Project 23 week 2

The game I played this week is LongStory: A Dating Game for the Real World. The game company is Bloom Digital Media. The game is trying to teach the pre teens not to shy away from difficult topics like homosexual identity, bullying, healthy sexuality, fitting in, standing out,figuring out what normal is. The player is trying to teach how to survive being a new student. The dominant form of interaction is the player moving from paris and trying to fit in the school. it supports the learning objective by showing the people teenagers will come across going to school. it affected the game design by the social and behavioral processes. it is designed to affect this by showing social behaviors and options on what to do for situations. only one player is engaged in the game. they cooperate with each other in school by seeing each other in school. and also in the cafeteria they communicate. the primary objective of the game is to survive being the new student. the game objective do reinforce the leaning objective because it helps the player know about the students and their behaviors in a school. there isn’t many rules in this game. it is basically picking the answer based on how you wanted people keep speaking to you or not. these compliments with the learning objective because when you pick a certain answer, you learn how they respond or react to it. the items that are accrued during the game  is the players cell phone. the resources that is spent is social media. helping you learn about social life after going to a new school is what is exchanged. the conflicts between the players are occurred when the main player which is me meets these three girls who are very rude to her. they try to be nice but also be rude at the same time because she’s new. The game prevents players from behavioring a certain way by giving the option of picking what can be the possible answer when the player got to pick a response. this can limit the fun because we might want to say something else to the player. it wouldn’t contribute the objective at all. the game ends by having more episodes to complete. the outcome doesn’t conflict with the objectives. the main character is me who is controlling the game. their motivation is to get through the school year without no problem. the relationship between the avatar and the player is the player controls the avatar and what they say. the challenges that is presented in this game dealing with the bullies and relationships. the skills the character should learn to learn how to make friends and get information about who used to have the locker. it is playful in a way to have the player have an imagination of new things. the most prevalent type of the play is figuring out the past of the locker. the tension is controlled by the player sometimes having smart comments to make to the enemy. and it is resolved by the player talking about it to her internet friend. the story creates a conflict in the game every time the player sees the enemies. the objects that are used is the avatar’s phone, school locker, and notes. the object property required for the game system is the school building and the players room. the basic relationship between system elements is the player learning how to find more information out. the dynamic control of the system is the player controlling how they feel about situations. the new system that emerge from game play is picking up the phone to answer the internet friend and seeing text messages. yes it is procedurally generated systems. the information that is exposed about the game is this is a game for pre teenagers to know how to survive when they go to a new school. what is hidden in this game is the other players thoughts. the interact with the system by reading and responding they control the system. they receive feedback after the episode of the game is done. the game is complete. there isn’t a voice not being responded. the game is balanced. there is not a dominant strategy. the game is a little bit systematical. the game is engaging, they promote the engagement by showing how to learn more about a none fixed processes. the choices that are meaningful in the game is picking out who to speak to and who not to interact with. these relate to the learning objective because they learn they don’t have to interact with everyone you see.

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.