In this example from the game Half Life 2: Episode I (2006), the players lose their motivation when they encounter a part of the game that is above their own level. The producers, Valve, believe that it is their own fault for not “teaching” the player how to move on. Intrinsic motivation is increasing as the gaming world evolves, an absolute when it comes to designing a game. Why, then, could that motivation experienced while playing a game not be channeled into outside content? It is my hope that the intrinsic motivation built up by the game could “overflow” into the reading of outside media, especially a book.
In this example from the game Half Life 2: Episode I (2006), the players lose their motivation when they encounter a part of the game that is above their own level. The producers, Valve, believe that it is their own fault for not “teaching” the player how to move on. Intrinsic motivation is increasing as the gaming world evolves, an absolute when it comes to designing a game. Why, then, could that motivation experienced while playing a game not be channeled into outside content? It is my hope that the intrinsic motivation built up by the game could “overflow” into the reading of outside media, especially a book.
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