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en:heuristics:heuristics [2015/12/16 10:58]
chris
en:heuristics:heuristics [2021/05/30 11:44] (current)
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   - [[#Social Aspects|Social Aspects]], which concerns the interaction among the players, role allocation etc. (the underlying assumption is that social activity, e.g. competition,​ can act as a motivational factor).   - [[#Social Aspects|Social Aspects]], which concerns the interaction among the players, role allocation etc. (the underlying assumption is that social activity, e.g. competition,​ can act as a motivational factor).
  
-Download the heuristics as a handy {{:​en:​heuristics:​designheuristics_en.pdf|2-page pdf file}}.+**Download the design ​heuristics as a handy {{:​en:​heuristics:​designheuristics_en.pdf|2-page pdf file}}.**
  
 //The last column contains links to related [[en:​patterns:​start|design patterns]].//​ //The last column contains links to related [[en:​patterns:​start|design patterns]].//​
  
  
-|< 100% 10% 5% 5530% >| +|< 100% 5% 6035% >| 
-^ Dimension ​     ^ Heuristic ​      ^^linked to pattern ^ +//Dimension//      ​^ ​//Heuristic//       ^//linked to pattern// 
-^Game general design|{{anchor:​section11:​1.1}} |Exploit metaphors from real-life games, activities, stories|[[en:​patterns:​videogames|Based on videogames]]+|**1.** | **Game general design** ||| 
-^:::| ::: |:::|[[en:​patterns:​street_games|Based on street games]]+| {{anchor:​section11:​1.1}} |Exploit metaphors from real-life games, activities, stories|[[en:​patterns:​videogames|Based on videogames]]\\ [[en:​patterns:​street_games|Based on street games]]\\ [[en:​patterns:​performance|Based on performance]]| 
-^:::| ::: |:::|[[en:​patterns:​performance|Based on performance]]| +| {{anchor:​section12:​1.2}} |Minimize the changes to the physical places (e.g. modifications to the physical structure, installation of special equipment like projectors, big displays, etc.)| 
-^:::| {{anchor:​section12:​1.2}} |Minimize the changes to the physical places (e.g. modifications to the physical structure, installation of special equipment like projectors, big displays, etc.)| +| {{anchor:​section13:​1.3}} |Create a multidisciplinary design team (including e.g. HCI, cultural heritage, educational experts)| 
-^:::| {{anchor:​section13:​1.3}} |Create a multidisciplinary design team (including e.g. HCI, cultural heritage, educational experts)| +| {{anchor:​section14:​1.4}} |Perform formative evaluations and pilot studies to check if tasks’ difficulty is appropriate for the intended players|[[en:​patterns:​target_group|Target group]]| 
-^:::| {{anchor:​section14:​1.4}} |Perform formative evaluations and pilot studies to check if tasks’ difficulty is appropriate for the intended players|[[en:​patterns:​target_group|Target group]]| +| {{anchor:​section15:​1.5}} |Consider the social conventions of the place (e.g. not laughing in a church)| 
-^:::| {{anchor:​section15:​1.5}} |Consider the social conventions of the place (e.g. not laughing in a church)| +| {{anchor:​section16:​1.6}} |Consider to extend the game experience beyond the game session (e.g. participating in a web community)| 
-^:::| {{anchor:​section16:​1.6}} |Consider to extend the game experience beyond the game session (e.g. participating in a web community)| +| {{anchor:​section17:​1.7}} |Consider to include activities/​events that are not part of the game, but happen in the real world (e.g. the ceremony of change of the guard at noon)| 
