;language=en_US&amp;ref_=as_li_ss_tl" target="_blank" rel="noopener" title="">Forbidden Island</a></strong>, and <strong><a href="https://www.amazon.com/Gamewright-415-Forbidden-Desert-Board/dp/B00B4ECHJI?crid=3NCVKFRVJ6GKP&amp;keywords=forbidden+desert+board+game&amp;qid=1680615689&amp;sprefix=forbidden+desert+board+game%2Caps%2C466&amp;sr=8-2&amp;linkCode=ll1&amp;tag=ludogogyus-20&amp;linkId=b9116557c3b03eca905e8c4fd8b6eb38&amp;language=en_US&amp;ref_=as_li_ss_tl" target="_blank" rel="noopener" title="">Forbidden Desert</a></strong> are all available on Amazon, as are <strong><a href="https://www.amazon.com/WizKids-Mage-Knight-Board-Game/dp/B07BSM4SKL?crid=1L8LELS807C92&amp;keywords=mage+knight+board+game&amp;qid=1680615821&amp;sprefix=mage++board+game%2Caps%2C297&amp;sr=8-6&amp;linkCode=ll1&amp;tag=ludogogyus-20&amp;linkId=3c3175f24d797993d21032e94a458960&amp;language=en_US&amp;ref_=as_li_ss_tl" target="_blank" rel="noopener" title="">Mage Knight</a></strong>, <strong><a href="https://www.amazon.com/Cephalofair-Games-CPH0201-Gloomhaven/dp/B01LZXVN4P?crid=3EOJNLRUMLRKH&amp;keywords=gloomhaven+board+game&amp;qid=1680615998&amp;sprefix=gloom+board+game%2Caps%2C284&amp;sr=8-2&amp;linkCode=ll1&amp;tag=ludogogyus-20&amp;linkId=33d573c24905d18affe087388f0e87ab&amp;language=en_US&amp;ref_=as_li_ss_tl" target="_blank" rel="noopener" title="">Gloomhaven</a></strong> and <strong><a href="https://www.amazon.com/Greater-Than-Games-Spirit-Island/dp/B01MUHP51S?crid=3P73P4TRSVF6B&amp;keywords=spirit+island+board+game&amp;qid=1680616039&amp;sprefix=spirit+board+game%2Caps%2C292&amp;sr=8-2&amp;linkCode=ll1&amp;tag=ludogogyus-20&amp;linkId=2abfb073f43b0f21a14f3dc2ac177ecb&amp;language=en_US&amp;ref_=as_li_ss_tl" target="_blank" rel="noopener" title="">Spirit Island</a></strong>.</p>



<p>Lastly, games test players’ abilities <a href="http://tnotgroup.com/generation5c/2018/01/10/board-games-life-skills/" target="_blank" rel="noopener" title=""><strong>to manage limited resources to achieve their game goals</strong></a>. This is most prominent in <strong><a href="https://en.wikipedia.org/wiki/Eurogame" target="_blank" rel="noopener" title="">modern euro game</a></strong><a href="https://en.wikipedia.org/wiki/Eurogame">s</a> where any number of player actions are disguised as different things that players can do that turn one thing into another thing which turns into victory points. While that description alone doesn’t sound that enticing, there are entire communities of players who are enthralled by it. Modern classics such as <em><strong><a href="https://boardgamegeek.com/boardgame/31260/agricola" target="_blank" rel="noopener" title="">Agricola</a></strong></em> and <em><strong><a href="https://boardgamegeek.com/boardgame/13/catan" target="_blank" rel="noopener" title="">Settlers of Catan</a></strong></em> rely heavily on resource management as a way for players to excel and win the game.</p>



