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	<title>Ludogogy</title>
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	<description>Games-based learning. Gamification. Playful Design</description>
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	<title>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>
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		<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>Joe Slack on Secrets</title>
		<link>https://ludogogy.professorgame.com/joe-slack-on-secrets/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=joe-slack-on-secrets</link>
					<comments>https://ludogogy.professorgame.com/joe-slack-on-secrets/#respond</comments>
		
		<dc:creator><![CDATA[Antonis]]></dc:creator>
		<pubDate>Tue, 02 Jul 2024 21:32:29 +0000</pubDate>
				<category><![CDATA[The Ludogogy Podcast]]></category>
		<category><![CDATA[Mayan Curse]]></category>
		<category><![CDATA[Zoo Year’s Eve]]></category>
		<category><![CDATA[Board Game Design Virtual Conference]]></category>
		<category><![CDATA[crowdfunding]]></category>
		<category><![CDATA[King of Indecision]]></category>
		<category><![CDATA[Joe Slack]]></category>
		<category><![CDATA[Secrets]]></category>
		<category><![CDATA[Relics of Rajavihara]]></category>
		<category><![CDATA[Montalo's Revenge]]></category>
		<guid isPermaLink="false">https://ludogogy.professorgame.com/?p=9002</guid>

					<description><![CDATA[<p>Joe has been designing board games for a decade and has helped over 4,000 game designers at all career stages. With his best-selling book, the annual Board Game Design Virtual Conference, and a popular online course for game designers, he is a go-to resource for aspiring and experienced game designers.</p>
<p><iframe src="https://embed.acast.com/634724a07583ef001191701b/6682abecb4551f12f4a5556d?cover=false&#038;accentColor=F0F2F5&#038;bgColor=bc1c2c&#038;secondaryColor=F0F2F5&#038;font-family=Public%20Sans&#038;font-src=https%3A%2F%2Ffonts.googleapis.com%2Fcss%3Ffamily%3DPublic%2BSans" frameBorder="0" width="100%" height="80px"></iframe></p>
<p> <a class="mh-excerpt-more" href="https://ludogogy.professorgame.com/joe-slack-on-secrets/" title="Joe Slack on Secrets">[...]</a></p>
<p>The post <a href="https://ludogogy.professorgame.com/joe-slack-on-secrets/">Joe Slack on Secrets</a> first appeared on <a href="https://ludogogy.professorgame.com">Ludogogy</a>.</p>]]></description>
										<content:encoded><![CDATA[<p>Joe Slack is known for games like &#8220;Relics of Rajavihara&#8221; and its expansion &#8220;Montalo&#8217;s Revenge,&#8221; &#8220;Mayan Curse,&#8221; &#8220;King of Indecision,&#8221; and &#8220;Zoo Year’s Eve.&#8221; He&#8217;s authored several game design books and created a popular online course, for game designers at all career stages. Joe is well-known for his expertise in crowdfunding and game testing, and his generosity with time and knowledge, for instance, as a panelist at Ludogogy&#8217;s Make &#038; Break event in 2021. Joe organises the annual Board Game Design Virtual Conference, making him a go-to resource for aspiring and experienced game designers. His invaluable guidance has helped many of them achieve success in the competitive world of game design.</p>
<p><iframe loading="lazy" src="https://embed.acast.com/634724a07583ef001191701b/6682abecb4551f12f4a5556d?cover=false&#038;accentColor=F0F2F5&#038;bgColor=bc1c2c&#038;secondaryColor=F0F2F5&#038;font-family=Public%20Sans&#038;font-src=https%3A%2F%2Ffonts.googleapis.com%2Fcss%3Ffamily%3DPublic%2BSans" frameBorder="0" width="100%" height="190px"></iframe></p>
<p>More about Joe on <a href="https://boardgamedesigncourse.com" title="boardgamedesigncourse.com" rel="noopener" target="_blank">boardgamedesigncourse.com</a>.</p>
<p>The Ludogogy Podcast is the official podcast of Ludogogy Magazine. More about Ludogogy on <a title="Ludogogy Linktree" href="https://linktr.ee/ludogogy" target="_blank" rel="noopener">linktr.ee/ludogogy</a><br />
Hosts: <a title="Contact Sarah on LinkedIn" href="https://www.linkedin.com/in/sarahlefevre/" target="_blank" rel="noopener">Sarah Le-Fevre</a>, <a title="Contact Antonis on LinkedIn" href="https://linkedin.com/in/itsantonis" target="_blank" rel="noopener">Antonios Triantafyllakis</a><br />
Coordination: Sarah Le-Fevre<br />
Audio mixing and mastering: Antonios Triantafyllakis<br />
Music: Funky Logo 04 by TaigaSoundProd<br />
Free download: filmmusic.io/song/6721-funky-logo-04<br />
License (CC BY 4.0): filmmusic.io/standard-license</p>
<p>Like what you hear? Become a patron of Ludogogy at <a title="Become a patron of Ludogogy" href="https://www.patreon.com/ludogogy" target="_blank" rel="noopener">patreon.com/ludogogy</a><br />
Who should be our next guest? <a title="Suggest our next guest" href="mailto:podcast@ludogogy.co.uk?subject=I%20know%20who%20should%20be%20your%20next%20guest%20at%20the%20Ludogogy%20Podcast" target="_blank" rel="noopener">Let us know</a>!</p><p>The post <a href="https://ludogogy.professorgame.com/joe-slack-on-secrets/">Joe Slack on Secrets</a> first appeared on <a href="https://ludogogy.professorgame.com">Ludogogy</a>.</p>]]></content:encoded>
					
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		<item>
		<title>Sarah and Antonis on Archetypes</title>
		<link>https://ludogogy.professorgame.com/sarah-and-antonis-on-archetypes/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=sarah-and-antonis-on-archetypes</link>
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		<dc:creator><![CDATA[Antonis]]></dc:creator>
		<pubDate>Fri, 19 Apr 2024 14:10:22 +0000</pubDate>
				<category><![CDATA[The Ludogogy Podcast]]></category>
		<category><![CDATA[archetypes]]></category>
		<category><![CDATA[podcast]]></category>
		<category><![CDATA[table of contents]]></category>
		<guid isPermaLink="false">https://ludogogy.professorgame.com/?p=8994</guid>