-^:::| {{anchor:​section17:​1.7}} |Consider to include activities/​events that are not part of the game, but happen in the real world (e.g. the ceremony of change of the guard at noon)| +| {{anchor:​section18:​1.8}} |Consider to include a game master (e.g. tutor, supervisor, coordinator) and her role: e.g. enforcing the rules, narrating the story|[[en:​patterns:​narrative|Narrative]]\\ [[en:​patterns:​moderator|Coordinator / game master]]| 
-^:::| {{anchor:​section18:​1.8}} |Consider to include a game master (e.g. tutor, supervisor, coordinator) and her role: e.g. enforcing the rules, narrating the story|[[en:​patterns:​narrative|Narrative]]+|**2.** | **Control ​ / Flexibility** ||| 
-^:::| ::: |:::|[[en:​patterns:​moderator|Coordinator / game master]]| +| {{anchor:​section21:​2.1}} |Let players become familiar with the equipment and the game rules/​structure (e.g. by including an introductory phase)|[[en:​patterns:​help_and_support|Help and support]]\\ [[en:​patterns:​balance_challenge_and_available_options|Balance challenge and available options]]| 
-^Control ​ / Flexibility| {{anchor:​section21:​2.1}} |Let players become familiar with the equipment and the game rules/​structure (e.g. by including an introductory phase)|[[en:​patterns:​help_and_support|Help and support]]+| {{anchor:​section22:​2.2}} |Facilitate game learnability (i.e. tasks, rules, constraints,​ etc. should be easy to understand and to learn)|[[en:​patterns:​help_and_support|Help and support]]| 
-^:::| ::: |:::|[[en:​patterns:​balance_challenge_and_available_options|Balance challenge and available options]]| +| {{anchor:​section23:​2.3}} |Player should be free to switch between different tasks|[[en:​patterns:​interaction_with_the_digital_world|Interactinng with the digital world]]| 
-^:::| {{anchor:​section22:​2.2}} |Facilitate game learnability (i.e. tasks, rules, constraints,​ etc. should be easy to understand and to learn)|[[en:​patterns:​help_and_support|Help and support]]| +| {{anchor:​section24:​2.4}} |Reflect on whether to allow players to correct their mistakes: it could be useful to force them to evaluate the consequences of their actions|[[en:​patterns:​interaction_with_the_digital_world|Interactinng with the digital world]]| 
-^:::| {{anchor:​section23:​2.3}} |Player should be free to switch between different tasks|[[en:​patterns:​interaction_with_the_digital_world|Interactinng with the digital world]]| +| {{anchor:​section25:​2.5}} |Provide help or hint mechanisms to assist players|[[en:​patterns:​help_and_support|Help and support]]| 
-^:::| {{anchor:​section24:​2.4}} |Reflect on whether to allow players to correct their mistakes: it could be useful to force them to evaluate the consequences of their actions|[[en:​patterns:​interaction_with_the_digital_world|Interactinng with the digital world]]| +| {{anchor:​section26:​2.6}} |Consider to provide increasing difficulty levels (either automatic adaptation or human-generated adaptation)|[[en:​patterns:​balance_challenge_and_available_options|Balance challenge and available options]] 
-^:::| {{anchor:​section25:​2.5}} |Provide help or hint mechanisms to assist players|[[en:​patterns:​help_and_support|Help and support]]| +| {{anchor:​section27:​2.7}} |Prevent rule breaking by either discouraging it (e.g. with penalties) or by incorporating cheating into the game|[[en:​patterns:​reward|Rewards / penalties]]| 
-^:::| {{anchor:​section26:​2.6}} |Consider to provide increasing difficulty levels (either automatic adaptation or human-generated adaptation)|[[en:​patterns:​balance_challenge_and_available_options|Balance challenge and available options]] +| {{anchor:​section28:​2.8}} |Make clear the game goals (e.g. earning points, completing tasks, being the winner)|[[en:​patterns:​player_goals|Player goals]]\\ [[en:​patterns:​ending_condition|Ending condition]]| 
