The game is teaching players how to deal with answering questions. It can help players enhance their skills in everyday subjects. The questions range from our typical learning criteria such as math, reading, science, and history. I am trying to teach a general skill of studying more. The cognitive is most affected because this game requires the players to use their head. The design doesn’t affect the system they complement each other. The game design affects the cognitive process of memory and decision making during game play. It attempts to affect the system because it’s up to the player to make the correct decision and have the muscle memory to remember what they have learned to advance.There is one player engaged in the game at a time. It’s a one player game so there is no other player to player interaction.
The rules of the game is to answer as many questions as the player can without losing their lives. If the player loses all their lives they have to wait a certain amount of time for them to refill.Once the player beats the level the questions alternate from being easy to hard going to level three, then switches from hard to easy on the other levels. The resources that is spent is the amount lives the player has. The level of difficulty or easiness the player faces once completion of a level.
The game is for people that want to learn something from a different type of game. Its not the average game you see on t.v. that will appeal to most people but it has its specific type of appeal to a particular group of people. The game is also fun to play and adventurous at the same time. It makes you think outside the box and you’ll want to complete all the houses.
24 subjects were used and recruited at random. Subjects that were included were any people going to school and working no matter the health condition. Subjects that were excluded were people not working or in school. Experimental groups will be people using the simulation I created and the control group will be people not using the simulation I created. They will also be selected at random. The average age of the subjects is 16-21, both male and female, any ethnicity, that are in school, work, or both. Experimental group will be asked to create whatever they wanted with the stimulation I gave and the Control group will be asked to daily activities.
This week I had a few colleagues of my test the game out. It was a pretty good test run of the game but will come a long more successfully. The game really shows what they of audience will appeal to the game more but each person enjoyed the aspect of the game. Question killers are for people that just like to brush up on basic learning skillls. This game can really be a fun way for people to study. It can be used towards a flash card kind of way of studying. It’s just a fun way to test yourself on different subjects. It can also be used among any age group to study with. It’s obviously a clear way to develop sufficient study skills.
My game is called Artistic Relief. This game is trying to teach people positive ways to release stress. This game attempts to create an alternative creative approach for stress relief. The player has a lot of interaction because it was created for the player to be hands on in the experience.
The cognitive processes that this game is most affecting is the cognitive processes. I say this because his game is attempting to create new learning opportunities. The rules of the game is to collect all the art supplies you want with the $250 you start the game with. You earn more money the more art you to. No conflict takes place in this game. This game is designed to relieve so I felt like involving conflict in the game wouldn’t be appropriate for the kind of results I am aiming for. This game prevents players from behaving a certain way because it was made to target cognition and teach players new ways to be stress free.
It might limit fun if players don’t believe they are creative and put little to no effort into playing. The game ends after the hour is up. The outcome doesn’t conflict with the objective unless the player needs more time. The game is playful because the players can write stories, poems or draw/paint art all on the same canvas. I believe the explores will most likely like this new game because they will learn things from a new perspective.
This is not a game created based on conflict so there is no tension or resolution taking place. I believe my simulation has system relationships because you need the properties and behaviors to play. These properties are places where you can purchase products needed to play.
There is an economy set up for each player to buy art supplies and when they run out of money there is a bank they can withdraw from. Also the more art you submit the more money you get so the economy changes.
The game is complete and the only voice that matters is the player’s. This Is because the extra stress with involving other people will interfere with the stress endured during the day (possibly interfering with the results). I don’t believe certain parts of the game are broken but after you’ve played the game and you feel like you exhausted all your creative options things can become stagnant. There are no obstacles or anything of that nature associated with this game. It is very easy to play my game because there aren’t that many rules. You can create whatever you want in a hour time span and you learn to play by me telling the rules.
