Hindawi Publishing Corporation
International Journal of Computer Games Technology
Volume 2015, Article ID 549684, 11 pages
http://dx.doi.org/10.1155/2015/549684
Review Article
Game Factors and Game-Based Learning Design Model
Yen-Ru Shi and Ju-Ling Shih
Department of Information and Learning Technology, National University of Tainan, Tainan City 70005, Taiwan
Correspondence should be addressed to Yen-Ru Shi;
[email protected]
Received 30 April 2015; Revised 20 July 2015; Accepted 26 July 2015
Academic Editor: Yiyu Cai
Copyright © 2015 Y.-R. Shi and J.-L. Shih. This is an open access article distributed under the Creative Commons Attribution
License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly
cited.
How to design useful digital game-based learning is a topic worthy of discussion. Past research focused on specific game genres
design, but it is difficult to use when the target game genre differs from the default genres used in the research. This study presents
macrodesign concepts that elucidates 11 crucial game-design factors, including game goals, game mechanism, game fantasy, game
value, interaction, freedom, narrative, sensation, challenges, sociality, and mystery. We clearly define each factor and analyze the
relationships among the 11 factors to construct a game-based learning design model. Two application examples are analyzed to verify
the usability of the model and the performance of these factors. It can assist educational game designers in developing interesting
games.
1. Introduction
Digital materials have recently provided considerable audiovisual stimulation to students, causing them to focus less
attention on traditional lectures [1]. Learning motivation is
closely related to outcomes [2]; thus, many people believe
digital games to be essential future teaching tools [3]. Digital
games develop high-level thinking skills such as problemsolving, strategic thinking, resource management, planning
and execution, and adaption to changing work scenarios
[4]. Therefore, developing useful digital learning games is
worthy of examination. Mounting evidence has shown that
educational games effectively achieve educational goals [5, 6].
However, Gunter et al. [7] indicated that certain learning
games are unable to enhance learning motivation effectively because their learning content and game situations
are incompatible. Although abundant resources have been
invested in game-based learning (GBL) studies worldwide,
how to design a game to promote effective learning remains
unclear [8]. Game designers are able to create interesting
games but do not know how to maintain the quality of
teaching materials in a game, whereas educators focused
on effective educational materials but do not know how to
create interesting games [9]. Rather than being ineffective,
the problem of educational games is that although they
are more fun than traditional classroom activities, they are
still considered boring. More and more computer-assisted
instruction (CAI) systems added game elements into their
system, and that causes the boundaries between boring
educational games and CAI are unclear [10]. If a player does
not feel that he was playing a game, then the educational
game is boring and not interesting. Learning for players is an
incidental consequence [11].
Presenting design details for various game genres is
necessary, but macrodesign concepts must also be listed.
Some researchers have attempted to design a framework for
digital game designers, but such frameworks are difficult
to use when the target game genre differs greatly from the
default genres used in the research. For example, Choi et al.
[12] developed a scale framework that is difficult to apply
when designing a puzzle game because some items may not
be applicable, such as making players feel like a hero and
telling an engaging story. Numerous studies have focused
on identifying crucial game factors and developing models,
but factors have primarily been limited to a specific genre.
How to employ game factors when developing an educational
game is critical, and past studies have not solved this problem
appropriately.
Game genres were created to generalize the current
games, but the classification would change when a new
2
International Journal of Computer Games Technology
Literature search
Select keywords and
generalize factors
Model design
Application examples
Categorize factors
Figure 1: GBL model development.
Game mechanism −
Interaction
Freedom
Game goals
Challenge
Sociality − Game value
Mystery
Game fantasy −
Narrative
Sensation
Figure 2: Factor categories.
groundbreaking game emerges. Game factors are a higher
level design concept and should not be restricted by genre.
In this paper, we present macrodesign concepts; starting
from categorizing factors, the proposed model describes a
thinking process to help people design and test educational
games by combining game elements. Our results facilitate the
development of more interesting educational games in the
future.
2. Research Methods
Generation of the GBL model in this study involved five
stages (Figure 1). The first stage included a literature search
to clarify various viewpoints on game design. We searched
electronic journals, search engines, and books for studies
incorporating the perspectives of academic and commercial
productions. Our literature selection included papers quoted
and recognized in other studies whose primary concerns
were game factors. In the second stage, we reorganized and
redefined game-design factors which encompass most of the
crucial factors mentioned in the literature. We categorized
factors and drew a diagram to clarify the factor roles in game
design in the third stage and structured those factors into a
generic GBL design model in the fourth stage, which can help
designers to employ the factors in their games. In the final
stage, we analyzed two educational games based on the model
to verify its applicability.
