To bring together the series on how learning theories overlap with games, I’ve drawn up a table of how game mechanics relate to the ideas about how we learn.
By using and combining various definitions of game mechanics (Wikipedia, SCVNGR & Gamification.org), it is possible to map how dynamics correspond to the various learning theories. This is not an exact science but does suggest which mechanics can be used to encourage particular ways of learning.
Of course the risk with any sort of exercise like this, is that it becomes formulaic and is wrongly perceived as a rule for creating “learning” games. I don’t believe that is the case. Every game needs to be looked on a special case: as soon as you try to bottle the essence of play, it tends to evaporate.
| Mechanic |
Definition |
Behaviourist
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Cognitivist
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Constructionist
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Experiential
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Social
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| Achievements |
Achievements are a virtual or physical representation of having accomplished something. |

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| Action points |
Action points limit or control which actions a player performs each turn. |
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| Appointments |
Appointment dynamic requires the player to perform some action at a predetermined time or place. |

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| Auction or bidding |
An auction or bidding system encourages players to make competitive bids in order to win some prize. |
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| Behavioural Momentum |
Behavioural Momentum is the tendency of players to keep doing what they have been doing. |

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| Bonuses/ modifiers |
Bonuses are a reward after having completed a series of challenges or core functions. |

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| Capture/Eliminate |
Players must capture or eliminate their opponent’s tokens. |
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| Cards |
Cards can act as a randomiser to affect game conditions or as tokens to track game states. |
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| Cascading Information Theory |
The theory that information should be released in the minimum possible snippets to gain the appropriate level of understanding at each point during a game narrative. |
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| Catch-up |
Catch up is a device that makes success more difficult the closer a player gets to it. |
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| Challenge |
Challenges have a time limit or competition. |

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| Collaboration |
The game dynamic wherein an entire community is rallied to work together to solve a riddle, a problem or a challenge. |
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| Combos |
Combos are used often in games to reward skill through doing a combination of things. |
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| Countdown |
The dynamic in which players are only given a certain amount of time to do something. |

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| Dice/ Lottery |
Randomisers that determine the outcome of an interaction in a game. |
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| Discovery |
Also called Exploration, players love to discover something, to be surprised. |
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| Goals |
Goals are conditions of victory or success. |

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| Levels |
Levels are a system, or “ramp”, by which players are rewarded an increasing value for an accumulation of points. |

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| Loss avoidance/ aversion |
Players have to avoid losing tokens, points or position. |

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| Movement |
The controlled movement of tokens. |
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| Penalties |
The negative consequence of some behaviour or action. |

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| Piece elimination |
Whereby the winner captures or destroys the other players’ pieces. |
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| Progression |
A dynamic in which success is granularly displayed and measured through the process of completing itemized tasks. |
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| Puzzle guessing |
The player who successfully guesses or deduces the answer to a puzzle wins the game |
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| Quests |
Quests are a journey of obstacles a player must overcome. |
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| Races |
The goal of achieving a certain position first |

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| Resource management/ ownership |
The management of game resources including tokens money and points. |
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| Reward (or chain) Schedules |
The timeframe and delivery mechanisms through which rewards (points, prizes, level ups) are delivered. |

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| Risk and reward |
Risk and reward offers players extra benefits for optional actions. |
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| Role-playing |
Role-playing determines the effectiveness of in game actions depending on how authentically the player acts out the role of a fictional character. |
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| Status |
The rank or level of a player. Players are motivated by trying to reach a higher level or status. |
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| Structure building |
The goal of acquiring and assembling a set of game resources into a predefined structure or one that is better than that of the other players. |
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| Territory control |
The goal of controlling the most area on playing surface. |
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| Tile-laying |
Tile laying involves players laying down objects in order to gather points or affect the game world. |
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| Toys/ endless play |
Games that do not have an explicit end. |
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| Turns |
Turns allow players to act or respond in sequence |

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carrot
Recently I’ve been thinking about the relationship between Learning Theory and Game Design. Clearly there are game mechanics that exploit particular learning traits and I thought it would be interesting to identify them.
Researchers have long studied the way in which individuals learn. Over the years, academics have proposed a number of theories to describe and explain this process. A recent assessment by Burgoyne[1] on schools of thought identified 14 different theories. However, those fourteen fall into five broad categories that I’ll explore over the next few posts:
Despite the different concepts, it is worth noting that there is no definitive theory for how we learn, rather we exhibit different characteristics depending on the objective and circumstance.
Behaviourism
Key behaviourist thinkers including Thorndike[2], Pavlov[3] and Skinner[4] have hypothesized that learning is a change in observable behaviour caused by external stimuli in the environment. In behaviourist theory, change in behaviour demonstrates some learning.
Behaviourists describe “conditioning” as a universal learning process, dividing it into two types:
- classical conditioning occurs when a natural reflex responds to a stimulus
- operant conditioning occurs when a response to a stimulus is reinforced
The key principle of Behaviourism is the reward or punishment of a new behaviour, commonly described as the ‘carrot and stick’ approach to learning. The theory states that rewarding someone for particular behaviour encourages him to behave in the same way in a similar situation. The reward reinforces behaviour. Conversely, if behaviour is punished, the subject is less likely to repeat it. In Behaviourism, people can learn not to do things as well as to do things.
Behaviourism has had a particularly significant influence on teaching, training and instruction. Learning objectives are typically described in Behaviourist terms and identify specific behaviour that is desirable (and hence rewarded). For practical skills, a Behaviourist approach often follows a tell-show-practise-reinforce sequence. This process describes what is going to be learnt, demonstrates how it is done, gives the learner an opportunity to practise and uses reinforcement to refine behaviour. Rewards typically take the form of feedback.
A key feature of behaviourism is the fact it is based on observable behaviours: making it easy to collect and quantify research data. However, there are many criticisms of the theory including its inability to describe learning that occurs in the absence of reinforcement (such as initial language learning), its disregard for changes in reinforced behaviour and its ignoring of any purely cognitive input.
Computer games are sometimes described as a “Skinner box” because of the way they offer reward or punishment for the player’s behaviour. Like the classic experiment, many games require the performance of a repetitive task to achieve some goal or reward. In behaviourist theory, a reward or positive reinforcer is anything that increases the frequency of a behaviour. Conversely, punishment or negative reinforce is something that decreases the frequency of a behaviour. The strict (narrative) structure and scheduling of rewards is classic behaviourism and characterises many games.
Traditional positive reinforcers in computer games include the following:
- Points
- Power-ups
- Bonuses
- Unlocks
Negative reinforcers include:
- Failure to beat high score
- An increase in obstacles or opponents
- A decline in health
Multiplayer and social games provide a set of social reinforcers including:
Some commentators including the Georgia Institute of Technology professor, Ian Bogost, argue that gamification is a product of a simplistic Behaviourist approach to game design. Game designer, Jon Radoff continues:
“The behaviorist approach to games that channels inquiry away from the harder problems of immersion, cooperation and competition that is so important to creating successful game experiences.”[5]
[1] Burgoyne, J. , (2003), Learning theory and the construction of self: what kinds of people do we create through the theories of learning that we apply to their development?, M. Pearn (Ed.), Individual development in organizations: 3-16, Chichester, Wiley.
[2] Thorndike, E. L. , (1913), Educational psychology: The psychology of learning, Teachers College Press, New York
[3] Pavlov, I. P., (1927), Conditioned reflexes, Clarendon Press, London
[4] Skinner, B. F., (1974), About behaviorism, Knopf, New York