![]() This mixed method online survey study focuses on a representative OCCG, Hearthstone to 1) identify and define social design features and examine the extent to which players' use of these features predict their sense of community 2) investigate participants' attitudes towards and experiences with the game community. Nor to what extent they influence players' social experiences. However, we know little about the different types of sociability that OCCGs afford. Previous studies found that the social aspects of physical CCGs are crucial for player engagement. Online Collectible Card Games (OCCGs) are enormously popular worldwide. Additionally, the results show that the design requirements are flexible enough to include criteria from other player enjoyment evaluation models. The results revealed positive feedback in regards to player enjoyment, evidencing the effectiveness of the design requirements. The design requirements were applied in the development a game, later evaluated using the GameFlow and EGameFlow models. These design requirements objectively present how elements can be implemented in educational serious games to enhance the achievement of criteria for player enjoyment found in those models. From the association of criteria found in GameFlow and EGameFlow models with design elements of digital games, this paper presents design requirements for the development with focus on players’ enjoyment. Thus, it is important that these games are able to promote players enjoyment, encouraging replayability and recommendation from players, potentially enhancing the games’ educational effects. ![]() Educational serious games are commonly presented to students by their teachers, directing them to play, instead of the students starting to play willingly. ![]() This kind of evaluation can only be done after the development and have been used to identify possible points for game improvement. Player enjoyment evaluation models allow developers to know the performance of a game in promoting player enjoyment. ![]()
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