project 23 week 1

the game i played for week 1 is Skip a beat Heart Rate game. the company was Happitech. the game is trying to teach you can play a game using your thoughts and emotions and it will give you a feedback. The learning experience it’s trying to create is that your heart rate can be a controller of a game depending on your thoughts and emotions. The dominant form of interaction the player has with the game is using your finger for heart rate. This supports the learning objective by showing the player your heart rate has the power to influence a game. Cognitive processes is most effected by this game because this game has a lot to do with your thoughts and emotions. It is a one player game. The player interacts with the game by using their finger. The primary objective of the game is to influence your heart rate. The objective does reinforces the learning objective. The rules of the game is to hold on index finger on the flash area to determine the heart rate. This complements with the game and learning objective because the player learns the heart rate can also be measured with the index finger. The items that’s occurred while playing this game is a scenario with mountains and clouds. The conflict of the game is shown by the 4 challenging modes of the game to influence your heart rate. And it is maintained by your heart rate being at certain level. You have to maintain that heart rate or fluctuate that specific heart rate. It is resolved by giving you personalized feedback then it uses that as your game controller. It prevents the players from focusing on other things using their hands. It can be fun to know your heart rate is being calculated. It contributes the objective by having the player be focused on one thing. The main character is a little green avatar. Their motivation is to get your heart rate to a specific level. The avatar is what you control which is represented as your heart rate. The challenge that’s presented to the player is to get your heart rate to a specific level. The skills the player must master is to hold the index finger on the flash to measure the heart rate. And to overcome the challenges. The story uses a linear narrative method. It relates to the player when the narrator explains the procedures of the game. It is playful in a way people with a great interest in trying new things. Measuring the heart rate is the most prevalent. The tension and the resolution is created by your own heart rate. The conflict creates when you do not meet the specific heart rate. The objects used in the game are mountains, clouds and avatars. The object behavior required for the game is flying and keeping your avatar up in the flying mode. The basic relationship between the system elements is having your finger on the flash to measure heart rate. The challenge modes and the way they measure the heart rate is exposed while the part how it is accurate is being hidden. Players interact with their full attention focused on to pass the level. They control of with their own system with emotions and thoughts. They received feedback from the system after every level is done. The game is not fully completed. There need to be more advanced levels in the game that should be achieved. The game is engaging. The choice to control the heart rate is meaningful in the game. This relate to the object by having the idea of thinking of different things to learn about yourself. There is not parts that’s broken. The heart rate feels micromanaged at certain times. The part on learning how to work the game is boring. But after you learn the meaning of it is stagnant. No there isn’t any of those. The game is very easy to play. It takes about 5-10 mins to learn how to play this game. They have a preview video on how to play the game.

 

This entry was posted in Project 23 on by .

About Robert O. Duncan

I'm an Assistant Professor of Behavioral Sciences at City University of New York, with joint appointments in Neuroscience and Cognitive Neuroscience. I also have an appointment as a Visiting Scholar at New York University. My research interests include cognitive neuroscience, functional magnetic resonance imaging, glaucoma, neurodegenerative disorders, attention, learning, memory, educational technology, pedagogy, and developing games for education.

Leave a Reply

Your email address will not be published. Required fields are marked *

This site uses Akismet to reduce spam. Learn how your comment data is processed.