Gamification: Ability-Based Challenge
In a study of what makes video games so captivating, the key element was found to be variable ability-based challenge for players. Th e most popular games took players through increasingly challenging levels as they became more and more skillful. As skill improved, the next challenge motivated new mastery to just the right extent such that the player could reach the next goal with practice and persistence. Th e most motivating video games are ones in which players make the correct move about 80 percent of the time at fi rst, then build up to the 100 percent or so required to reach the next level. In these games, players feel challenged enough and intrinsically rewarded enough to continue the exercise (Malone, 1982).
Notes:
Folksonomies: gamification
Taxonomies:
/hobbies and interests/games/video and computer games (0.369848)
/health and fitness/exercise (0.346674)
/technology and computing (0.195364)
Keywords:
increasingly challenging levels (0.938902 (positive:0.274423)), video games (0.873268 (positive:0.610610)), Ability-Based Challenge (0.678458 (positive:0.512162)), key element (0.672447 (neutral:0.000000)), fi rst (0.663842 (positive:0.709057)), new mastery (0.644966 (positive:0.860389)), right extent (0.641447 (positive:0.860389)), popular games (0.595434 (positive:0.274423)), players (0.593055 (positive:0.514663)), Th (0.516500 (positive:0.491740)), percent (0.465991 (positive:0.683285)), persistence (0.383343 (positive:0.860389)), skill (0.373564 (positive:0.795845)), Gamification (0.372959 (positive:0.407783)), study (0.372625 (positive:0.512162)), ones (0.369853 (positive:0.709057)), player (0.363237 (positive:0.860389)), goal (0.362983 (positive:0.860389))
Entities:
Malone:Person (0.780485 (neutral:0.000000)), 100 percent:Quantity (0.780485 (neutral:0.000000)), 80 percent:Quantity (0.780485 (neutral:0.000000))
Concepts:
Motivation (0.924440): dbpedia | freebase
Learning (0.598493): dbpedia | freebase | opencyc
Training (0.567676): dbpedia | freebase | opencyc