Abstract
More than 800 users from a cross-section of ages and gender were asked about the games they play and what motivates them to play these. The answers were cross-matched with game features. Based on this match and subjective answers of those surveyed, a pattern emerges for the essential ingredients of addictive games across these demographics, as well as an anti-pattern. With the derived pattern and anti-pattern several games and real-world scenarios can be designed and existing ones analyzed. Examples show how the pattern or anti-pattern can be applied and elucidate which key ingredients tend to be missing.
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Academic or educational content for our purposes refers to content defined in the context of school.
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This calculation is based on N-1 Chi-Square test as recommended by [10], using the 2-tailed p-value.
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Berkling, K., Faller, H., Piertzik, M., Barendregt, W., Benton, L. (2018). Uncovering Failures of Game Design for Educational Content (and How to Fix Them). In: Escudeiro, P., Costagliola, G., Zvacek, S., Uhomoibhi, J., McLaren, B. (eds) Computers Supported Education. CSEDU 2017. Communications in Computer and Information Science, vol 865. Springer, Cham. https://doi.org/10.1007/978-3-319-94640-5_15
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