Please use this identifier to cite or link to this item: https://www.um.edu.mt/library/oar/handle/123456789/88298
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dc.contributor.authorPfeiffer, Alexander-
dc.contributor.authorDenk, Natalie-
dc.contributor.authorWernbacher, Thomas-
dc.contributor.authorBezzina, Stephen-
dc.date.accessioned2022-02-04T09:33:54Z-
dc.date.available2022-02-04T09:33:54Z-
dc.date.issued2021-
dc.identifier.citationPfeiffer, A., Denk, N., Wernbacher, T., & Bezzina, S. (2021). Lessons learnt from the user journey of well-known digital games for the development of educational software. EDULEARN21. 1252-1257.en_GB
dc.identifier.urihttps://www.um.edu.mt/library/oar/handle/123456789/88298-
dc.description.abstractIn addition to the actual core content of games, the user journey or user experience in digital games is becoming more and more important. The menu structure should be as intuitive as possible. Features that are important should be displayed to the player at the moment when the game engine assumes that access is necessary. The player should then reach the content with one tap or click. This persuasive design concept is called ‘nudging’ and is rooted in behavioural psychology. Therefore, in the design of the game environment, the viewpoint of goal orientation plays a major role. Two perspectives exist here. First, from the player's point of view: What is necessary to ensure a well-rounded game experience? The second perspective is from the producer's point of view and revolves around what do they want the player to accomplish next. Some of the top games have now also developed so-called "main menu games", which are challenges around the actual game to keep the players content and give them additional tasks that are as stimulating as possible. In this paper, the authors would like to demonstrate the above-mentioned mechanics by analysing four smash hits, namely “FIFA”, “Clash of Clans”, “Pokemon Go” and “League of Legends”, with the aim of gaining learnings for the development of digital educational software. This new form of learning software should be user-centred and offer an outstanding learning experience through optimal design and mechanics.en_GB
dc.language.isoenen_GB
dc.publisherEDULEARNen_GB
dc.rightsinfo:eu-repo/semantics/openAccessen_GB
dc.subjectArtificial intelligenceen_GB
dc.subjectGames -- Designen_GB
dc.subjectSimulation games in educationen_GB
dc.subjectEducational gamesen_GB
dc.subjectGamificationen_GB
dc.subjectComputer-assisted instructionen_GB
dc.titleLessons learnt from the user journey of well-known digital games for the development of educational softwareen_GB
dc.typeconferenceObjecten_GB
dc.rights.holderThe copyright of this work belongs to the author(s)/publisher. The rights of this work are as defined by the appropriate Copyright Legislation or as modified by any successive legislation. Users may access this work and can make use of the information contained in accordance with the Copyright Legislation provided that the author must be properly acknowledged. Further distribution or reproduction in any format is prohibited without the prior permission of the copyright holder.en_GB
dc.bibliographicCitation.conferencenameEDULEARN21en_GB
dc.bibliographicCitation.conferenceplaceVirtually, July 2021en_GB
dc.description.reviewedpeer-revieweden_GB
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