					<description><![CDATA[<p>It's been over a year of the Ludogogy Podcast! Here’s your opportunity to catch up on any episodes you might have missed.</p>
<p><iframe src="https://embed.acast.com/634724a07583ef001191701b/66227ad6092c1d00137b0459?cover=false&#038;accentColor=F0F2F5&#038;bgColor=bc1c2c&#038;secondaryColor=F0F2F5&#038;font-family=Public%20Sans&#038;font-src=https%3A%2F%2Ffonts.googleapis.com%2Fcss%3Ffamily%3DPublic%2BSans" frameBorder="0" width="100%" height="80px"></iframe></p>
<p> <a class="mh-excerpt-more" href="https://ludogogy.professorgame.com/sarah-and-antonis-on-archetypes/" title="Sarah and Antonis on Archetypes">[...]</a></p>
<p>The post <a href="https://ludogogy.professorgame.com/sarah-and-antonis-on-archetypes/">Sarah and Antonis on Archetypes</a> first appeared on <a href="https://ludogogy.professorgame.com">Ludogogy</a>.</p>]]></description>
										<content:encoded><![CDATA[<p>We can’t believe it’s been all that time since the Ludogogy podcast first saw the light of day. And yet here we are, 17 episodes in, so Antonis and Sarah thought it was time for a review. We’ve had some amazing guests over the last year and a bit, and here’s your opportunity to catch up on any episodes you might have missed. You wouldn’t want to pass up the chance to learn from the creators of such seminal games as World Without Oil or Wingspan or even to get the low down on Player Types from the man who invented the idea, now would you? All this and more is waiting in our back catalogue. Think of this as the Table of Contents.</p>
<p><iframe loading="lazy" src="https://embed.acast.com/634724a07583ef001191701b/66227ad6092c1d00137b0459?cover=false&#038;accentColor=F0F2F5&#038;bgColor=bc1c2c&#038;secondaryColor=F0F2F5&#038;font-family=Public%20Sans&#038;font-src=https%3A%2F%2Ffonts.googleapis.com%2Fcss%3Ffamily%3DPublic%2BSans" frameBorder="0" width="100%" height="190px"></iframe></p>
<p>The Ludogogy Podcast is the official podcast of Ludogogy Magazine. More about Ludogogy on <a title="Ludogogy Linktree" href="https://linktr.ee/ludogogy" target="_blank" rel="noopener">linktr.ee/ludogogy</a><br />
Hosts: <a title="Contact Sarah on LinkedIn" href="https://www.linkedin.com/in/sarahlefevre/" target="_blank" rel="noopener">Sarah Le-Fevre</a>, <a title="Contact Antonis on LinkedIn" href="https://linkedin.com/in/itsantonis" target="_blank" rel="noopener">Antonios Triantafyllakis</a><br />
Coordination: Sarah Le-Fevre<br />
Audio mixing and mastering: Antonios Triantafyllakis<br />
Music: Funky Logo 04 by TaigaSoundProd<br />
Free download: filmmusic.io/song/6721-funky-logo-04<br />
License (CC BY 4.0): filmmusic.io/standard-license</p>
<p>Like what you hear? Become a patron of Ludogogy at <a title="Become a patron of Ludogogy" href="https://www.patreon.com/ludogogy" target="_blank" rel="noopener">patreon.com/ludogogy</a><br />
Who should be our next guest? <a title="Suggest our next guest" href="mailto:podcast@ludogogy.co.uk?subject=I%20know%20who%20should%20be%20your%20next%20guest%20at%20the%20Ludogogy%20Podcast" target="_blank" rel="noopener">Let us know</a>!</p><p>The post <a href="https://ludogogy.professorgame.com/sarah-and-antonis-on-archetypes/">Sarah and Antonis on Archetypes</a> first appeared on <a href="https://ludogogy.professorgame.com">Ludogogy</a>.</p>]]></content:encoded>
					
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			</item>
		<item>
		<title>Jenna Moran on Writing</title>
		<link>https://ludogogy.professorgame.com/jenna-moran-on-writing/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=jenna-moran-on-writing</link>
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		<dc:creator><![CDATA[Antonis]]></dc:creator>
		<pubDate>Fri, 29 Mar 2024 13:04:47 +0000</pubDate>
				<category><![CDATA[The Ludogogy Podcast]]></category>
		<category><![CDATA[Nobilis]]></category>
		<category><![CDATA[Ex Machina]]></category>
		<category><![CDATA[Storytelling]]></category>
		<category><![CDATA[RPG]]></category>
		<category><![CDATA[writing]]></category>
		<category><![CDATA[Jenna Moran]]></category>
		<category><![CDATA[The Far Roofs]]></category>
		<category><![CDATA[Hitherby Dragons]]></category>
		<guid isPermaLink="false">https://ludogogy.professorgame.com/?p=8990</guid>

					<description><![CDATA[<p>Jenna Moran is an RPG designer and novelist renowned for her innovative contributions to games and writing. Join us for a fascinating discussion on her journey in RPGs and storytelling.</p>
<p>
<iframe src="https://embed.acast.com/634724a07583ef001191701b/6606837d53b2df00165f6caa?cover=false&#038;accentColor=F0F2F5&#038;bgColor=bc1c2c&#038;secondaryColor=F0F2F5&#038;font-family=Public%20Sans&#038;font-src=https%3A%2F%2Ffonts.googleapis.com%2Fcss%3Ffamily%3DPublic%2BSans" frameBorder="0" width="100%" height="80px"></iframe> <a class="mh-excerpt-more" href="https://ludogogy.professorgame.com/jenna-moran-on-writing/" title="Jenna Moran on Writing">[...]</a></p>
<p>The post <a href="https://ludogogy.professorgame.com/jenna-moran-on-writing/">Jenna Moran on Writing</a> first appeared on <a href="https://ludogogy.professorgame.com">Ludogogy</a>.</p>]]></description>
										<content:encoded><![CDATA[<p>Jenna Moran is an RPG designer and novelist renowned for her innovative contributions to games and writing. Her work has ranged from authoring sourcebooks for existing games to creating whole new game universes. Jenna’s games include &#8220;Chuubo&#8217;s Marvellous Wish-granting Machine”, “Ex Machina”, and “Nobilis”, a diceless game that earned her the Diana Jones Award in 2003. Beyond games, she wrote the &#8220;Hitherby Dragons&#8221; continuous story blog and has written several novels set in the &#8220;Nobilis&#8221; and &#8220;Hitherby Dragons&#8221; universes. Join us for a fascinating discussion on her journey in RPGs and storytelling.</p>
<p><iframe loading="lazy" src="https://embed.acast.com/634724a07583ef001191701b/6606837d53b2df00165f6caa?accentColor=F0F2F5&#038;bgColor=bc1c2c&#038;secondaryColor=F0F2F5&#038;font-family=Public%20Sans&#038;font-src=https%3A%2F%2Ffonts.googleapis.com%2Fcss%3Ffamily%3DPublic%2BSans" frameBorder="0" width="100%" height="190px"></iframe></p>
<p>More about Jenna on <a href="https://ninuan.org" title="ninuan.org" rel="noopener" target="_blank">ninuan.org</a>. Remember to <a href="https://www.kickstarter.com/projects/jennamoran/the-far-roofs" title="The Far Roofs" rel="noopener" target="_blank">support &#8220;The Far Roofs&#8221; on Kickstarter</a>!</p>
<p>The Ludogogy Podcast is the official podcast of Ludogogy Magazine. More about Ludogogy on <a title="Ludogogy Linktree" href="https://linktr.ee/ludogogy" target="_blank" rel="noopener">linktr.ee/ludogogy</a><br />
Hosts: <a title="Contact Sarah on LinkedIn" href="https://www.linkedin.com/in/sarahlefevre/" target="_blank" rel="noopener">Sarah Le-Fevre</a>, <a title="Contact Antonis on LinkedIn" href="https://linkedin.com/in/itsantonis" target="_blank" rel="noopener">Antonios Triantafyllakis</a><br />
Coordination: Sarah Le-Fevre<br />
Audio mixing and mastering: Antonios Triantafyllakis<br />
Music: Funky Logo 04 by TaigaSoundProd<br />
Free download: filmmusic.io/song/6721-funky-logo-04<br />
License (CC BY 4.0): filmmusic.io/standard-license</p>
<p>Like what you hear? Become a patron of Ludogogy at <a title="Become a patron of Ludogogy" href="https://www.patreon.com/ludogogy" target="_blank" rel="noopener">patreon.com/ludogogy</a><br />
Who should be our next guest? <a title="Suggest our next guest" href="mailto:podcast@ludogogy.co.uk?subject=I%20know%20who%20should%20be%20your%20next%20guest%20at%20the%20Ludogogy%20Podcast" target="_blank" rel="noopener">Let us know</a>!</p><p>The post <a href="https://ludogogy.professorgame.com/jenna-moran-on-writing/">Jenna Moran on Writing</a> first appeared on <a href="https://ludogogy.professorgame.com">Ludogogy</a>.</p>]]></content:encoded>
					