3. Literature Review
We elicited key factors from studies that we considered
important for designing a digital GBL system and categorized
them into three parts (Figure 2). Game goals are the core
concept of game design, on which all factor designs should
be based. The game mechanism enables smooth functioning
of the virtual world and promotes player actions under
the designer goals. Interaction and freedom are included in
this part. Narrative and sensation are game fantasy factors
composing the virtual world and can be perceived directly by
players. We listed game value factors that make games fun,
including challenge, sociality, and mystery. Brief descriptions
of the factors are listed in Table 1.
These factors are dependent, and each affects the other.
For example, the narrative occurs in a certain type of
environment to depict fantasy sensations, and people must
complete challenges to achieve certain goals. These factors
cannot be entirely separated, and each factor is integrated
with another factor to create a fun game.
3.1. Game Goals. The game goals are the core concept of
game design, on which all factor designs should be based.
Designer should consider what type of experience they want
to provide for players, which could encompass a magical
medieval world, various races that players could select, or
cooperation or versus mode. A game satisfies gaming and
engagement pleasure that would attract more people to join
it.
Swartout and Lent [13] elaborated three levels of goals:
short term, medium term, and long term. A short-term goal
such as festival releases lasts only a short time and designer
can hold various activities to understand player preferences
in this chance. A medium-term goal typically has a lasting
effect on the game world, such as launching new character
classes, new levels, and new areas on the map. Long-term
goals are the guidelines that designer must do their best to
implement, which include maintaining professional balance
and economic balance or developing an e-sport.
In most games, the system provides rewards when
players reach a target specified by designer. These player
achievements can include gaining power, gathering valuable
game objects, or competing with others [14]. Bartle [15]
indicated four types based on the objectives players pursue
in digital games: killers, achievers, socializers, and explorers.
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3
Table 1: Game factors.
Factors
Game goals
Game mechanism
Interaction
Freedom
Game Fantasy
Narrative
Sensation
Game value
Challenges
Sociality
Mystery
Description
Game designer provides what type of experience for players
Players pursue game goals
Refers to the methods prompting players to achieve the designer goals and enables
smooth functioning of the virtual world
Player operations that trigger the computer to generate related responses, including the
interactions and conflicts between players and computers
An open game system that allows for player autonomy, including individual services such
as the avatar
Refers to environmental contexts that provide virtual world imagery
Describes what occurs in the virtual world
Multimedia presentation of the virtual world
Promotes players to increase their game motivation
Refers to player efforts toward the game or personal goals
The interaction between people through the game system including communication,
cooperation, competition, and conflict
Refers to providing a novel experience for players, including curiosity and exploration
The achievers are specific goals that can guide players to
explore game content and achieve player satisfaction.
3.2. Game Mechanism. The game mechanism is an important
factor [16, 17] which includes methods used to achieve
designer goals. For example, designers who want to achieve
player cooperation can design a dungeon requiring the
support of various character classes. The game mechanism
must be implemented with careful consideration because it
affects game balance. Certain game mechanisms can involve
the amount of energy players deduct from an enemy during a
fire attack, the frequency and quantity of the items players can
use, and the types of activity players can engage in to obtain
rewards. These mechanisms ensure smooth functioning of
the virtual world.
3.3. Interaction. All interactions and conflicts occurring
between the game program and the players are included in
the interaction factor, such as user interface and controlling
a character to attack foes, whose design has much influence
on the players’ satisfaction [18]. To design a friendly interface
requires consideration of many design details. For example,
hints are displayed on the screen, and characters can explore
the map by the specified ways. It is available to assist and guide
players to finish the game, and it is important for educational
game [19]. This factor is a crucial game feature [20, 21]
which may be completely different from game to game. For
instance, the operation mode in a first-person shooter (FPS)
game differs from that in a role-playing game (RPG), which
is typically played from a third-person perspective. When
a special operation mode is presented, such as lock-free
battle mode, it can be used as a game highlight. Interaction
determines the player’s process and provides feedback.
