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atw - International Journal for Nuclear Power | 2.2024

Internationale Entwicklungen und Trends

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Operation and New Build<br />

33<br />

Game mechanic Implementation Learning mechanic Description<br />

Cut scene/Story<br />

Pre-rendered videos explain the game<br />

objectives, mechanics and outcomes<br />

through storytelling<br />

Instructional<br />

Backstory sets game scenario. Planet is under<br />

imminent threat of invasion. Player must fix the<br />

giant laser to defeat the invaders<br />

Tutorials<br />

Cascading in<strong>for</strong>mation<br />

Tutorials at start guide user through<br />

basics mechanics of movement etc.<br />

Guidance/Tutorial<br />

Player is guided through the initial stages of<br />

game by in<strong>for</strong>mative graphics and cut scenes.<br />

Simulate/Response<br />

Player must select correct value of<br />

component(s) in circuit to achieve<br />

required output values/response.<br />

Observation, Analyse<br />

Experimentation<br />

Modelling, Hypothesis<br />

Game play tasks such as correctly biasing<br />

circuits provide the player with a sense of<br />

empowerment.<br />

Movement<br />

Time pressure<br />

Capture/elimination<br />

Navigate player quickly in levels using<br />

first person shooter approach<br />

Time constraints on level. Add tension,<br />

pressure/urgency with sentinel attacks<br />

Action/Task<br />

Per<strong>for</strong>ming interactive tasks successfully and<br />

completing levels/destroying sentinels provides<br />

a sense of progress, player satisfaction and<br />

game mastery.<br />

Strategy/planning<br />

Flexible design of level layout and<br />

circuit puzzles to allow different game<br />

completion strategies to emerge.<br />

Explore, modelling<br />

Explore level layout and complete in timely<br />

manner. Deeper understanding of circuit theory/<br />

analysis through modelling/heuristics<br />

Levels, Feedback<br />

Assessment<br />

Meta-game<br />

Advance to next level. Score shows<br />

time taken, stage, accuracy and level of<br />

understanding of task completed<br />

Feedback<br />

Motivation<br />

Assessment, Reflect<br />

Level score rein<strong>for</strong>ces sense of understanding<br />

and progress to maintain motivation. Provides<br />

benchmark <strong>for</strong> reflection process<br />

Competition<br />

Rewards<br />

Game leader board and achievements<br />

Competition<br />

Motivation, Incentive<br />

Public leader board/achievement allows student<br />

to com pare their score/per<strong>for</strong>mance.<br />

Behavioural<br />

Momentum<br />

Game play repeats itself through multiple<br />

levels to cause a shift in player behaviour.<br />

Repetition<br />

Repetitive gameplay rein<strong>for</strong>ces behaviour change.<br />

Score improvement using multiple strategies<br />

Tab. 2.<br />

The LM-GM Breakdown of the Case Study. [12]<br />

It seems obvious that age demographics should play a<br />

role in both game design and the effectiveness of a<br />

game. Birk et al (2017) writes “There are clearly vast<br />

differences in the historical, cultural, technological, and<br />

game experiences of an 18 – 55 year-old demographic,<br />

yet we tend to treat them as a single group in games<br />

user research.” [16] It seems that at least until recently<br />

(2017), game design did not take age into account.<br />

Fig. 3.<br />

The age demographics of the <strong>Nuclear</strong> work<strong>for</strong>ce in the United States [14]<br />

Fig. 4.<br />

Distribution of video gamers in the United States in 2022, by age group.<br />

Based on work by J.Clement and Statista. [15]<br />

However, based on research by Birk et al (2017), it<br />

seems like this is a missing design factor. The authors<br />

found [16] :<br />

“As age increases, there is:<br />

⁃ An increasing preference <strong>for</strong> casual and puzzle<br />

games and a declining preference <strong>for</strong> per<strong>for</strong>mancerelated<br />

games.<br />

⁃ A decline in per<strong>for</strong>mance as a motive to play.<br />

⁃ An increase in completion-focused player styles like<br />

achiever, mastermind, and seeker, and a decline in<br />

per<strong>for</strong>mance-focused player styles like conqueror,<br />

survivor, and daredevil.<br />

⁃ A decline in the identification as a ‘gamer’.<br />

⁃ An increase in enjoyment, ef<strong>for</strong>t, and tension and<br />

greater satisfaction of autonomy, relatedness, and<br />

presence.<br />

⁃ A decline in competence (which normally co-varies<br />

with other experiential factors), which is partially<br />

explained by an accompanying decline in experienced<br />

intuitive control.”<br />

Vol. 69 (2024)

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