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		<title>James Bore &#8211; The Ransomeware Game</title>
		<link>https://ludogogy.professorgame.com/ramsomeware-game/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=ramsomeware-game</link>
					<comments>https://ludogogy.professorgame.com/ramsomeware-game/#respond</comments>
		
		<dc:creator><![CDATA[Ludogogy]]></dc:creator>
		<pubDate>Tue, 13 Feb 2024 13:07:04 +0000</pubDate>
				<category><![CDATA[Show & Tell]]></category>
		<category><![CDATA[Strategy]]></category>
		<category><![CDATA[Debriefing]]></category>
		<category><![CDATA[Teams]]></category>
		<category><![CDATA[Learning]]></category>
		<category><![CDATA[Workplace Learning]]></category>
		<guid isPermaLink="false">https://ludogogy.co.uk/?p=8968&#038;preview=true&#038;preview_id=8968</guid>

					<description><![CDATA[<p>James Bore has created a game which simulates a ransomware atteack.  The game uses cards and a 'negotiator' implemented through a Chat GPT bot. <a class="mh-excerpt-more" href="https://ludogogy.professorgame.com/ramsomeware-game/" title="James Bore &#8211; The Ransomeware Game">[...]</a></p>
<p>The post <a href="https://ludogogy.professorgame.com/ramsomeware-game/">James Bore – The Ransomeware Game</a> first appeared on <a href="https://ludogogy.professorgame.com">Ludogogy</a>.</p>]]></description>
										<content:encoded><![CDATA[<p>This is our first Show and Tell from <strong><a previewlistener="true" href="https://www.linkedin.com/in/jbore/" target="_blank" rel="noopener" title="">James Bore</a></strong> of <strong><a previewlistener="true" href="https://www.bores.com/" target="_blank" rel="noopener" title="">Bores Group Ltd</a></strong>, a security/technology consultancy. James has created a hybrid game which uses cards, and a Chat GPT bot to simulate the experience of being the victim of a ransomeware attack.</p>



<p>With several different businesses to choose from as you play through the game, players can gain insights into the differing impacts that an attack might have, and the various approaches that organisations might take to minimising the cost of an attack, and regaining access to their own data.</p>



<p>The Chat GPT component of the game gives players the opportunity to enter into negotiation with a &#8216;real&#8217; (or real-time, at any rate), ransomeware organisation, while the cards are used to let players decide what actions they will take to resolve the situation, and how to spend their available cybersecurity budget.</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="Show &amp; Tell - Ransomeware Game" width="678" height="381" src="https://www.youtube.com/embed/M7coQwh7rKs?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" allowfullscreen></iframe>
</div></figure>



<p>James can come and facilitate this game in your organisation, as part of your security training provision. There are advantages to having an expert like James there to debrief the game, obviously, but  mechnically, the game is simple enough to be run internally (subject to having a pro GPT account), once you know how to play. Get in touch with <strong><a previewlistener="true" href="https://www.linkedin.com/in/jbore/" target="_blank" rel="noopener" title="">James via LinkedIn</a></strong> or check out his other services at the <strong><a previewlistener="true" href="https://www.bores.com/" target="_blank" rel="noopener" title="">Bores Group Ltd</a></strong> website.</p>



<p>Also, don&#8217;t forget to book your place for the upcoming <strong><a previewlistener="true" href="https://www.playsecure.online/" target="_blank" rel="noopener" title="">Play Secure Conference</a></strong> on the 21st and 22nd June, 2024. James has been running this for four years now, and it was this event which inspired the creation of this game. This year&#8217;s event is also dear to Ludogogy&#8217;s heart, as I&#8217;ll be speaking there on the use of &#8216;Keepsake&#8217; Games for Wellness.</p>



<p>Show &amp; Tell videos will all accumulate at the <strong><a previewlistener="true" href="https://ludogogy.co.uk/category/show-tell/" target="_blank" rel="noopener" title="">Show &amp; Tell Page</a></strong> as they are published. </p>



<p>If you would like to appear in a Show &amp; Tell episode, get in touch at <a href="mailto:info@ludogogy.co.uk" target="_blank" rel="noopener" title=""><strong>info@ludogogy.co.uk</strong></a></p><p>The post <a href="https://ludogogy.professorgame.com/ramsomeware-game/">James Bore – The Ransomeware Game</a> first appeared on <a href="https://ludogogy.professorgame.com">Ludogogy</a>.</p>]]></content:encoded>
					
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		<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[Play]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Player Experience]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Learning]]></category>
		<category><![CDATA[Motivation]]></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>

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<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>

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<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>

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<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>

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<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>

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<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>Start the Journey</title>
		<link>https://ludogogy.professorgame.com/start-the-journey/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=start-the-journey</link>
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		<dc:creator><![CDATA[Kevin Jennings]]></dc:creator>
		<pubDate>Wed, 24 Jan 2024 10:53:10 +0000</pubDate>
				<category><![CDATA[Application]]></category>
		<category><![CDATA[Schools]]></category>
		<category><![CDATA[skills]]></category>
		<category><![CDATA[narrative]]></category>
		<category><![CDATA[history]]></category>
		<guid isPermaLink="false">https://ludogogy.co.uk/?p=8928</guid>

					<description><![CDATA[<p>When starting to write, it doesn’t matter if you haven’t perfected character, setting, plot or outcome. What matters is you start the journey. <a class="mh-excerpt-more" href="https://ludogogy.professorgame.com/start-the-journey/" title="Start the Journey">[...]</a></p>
<p>The post <a href="https://ludogogy.professorgame.com/start-the-journey/">Start the Journey</a> first appeared on <a href="https://ludogogy.professorgame.com">Ludogogy</a>.</p>]]></description>
										<content:encoded><![CDATA[<p>It may be fair to say that the educational process is not about large goals, graduations, and certifications but bite-sized improvements that compound over time. Some of these improvements resulted from educators who took a chance on a potentially disastrous lesson or learning experience, high risk, high reward. In my experience, take the risk. If you must stop because you ran out of time or resources, then c’est la vie; your students will be better for the journey</p>



