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This book delves into the intricate relationship between game design, human cognition, and learning. It examines why we create games, how our brains function as pattern-matching machines, and why balanced difficulty is crucial for engagement. Each chapter sheds light on the powerful educational tools that games represent, illustrating how they teach spatial awareness, exploration, language, and more. With a focus on innovation and responsibility in game development, this work inspires readers to harness the potential of games to enrich lives and careers.
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Game Design Thoughtsand new concepts
Chapterone: whywritethis book? • Kidsalso move onfromcertain game as they age (Tictac toe) • Games that are too hard kindofbore me, and games that are too easyalsokindofbore me.
Chaptertwo: howthebrainworks • People are amazingpattern-matchingmachines. • Classification • A-curse
Chaptertwo: howthebrainworks • The brainishardwired for facial recognition, just as it ishardwired for language, because faces are incrediblyimportanttohowhumansocietyworks. • Facial recognition • Borderdetectors • Language: reallybuilt-in? • We’renotreally “concious” • WYSIWYG • Brain in a vat • Assumptions • World model
Chaptertwo: howthebrainworks • The brainisgoodatcutting out theirrelevant • Attention system • Soundandwhite-noiseignoring • Brainnotices a lot more thanwethink it does • Blind insight • Chunking • Carpattern/actions
Chapterthree: what games are • Games are puzzles • Really? Notless? Not more? • Games serve as very fundamental andpowerfullearning tools. • Playing? • Funisaboutourbrainsfellinggood – endorphins • Butyou’llonly play it untilyoumasterthepattern. Boredomistheopposite. • Funisanotherword for learning
Chapter four: what games teachus • The youngofallspecies play. • Whatis play? What does it mean? • If games are essentiallymodelsof reality, thenthethingsthat games teachus must reflecton reality. • Formal rule sets -> “no fair” whensomeoneviolatesthem. • Games > play > learning: space, logic, andmuch more
Chapter four: what games teachus • Some games teachspatialrelationships
Chapter four: what games teachus • Some games teachyouto explore
Chapter four: what games teachus • Some games teachyouhowtoaimprecisely
Chapter four: what games teachus • World experiencing
Chapter four: what games teachus • Languagecapabilities
Chapter four: what games teachus • Artificial Creatures • Darwinian, Skinnerian, Popperian, Gregorian
Gamux Internals Valve
Welcometogamux (nothing new) • Flatland • Talentedpeoplewithinnovationand self-motivation • We do haveadministration, but no onemanagesyou • And, it’s a lotofresponsability! Ofcourse. • Whatto do? • Whypickmyownprojects? Askyourselfhowtobetter help your professional careerandallinstitution • Whatis happening? Asksomebody. Network! • Goals? Yes, justtalkwithseniors. Get in, also. • But, seniorsmay force me anyway? No.
Welcometogamux (nothing new) • Whatto do? • Whataboutfails? Talk withteam as a team. • How does Gamux decide whatto do? Yousayto me. • Can I decide somethingimportant? Sure.