| Cathy Arreguin
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10-19-2005 07:32 PM ET (US)
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I observed my 17 year old son, Mike, as he played Snood. I'll include some choice comments made by him at certain parts of the game as they further illuminate the GRAM.
Minute Adjective Comment
0 engaged 2 engaged Oh, this is sort of like Tetris 4 uncertain Crap. What the heck!? 6 content (humming the success sound w/computer) 8 engaged/ Crap. Crap. uncertain 10 content no noises 12 content no noises 14 annoyed It's being retarded 16 pleased Because I'm winning 18 content Crap. Uh, oh. 20 content no noises
After a quick initial arousal (Attention) from the new graphics and motion, Mike quickly established Relevance through the association of familiar aspects of the game with his own gaming experience (like Tetris). He was quick to pick up on a motivating goal orientation (avoiding the collapse of the brick wall). Confidence was a big factor for Mike. As he has finely honed, quick reflexes, this game was set at an appropriate level of difficulty, giving him a meaningful level of challenge. Finally, some Satisfaction was seen in the limited positive consequences he noticed - especially in playing a section successfully for a longer period of time than before.
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