<p>The journey I like taking my students through is the process of creating historical and narrative fiction. Just like a real journey, the process can be long, strenuous, unpredictable, and hopefully doesn&#8217;t end in tears. But not every time my class started a story, we finished it. While it’s satisfying to complete a student-made story with no loose ends, with a clear beginning, middle, and end, that’s not the main goal; the goal is the process. In other words, it doesn’t matter if you’ve not completed the story in your allotted time. It doesn’t matter if you haven’t perfected that compelling protagonist or figured out which friends become enemies, and which enemies become friends, or how your main character will be richer for the experience. What matters is you start the journey.</p>



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



<p>The “journey,” or story-making process, allows educators to target and develop curriculum-specific skills while addressing students&#8217; social and emotional needs. The process of creating rich, evidenced-based stories benefits students in several ways. First, we can use this process to build skills necessary for their future success, specifically analytical thinking, creative thinking, problem-solving, leadership, and collaboration. Second, <a href="https://ludogogy.co.uk/article/stories-from-the-future/" target="_blank" rel="noopener" title="Stories from the Future"><strong>stories are an excellent means of looking into the future</strong></a>, predicting, explaining, and understanding the world around us. We use them to encourage introspection, personal growth, and behavior change. Third, the process can be extremely fun. Literary devices such as hooks, <strong><a href="https://ludogogy.co.uk/article/an-archetypal-eye-on-this-time-of-change/" target="_blank" rel="noopener" title="An Archetypal Eye on This Time of Change">character archetypes</a></strong>, and story archetypes allow students to customize their stories, increasing their buy-in, intrinsic motivation, and time on an assignment.</p>



<h3 class="wp-block-heading">Skill Acquisition</h3>



<p>The story-making process lends itself to skill acquisition in various ways. For one, educators can create situations where students must practice and develop targeted skills. Curriculum-friendly and highly sought-after skills such as analytical thinking, creative thinking, problem-solving, leadership, and collaboration can be woven into the story-making process; see the <strong><a href="https://www.weforum.org/agenda/2023/05/future-of-jobs-2023-skills/" target="_blank" rel="noopener" title="">World Economic Forum’s list of Core Skills</a></strong> below. Second, different junctions of the “journey” allow for mastery checks, formative and summative assessments, and meaningful feedback. Third, students learn more when they are motivated. The creative process, in which students can express themselves and make crucial decisions, can be practical and fun.</p>


<div class="wp-block-image">
<figure class="aligncenter size-full"><img loading="lazy" decoding="async" width="492" height="236" src="https://ludogogy.co.uk/wp-content/uploads/2024/01/core_skills.png" alt="Diagram showing keys skills for workers  2023 where Analytical Thinking  and Creative Thinking are the top two" class="wp-image-8952" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2024/01/core_skills.png 492w, https://ludogogy.professorgame.com/wp-content/uploads/2024/01/core_skills-300x144.png 300w" sizes="auto, (max-width: 492px) 100vw, 492px" /><figcaption class="wp-element-caption">Note: Adapted from Core Skills in 2023, World Economic Forum: Future of Jobs, 2023, p. 38.</figcaption></figure>
</div>


<p>How can you incorporate skills into the creation process? It depends. If you want students to conduct research or use primary and secondary sources, you can help students find and use reliable sources. If you would like students to practice analytical thinking, have them break a concept down into smaller parts, looking for patterns and underlying principles. Likewise, if you want students to collaborate, ensure they rely on each other. Stories are an exciting and effective way for students to learn new skills.</p>



<h3 class="wp-block-heading">Growth Through Self-Expression</h3>



<p>The story-making process is an opportunity to help students grow socio-emotionally through self-expression. This can start by simply encouraging students to make decisions along our journey. Which characters will be used? Where will they go? What will they do? According to counselor and therapist Janine Hodge, students who express themselves are likelier to experience good mental health, healthy connections, well-being, and respectful boundary setting within relationships.</p>



<p>Expression through stories allows students to test out their feelings and beliefs while maintaining plausible deniability. “It’s not me that feels that way; it&#8217;s our hero.” The creation of stories helps us achieve a deeper understanding of a given topic and also helps us make sense of the world and, more importantly, ourselves.</p>



<h3 class="wp-block-heading">Starting a Story with Literary Devices</h3>



<p>Start the story-creation process by choosing the general story context. As a former social studies teacher, this would be the time and place we discuss in class, e.g., The Aztec Empire in Mesoamerica. However, a science teacher may choose something like the Center for Disease Control (CDC) or “your immune system,” while a French teacher may choose a trip to The Louvre. The creative process has already started!</p>



<p>Next is research; make sure your students have some good primary and secondary sources to draw inspiration and ensure this work of fiction is as accurate as possible. This will improve a student&#8217;s ability to use reliable sources and extract information from a text. This can also be a fun time to start brainstorming ideas regarding a story&#8217;s who, what, when, where, and why.</p>



<p>The literary devices below will help you get a start on your story. They are by no means the only three things you may need to write a story, but it&#8217;s a good start. Use character archetypes, the shape of our stories, and hooks to draw inspiration and get the creative juices flowing.</p>



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


<div class="wp-block-image">
<figure class="alignright size-full"><img loading="lazy" decoding="async" width="340" height="340" src="https://ludogogy.co.uk/wp-content/uploads/2024/01/Archetypes.png" alt="Archetypes wheel showing such archetypes as Explorer, Caregiver and Everyman" class="wp-image-8954" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2024/01/Archetypes.png 340w, https://ludogogy.professorgame.com/wp-content/uploads/2024/01/Archetypes-300x300.png 300w, https://ludogogy.professorgame.com/wp-content/uploads/2024/01/Archetypes-150x150.png 150w, https://ludogogy.professorgame.com/wp-content/uploads/2024/01/Archetypes-268x268.png 268w" sizes="auto, (max-width: 340px) 100vw, 340px" /></figure>
</div>


<p>One fun way of developing a story and allowing students to express themselves is using archetypes. Archetypes are the recurring symbols, people, and storylines in literature, painting, or mythology. Psychologist Carl Jung said archetypes are collectively inherited unconscious ideas and thought patterns universally present in individual psyches. Stories can have character and story archetypes, but it may be helpful to consider them story prototypes. Some evolutionary theorists believe archetypes result from evolutionary dynamics and personal experiences, adaptive responses to social problems. Classic characters and storylines emerge out of dynamics and classic problems. See the Character Archetype wheel to the right.</p>



<h3 class="wp-block-heading">Character Archetypes</h3>



<p>Character archetypes allow us to create rich, historically accurate characters that our students can love, hate, or relate to. You and your students can create exciting protagonists, antagonists, heroes, anti-heroes, and red herrings with backgrounds, flaws, depth, and arches. Think of the most compelling characters of all time. My list includes Dr. Hannibal Lector, Tyler Durden, Ellen Ripley, Lt. Aldo Raine, Mickey “The One-Punch Machine Gun” O’Neil, Jules Winnfield, Anton Chigurh, and Kaiser Söze. Do they fall nicely within one of the above classical archetypes? Or do they represent more than one classic archetype? And if you do not know who these characters are, I envy you, for you have some great stories in your future, but proceed cautiously.</p>



