"Impression Managers and Achievers share an interest in extrinsic rewards, but are very different in their tolerance for failure. These two player types may also have conflicting needs. The mantra 'easy to learn, hard to master' describes one of the holy grails of game design" (Playyoo, 2008, In. HEETER
et al., 2008). "This tenet could serve Impression Managers well and yet also satisfy Achievers. Much of the time, though, game designs to satisfy Impression Managers’ desire for easy victory are incompatible with Achievers’ desire to try to overcome
impossible odds" (HEETER
et al., 2008).
Keywords:
impression manager,
learning design,
adaptive personalization,
player types in games,
group feelings,
failure in cognitive development,
education in conflict,
educational policies,
educational strategies in serious games
Palavras-chave:
congruência em educação
HEETER, Carrie; MAGERKO, Brian; MEDLER, Ben; FITZGERALD, Joe. Game Design and the Challenge-Avoiding Impression Manager Player Type, July 12, 2008. Available from <
http://adam.cc.gatech.edu/wp-content/uploads/2010/07/challenge-avoider-meaningfulplay.pdf >. access on 21 July 2013.
Number of topics:
7
Number of topics:
1
Number of topics:
4
Number of topics:
6
http://pipl.com/directory/tags/Learning%20Flexibility
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GregorioIvanoff - 15 Feb 2011
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