<p><strong><a href="https://www.amazon.com/29369-Agricola-Board-Game-Standard/dp/B07JZFN8WS?crid=PSUGE9Z6YM5&amp;keywords=agricola+board+game&amp;qid=1680616136&amp;sprefix=agricola+board+game%2Caps%2C250&amp;sr=8-2&amp;linkCode=ll1&amp;tag=ludogogyus-20&amp;linkId=079515521dae483c59e3b2d09785dbb6&amp;language=en_US&amp;ref_=as_li_ss_tl" target="_blank" rel="noopener" title="">Agricola is available on Amazon</a></strong>, and so is <strong><a href="https://www.amazon.com/Catan-Studios-cantan2017/dp/B00U26V4VQ?crid=2XZL2AWYVKZVZ&amp;keywords=settlers+of+catan+board+game&amp;qid=1680616180&amp;sprefix=settlers+board+game%2Caps%2C250&amp;sr=8-2&amp;linkCode=ll1&amp;tag=ludogogyus-20&amp;linkId=37dfa31a3503ae1697d73da0dd9a7c8a&amp;language=en_US&amp;ref_=as_li_ss_tl" target="_blank" rel="noopener" title="">Settlers of Catan</a></strong>.</p>



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<p><strong>Communication and creativity</strong></p>



<p>Perhaps one of the most salient aspects of games-based learning supporting soft skills growth is in players’ development of communication and <strong><a href="http://tnotgroup.com/generation5c/2018/01/10/board-games-life-skills/" target="_blank" rel="noopener" title="">creativity</a></strong>. Both of which come through more highly social and creative games.</p>



<p>Returning to one of my old standby games <a href="https://boardgamegeek.com/boardgame/163/balderdash" target="_blank" rel="noopener" title=""><em><strong>Balderdash</strong></em></a> reminded me of the kind of creativity needed to not only think of definitions to obscure words; but to write them in a such a way where other players would vote for them. Likewise, new entrants to the field like <em><strong><a href="https://boardgamegeek.com/boardgame/254640/just-one" target="_blank" rel="noopener" title="">Just One</a></strong></em> require that players take the simple action of selecting just one clue to reveal to a teammate. But the commonality and creativity of that clue is what helps set players apart from one another.</p>



<p><strong><a href="https://www.amazon.com/Mattel-Games-CFX43-Balderdash-Board/dp/B00LH1X66G?crid=30GORFUGSHRKR&amp;keywords=balderdash+board+game&amp;qid=1680616413&amp;sprefix=balderdas+board+game%2Caps%2C302&amp;sr=8-2&amp;linkCode=ll1&amp;tag=ludogogyus-20&amp;linkId=b567b71a56cbdb289346f73c9808b2fb&amp;language=en_US&amp;ref_=as_li_ss_tl" target="_blank" rel="noopener" title="">Balderdash is available on Amazon</a></strong> and so is <strong><a href="https://www.amazon.com/Repos-JOUS01-Just-One/dp/B07W3PJTL2?crid=3FKJHEW89K26K&amp;keywords=just%2Bone%2Bboard%2Bgame&amp;qid=1680616486&amp;sprefix=just%2Bone%2Bboard%2Bgame%2Caps%2C512&amp;sr=8-2&amp;th=1&amp;linkCode=ll1&amp;tag=ludogogyus-20&amp;linkId=306715db87775026f04becf11920201e&amp;language=en_US&amp;ref_=as_li_ss_tl" target="_blank" rel="noopener" title="">Just One</a></strong>.</p>



<p>Creativity alone doesn’t have to be about creating made up definitions. Working in uncertain conditions where <strong><a href="https://www.fsagames.com/how-children-can-learn-soft-skills-from-board-games/" target="_blank" rel="noopener" title="">negotiation and interaction are prioritized</a> </strong>definitely fall within the domain of games. A favorite large group game of mine <em><strong><a href="https://boardgamegeek.com/boardgame/230590/empires" target="_blank" rel="noopener" title="">Empires</a></strong></em> relies on the negotiation aspect in order to move play along. The <em><strong><a href="https://boardgamegeek.com/boardgame/157969/sheriff-nottingham" target="_blank" rel="noopener" title="">Sheriff of Nottingham</a></strong></em> emphasizes this even more where interaction and negotiation form the hallmark of the <strong><a href="https://www.universityxp.com/blog/2019/12/3/core-loops" target="_blank" rel="noopener" title="">game’s core loop</a></strong>.</p>