-^:::| {{anchor:​section27:​2.7}} |Prevent rule breaking by either discouraging it (e.g. with penalties) or by incorporating cheating into the game|[[en:​patterns:​reward|Rewards / penalties]]| +| {{anchor:​section29:​2.9}} |Make clear the game ending condition/s (e.g. maximum time, target score, end of resources, ...)|[[en:​patterns:​competition_for_limited_resources|Competing for limited resources]]\\ [[en:​patterns:​score|Score]]\\ [[en:​patterns:​against_time|Against time]]\\ [[en:​patterns:​ending_condition|Ending condition]]| 
-^:::| {{anchor:​section28:​2.8}} |Make clear the game goals (e.g. earning points, completing tasks, being the winner)|[[en:​patterns:​player_goals|Player goals]]+| {{anchor:​section210:​2.10}} |Consider to provide alternative ways for performing a task or completing the game|[[en:​patterns:​actions_influence_narrative|Actions influence narrative]]| 
-^:::| ::: |:::|[[en:​patterns:​ending_condition|Ending condition]]| +| {{anchor:​section211:​2.11}} |Make clear the goal of each task and its effects on the overall game|[[en:​patterns:​interaction_with_the_digital_world|Interactinng with the digital world]]\\ [[en:​patterns:​player_goals|Player goals]]| 
-^:::| {{anchor:​section29:​2.9}} |Make clear the game ending condition/s (e.g. maximum time, target score, end of resources, ...)|[[en:​patterns:​competition_for_limited_resources|Competing for limited resources]]+| {{anchor:​section212:​2.12}} |Provide immediate feedback about task execution showing its impact on the overall game|[[en:​patterns:​interaction_with_the_digital_world|Interactinng with the digital world]]| 
-^:::| ::: |:::|[[en:​patterns:​score|Score]]+|**3.** | **Engagement** ||| 
-^:::| ::: |:::|[[en:​patterns:​against_time|Against time]]+| {{anchor:​section31:​3.1}} |Consider to integrate a back-story that is at the basis of game tasks|[[en:​patterns:​narrative_flow|Narrative flow]]\\ [[en:​patterns:​narrative|Narrative]]\\ [[en:​patterns:​climax|Climax]]\\ [[en:​patterns:​non_playing_characters|Non-player character - NPC]]| 
-^:::| ::: |:::|[[en:​patterns:​ending_condition|Ending condition]]| +| {{anchor:​section32:​3.2}} |Consider to exploit role-playing (i.e. impersonating a character) to meaningfully link tasks to the back-story (if any)|[[en:​patterns:​player_differentiation|Player differentiation]]\\ [[en:​patterns:​narrative|Narrative]]| 
-^:::| {{anchor:​section210:​2.10}} |Consider to provide alternative ways for performing a task or completing the game|[[en:​patterns:​actions_influence_narrative|Actions influence narrative]]| +| {{anchor:​section33:​3.3}} |Provide contextual cues linked to specific places or events to convey additional information (e.g. sounds reproducing noises of daily activities in an ancient city)| 
-^:::| {{anchor:​section211:​2.11}} |Make clear the goal of each task and its effects on the overall game|[[en:​patterns:​interaction_with_the_digital_world|Interactinng with the digital world]]+| {{anchor:​section34:​3.4}} |Consider to allow players to interfere with competitors (e.g. stealing points, sabotaging, bluffing etc.)|[[en:​patterns:​competition|Competition]]\\ [[en:​patterns:​stealing|Stealing]]\\ [[en:​patterns:​bluff|Bluffing]]\\ [[en:​patterns:​sabotage|Sabotaging]]\\ [[en:​patterns:​obstruction|Obstructing]]\\ [[en:​patterns:​strategy|Strategy]]| 
