Edited by author 09-24-2007 09:30 PM
The following graph shows our user's quadrant location over time
http://i28.photobucket.com/albums/c226/_ym/MyPicture.jpgDaniel Novak
Yaxha Mancillas
Yong Chen
Rosina Guerra-Lunceford
Ruth Maas
As our graph shows, the game causes periodic fluctuations amongst quadrants 1,2, and 4. This implies periodic un-pleasure intersperesed with pleasure, and periodic un-arousal interspersed with arousal.
Based on the ARCS model:
A - The game's colors and motion and action, as well as the rapidity of the problem solving issues causes motivational engagement. Dependent on skill and luck, so it keeps you playing.
R - The game is not directly relevant to physical reality, but it has rules and problem solving strategies that can lead to success within the game's internal world, and according to the game's internal logic.
C - The game's varying difficulties and problem sets allows the user to feel alternating confidence and unconfidence. This keeps the player interested and motivated but also challenged. Elements of personal control play into the game, as well as playing within a 'safe space.'
S - The game's periodic rewards keep the user satisfied and allows them to continue.