<p><strong><a href="https://www.amazon.com/WizKids-Empires-Game-Board-Games/dp/B073R346SF?crid=27OIC3Z5CGSWR&amp;keywords=empires+board+game&amp;qid=1680616620&amp;sprefix=empires+board+game%2Caps%2C263&amp;sr=8-22&amp;linkCode=ll1&amp;tag=ludogogyus-20&amp;linkId=e5de3abfab7769a609f833c5d55ebdc2&amp;language=en_US&amp;ref_=as_li_ss_tl" target="_blank" rel="noopener" title="">Empires is available on Amazon</a></strong> and so is <strong><a href="https://www.amazon.com/Nottingham-Strategy-Medieval-CMON-SHF004/dp/B09PSWVJDJ?crid=362P4KFEUEHNI&amp;keywords=sheriff+of+nottingham+board+game&amp;qid=1680616703&amp;sprefix=sheriff+board+game%2Caps%2C225&amp;sr=8-2&amp;linkCode=ll1&amp;tag=ludogogyus-20&amp;linkId=aa843e4f999a1b99e986ddb7aaa8e74f&amp;language=en_US&amp;ref_=as_li_ss_tl" target="_blank" rel="noopener" title="">Sheriff of Nottingham</a></strong>.</p>



<p>Communication and creativity seem to be one of the most promoted ways of utilizing games-based learning as games are seen as a way to replace traditional media like lectures, audio, and video. <strong><a href="https://www.indusgeeks.com/blog/soft-skills-games-for-corporate-e-learning/" target="_blank" rel="noopener" title="">This is particularly relevant when using something like roleplaying and simulations</a></strong>. Both of these represent real life scenarios where students will need to put their learned skills into practice.</p>



<p>While many games can be re-purposed for games-based learning; <strong><a href="https://www.userlike.com/en/blog/communication-games" target="_blank" rel="noopener" title="">almost all table top games can be used in one fashion or another to promote communication skills</a></strong> between players. Effective communication is perhaps one of the most important soft skills to develop. And if you ever need a forum to practice it: try explaining 4-5 different board games a week to different players on a regular basis.</p>



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<h3 class="wp-block-heading">Actionable items</h3>



<p>Games can be used to meet a great many learning outcomes for educators. The most salient of which is to address <strong><a href="http://info.thinkfun.com/stem-education/using-games-to-build-soft-skills" target="_blank" rel="noopener" title="">communication barriers between students and players</a></strong>. Playing games provides a structure from which educators can scaffold the interactions between players.&nbsp; Games’ involved <strong><a href="https://www.universityxp.com/blog/2019/6/04/formal-game-structures" target="_blank" rel="noopener" title="">formal elements and structures</a></strong> already form the method where individual players can interact with one another.</p>



<p>In addition, educators can praise <strong><a href="http://info.thinkfun.com/stem-education/using-games-to-build-soft-skills" target="_blank" rel="noopener" title="">students’ agency, efficacy, and perseverance in a games-based learning environment</a></strong>. Of course players will want to win; but in most circumstances winning will not be the most important outcome. Therefore, equal focus on making sure that players continue to play and engage is just as important.</p>



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<h3 class="wp-block-heading">Takeaways</h3>



<p>This article covered the different areas that games-based learning can be used to address soft skills development. The article covered cognitive internal development; relational development; as well as how games can be used to for students to develop better communication and creativity. This article was about using games for soft-skill development. To learn more about soft-skill development in gamification, <strong><a href="https://www.universityxp.com/gamification" target="_blank" rel="noopener">check out the free course on Gamification Explained.</a></strong></p>



<p>If you have enjoyed this article &#8211; consider getting yourself lifetime access to Dave&#8217;s Games-Based Learning Digital Library containing all of the content from the past two Games-Based Learning Virtual Conferences; past webinars and courses he&#8217;s created; as well as his complete back catalogue of articles; podcast episodes; and videos. And more content is being added all the time.</p>



