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Topic: Motivational Analysis of Games
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Team 1 - Blobs  31
10-17-2005 09:30 PM ET (US)
Team members: Diana Osborn - John Keller, Don Dean - Mark Lepper, Reggie Johnson - Mike Csikszentmihalyi, Cyndi Chie - Hugh the gameplayer.

The subject spent most of her time in the yellow and red zones. Travelling from yellow to red range and back to yellow seemed to be the source of subject's enjoyment. When subject drifted into red it challenged her to master the game, which in turn caused her to spend more time in the yellow area, increasing her enjoyment. Was especially stimulated by the discover of bombs that quickly cleared obstacles.

The model of all three theorists acurately described what she was experiencing -- making the game very successful by all three measures. Of the three the Keller ARCS model seemed to apply the least, but still applied to some extent. This is perhaps because that model is so linked with classroom learning. If we choose the most applicable it would be Csikszentmihalyi's Flow model. After mastering the game she became so engaged she didn't want to stop when instructed to. She was definitely concentrated on the task at hand so much she lost self-consciousness and literally lost track of time (to the frustration of some other team members). A major measure of her loss of self-consciousness was the disco dance move she did at the end along with a satisfying exclamation of, "YES!"
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