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HEURISTICS IN GAME DESIGN

Authored by NUR AIN ABU BAKAR

Professional Development, Education, Design

University - Professional Development

HEURISTICS IN GAME DESIGN
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8 questions

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1.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

This element eliminate factors that hinder social interactions between users and facilitate them to interact and support their feelings of relatedness. This statement refers to which heuristics element in Self-Determination Theory?

Create a need supporting context

Avoid obligatory uses

Facilitate social interaction

Make the system flexible

2.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

Which of the following information does not reflect the interplay between psychological needs?

Consider to not thwart other's psychological needs

Design the game that support end users activity

Consider to design game that fit the most basic psychological needs

Introduce reward that can fulfill all level of psychological needs

3.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

"Avoid external pressure that can "force" user to play the game".

This statement refers to which heuristic element?

Avoid obligatory uses

Provide positive, competence-related feedback

Set challenging, but manageable goals

Create a need-supporting context

4.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

Avoid obligatory uses emphasize on freedom of choice by the user to avoid the feeling of being controlled. Which of the following description match the statement above?

Competency

Decision wise

Psychological needs

Social interaction

5.

MULTIPLE SELECT QUESTION

45 sec • 1 pt

Which of the following information (s) match the context of provide a moderate amount of meaningful options?

Find a balance between objectives and user's value

Avoid dilemma to the user by providing range of option

Support feeling of competence by integrating positive feedback

Appreciate the meaningful and value user's experience in designing the game

6.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

Motivating the player to keep playing and providing knowledge acquisition to the player. This statement refers to

Need for autonomy

Situational gamification

Need for competence

User characteristics

7.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

Creating tasks that posed a significant challenge while remaining perceived as feasible to fulfill will test the competency of the player.

True

False

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