<p>To make sense of a character archetype, consider the stereotypical people you might see in a given context. Who were the people who inhabited Classical Athens; who would come to mind? The “sage” or scholar, a figure like Socrates, Plato, or Aristotle, the “ruler” or elected official or power-hungry politician. An “everyman,” in this case, could be a street merchant, sailor, or fisherman, or any sort of common person. If the context of your story is Japan in the 1500s, it may feature a young samurai seeking mastery over his craft, which we may classify as a hero. Likewise, in any culture or time, you may find someone seeking safety, classified as an ‘innocent”. An individual seeking liberation fits the classic “outlaw” archetype. But it’s not just the characters that make our story compelling; sometimes, it&#8217;s the shape of those stories.</p>



<h3 class="wp-block-heading">Story archetypes</h3>



<p>Story Archetypes, like character archetypes, are common themes of human experience. Classic stories of conflict, whether person vs. person or person vs nature, link to issues of survival and protection. Each structure may also model skills valuable to our prosperity, including communication, teamwork, and coordination. Consider the “hero’s journey,” in which the main character leaves what is known to him/her, finds mentors, and overcomes challenges. There is a reason this story has been told many times, in many ways, because it&#8217;s relatable.</p>



<p>Kurt Vonnegut argued in his Master’s defense that stories can be easily plotted on an X and Y Axis. The X-axis represents the story&#8217;s duration, from beginning to end, while the Y-axis represents fortune; near the top, you have health, riches, and prosperity, while near the bottom, you have poverty, disease, and despair. The University of Chicago rejected Vonnegut’s idea because it was “so simple,” but that doesn’t mean he was entirely wrong. Consider the classic story of “Man in Hole,” seen above. As Vonnegut explains, “It needn’t be about a man, and it needn’t be about somebody getting into a hole,” in which someone, considered above average, gets into trouble and then gets out of it again. “People love that story; they never get sick of it,” Vonnegut added. Some examples of this storyline are The Hobbit, Alice in Wonderland, and Finding Nemo. Another classic shape is Boy Meets Girl, but it needn’t be about a boy or a girl; that&#8217;s just a way to remember it. In this classic shape, the main character, an average person on an average day, finds something wonderful, then loses it and gets it back again, sort of. Think Romeo and Juliet or 500 Days of Summer. There are more classic examples of these story archetypes, including Rags to Riches Overcoming the Monster, Voyage and Return, Comedy, Tragedy, Rebirth, Which Way is Up, From Bad to Worse, etc. The archetype, or shape, will have different names depending on the sources.</p>


<div class="wp-block-image">
<figure class="aligncenter size-full"><img loading="lazy" decoding="async" width="624" height="196" src="https://ludogogy.co.uk/wp-content/uploads/2024/01/frameworks.png" alt="Infographic showing some story archetypes, including 'Man in Hole', 'Boy meets Girl' and 'From Bad to Worse'" class="wp-image-8956" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2024/01/frameworks.png 624w, https://ludogogy.professorgame.com/wp-content/uploads/2024/01/frameworks-300x94.png 300w" sizes="auto, (max-width: 624px) 100vw, 624px" /></figure>
</div>


<p>Archetypes are frameworks at our disposal to create rich and immersive stories with students. It’s an opportunity to create classic tales that have stood the test of time because of their cross-cultural relevance. They also allow valuable social simulations, a safe way for students to practice skills. For example, if you fail to recognize a character in a story as a charlatan, there are few consequences in the classroom, but if that happens in real life, it may take an emotional toll or cause financial loss. However, the character and story archetypes aren’t enough, its important to keep the story exciting. This can be done through a hook.</p>



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



<p>Lesson plans, like good stories, often include a hook, defined by Merriam-Webster Dictionary as the “selling point.” The hook is where the story becomes meaningful, moving beyond attention to voluntary self-engagement. Teachers, writers, and storytellers use hooks to capture a wide range of emotions, including curiosity, uncertainty, anticipation, surprise, wonder, imagination, amusement, and amazement. Think of the beginning of your favorite story; what did the creator do to draw you in? Ray Bradbury starts Fahrenheit 451 with, “It was a pleasure to burn.” George Orwell, in 1984, opens with, “It was a bright cold day in April, and the clocks were striking 13.” Not 15 minutes into the 3-hour Saving Private Ryan, the Allied troops land on Omaha Beach, giving the audience a horrific look into the realities of D-Day. The opening scene of Cormack McCarthy’s No Country for Old Men exposes the audience to the nature of Anton Chigurh, giving them a hint of why there is, in fact, no country for old men. Fueled by emotion, hooks heighten responses to stimuli, increasing one&#8217;s ability to learn and retain information, and not to mention, they’re very fun.</p>



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


<div class="wp-block-image">
<figure class="alignright size-full"><img loading="lazy" decoding="async" width="320" height="180" src="https://ludogogy.co.uk/wp-content/uploads/2024/01/noCountry.png" alt="No Country for Old Men movie poster" class="wp-image-8958" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2024/01/noCountry.png 320w, https://ludogogy.professorgame.com/wp-content/uploads/2024/01/noCountry-300x169.png 300w" sizes="auto, (max-width: 320px) 100vw, 320px" /></figure>
</div>


<p>Writing historical or narrative fiction stories with students can be long, complicated, and exhausting. However, this process helps with skill acquisition and socio-emotional growth. Literary devices such as archetypes and hooks add rich details to the characters and storyline, making it relatable, the characters lovable or hateable, resulting in immersive, unforgettable stories that help our students empathize with one another while encouraging introspection and personal growth. Stories do take a long time; they are unpredictable, but like most journeys, you’ll be better for it.</p><p>The post <a href="https://ludogogy.professorgame.com/start-the-journey/">Start the Journey</a> first appeared on <a href="https://ludogogy.professorgame.com">Ludogogy</a>.</p>]]></content:encoded>
					
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		<item>
		<title>Ipsodeckso &#8211; Risky Business</title>
		<link>https://ludogogy.professorgame.com/risky-business/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=risky-business</link>
					<comments>https://ludogogy.professorgame.com/risky-business/#respond</comments>
		
		<dc:creator><![CDATA[Ludogogy]]></dc:creator>
		<pubDate>Tue, 23 Jan 2024 14:25:00 +0000</pubDate>
				<category><![CDATA[Show & Tell]]></category>
		<category><![CDATA[Learning]]></category>
		<category><![CDATA[Workplace Learning]]></category>
		<category><![CDATA[Strategy]]></category>
		<category><![CDATA[Debriefing]]></category>
		<category><![CDATA[Teams]]></category>
		<guid isPermaLink="false">https://ludogogy.co.uk/?p=8922&#038;preview=true&#038;preview_id=8922</guid>