3.4. Freedom. Games can be classified according to several
genres, and the control mode, game processes, and game
Sources
[8, 14–17, 60–63]
[16, 17, 60, 61]
[8, 16, 18–21, 60, 62, 64]
[8, 61, 62]
[28, 30, 61, 65]
[16, 17, 30, 60]
[17, 19, 28, 30, 61]
[8, 16]
[8, 16, 17, 19, 61, 62]
[15, 16, 19, 47, 62, 63]
[15, 47, 61]
goals are different. Role-playing games focus on role control, whereas business simulation games, such as Sim City,
focus on overall planning and control. Common individual
services, such as the avatar, allow players to create, select,
and change their virtual incarnation, thus increasing player
immersion in the game [22] or increasing gamer loyalty
[23]. Previous studies used control or individual services as
the keyword, but they cannot apply to all games. Therefore,
we suggest that game freedom refers to how many actions
players can perform in the game system and how many
individual services they can use. A sandbox game contains
an open virtual world that players can roam freely, and tools
are provided for players to modify the world themselves.
There are a lot of freedom elements in the kind of game. In
summary, freedom encompasses all of the game resources
players can master. Wilson et al. [24] mentioned numerous
studies indicating that control promotes skill-based outcomes
and is a crucial aspect of educational games.
3.5. Game Fantasy. Game fantasy involves the game environment and background. Game designers construct the virtual
world image through the game system, which includes stories
and multimedia, and an entire worldview [25]. Crookall et
al. [26] stated “A game does not intend to represent any
real-world system; it is a ‘real’ system in its own right.” All
elements must be integrated into game fantasy to make it
harmonious and to present a perfect narrative to players.
Educational games must make players feel immersed in
the game [27]. The Threefold Model indicates that simulation involves internal harmony, and events must comply
with the rules of the game world [28]. Narrative, sensation, and the activities of game players must be sensible;
thus, teaching content must be integrated into game-world
fantasy to render it unobtrusive. Numerous studies have
mentioned the necessity of the fantasy factor; however, this
does not imply unrealistic elements. The story background
4
can be real, such as the historical background in Age of
Empires. Educational games should not put unmodified
learning contents into a curious world that is obtrusive;
an educator who adds teaching content to a game should
make the materials abstract in keeping with the game
background.
3.6. Narrative. Narrative describes what occurs in the virtual
world and is undoubtedly a crucial factor to consider in
game design. Narrative can appear by words but is more
prominent in media. Using a game to tell a story poses a
substantial designer challenge, similar to making an effective
movie. However, the degree of importance of narrative in
various game genres differs. Simulation and puzzle games
typically include a game background, but adventure games
and RPGs include a complete storyline. For educational
games, narrative is a crucial factor in providing declarative
knowledge for players. Kiili [29] indicated storytelling as a
primary consideration before designing an educational game.
Teaching content must match the narrative to create an
effective educational game.
3.7. Sensation. Sensation presents the virtual world to players,
including audio and aesthetics. The most common word used
to refer to sensation is “simulation,” a concept proposed in
RPG theory [28, 30], which includes the game fantasy and
sensation factors presented in this study. However, simulation
does not apply to all game genres because puzzle games do
not use simulation but require sensation. Thus, we selected
sensation as a key factor.
In the age of advanced 3D imaging technology, audiovisual effects can make a game more attractive. Huang
et al. [31] indicated that simulation, audio, and graphic
elements are crucial factors for improving player motivation.
To present invisible things through visual display contributes
to the understanding of abstract concepts [32]. Therefore,
abundant audiovisual media is available for educational
games.
3.8. Game Value. Game value means that the game attracts
players to initiate the game. Game value, derived from the
book by Schell [17], The Art of Game Design, is a primary
factor for players to generate motivation and immersion. All
factors in this study prompt players to generate game value,
but its source is not limited to these factors. Achievements
and tasks are the goals and challenges of players, which lead to
rewards. These processes enable players to obtain game value.
Moreover, the game designer must consider the implied
game value in each element and object. For example, money
can be used to purchase attractive game items, prompting
players to make money, and certain collected items have
value to attract players. Designers should be aware of player
preferences and arrange methods for them to achieve their
goals. Goals that are meaningful for players generate game
value.
Game value can also be discussed from the viewpoint
of game consumption. Free-to-play games have recently
appeared on the market, whereby game companies benefit
International Journal of Computer Games Technology
through selling virtual game items. What motivates players to
buy these items? Park and Lee [33] indicated that enjoyment
value, character competency value, visual authority value,
and monetary value exhibit a positive correlation with player
purchase intention. These elements have proven their effectiveness for player value. In addition to promoting gaming
desire, game value motivates players to spend real-world
money to buy in-game items.
