FA16: Project 5- Week 3

The game that I played was called Smorball, who’s developer was Tiltfactor and can be found on http://smorballgame.org. The game teaches new words and also multitasking skills and fast typing. The dominant form of interaction is typing the words that were presented. Cognitive processes were most affected by the game design because of having to multitask and memorize the words.

There’s one player in the game and three lanes where there are different robots that interactive competitively with you. The objective of the game is to type the words presented quick enough to attack the robots that are headed in that same lane. The rules of the game are to type the words correctly, following their guidelines, according to which lane a robot will show up on to attack them. Points are gained during the game whenever you win and if you misspell a word or allow a robot to attack you lose points. You can use the points to buy different skills and things to better your chances of winning. The conflict is introduced in the beginning by having the “announcers” discuss what the game will be like and how to navigate around it. It’s maintained by fighting off the robots. The game ends by finishing all the championships and getting to the last one where it’s a lot harder.

The main characters are the people on your team that are attacking the robots. The challenges that are presented are typing quick enough and being accurate. Over time when seeing the same words, you tend to remember how they’re spelled (some words are very long and may cause you to misspell them). The game takes place as if there was actual matches for championships. The general premise of the story is to fight off the robots by typing in the right words that are presented.

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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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