					<description><![CDATA[<p>The process will help the group to identify the Strengths, Weaknesses, Opportunities and Threats of the objective, enabling a confident transition to action. <a class="mh-excerpt-more" href="https://ludogogy.professorgame.com/risky-business/" title="Ipsodeckso &#8211; Risky Business">[...]</a></p>
<p>The post <a href="https://ludogogy.professorgame.com/risky-business/">Ipsodeckso – Risky Business</a> first appeared on <a href="https://ludogogy.professorgame.com">Ludogogy</a>.</p>]]></description>
										<content:encoded><![CDATA[<p>Another brilliant deck from Show &amp; Tell regular, <a previewlistener="true" href="https://www.linkedin.com/in/darren-sweet-a652ab163/" target="_blank" rel="noopener"><strong>Darren Sweet</strong></a>. Last time, Darren gave us two decks for the price of one &#8211; with <a previewlistener="true" href="https://ludogogy.co.uk/ipsodeckso-christmas-2023/" target="_blank" rel="noopener" title=""><strong>The Great Christmas Debate and his festive Sliding Tile Puzzle</strong></a>. This time we are untangling the knotty problem of Risk with his Risky Business deck.</p>



<p>This deck has been carefully crafted to <strong>enable facilitators and business leaders to pick through specifi business objectives</strong> and <strong>evaluate</strong> any <strong>inherent risk</strong>.</p>



<p>Guided by the cards, you will facilitate an holistic conversation around all aspects of the objective, while drilling into the potential impacts of going ahead. The group will consider the implications of a range of universal risk categories as outlined on the &#8216;Risky Business&#8217; cards to fully understand, measure and mitigate the risks.</p>



<p>The process will help the group to identify the Strengths, Weaknesses, Opportunities and Threats contained within the objective and enable a confident transition to purposeful action.</p>



<p>Put simply, &#8216;Risky Business&#8217; provides peace of mind when making those all important business decisions.</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="Show and Tell - Risky Business Deck from Ipsodeckso" width="678" height="381" src="https://www.youtube.com/embed/u_kUvvG6NEk?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" allowfullscreen></iframe>
</div></figure>



<p>To coincide with each Show and Tell episode, Darren will be making the featured deck FREE for 30 days. So don&#8217;t forget to keep coming back to see what the featured deck of the month can do for you.</p>



<p>Free to use as often as you wish from the date this Show &#8216;n&#8217; Tell drops, until early New Year (access via the <a href="http://ipsodeckso.com/" target="_blank" rel="noreferrer noopener"><strong>ipsodeckso.com</strong></a> free membership option).</p>



<p><a href="https://ipsodeckso.com/" target="_blank" rel="noreferrer noopener"><strong>Ipsodeckso</strong></a> is a platform which is going to be of considerable interest to facilitators and coaches. It contains a number of great decks already, but also includes the capability for you to upload and use your own cards, for use on the same platform.</p>



<p>Show &amp; Tell videos will all accumulate at the <strong><a href="https://ludogogy.co.uk/category/show-tell/" target="_blank" rel="noopener" title="">Show &amp; Tell Page</a></strong> as they are published. You can also check out one of Darren&#8217;s games, <a href="https://ludogogy.co.uk/live-play-sessions-february-2022/" target="_blank" rel="noopener"><strong>&#8216;The Walking Dead&#8217;</strong></a> which featured in a Ludogogy live play session.</p>



<p>If you would like to appear in a Show &amp; Tell episode, get in touch at <a href="mailto:info@ludogogy.co.uk" target="_blank" rel="noopener" title=""><strong>info@ludogogy.co.uk</strong></a></p><p>The post <a href="https://ludogogy.professorgame.com/risky-business/">Ipsodeckso – Risky Business</a> first appeared on <a href="https://ludogogy.professorgame.com">Ludogogy</a>.</p>]]></content:encoded>
					
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		<title>Richard Bartle on Beginnings</title>
		<link>https://ludogogy.professorgame.com/richard-bartle-on-beginnings/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=richard-bartle-on-beginnings</link>
					<comments>https://ludogogy.professorgame.com/richard-bartle-on-beginnings/#respond</comments>
		
		<dc:creator><![CDATA[Antonis]]></dc:creator>
		<pubDate>Fri, 19 Jan 2024 10:52:36 +0000</pubDate>
				<category><![CDATA[The Ludogogy Podcast]]></category>
		<category><![CDATA[virtual worlds]]></category>
		<category><![CDATA[Richard Bartle]]></category>
		<category><![CDATA[player types]]></category>
		<category><![CDATA[MMORPG]]></category>
		<category><![CDATA[MUD]]></category>
		<guid isPermaLink="false">https://ludogogy.co.uk/?p=8919</guid>

					<description><![CDATA[<p>If you've ever played a MMORPG, or heard of Player Types, then you'll be excited about the beginning of our second season! Join us as we explore the past, present and potential futures of virtual worlds with Richard Bartle.</p>
<p><iframe src="https://embed.acast.com/634724a07583ef001191701b/65aa53088ce71c001648aa3d?accentColor=F0F2F5&#038;bgColor=bc1c2c&#038;secondaryColor=F0F2F5&#038;font-family=Public%20Sans&#038;font-src=https%3A%2F%2Ffonts.googleapis.com%2Fcss%3Ffamily%3DPublic%2BSans" frameBorder="0" width="100%" height="80px"></iframe></p>
<p> <a class="mh-excerpt-more" href="https://ludogogy.professorgame.com/richard-bartle-on-beginnings/" title="Richard Bartle on Beginnings">[...]</a></p>
<p>The post <a href="https://ludogogy.professorgame.com/richard-bartle-on-beginnings/">Richard Bartle on Beginnings</a> first appeared on <a href="https://ludogogy.professorgame.com">Ludogogy</a>.</p>]]></description>
										<content:encoded><![CDATA[<p>If you’ve ever played a MMORPG, then much of what you experienced has its roots in the work of Richard Bartle. The co-creator of MUD &#8211; Multi-User Dungeon &#8211; in the late 1970s, Bartle has influenced designers of virtual worlds since then and is the go-to resource for academic insight in that field. Many have found Dr Bartle through his ideas on Player Types, which show us not only that there are many different motivations to play but that those reasons can shift for a player during extended play, like MMORPGs. Join us as we explore the past, present and potential futures of virtual worlds.</p>
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<p>More about Richard Bartle on <a href="https://mud.co.uk" title="mud.co.uk" rel="noopener" target="_blank">mud.co.uk</a>.</p>
<p>The Ludogogy Podcast is the official podcast of Ludogogy Magazine. More about Ludogogy on <a title="Ludogogy Linktree" href="https://linktr.ee/ludogogy" target="_blank" rel="noopener">linktr.ee/ludogogy</a><br />
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		<title>Lightning Multi-Game Design Jams</title>
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		<dc:creator><![CDATA[Kathleen Mercury]]></dc:creator>
		<pubDate>Mon, 18 Dec 2023 13:47:06 +0000</pubDate>
				<category><![CDATA[Application]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Playtesting]]></category>
		<category><![CDATA[Player Experience]]></category>
		<category><![CDATA[Prototyping]]></category>
		<guid isPermaLink="false">https://ludogogy.co.uk/?p=8897</guid>