3.9. Challenge. To achieve goals, players must exert effort,
and the effort is a challenge. Although challenge is not a
necessary factor for a game, the process of reaching goals is
typically accompanied by challenges [34]. Gee [35] indicated
that games are typically challenging, often motivate players,
and delight them or depress them when they achieve goals
or fail. A challenge typically requires player abilities such
as accuracy, muscular control, and quick thinking [36]. This
factor is associated with game mechanism and game fantasy. Mechanisms such as tasks, rewards, and achievements
promote challenge, which motivates players to achieve their
goals. Solving a mystery typically involves a narrative,
whereas sensation often appears in puzzle games.
Numerous scholars have indicated that challenge is a
crucial factor of GBL [37, 38]. Wilson et al. [24] indicated that
challenges exert a positive effect on the cognitive and affective
outcomes of learners but require skill-level adjustment for
players. For example, for a player who wants to explore a
map in an RPG, the monster level of the map will affect the
challenge level. This principle indicates that learning must be
gradual.
3.10. Sociality. Social behavior within a game can be divided
into communication, cooperation, competition, and conflict.
This factor has received scant attention during the period
before online (multiplayer) gaming. The rise of massively
multiplayer online RPGs (MMORPGs) and social networks
has rendered social behavior a crucial factor. Ravaja et al. [39]
confirmed that player excitement levels differed according to
when they were playing with friends, strangers, or nonplayer
characters (NPC). Wu et al. [40] demonstrated that social
interaction maintained player motivation and improved
proactivity. Online games can cause the virtual relationship
of players to assume a higher priority than reality [41], and
rich social activities in a network can affect people’s real life
[42]. Wan and Chiou [43] indicated that social satisfaction
is one reason why young people indulge in online games.
In summary, social activities play a crucial role in online
games.
The competition and conflict between players can also be
regarded as social interaction. Mandryk et al. [44] indicated
that players become more excited and engaged in a game
when their opponent is another person rather than a computer. Regardless of whether social interaction in a game is
cooperative or competitive, most players prefer to play with
humans instead of the computer [45, 46]. For many people,
sociality is one of the most crucial factors motivating them to
continue playing a game [47].
International Journal of Computer Games Technology
Game goals
Game fantasy
Challenge
Game
mechanism
5
Sociality
Mystery
Narrative
Sensation
Interaction
Freedom
Game value
Figure 3: GBL design model.
3.11. Mystery. Garris and Ahlers [48] identified 12 gaming
attributes, to increase the “game-like” feel in a simulation
system. A key gaming feature is mystery, which involves
player curiosity or exploration. Epistemic curiosity refers to
the amount of novel experience provided to players [49] and
has been proven to satisfy player desire [50, 51]. Billieux et
al. [47] indicated epistemic curiosity and teamwork as the
reasons why most people like to play the MMORPG World
of Warcraft and showed the importance of the mystery factor
in games.
Mystery is important but not a necessary factor and
provides an additional bonus effect for games. If a game
provides less novelty, players would be soon tired because
it lacked the mystery factor. The mystery factor in business
game is crucial for maintaining player curiosity about the
game.
4. GBL Design Model
Games share factors, but teaching materials in distinct fields
(e.g., history and physical education) differ widely. No standard exists for presenting teaching materials; thus, although
GBL combines games and education, the model proposed in
this study was only discussed for game factors. DiPietro et
al. [52] deemed that game-design element is a crucial project.
Creating materials is easy for educators, but combining them
with a game is not. The model shown in Figure 3 represents
a thinking process and can help educational game designers
incorporate materials with their game.
The model starts with the game goals, and it includes
teaching objectives and the experience they want to provide
for players. In the educational game design proposed by
Moreno-Ger et al. [53], identifying pedagogical requirements
held the top priority. The teaching objectives must be considered first when designing an educational game, and learning
achievements can be set in the game to promote players to
exert effort. The user experience is closely related to the game
fantasy factor because it defines the virtual world imagery
and gives players a dream when they are gaming. Thus, game
fantasy must be selected in the subsequent step. The teaching
materials should be integrated into the game design rather
than simply joining them [54]. Therefore, the materials are
abstracted into the game and blended with game fantasy to
form the game learning content. All implementations of the
factors are based on game goals, and all elements must fit
game fantasy.