My game is called Artistic Relief. 24 subject were used and recruited at random. Subjects that were included were any people going to school or working no matter the health conditions. Subjects that were excluded were people not working or going to school. Experimental groups will be using the simulation that I created and the control group will be going about their regular routine. They will also be selected into the groups at random. The average age of the subjects is age 16-21, both male and female, any ethnicity, that are in school, work or both. Materials I used to collect the data was Microsoft word. I asked a series of questions after responses were done and created tables and graphs. Conditions that were created and compared were People using my stimulation vs people doing their daily activities. Experimental group will be asked to create whatever they wanted with the stimulation I gave and the control group will be asked to continue with daily activities. According to the data, I collected 9/12 people in the experimental group had felt like they were significantly relaxed after using the simulation and 3/12 felt no change. In the control group, all of the people felt no change and said they experience the same amount of stress.
The game is called Artistic Relief. This game is trying to teach people positives ways to release stress. This game attempts to create an alternative creative approach for stress relief. The player has a lot of interaction because it was created for the player to be hands on in the experience. The cognitive processes that this game is most affecting is the cognitive process. I say this because his game is attempting to create new learning processes.
Only one person is allowed too play the game so there is no player interaction. The primary objective of this game is to help stress relief in a positive way. The rules of the game is to collect all of the art supplies you want with the $250 you are initially given. You earn more money the more art you submit. All the resources you need are at the supply store you can purchase such as markers, paint, pencils, oil pastels, etc. No conflict takes place in this game. This game prevents players from behaving a certain way because it was made to target cognition and teach players new ways to be stress free. It might limit fun if players don’t believe they are creative and put little to no effort into playing. The game ends after the hour is up. The outcome doesn’t conflict with the objective unless the player needs more time.
In a sense, the player is the main character because of however their feelings are being projected into the game. The player doesn’t necessarily have to master any skills but the more they play the better the will get at whatever they create. There is no fictional world that takes place in this game but you can create fictional art. The general premise of my “story” is that my simulation will help people deal with stress in a positive way. The game is playful because the players can write stories, poems or draw/paint art all on the same canvas. I believe the explores will most likely like this new game because they will learn things from a new perspective. This is not a game created based on conflict so there is no tension or resolution taking place.
The game that I developed is called WordPlay. The audience for this game are ESl students of a 6th grade middle school class. The subjects are a mix of both boys and girls between the age of 10-12 of mixed ethnicities. The rules were explained to the subjects before the game began, then they rolled the dice to determine the order. Once the game began it still took the subjects some time to get used to playing the game. I had to reiterate the rules to them one more time. Based on what I observed, the subjects simply forgot what the colors meant. However, after a couple turns they started to get the hang of it. As far as remembering the words the success was split in half. Fifty percent of them struggled to remember the definitions etc and the other 50 did a satisfactory job. Considering this was the first trial I think my results were good. I look forward to running this experiment a couple times and then observing the results.
The name of the game is Photo Gallery. The primary objective of the game Is to look at a series of pictures and objects, and then test to see what they remembered from the pictures or objects. The rules of this game is students will have to look at a series of objects or pictures, remember them, and afterwards, say them in their original order. Depending on the game variant that the students choose, the students may alternatively be asked to say what they remembered in reverse order. There is also a Time limit to answering the questions. The game is trying to teach players attention span. The game would be testing the players attention
The name of the game I’m presenting is called Speed Round. The game is trying to teach teens and young adults to focus quickly and associate colors with the correct word. The learning experience the game creates for the player is to be quick on your feet as well as paying attention to what is being held in front of you. The rules of the game are simple, when the player is presented with a word for example horse, they would immediately think of the color brown since that is a common color for a horse. The tricky part about this game is that the word is colored in with a different color not associated with the animal. The word horse would be spelled in a green colored font and the player must say what the color of the font is rather than what they think the color of a horse is. They only have 5 seconds to write their answer. Once someone has 50 points or words correct, they are the winner. These rules may conflict with the learning objectives because people are too quick to go onto the next word without realizing they have the wrong answer. The challenges that are presented to the player is that the words will get more difficult but the colors are from ROYGBIV also known as the rainbow. The skills the player must learn are the colors of the rainbow. This game is targeted between the ages of 16-21 and both genders can play. People are very quick to focus on the word and think too hard on what color the word would be associated with rather than focus onto what is right in front of them.