Games are fun. But not always. For example, I bet if I required an entire 5th grade class to complete 3 hours of WoW leveling each night for a week, some would be complaining about the homework load. Some of us would like to co-opt video gaming into the service of the traditional classroom curriculum. But there is something about the nature of goals and intentions, is this a teacher-centered assignment vs is this a personal goal, that relate to gaming being fun or not. What is it? If it's not just properties of the game that make it fun (affordances), then it must be the interaction (the relationship we have with it) that creates a fun situation. Fun is situated. Games aren't fun for all time and all people. It's the interaction, right? So how do we design for this?
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