In game system components, the challenge factor must
be considered first, because it usually associates with the
teaching objectives. Certain game challenges are generated
from teaching objectives and learning content, and they test
the player’s knowledge and skill. Learning content contains a
high degree of challenge [38]; therefore, although educational
games should include challenges, we should notice that
too large a challenge could make players feel a lack of
accomplishment. The level of challenge must be adjusted
according to the player’s abilities to avoid a negative impact
on the players [19]. In educational games, narrative is often
used to encapsulate teaching content and challenge, and it
would make them less strange in the game [29]. Narrative is
suitable for transmitting knowledge, which can be combined
with the storyline to facilitate player absorption. Sensation
is built based on narrative of course, and it provides visual
displays, such as images and 3D graphics, to show the virtual
world. Because challenge is a leading factor in educational
games, it should be the foundation of game mechanism
design. The logical concepts of learning content can typically
be merged with game mechanism, such as the standard
operating procedure (SOP) that guides the players in sequent
action. The game mechanism determines the interactions
between the player and the computer, and the interactive
interface influences game sensation. The learning feedback in
educational games is a type of interaction, which is crucial in
guiding students to learn. Freedom extends answer choices to
increase the degree of learning difficulty and challenge, and
it provides a game abundance. For example, people learning
parabola can throw a ball from Point A to Point B, but this
is boring. Game stages possessing a wealth of variation, such
as those in Angry Birds, are more fun. However, regardless of
game-stage expansion, it must remain consistent with game
fantasy.
6
Sociality is a unique factor, and its implementation is
determined by game goals. It can involve a simple interface
for communication or for players to battle with others, and its
design is based on the game mechanism. Sociality is an indispensable factor of cooperative learning and must be carefully
planned to design a game to elicit player cooperation. Mystery
can be implemented in any aspect of the game. It inspires
players to want to know more about the game, such as what
will happen next in the story and whether there is more
beautiful scenery in unexplored areas and more challenge
and variety in later levels. All factors could assist players
to generate their own game values, and if an educational
game could provide attracting game values, people will enjoy
playing and learning simultaneously.
If we observe this model from the view of teaching, the
first thing is to decide the teaching objectives, which is the
game goal. Then, the game fantasy motivates students to
participate in this game. The learning activities are the major
challenges in the game, the sensation is the presentation of
teaching material, and the game mechanism influences the
learning process. Because the teacher is not around when the
students are playing game, the interaction in a game guides
them to finish this activity. The teacher should also consider
that whether they require collaboration or cooperation in this
activity. Finally, the freedom, mystery, and game value are the
special factors only existent in games, and they are the main
reasons why students enjoy this game.
5. Application Examples
5.1. Slice It! Slice it! is an educational game for Android and
iOS systems in which players must slice geometric shapes
into equally sized pieces. As indicated by the design model
shown in Figure 5, the game goal was to promote player
understanding of geometry, and a puzzle game was used
to accomplish this. The designers aimed to provide a lively
feeling, and a colored pencil style was selected to create the
game fantasy. There are various degrees of challenge at the
stages of game, based on the shape, the number of target
shapes, and number of slices. As shown on the left of Figure 4,
initially, the shape is in two pieces, and the target is to divide
the shape into four pieces. The player must slice it to achieve
the target in only one slice. Because it is a puzzle game, the
lack of a narrative is acceptable. The game mechanism is
easy to understand; the game would give a rank when the
target number of pieces is achieved or the slices number
emptied. The proportion of pieces sliced is shown at the end
of a round (Figure 4, right). The game allows for numerous
interactions, such as the method of slicing and buttons to
show tips and undo moves, and other functions. To present
a unified style, all components and animations are drawn on
paper, using colored pencils, which constitutes the sensation
factor.
The game comprises more than 300 stages. In addition
to a variety of shapes, there are obstructions and auxiliary
tools in the later stages, for example, red areas of the shapes
through which slices cannot pass and blue areas that reflect
slices, as shown on the left of Figure 4. This constitutes the
International Journal of Computer Games Technology
Figure 4: Slice it!
game freedom factor and it expands on the original gameplay.
Because it is a single-player game, the sociality factor was
not incorporated. All of game factors this game used provide
game value for players to encourage them to complete the
tasks.