-^:::| ::: |:::|[[en:​patterns:​player_goals|Player goals]]| +| {{anchor:​section35:​3.5}} |Let players practice different skills by including in the game a variety of tasks, such as: perform a quest, identify/​visit certain locations, shoot a picture from a specific angle, videotape a route, search for a certain object, perform a certain action/​gesture,​ search/​identify a physical mark, answer a question, collect and classify a material|[[en:​patterns:​primitive_actions|Primitive actions]]\\ [[en:​patterns:​puzzle|Puzzle]]\\ [[en:​patterns:​against_time|Against time]]\\ [[en:​patterns:​locate_object|Locate and/or identify an object]]\\ [[en:​patterns:​explore|Exploring]]\\ [[en:​patterns:​dexterity|Dexterity]]\\ [[en:​patterns:​path_finding|Path finding]]\\ [[en:​patterns:​hot-cold|Hot-cold]]\\ [[en:​patterns:​stealing|Stealing]]\\ [[en:​patterns:​transporting|Transporting]]\\ [[en:​patterns:​bluff|Bluffing]]\\ [[en:​patterns:​sabotage|Sabotaging]]\\ [[en:​patterns:​collecting|Collecting]]\\ [[en:​patterns:​co-locality|Co-locality]]\\ [[en:​patterns:​economic_transactions|Economic transactions]]\\ [[en:​patterns:​combination|Combining]]\\ [[en:​patterns:​obstruction|Obstructing]]\\ [[en:​patterns:​interaction_with_the_physical_world|Interacting with the physical world]]\\ [[en:​patterns:​immersion|Immersion]]| 
-^:::| {{anchor:​section212:​2.12}} |Provide immediate feedback about task execution showing its impact on the overall game|[[en:​patterns:​interaction_with_the_digital_world|Interactinng with the digital world]]| +| {{anchor:​section36:​3.6}} |Minimize the interaction with the game tools. Players'​ attention should be focused on the game and the environment instead|[[en:​patterns:​interaction_with_the_digital_world|Interactinng with the digital world]]\\ [[en:​patterns:​interaction_with_the_physical_world|Interacting with the physical world]]\\ [[en:​patterns:​equipment|Equipment]]\\ [[en:​patterns:​tool|Tools]]\\ [[en:​patterns:​immersion|Immersion]]| 
-^Engagement| {{anchor:​section31:​3.1}} |Consider to integrate a back-story that is at the basis of game tasks|[[en:​patterns:​narrative_flow|Narrative flow]]+| {{anchor:​section37:​3.7}} |Tune the level of awareness of other players'​ activities (hide/​provide/​delay information,​ e.g. showing the score and the progress of competitors)|[[en:​patterns:​competition_for_limited_resources|Competing for limited resources]]\\ [[en:​patterns:​competition|Competition]]\\ [[en:​patterns:​information_awareness|Information awareness]]\\ [[en:​patterns:​fog_of_war|Fog of war]]\\ [[en:​patterns:​score|Score]]\\ [[en:​patterns:​common_space|Common space]]\\ [[en:​patterns:​ending_condition|Ending condition]]| 
-^:::| ::: |:::|[[en:​patterns:​narrative|Narrative]]+| {{anchor:​section38:​3.8}} |Consider to include rewards in order to improve players'​ motivation/​satisfaction (e.g. providing multimedia information as a prize for a successful task); integrate rewards tightly with the game tasks and back-story; consider when to provide the rewards to the players (during/​after the game)|[[en:​patterns:​narrative_flow|Narrative flow]]\\ [[en:​patterns:​narrative|Narrative]]\\ [[en:​patterns:​actions_influence_narrative|Actions influence narrative]]\\ [[en:​patterns:​reward|Rewards / penalties]]\\ [[en:​patterns:​motivation|Motivation]]\\ [[en:​patterns:​target_group|Target group]]| 
-^:::| ::: |:::|[[en:​patterns:​climax|Climax]]+|**4.** | **Educational aspects** ||| 
