In analyzing how the respondents coped with the educational content, The Bridge of Death levels (Fig. 5 and 6) presents an interesting case. These levels combine characteristics of different layers: educational content is offered without time pressure or the need for gaming skills, making the math much more prominent. Five players spontaneously mentioned the Bridge levels: three reported especially liking them (R3, R4, R7), as they offered a combination of solving math exercises and an element of chance if an exercise was answered incorrectly (see quote by respondent 4 below). Two respondents (R6 and R8) particularly disliked these levels, as it involved making too many exercises (see quote by respondent 8 below). Interestingly, though, these respondents did not dislike any of the mini games in particular, some of which
involved shooting the answers to the same number of exercises as in the Bridge of Death. This suggests that for these players, the added time pressure and game mechanics make an important difference in their perception of the number of exercises they have to make. This makes the Bridge of Death an atypical part of the game, both structurally (see Table 1), and in the players’ perceptions.