5.2. Xiao-Mao. Xiao-Mao is a 3D role-playing history game
(Figure 6) that was developed by Jheng et al. [55]. The game
goal was to allow the player to experience and understand
history, geography, and culture, such as the Songjiang Troupe,
Martial Arts Parade, and temple celebrations. To make players explore nineteenth-century Southern Taiwan, a 3D simulated world was developed, thereby constituting the game
fantasy factor [56]. This game uses the wuxia novel Pussy
[57] as the narrative, and the role-playing game mechanism
(RPG) was selected to convey the story. Players play the role of
the heroic character Xiao-Mao to complete the tasks assigned
according to historical events, which constitutes the challenge
factor. To increase immersion, the character uses kung fu to
defeat enemies, which constitutes the interaction factor. The
game sensation emphasizes historical accuracy; therefore, the
virtual environment, such as clothing and buildings, was
designed according to reality or descriptions in historical
materials. Players can roam the virtual world freely, which
constitutes the freedom factor. The design model for XiaoMao is shown in Figure 7. The story and kung fu system were
features in this game and offer mystery, and the game values
encourage players to learn and to finish the game. Jheng [58]
found 25 people played this game, and they are all over 21
years old. It takes about 2 hours to complete this game, and
the learning effectiveness was verified in his research.
6. Questionnaire
We designed a questionnaire to survey players regarding two
aforementioned games to elucidate their performance regarding the 11 factors. The volunteers wrote the questionnaire after
gaming and got no reward. The questionnaire contained 35
items and consisted of 12 aspects including the 11 factors and
International Journal of Computer Games Technology
(Game goals)
geometry
(Game fantasy)
colored pencil style
(Challenge)
slice the shape
(Game mechanism)
giving a score
7
(No sociality)
(Mystery)
more stages
(No narrative)
(Sensation)
images
(Interaction)
shows and buttons
(Freedom)
obstructions and
auxiliary
(Game value)
Like it!
Figure 5: GBL design model for Slice it!
Figure 6: Xiao-Mao.
(Game goals)
history
(Game fantasy)
19th century
Southern Taiwanese
(Challenge)
tasks
(Game mechanism)
RPG
(No sociality)
(Mystery)
story and kung fu
(Narrative) wuxia novel
(Sensation)
3D objects
(Interaction)
kung fu
(Freedom)
map roaming
(Game value)
Finish it!
Figure 7: GBL design model for Xiao-Mao.
“flow” to determine the immersion level of players. The flow
theory was proposed by Csı́kszentmihályi [59], who indicated
that a person ignores the reality of his or her surroundings
when he or she is preoccupied. This aspect reflects the game
attraction for players. The questionnaire used a 5-point Likert
scale where 5 indicated strongly agree and 1 indicated strongly
disagree. The survey results are shown in Table 2.
The questionnaire was used to analyze the factor design
for the two games. The mean scores were as follows: above
4 indicated strong performance, 3 to 4 indicated room for
8
International Journal of Computer Games Technology
Table 2: Game factor questionnaire.
Slice it!
M (𝑁 = 16)
Xiao-Mao
M (𝑁 = 15)
Game goals
(1) The tasks or stages have clear goals.
(2) I know what I seek in this game.
(3) I’d like to complete the game’s goals and achievements.
4.50
4.44
4.38
4.33
4.00
4.13
Game mechanism
(4) The game’s genre and gameplay are clear.
(5) The game goals and rules are clear.
(6) I like the gameplay in this game.
4.38
4.25
4.00
3.80
4.27
3.60
Interaction
(7) The operational processes are easy and intuitional.
(8) The system tips are clear and real time and let me know what the next step is.
(9) The interaction with the device is fun.
4.25
3.69
3.75
3.87
3.87
3.80
Freedom
(10) I can control my status and data in this game.
(11) I can play the game in various ways.
(12) I can create my own gaming history.
3.50
4.25
4.19
3.73
3.27
3.53
Game fantasy
(13) The art style is unified, and the overall appearance is consistent.
(14) The characters and scenes in this game fit its environment.
(15) The game story and mechanics do not match.
4.25
3.56
2.25
4.13
4.20
2.07
Narrative
(16) The game has a deep story.
(17) The plot is logical.
(18) I’d like to follow the story’s development.
2.19
2.63
2.75
4.27
4.20
4.20
Sensation
(19) The colors and layout of the interface attracts my attention.