-^:::| ::: |:::|[[en:​patterns:​non_playing_characters|Non-player character - NPC]]| +| {{anchor:​section41:​4.1}} |Consider to include a pre-game activity to prepare players (e.g. some lessons in classroom explaining the historical context in which the game is set)|[[en:​patterns:​target_group|Target group]]\\ [[en:​patterns:​interaction_with_the_physical_world|Interacting with the physical world]]\\ [[en:​patterns:​spatial_structure|Spatial structure]]\\ [[en:​patterns:​temporal_structure|Temporal structure]]\\ [[en:​patterns:​learning|Learning trajectories]]| 
-^:::| {{anchor:​section32:​3.2}} |Consider to exploit role-playing (i.e. impersonating a character) to meaningfully link tasks to the back-story (if any)|[[en:​patterns:​player_differentiation|Player differentiation]]+| {{anchor:​section42:​4.2}} |Game should emphasize either vertical or horizontal exploration of a place/​topic,​ i.e., deeply exploring a limited space (or few objects or a specific topic) vs. more superficially exploring a broad space (or many objects or several topics)|[[en:​patterns:​learning|Learning trajectories]]| 
-^:::| ::: |:::|[[en:​patterns:​narrative|Narrative]]| +| {{anchor:​section43:​4.3}} |Tasks should require players to link areas, locations, physical objects to concepts, topics, etc.|[[en:​patterns:​learning|Learning trajectories]]| 
-^:::| {{anchor:​section33:​3.3}} |Provide contextual cues linked to specific places or events to convey additional information (e.g. sounds reproducing noises of daily activities in an ancient city)| +| {{anchor:​section44:​4.4}} |Balance between competition and knowledge acquisition. Too much competition may have a negative impact on knowledge acquisition|[[en:​patterns:​balance_cooperation_and_competition|Balance cooperation and competition]]\\ [[en:​patterns:​competition|Competition]]\\ [[en:​patterns:​cooperation|Cooperation]]\\ [[en:​patterns:​learning|Learning trajectories]]| 
-^:::| {{anchor:​section34:​3.4}} |Consider to allow players to interfere with competitors (e.g. stealing points, sabotaging, bluffing etc.)|[[en:​patterns:​competition|Competition]]+| {{anchor:​section45:​4.5}} |Include a debriefing phase after the game to allow players to reflect on the game experience. Design it as an individual/​collaborative game/​activity that supports players to clarify and consolidate the game experience|[[en:​patterns:​cooperation|Cooperation]]\\ [[en:​patterns:​temporal_structure|Temporal structure]]\\ [[en:​patterns:​learning|Learning trajectories]]| 
-^:::| ::: |:::|[[en:​patterns:​stealing|Stealing]]+|**5.** | **Social aspects** ||| 
-^:::| ::: |:::|[[en:​patterns:​bluff|Bluffing]]+| {{anchor:​section51:​5.1}} |Team players (if any) should be selected based on players’ social relations (e.g. friends to maximize collaboration) or according to their skills. Involve in this process a person that knows them very well (e.g. a teacher)|[[en:​patterns:​competition|Competition]]\\ [[en:​patterns:​player_differentiation|Player differentiation]]\\ [[en:​patterns:​team_forming|Team forming]]\\ [[en:​patterns:​target_group|Target group]]\\ [[en:​patterns:​moderator|Coordinator / game master]]| 
-^:::| ::: |:::|[[en:​patterns:​sabotage|Sabotaging]]+| {{anchor:​section52:​5.2}} |Assign responsibilities and tools (e.g. mobile devices, maps, etc.) among team members to induce collaboration. Consider to force, forbid or allow responsibilities exchange among team members|[[en:​patterns:​player_differentiation|Player differentiation]]\\ [[en:​patterns:​cooperation|Cooperation]]\\ [[en:​patterns:​equipment|Equipment]]\\ [[en:​patterns:​tool|Tools]]\\ [[en:​patterns:​strategy|Strategy]]| 
