Thinking as a pleasure: Tactics to design digital educational games from the perspective of board games

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Abstract

Board games provide players with not only pleasure but also thinking. More specifically, it is observed that digital games tend to ask players to make quick judgment, demanding less consideration, while board games allow players to think more thoroughly in reasonable time. For this reason, this paper attempts to capture the features of board games, from which most modern digital games originate. When designing digital educational games, designers may consider the features so that players can have both pleasure and opportunities for thinking. Finally, this paper also suggests three design tactics to design digital educational games.

Original languageEnglish
Title of host publicationWorkshop Proceedings of the 22nd International Conference on Computers in Education, ICCE 2014
EditorsThepchai Supnithi, Siu Cheung Kong, Ying-Tien Wu, Tomoko Kojiri, Chen-Chung Liu, Hiroaki Ogata, Akihiro Kashihara
PublisherAsia-Pacific Society for Computers in Education
Pages585-590
Number of pages6
ISBN (Electronic)9784990801427
Publication statusPublished - 2014
Externally publishedYes
Event22nd International Conference on Computers in Education, ICCE 2014 - Nara, Japan
Duration: Nov 30 2014Dec 4 2014

Publication series

NameWorkshop Proceedings of the 22nd International Conference on Computers in Education, ICCE 2014

Conference

Conference22nd International Conference on Computers in Education, ICCE 2014
Country/TerritoryJapan
CityNara
Period11/30/1412/4/14

Keywords

  • Board games
  • Choices
  • Digital educational games

ASJC Scopus subject areas

  • Computer Science Applications
  • Human-Computer Interaction
  • Education

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