Smorball presents players with phrases from scanned pages from cultural heritage institutions. After much verification, the words players type are sent to the libraries that store the corresponding pages, allowing those pages to be searched and data mined and ultimately making historic literature more usable for institutions, scholars, educators, and the public

Smorball is a challenging browser game that asks players to correctly type the words they see on the screen–punctuation and all. The more words they type correctly, the quicker opposing teams are defeated, and the closer the Eugene Melonballers get to the Dalahäst Trophy.  As an opponent approaches, type the phrase in the corresponding row and press “enter,” commanding your athlete to tackle the opponent

The Cognitive process is the most affected. The game interface is a football field divided in three rows. Words appear on each row and users are only allowed to type out one row at a time. This design puts pressure on the user’s decision making skills because the computer controlled robots will attack on different rows at different speeds.

Players start with 600 points and for every misspelled word a 25 point penalty is given. If a robot crosses the line a 100 point penalty is inflicted. Users must destroy the robots without losing the initial 600 points.

Currency is factor in this game. As mentioned earlier, users start with 600 points and must clear the robots without losing all the points. Users can use the leftover points to buy various powerups that can be used in the next level

The conflict within this game is tied to the story. Users are controlling a football team that was heavily considered an underdog. Before every game a dialogue appears between two commentators who discuss the progress of your team on the quest of winning the trophy.


The users is represented as a rookie coach of a team that struggled the previous year. The motivation stems from the commentators doubting the new coach and the success of the team.As the coach, users must win every game to advance to the last trophy game. As the game progresses user must become adept at typing the randomly selected words at a fast pace

Achievers are the type of gamers that would most appreciate this game. This game can be beaten and users are constantly rewarded and praised. The token/point system is also appealing to “achievers”

This entry was posted in FA16-Project 4 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.

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