-^:::| ::: |:::|[[en:​patterns:​obstruction|Obstructing]]+| {{anchor:​section53:​5.3}} |Consider to permit, force or neglect the competition among players/​teams|[[en:​patterns:​balance_cooperation_and_competition| Balance cooperation and competition]]\\ [[en:​patterns:​competition|Competition]]\\ [[en:​patterns:​cooperation|Cooperation]]\\ [[en:​patterns:​competition_for_limited_resources|Competing for limited resources]]|
-^:::| ::: |:::|[[en:​patterns:​strategy|Strategy]]| +
-^:::| {{anchor:​section35:​3.5}} |Let players practice different skills by including in the game a variety of tasks, such as: perform a quest, identify/​visit certain locations, shoot a picture from a specific angle, videotape a route, search for a certain object, perform a certain action/​gesture,​ search/​identify a physical mark, answer a question, collect and classify a material|[[en:​patterns:​primitive_actions|Primitive actions]] +
-^:::| ::: |:::|[[en:​patterns:​puzzle|Puzzle]]+
-^:::| ::: |:::|[[en:​patterns:​against_time|Against time]]+
-^:::| ::: |:::|[[en:​patterns:​locate_object|Locate and/or identify an object]]+
-^:::| ::: |:::|[[en:​patterns:​explore|Exploring]]+
-^:::| ::: |:::|[[en:​patterns:​dexterity|Dexterity]]+
-^:::| ::: |:::|[[en:​patterns:​path_finding|Path finding]]+
-^:::| ::: |:::|[[en:​patterns:​hot-cold|Hot-cold]]+
-^:::| ::: |:::|[[en:​patterns:​stealing|Stealing]]+
-^:::| ::: |:::|[[en:​patterns:​transporting|Transporting]]+
-^:::| ::: |:::|[[en:​patterns:​bluff|Bluffing]]+
-^:::| ::: |:::|[[en:​patterns:​sabotage|Sabotaging]]+
-^:::| ::: |:::|[[en:​patterns:​collecting|Collecting]]+
-^:::| ::: |:::|[[en:​patterns:​co-locality|Co-locality]]+
-^:::| ::: |:::|[[en:​patterns:​economic_transactions|Economic transactions]]+
-^:::| ::: |:::|[[en:​patterns:​combination|Combining]]+
-^:::| ::: |:::|[[en:​patterns:​obstruction|Obstructing]]+
-^:::| ::: |:::|[[en:​patterns:​interaction_with_the_physical_world|Interacting with the physical world]]+
-^:::| ::: |:::|[[en:​patterns:​immersion|Immersion]]| +
-^:::| {{anchor:​section36:​3.6}} |Minimize the interaction with the game tools. Players'​ attention should be focused on the game and the environment instead|[[en:​patterns:​interaction_with_the_digital_world|Interactinng with the digital world]]+
-^:::| ::: |:::|[[en:​patterns:​interaction_with_the_physical_world|Interacting with the physical world]]+
-^:::| ::: |:::|[[en:​patterns:​equipment|Equipment]]+
-^:::| ::: |:::|[[en:​patterns:​tool|Tools]]+
-^:::| ::: |:::|[[en:​patterns:​immersion|Immersion]]| +
-^:::| {{anchor:​section37:​3.7}} |Tune the level of awareness of other players'​ activities (hide/​provide/​delay information,​ e.g. showing the score and the progress of competitors)|[[en:​patterns:​competition_for_limited_resources|Competing for limited resources]]+
-^:::| ::: |:::|[[en:​patterns:​competition|Competition]]+
-^:::| ::: |:::|[[en:​patterns:​information_awareness|Information awareness]]+
-^:::| ::: |:::|[[en:​patterns:​fog_of_war|Fog of war]]+
-^:::| ::: |:::|[[en:​patterns:​score|Score]]+
-^:::| ::: |:::|[[en:​patterns:​common_space|Common space]]+
-^:::| ::: |:::|[[en:​patterns:​ending_condition|Ending condition]]| +
-^:::| {{anchor:​section38:​3.8}} |Consider to include rewards in order to improve players'​ motivation/​satisfaction (e.g. providing multimedia information as a prize for a successful task); integrate rewards tightly with the game tasks and back-story; consider when to provide the rewards to the players (during/​after the game)|[[en:​patterns:​narrative_flow|Narrative flow]]+
-^:::| ::: |:::|[[en:​patterns:​narrative|Narrative]]+
-^:::| ::: |:::|[[en:​patterns:​actions_influence_narrative|Actions influence narrative]]+
-^:::| ::: |:::|[[en:​patterns:​reward|Rewards / penalties]]+
