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Topic: Motivational Analysis of Games
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Kristina Killian  39
10-02-2006 08:35 PM ET (US)
Group Members: Antonia, Dilek, Kristina

Game: Avernum

0 Uncertain (didn't know rules of game)
  Felt challenged to figure out what to do first
2 Engaged (trying to figure out game)
  Fantasy because involved in fantasy world
4 Engaged (still trying to figure out game, not yet frustrated)
  Challenged because trying to figure out game
6 Engaged (learned how to do something new)
  Control because the player felt like she knew what to do
8 Pleased (learned how to get items)
  Control because the player felt like she knew what to do
10 Bored (didn't know what else to do at that point and achieving nothing with what the player was doing)
   Control because the player could do things in the game
12 Turned off (achieving nothing in the game)
   None of Lepper's motivational categories because the player didn't want to play the game anymore
14 Frustrated (didn't know how to fight and kept losing life)
   Control because the player knew how to do things in the game
16 Uncertain (didn't know how to get back inside)
   Control because the player knew how to do things in the game
18 Died because stole something
   Curiosity because still trying to figure out point of game

Most of the time at the beginning of the game was spent in the Pleasant, Arousal quadrant, while later in the game most time was spent in Unpleasant , Arousal. This was due to the fact that the player didn't know what to do and couldn't figure out the purpose of the game. If the player had known the rules of the game better, it may have been easier to figure out what to do and therefore, more time would have been spent in the Pleasant, Arousal state.

Keller's ARCS model would have said that the player had confidence and attention, but there was lack of relevance and satisfaction because nothing was accomplished.

According to the flow graph, the player remained varied between anxiety and boredom, but was seldom in flow because the player did not understand the goals of the game.

Lepper would have said that most of the game was spent in the challenge and control categories. The player figured out how to move the character and knew some of the other controls, but did not figure out how to fight correctly. The challenge arose from not understanding the purpose of the game and then continued when she did not know how to progress in the game.
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