(20) The icons and functions are clear and intuitional.
(21) The graphics and sounds in this game are abundant
3.69
4.00
3.31
3.80
3.80
4.00
Game value
(22) I’d like to get more resources in this game.
(23) The game content is plentiful and interesting.
3.13
3.56
3.80
3.87
Challenges
(24) The game is challenging.
(25) I can complete the tasks and finish stages.
(26) I’d like to get better gaming achievements than my now.
4.44
4.38
4.63
3.80
4.33
4.07
Sociality
(27) I can communicate with others easily in this game.
(28) The game allows me to cooperate or compete with others.
(29) I like to cooperate or compete with others in this game.
2.19
2.44
2.13
2.60
2.67
2.73
Mystery
(30) The game has some surprises.
(31) Before I finish this game, I’d like to know more about the follow-game content.
2.63
3.06
3.27
4.13
Flow
(32) I was very focused on this game.
(33) I did not feel tired when playing this game.
(34) I often forgot the time when playing this game.
(35) I paid less attention to my surroundings when playing this game.
3.75
3.13
3.44
3.38
4.13
3.40
3.73
3.80
Items
International Journal of Computer Games Technology
improvement, and below 3 indicated insufficient performance. A high score was not required if the factor was not
considered in the design goals; for example, neither game
incorporated the sociality factor; therefore, the scores were
less than 3. If the game genres and design goals differ, the
weights of factors also differ. The design weight of narrative
in Xiao-Mao (an RPG) was clearly higher than that of Slice
it! (a puzzle game). The 11 game factors can increase the
attractiveness for players, but not every factor is necessary.
All designs must be based on the game goals.
The questionnaire results can verify the game design.
For instance, Xiao-Mao emphasizes a 3D simulation that is
consistent with history; therefore, it received a score of 4.20
on Item 14 and Item 21 received a score of 4.00. Narrative
was a design focus of Xiao-Mao, and all items for this factor
received a score of at least 4.20. For Slice it!, the varied
geometry and stages are its primary features, so Item 11
received a score of 4.25. It verifies this puzzle game has a
wealth of fun and challenge that Item 24 received a score of
4.44, and Item 26 received a score of 4.63. Items 1 to 31 were
related to game value, which is critical for players; therefore,
it affected the scores for Items 32 to 35. The two games
exhibited strong performance regarding flow, particularly for
Xiao-Mao.
7. Conclusion
This study elucidates 11 crucial game-design factors to assist
designers in designing, analyzing, and evaluating games
regarding game goals, game mechanism, game fantasy, game
value, interaction, freedom, narrative, sensation, challenges,
sociality, and mystery. We avoided selecting excessively
abstract factors that are difficult for designers to implement,
such as “gamism” [30]. Each component in a game can be
checked based on these factors. For instance, the purpose of
a healing potion might be providing a method for players
to restore their health and recycling game currency. We can
get further reflection including the obtaining mechanism,
the using way (interaction), the special efficacy (sensation),
and the value for players such as properties, supplements, or
garbage. These factors are macrodesign concepts for games
and are not limited by genre.
We proposed the GBL design model to assist in designing
educational games. This thinking process can reduce the
design negligence and clarify the causality of each factor
as the model shows. An RPG educational game should
not be designed before the teaching content, which would
represent research with methods but without a purpose.
Game factors differ in designs and weights depending on
the game goals and genre. For example, design should focus
on interaction in action games. Finally, we analyzed two
games in distinct genres based on the GBL design model and
developed a questionnaire to assess the performances for each
factor. This model can assist educational game designers in
understanding how to use the factors and making their game
more interesting.
This paper focuses on making educational game design
more fun rather than enhancing the learning performance of
9
students. We believe that if we can promote the motivation
of students, they would have advanced learning outcomes
naturally [2]. How to assess learning performances is important for an educational game, but it is beyond the scope of
this paper. The easiest way is to use the traditional test to
verify the teaching effectiveness of a game. If the learning
outcomes of students would be evaluated by a game, to design
the algorithm is critical, and it is a subject worthy of study in
the future.
Conflict of Interests
The authors declare that there is no conflict of interests
regarding the publication of this paper.
Acknowledgments
The authors thank the participants in the research and WuShiu Li for his help. This work was supported by the Ministry
of Science and Technology in Taiwan (NSC 100-2628-S-024002-MY3).
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