-^:::| ::: |:::|[[en:​patterns:​motivation|Motivation]]+
-^:::| ::: |:::|[[en:​patterns:​target_group|Target group]]| +
-^Educational aspects| {{anchor:​section41:​4.1}} |Consider to include a pre-game activity to prepare players (e.g. some lessons in classroom explaining the historical context in which the game is set)|[[en:​patterns:​target_group|Target group]]+
-^:::| ::: |:::|[[en:​patterns:​interaction_with_the_physical_world|Interacting with the physical world]]+
-^:::| ::: |:::|[[en:​patterns:​spatial_structure|Spatial structure]]+
-^:::| ::: |:::|[[en:​patterns:​temporal_structure|Temporal structure]]+
-^:::| ::: |:::|[[en:​patterns:​learning|Learning trajectories]]| +
-^:::| {{anchor:​section42:​4.2}} |Game should emphasize either vertical or horizontal exploration of a place/​topic,​ i.e., deeply exploring a limited space (or few objects or a specific topic) vs. more superficially exploring a broad space (or many objects or several topics)|[[en:​patterns:​learning|Learning trajectories]]| +
-^:::| {{anchor:​section43:​4.3}} |Tasks should require players to link areas, locations, physical objects to concepts, topics, etc.|[[en:​patterns:​learning|Learning trajectories]]| +
-^:::| {{anchor:​section44:​4.4}} |Balance between competition and knowledge acquisition. Too much competition may have a negative impact on knowledge acquisition|[[en:​patterns:​balance_cooperation_and_competition|Balance cooperation and competition]]+
-^:::| ::: |:::|[[en:​patterns:​competition|Competition]]+
-^:::| ::: |:::|[[en:​patterns:​cooperation|Cooperation]]+
-^:::| ::: |:::|[[en:​patterns:​learning|Learning trajectories]]| +
-^:::| {{anchor:​section45:​4.5}} |Include a debriefing phase after the game to allow players to reflect on the game experience. Design it as an individual/​collaborative game/​activity that supports players to clarify and consolidate the game experience|[[en:​patterns:​cooperation|Cooperation]]+
-^:::| ::: |:::|[[en:​patterns:​temporal_structure|Temporal structure]]+
-^:::| ::: |:::|[[en:​patterns:​learning|Learning trajectories]]| +
-^Social aspects| {{anchor:​section51:​5.1}} |Team players (if any) should be selected based on players’ social relations (e.g. friends to maximize collaboration) or according to their skills. Involve in this process a person that knows them very well (e.g. a teacher)|[[en:​patterns:​competition|Competition]]+
-^:::| ::: |:::|[[en:​patterns:​player_differentiation|Player differentiation]]+
-^:::| ::: |:::|[[en:​patterns:​team_forming|Team forming]]+
-^:::| ::: |:::|[[en:​patterns:​target_group|Target group]]+
-^:::| ::: |:::|[[en:​patterns:​moderator|Coordinator / game master]]| +
-^:::| {{anchor:​section52:​5.2}} |Assign responsibilities and tools (e.g. mobile devices, maps, etc.) among team members to induce collaboration. Consider to force, forbid or allow responsibilities exchange among team members|[[en:​patterns:​player_differentiation|Player differentiation]]+
-^:::| ::: |:::|[[en:​patterns:​cooperation|Cooperation]]+
-^:::| ::: |:::|[[en:​patterns:​equipment|Equipment]]+
-^:::| ::: |:::|[[en:​patterns:​tool|Tools]]+
-^:::| ::: |:::|[[en:​patterns:​strategy|Strategy]]| +
-^:::| {{anchor:​section53:​5.3}} |Consider to permit, force or neglect the competition among players/​teams|[[en:​patterns:​balance_cooperation_and_competition| Balance cooperation and competition]]+
-^:::| ::: |:::|[[en:​patterns:​competition|Competition]]+
-^:::| ::: |:::|[[en:​patterns:​cooperation|Cooperation]]+
-^:::| ::: |::: |[[en:​patterns:​competition_for_limited_resources|Competing for limited resources]]|+