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Although most psychological studies focus on the negative effects of video games on adolescents, there are other studies that argue and document the benefits: voluntariness, competitiveness and cooperation, immersion, sense of control, achievement of goals (objectives), but especially satisfaction. have investigated the impact of flow, engagement and immersion in game-based learning environments. According to Prensky video games attract players for several reasons: they encourage participation, motivate users to gradually achieving small goals, offer rewards or immediate punishments, and difficulties of each level are adjusted according to the players skills. One can say that good video games have the ability to optimally convey much information of a particular type, causing the player to pursue more information. Video games have changed the way young people (and also adults) conceive reality and interact with each other. In addition, more and more people, of any age or sex, play video games on the wide variety of available devices. Hundreds of video games with multi-million dollar production costs and thousands of video games of medium and independent studios are published every year. It is very likely that the 21st century is the century of digital interactive entertainment, that is, the century of video game. The twentieth century is considered the century of the cinema, because of its technical and artistic evolution and the imprint left in society, establishing the concept of seventh art. Finally some conclusions and future lines of research are presented in Sect. 4, made of three fundamental features of a well-designed organic tutorial that are decomposed, in turn, in 10 techniques for level design and gameplay. The guide of design principles is described in Sect. Since the amount of video games that use organic tutorials is too large, a selection of 8 representative video games has been chosen to make the study. Section 3 describes the methodology used to perform the analysis of the first level of different video games, to be able to extract some principles for the design of organic tutorials. 2, Context, which presents a deeper study about the relationship between video games and learning, the previous studies about organic tutorials and an analysis of the concept of subliminal learning. The first objective is developed in Sect. Its objectives are:Īnalyse the psychological, behavioural and learning theories, and the design techniques used to indirectly guide and teach the player in video games with organic tutorials.Īnalyse a set of video games, of different genres and time that teach players the playable mechanics through level design.ĭevelop of a guide of design principles and patterns of organic tutorials for future designers. This research work arises to assist in the task of designing organic tutorials. Unfortunately, organic tutorials are very extremely difficulty to be properly designed and implemented. While being part of the video game, they fulfil the dual purpose of teaching without losing the fun. There fore, this type of tutorials provides some kind of subliminal learning, which is very effective and natural. They are characterized by proposing a controlled and limited environment where the player learns by trying the mechanics and has the feeling of advancing with no external help but with ones own merit.
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Organic tutorials, on the contrary, indirectly teach the players while they play the tutorial level. Direct tutorials are based on text and images that explain in detail what actions players can take. In broad outline, there are two main types of tutorials: direct and organic tutorials. In spite of being the first level to be played, the tutorial is usually the last level to be developed. The more complex mechanics are introduced, progressively, throughout the game. A tutorial is a first level that teaches the player the basic controls and mechanics of the video game. The function of the tutorials is giving some guidelines during the first stages of the game so that the player acquires enough knowledge to be able to overcome the rest of the game.
#SUBLIMINAL GAME MANUALS#
Nowadays, the use of manuals has declined mainly due to the digital format boom, the high printing costs and the high complexity of the current video games. One of the key factors in a game’s success is the way its rules are learned. Thousands of video games, with millionaire budgets, are published every year, but not all of them reach success. Video games are one of the most important industries nowadays.
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