<p>Readers of Ludogogy can get a <strong><a href="https://universityxp.teachable.com/courses/1418757?coupon_code=LUDOGOGY" target="_blank" rel="noopener">$50 discount on this valuable resource by using this link</a></strong>.</p>



<div style="background-color: #f2cfbc;"><strong><p>References and further reading:</strong></p>
<p>7 Fun Communication Games That Increase Understanding. (2019, March 13). Retrieved December 19, 2019, from  <a href="https://www.userlike.com/en/blog/communication-games" target="_blank" rel="noopener">https://www.userlike.com/en/blog/communication-games</a>.
</p>
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</p>
<p>8 Ways Board Games Teach Life Skills: 2nd Nature Academy. (2018, January 10). Retrieved December 19, 2019, from  <a href="http://tnotgroup.com/generation5c/2018/01/10/board-games-life-skills/" target="_blank" rel="noopener">http://tnotgroup.com/generation5c/2018/01/10/board-games-life-skills/</a>.</p>
<p>

</p>
<p>Eng, D. (2019, December 3). Core Loops. Retrieved December 31, 2019, from <a href="https://www.universityxp.com/blog/2019/12/3/core-loops" target="_blank" rel="noopener">https://www.universityxp.com/blog/2019/12/3/core-loops</a>.</p>
<p>

</p>
<p>Eng, D. (2019, June 18). Feedback Loops. Retrieved December 31, 2019, from  <a href="https://www.universityxp.com/blog/2019/6/18/feedback-loops-in-games-based-learning" target="_blank" rel="noopener">https://www.universityxp.com/blog/2019/6/18/feedback-loops-in-games-based-learning</a>.</p>
<p>

</p>
<p>Eng, D. (2019, June 4). Formal Game Structures. Retrieved December 31, 2019, from  <a href="https://www.universityxp.com/blog/2019/6/04/formal-game-structures" target="_blank" rel="noopener">https://www.universityxp.com/blog/2019/6/04/formal-game-structures</a>.</p>
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<p>Eng, D. (2019, June 25). Simulations vs Games. Retrieved December 31, 2019, from <a href="https://www.universityxp.com/blog/2019/6/25/simulations-vs-games " target="_blank" rel="noopener">https://www.universityxp.com/blog/2019/6/25/simulations-vs-games </a>.</p>
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<p>Grooms, M. (2019, June 4). Soft Skills: The Hidden Benefits of Playing Board Games &#8221; Homeschool Gameschool. Retrieved December 19, 2019, from  <a href="https://homeschoolgameschool.com/softskills/" target="_blank" rel="noopener">https://homeschoolgameschool.com/softskills/</a>.</p>
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<p>How Board Games Teach Soft Skills to Children. (n.d.). Retrieved December 19, 2019, from  <a href="https://www.fsagames.com/how-children-can-learn-soft-skills-from-board-games/" target="_blank" rel="noopener">https://www.fsagames.com/how-children-can-learn-soft-skills-from-board-games/</a>.</p>
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<p>Soft Skills Games for Corporate E-learning. (2019, April 16). Retrieved December 19, 
2019, from <a href="https://www.indusgeeks.com/blog/soft-skills-games-for-corporate-e-learning/" target="_blank" rel="noopener">https://www.indusgeeks.com/blog/soft-skills-games-for-corporate-e-learning/</a>.</p>
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<p>Using Games to Build Soft Skills. (2018, October 4). Retrieved December 19, 2019, from  <a href="http://info.thinkfun.com/stem-education/using-games-to-build-soft-skills" target="_blank" rel="noopener">http://info.thinkfun.com/stem-education/using-games-to-build-soft-skills</a>.</p>
</div><p>The post <a href="https://ludogogy.professorgame.com/building-soft-skills-in-games/">Building Soft Skills in Games</a> first appeared on <a href="https://ludogogy.professorgame.com">Ludogogy</a>.</p>]]></content:encoded>
					
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