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Curve of Interest
Definició del Concepte
La corba d’interès és el flux i la seqüència d’esdeveniments que es produeixen al llarg del temps i que mantenen l’interès del jugador.
Un concepte molt lligat a la teoria del Flow on el dissenyador, primerament, ha de captar l’interès del jugador (o alumne), i una vegada aconseguit, mantenir el nivell d’interès, per finalment arribar al “clímax”, o s’assoleix l’aprenentatge.
Aquesta feina de dissenyador de prendre aquest interès inicial i elevar-lo a un nou nivell Schell2008 ho defineix com a “The Hook”, o “el Ganxo”. i ho descriu així:
“Then the experience starts. Quickly we come to point (B), sometimes called “the hook. ” This is something that really grabs you and gets you excited about the experience. In a musical it is the opening number. In the Beatles song Revolution, it is the screaming guitar riff. In Hamlet, it is the appearance of the ghost. In a videogame, it often takes the form of a little movie before the game starts. Having a good hook is very important. It gives the guest a hint of what is to come and provides a nice interest spike, which will help sustain focus over the less interesting part where the experience is beginning to unfold and not much has happened yet. Once the hook is over, we settle down to business. If the experience is wellcrafted, the guest’s interest will continually rise, temporarily peaking at points like (C) and (E), and occasionally dropping down a bit to points like (D) and (F), only in anticipation of rising again. Finally, at point (G), there is a climax of some kind, and by point (H), the story is resolved, the guest is satisfied, and the experience is over. Hopefully, the guest goes out with some interest left over, perhaps even more than when they came in. When show business veterans say “leave them wanting more, ” this is what they are talking about.”
extret de Sheldon2012
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