Gamification Memory Mechanic

In Memory games, the action of the game has some element that is dependent on players’ memory. This is simple and straightforward enough on its surface, but it becomes interestingly complex when examined in greater detail. What particular parts of memory are being tasked by the game? Some games ask the player to memorize and recall specific details or patterns. Others call on memories that a player brings into the game from his or her actual life. Still other memory games ask players not only to remember a base state of play but also to keep track of that state as it shifts based on players’ actions. Classic memory games such as Concentration reward the player who is able to keep track of the most data at the same time. Such games are fun because the reward for remembering is immediate. More complex memory games such as The Resistance are actually as much about the social dynamic of play as they are about memory. These games can only be won if the player is mindful of both the data to be memorized and potential misreads, confusions, or inaccuracies that can come to pass.

Notes:

Folksonomies: education gamification

Taxonomies:
/hobbies and interests/games/board games and puzzles (0.551626)
/pets/dogs (0.265430)
/automotive and vehicles/auto parts (0.220327)

Keywords:
memory games (0.927625 (positive:0.599590)), Gamification Memory Mechanic (0.800050 (neutral:0.000000)), Classic memory games (0.683339 (neutral:0.000000)), complex memory games (0.655489 (positive:0.599590)), Concentration reward (0.572724 (neutral:0.000000)), particular parts (0.556935 (neutral:0.000000)), actual life (0.550964 (neutral:0.000000)), specific details (0.549098 (neutral:0.000000)), potential misreads (0.529383 (negative:-0.361073)), base state (0.526479 (neutral:0.000000)), social dynamic (0.523760 (positive:0.599590)), player (0.501480 (negative:-0.361073)), players (0.435253 (neutral:0.000000)), track (0.390581 (neutral:0.000000)), play (0.388856 (positive:0.599590)), data (0.388799 (negative:-0.361073)), confusions (0.371654 (neutral:0.000000)), inaccuracies (0.366001 (negative:-0.594192)), element (0.356024 (neutral:0.000000)), action (0.352299 (neutral:0.000000)), surface (0.352294 (positive:0.733288)), memories (0.349961 (neutral:0.000000)), actions (0.348162 (neutral:0.000000)), Resistance (0.347803 (positive:0.599590)), patterns (0.346777 (neutral:0.000000))

Concepts:
Memory (0.966491): dbpedia | freebase
English-language films (0.768539): dbpedia
American films (0.736925): dbpedia
Player (0.732325): dbpedia
Game (0.686298): dbpedia | freebase | opencyc
Players (0.641200): dbpedia
Cognitive neuroscience (0.527615): dbpedia | freebase
Monthly magazines (0.519579): dbpedia
Cognition (0.506239): dbpedia | freebase | opencyc
The Reward (0.497154): dbpedia | freebase

 Level Up Your Classroom: The Quest to Gamify Your Lessons and Engage Your Students
Books, Brochures, and Chapters>Book:  Cassie, Jonathan (2016), Level Up Your Classroom: The Quest to Gamify Your Lessons and Engage Your Students, ASCD, Retrieved on 2017-03-10
Folksonomies: education gamification