Learning material should be presented in a game at the moment that the game is most fun to play. Habgood refers to the flow theory of Mihaly Csikszentmihalyi, which describes the ‘flow’ as the optimal experience a person is in, when he is most concentrated and temporarily has lost sense of time and self-consciousness (Csikszentmihalyi, 1990). By presenting the learning material through the parts if the game that are most fun to play, it rides on the back of the flow experience without interrupting or diminishing its impact.
Habgood, J. “The Effective Integration Of Digital Games And Learning Content.” Diss. University of Nottingham, 2007.
Engagement / Involvement
Enjoyment / Fun
Goal of application:
Learning / Training / Education
Game design features:
Added by: Eline Muijres, New Media student, researcher and freelance writer