Posts tagged the-needs
Competition: the experience of defeating others; Challenge: the experience of success following effort; Diversion: to escape an experience of stress; Fantasy: to experience novel or unrealistic stimuli; Social interaction: to … Once the mechanics are selected (based on the needs of learners), designers can then look to incorporate the aesthetic elements of game design in order to create presence and intuitive control/navigation which will support the game mechanics.
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Video Games and Motivation | B Online Learning Blog
The above items are all examples of ways that games serve the needs of those who play them, but the overall impression I get from social games is that players are the ones who serve the needs of game developers. …