FA16 Project 7: Week 3

Hey Guys and Gals!

I played a challenging game called “Lim.” This game can be found on this website: https://a-dire-fawn.itch.io/lim . On one hand, the main objective of this game is to get through the maze without being attacked that much by the other colored blocks. On the other hand, the learning objective of this game is to teach players how to remain calm in a violent situation. The dominant form of interaction the player has with the game is the 4 arrow keys on your keyboard as well as the “z” key to “blend” in with the other colored blocks; thus preventing you from getting attacked. Relating this game to the psychological aspects, this game is a form of two processes: cognitive and behavioral. Using strategies, like knowing when to blend in or not, is a form of cognitive thinking. The behavioral processes of this game design are shown by the other blue or brown blocks brutally attacking you. There is only one player predominantly engaging in the game and that is your block. You initially start out as a brown colored block, but throughout the game you’ll learn that it’s not an easy life for a brown block. The other players, are blocks, and they will brutally attack you to the point where it makes you feel as if you can’t exit that part of the maze fast enough. The game objective reinforces the learning objective by instilling in the player that it is acceptable to get attacked, but it’s better to stay calm and not get noticed by blending in.

The rules of the game are introduced to you at the bottom of the screen, use the four arrows on the keyboard and the z key to blend in. These rules don’t compliment the game objectives because the main point of this game is to get through the maze without being attacked. However, these rules do compliment the learning objectives by creating a method how to get through the game itself as calmly as possible. Throughout this game you don’t accrue or spend resources on any items. The conflict between the game elements are introduced by your one block going through the maze and getting either noticed or attacked; whichever happens first. This is maintained by you blending in to the color of the other surrounding blocks and resolved by finishing the game by going through the entire inside of the maze. The game does not prevent players by acting a certain way because once you’re noticed as either a blue or brown block, you get attacked and it’s brutal. There are no limitations and this doesn’t contributes to the objectives since getting through the game is the main objective, but getting attacked is part of it. The game finally ends by getting through all the mazes inside and not forced to be exiled leading you to finish on the outside of the maze. This outcome does conflict with the objectives since the whole point of the game is to not get attacked by the other blocks. If you’re a level headed person and want to experience something a little out of your comfort zone; try this game.

 

 

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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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