					<description><![CDATA[<p>A pile of random materials and two hours. “Go! Make a game!” For some, this is oxygen to the designer’s brain. For others, this type of design jam doesn’t work. <a class="mh-excerpt-more" href="https://ludogogy.professorgame.com/lightning-multi-game-design-jams/" title="Lightning Multi-Game Design Jams">[...]</a></p>
<p>The post <a href="https://ludogogy.professorgame.com/lightning-multi-game-design-jams/">Lightning Multi-Game Design Jams</a> first appeared on <a href="https://ludogogy.professorgame.com">Ludogogy</a>.</p>]]></description>
										<content:encoded><![CDATA[<blockquote class="wp-block-quote is-layout-flow wp-block-quote-is-layout-flow">
<p><em>O! for a muse of fire, that would ascend the brightest heaven of invention</em>. </p>
<cite>– William Shakespeare</cite></blockquote>


<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>A pile of random game-making materials. Two hour time slot. “Go! Make a game!”</p>



<p>For some, this is oxygen to their designer’s brain, feeding the spark that generates interesting games, but for other game designers like me, this type of game design jam doesn’t work. It’s akin to the blinking cursor on a document when it’s time to write a big paper for school. You know so much about your subject, and you’ve been working so hard to research and compile your ideas, but when it comes to actually starting the work–you blank. You have so many ideas, but which to pick and where to start?</p>



<p>There’s something about the temporary momentousness that can arise in game design jams–the time to design is NOW, with these materials, so procrastination and inaction cannot be entertained.  Game design jams are, in the words of Adrienne Ezell, graphic and game designer, “a great way to spark ideation and fast iteration.” Tim Blank, designer, says, “Game jams force us to use a different side of our creative brains that we don&#8217;t often use much as designers. We often do a lot of thinking when we iterate on a game, but game jams don&#8217;t give us the time to do that. They force us to design by trial and error, which is at the heart of experience design. They also require us to listen to what the game wants to be, as opposed to using our pre-set parameters for it.” Sen-Foong Lim, designer, says, “I thrive under pressure and work well with constraints, so jams are my&#8230; jam. I find the pressure cooker of a game jam so refreshing. My brain needs the strict deadline to force it to work on things.” Game design jams, just by existing, can launch designers from ideation to <strong><a href="https://ludogogy.co.uk/issue/september-2021/" title="">prototyping </a></strong>quickly.</p>



<figure class="wp-block-image size-full"><img loading="lazy" decoding="async" width="960" height="540" src="https://ludogogy.co.uk/wp-content/uploads/2023/12/design.jpg" alt="Design Mindsets examples" class="wp-image-8900" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2023/12/design.jpg 960w, https://ludogogy.professorgame.com/wp-content/uploads/2023/12/design-300x169.jpg 300w, https://ludogogy.professorgame.com/wp-content/uploads/2023/12/design-768x432.jpg 768w, https://ludogogy.professorgame.com/wp-content/uploads/2023/12/design-678x381.jpg 678w" sizes="auto, (max-width: 960px) 100vw, 960px" /></figure>



<p>Game design jams shove designers into the heart of the design process, but outcomes are not guaranteed.</p>



<p>Game design jams can have the opposite effect of sparking ideas; they can confound or even stymie them. The pressure of producing a working game in that time frame, whether it’s an hour or eight, coupled with the performative aspect of designing in front of strangers, is productive for some designers, not for others. <strong><a href="https://ludogogy.co.uk/tag/elizabeth-hargrave/" target="_blank" rel="noopener" title="Elizabeth Hargrave">Elizabeth Hargrave</a></strong>, designer, says, “My personal experience at the one game jam I have participated in was that it confirmed that I hate being forced to be creative in front of people, with time pressure. I&#8217;m glad other people enjoy them, am happy to watch, but my brain freezes and nothing comes out.” So how to create a design jam where designers can be successful?</p>



<figure class="wp-block-image size-full"><img loading="lazy" decoding="async" width="960" height="540" src="https://ludogogy.co.uk/wp-content/uploads/2023/12/fast.jpg" alt="Fast and cheap - it's not going to be good" class="wp-image-8901" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2023/12/fast.jpg 960w, https://ludogogy.professorgame.com/wp-content/uploads/2023/12/fast-300x169.jpg 300w, https://ludogogy.professorgame.com/wp-content/uploads/2023/12/fast-768x432.jpg 768w, https://ludogogy.professorgame.com/wp-content/uploads/2023/12/fast-678x381.jpg 678w" sizes="auto, (max-width: 960px) 100vw, 960px" /></figure>



<p>When I was invited to present at Tabletop Network in 2019, I decided to run a game jam, a very specific kind of game jam. I had taught game design to middle school students for 17 years at that point, so I had a good sense of what worked to help others design games. As a teacher and designer, I had undertaken transformative professional development experiences that informed my thinking. The two guiding ideas that shaped my jam were “Bias Towards Action,” and “Fast and Cheap” from the productivity triangle. First, the design mindset “Bias Towards Action,” from the Stanford d.school method of design thinking, means that if you have a choice between thinking and doing, start doing, because you’ll be thinking as you do the work, and you will progress much faster. The second key idea is to avoid preciousness in design by iterating extraordinarily rapidly. Out of Good, Fast, and Cheap, designers can only choose two, and this jam embraces the concept of Fast and Cheap. In such a short amount of time, games won’t be Good, so designers don’t have to worry about that. They just have to make something testable, in any small part, so that they can work towards it being good later. When we spend a lot of time on ideas, they become precious, and often we don’t want to throw out an idea that has had a lot of investment, even with a low amount of payoff. When we develop the ability to toss out non-functional ideas, we get better at developing the ideas that have actual promise. With these ideas in mind, time became the determining factor in shaping the jam.</p>



<figure class="wp-block-image size-full"><img loading="lazy" decoding="async" width="960" height="540" src="https://ludogogy.co.uk/wp-content/uploads/2023/12/pick.jpg" alt="Fast? good? cheap?choose two" class="wp-image-8904" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2023/12/pick.jpg 960w, https://ludogogy.professorgame.com/wp-content/uploads/2023/12/pick-300x169.jpg 300w, https://ludogogy.professorgame.com/wp-content/uploads/2023/12/pick-768x432.jpg 768w, https://ludogogy.professorgame.com/wp-content/uploads/2023/12/pick-678x381.jpg 678w" sizes="auto, (max-width: 960px) 100vw, 960px" /></figure>



<p>In a 45 minute session, designers were presented with three game design challenges, ten minutes each. They were provided the specific materials to use for each challenge, and could choose to collaborate or not with other designers. I presented the challenge, distributed resources, and set them off; and then I did it again, and again. I announced the time several times during each challenge to help with pacing throughout. There was no sharing of results afterwards, unless designers chose to do so outside of the session with me or others. I called this event “A Lightning Multi-Game Design Jam.”</p>



<p>Several key decisions guided my design process for the LMGDJ.</p>



<ol class="wp-block-list">
<li><strong>Design and material constraints remove some decision-making from the process to allow focus on other specific aspects of design.</strong></li>



<li><strong>Ten minutes is not enough time to design a full game, but it can spark an idea that could turn into a full game later. </strong></li>



<li><strong>If a designer hates any of the challenges or the format itself, at least it’s quick</strong>.</li>
</ol>



<p><strong>Design and material constraints remove some decision-making from the process to allow focus on other specific aspects of design. </strong>The first challenge was called, “This Race Game Is in the Bag.” Designers were given a paper bag with sets of bits inside. They could only use the paper bag itself and the bits. Limiting the resources is obvious; I removed choices about what to use, so they could focus just on what was given, not what was possible for components. The race game concept is one of the best I’ve found for helping anyone to design a game for the first time. First, most of the common kid and family games (Candyland, Chutes and Ladders, Sorry, etc) are race games in some way (moving around a track controlled by a randomizer) so it’s familiar structure. Second, race games have the same objective and victory condition–be the first player to cross the line. In providing the objective and victory condition, designers needed only to start with HOW players would move their pieces. By providing specific components and game outcome, designers can focus on the key aspects of the design challenge to iterate quickly workable ideas.</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><strong>Ten minutes is not enough time to design a full game, but it can spark an idea that could turn into a full game later. </strong>The ten minute limitation is the most divisive choice in the design of this event, but in a sneaky way, it also serves to help people succeed. The reality of a game design jam, even for much longer jams, is that creating a full, working game is very difficult to do; and when you don’t create a full workable game in that time, it can really feel like failure.&nbsp; Success in ten minutes isn’t a full game, but is the start of what could be a full game. Success is creating something that might be worthwhile to keep pursuing. Jay Bell, designer, says, “It blows my mind that 10 months after a game jam prompt, I&#8217;ve created a solid game outside of my normal genre. Sometimes jams can produce fantastic nuggets, diamonds even.” If designers came away with one really cool idea from each challenge, or even from one challenge, that can be enough to call it successful.</p>



<p><strong>If a designer hates any of the challenges or the format itself, at least it’s quick.</strong> If you hate what you are doing in a longer game design jam, you have to spend much longer with that game idea than you might if you were working on something at home on your own terms. The ten-minute limitation allows you a very short tunnel before the light appears to free you from a non-functional challenge. The ten-minute constraint did not work for designer Cat Drayer, who says, “The very short game jams don&#8217;t work for me at all, because my brain isn&#8217;t ready. If I am inspired in the wild, I can kick out a game idea in seconds, and have done so over and over with loose prompts, but with very tight time pressure, nothing happens.” Cat continues, “A game jam is meant to make you uncomfortable in some way. It should push you out of your normal design zone to try new things. The challenge for me personally is to find how far outside my space I can operate, and the go/no go is currently time. If I haven&#8217;t got enough time to digest the prompt, nothing happens.” The time constraint can simply limit designers too much, based on their personal preferences and style.</p>



<figure class="wp-block-image size-large"><img loading="lazy" decoding="async" width="768" height="1024" src="https://ludogogy.co.uk/wp-content/uploads/2023/12/image-768x1024.jpg" alt="People prototyping games" class="wp-image-8902" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2023/12/image-768x1024.jpg 768w, https://ludogogy.professorgame.com/wp-content/uploads/2023/12/image-225x300.jpg 225w, https://ludogogy.professorgame.com/wp-content/uploads/2023/12/image-1152x1536.jpg 1152w, https://ludogogy.professorgame.com/wp-content/uploads/2023/12/image-1536x2048.jpg 1536w, https://ludogogy.professorgame.com/wp-content/uploads/2023/12/image-scaled.jpg 1920w" sizes="auto, (max-width: 768px) 100vw, 768px" /></figure>



<p>Designers make choices, and in the Lightning Multi-Game Design Jam, I made specific choices that impacted designers differently. At best, the jam has sparked ideas that became published games; at worst, its format has been too limiting for some designers to generate meaningful game ideas. This format was chosen with very specific goals and outcomes in mind, and certainly there are many other possibilities for design jam spaces. If you are considering designing and running a game jam, the lessons learned from this style of jam can help you to see how employing different ways to use time, resources, and specific design constraints will impact the outcomes for designers.</p>



<p>May the muse of fire ascend your game inventions (and design jams) ever higher.</p>



<h3 class="wp-block-heading">Appendix:</h3>



<p>Since 2019, I have run the LMGDJ online during covid and in person close to ten times, and I’ve adapted the different challenges each time for each audience and setting, while usually keeping the race game challenge as the first. Here is an incomplete list of design challenges that I have used.</p>



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



<p><strong>The Race Game is in the Bag</strong></p>



<p>As described above; this challenge was about focusing on HOW a race could be won using provided materials.</p>



<p><strong>The IP Challenge</strong></p>



<p>A real company’s set of characters was to be the basis of a buzzworthy, social-media-friendly game. Designers were given two pieces of cardstock that were the entirety of resources for a flatpack giveaway, so space for rules meant less space for components, and each designer was given a two page dossier on the IP characters for them to use.</p>



<p><strong>The Player Experience Challenge</strong></p>



<p>Designers called out emotions and I picked “Rage.” Using paper and additional components, designers had to create a game that elicited rage from their players.</p>



<figure class="wp-block-image size-large"><img loading="lazy" decoding="async" width="768" height="1024" src="https://ludogogy.co.uk/wp-content/uploads/2023/12/prototype-768x1024.jpg" alt="Working at a game jam" class="wp-image-8905" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2023/12/prototype-768x1024.jpg 768w, https://ludogogy.professorgame.com/wp-content/uploads/2023/12/prototype-225x300.jpg 225w, https://ludogogy.professorgame.com/wp-content/uploads/2023/12/prototype-1152x1536.jpg 1152w, https://ludogogy.professorgame.com/wp-content/uploads/2023/12/prototype-1536x2048.jpg 1536w, https://ludogogy.professorgame.com/wp-content/uploads/2023/12/prototype-scaled.jpg 1920w" sizes="auto, (max-width: 768px) 100vw, 768px" /></figure>



<p><strong>Happy Valentine’s Day</strong></p>



<p>Make a two-player game based on Valentine’s Day using pennies and index cards. Two player games&nbsp; have great potential for complete interaction between players, and Valentine’s Day can generate a wide range of narratives for games.</p>



<p><strong>Push It!</strong></p>



<p>Designers had to come up with their “entrance song” if they were a professional wrestler or other sports player, and had to design a press your luck game using dice and other components to make a game based on that song. Since entrance songs can generate strong feelings, the idea is to match that feeling to a game that elicits the same, or to draw some other inspiration.</p>



<p><strong>Pick a Direction</strong></p>



<p>Using dice, toothpicks, and meeples, create a game where “Direction” is the driving theme. This was used at an academic conference with a wide variety of audiences from education to corporate, so the theme “Direction” was intentionally chosen to allow a wide range of interpretations, and the components were specifically limited to facilitate quick design ideas.</p>



<p><strong>Think Outside the Box</strong></p>



<p>Using game components and an empty game box, create a game where players must integrate the box into the design itself.&nbsp; I just think game boxes are an underutilized resource.</p><p>The post <a href="https://ludogogy.professorgame.com/lightning-multi-game-design-jams/">Lightning Multi-Game Design Jams</a> first appeared on <a href="https://ludogogy.professorgame.com">Ludogogy</a>.</p>]]></content:encoded>
					
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