Games and the Design of Optimal Human Experience - Deepstash
Games and the Design of Optimal Human Experience

Games and the Design of Optimal Human Experience

Curated from: medium.com

Ideas, facts & insights covering these topics:

7 ideas

·

5.02K reads

27

Explore the World's Best Ideas

Join today and uncover 100+ curated journeys from 50+ topics. Unlock access to our mobile app with extensive features.

Developing mastery

Fun is the experience of developing mastery. When we acquire new skills and recognize valuable patterns, our brains reward us with a shot of pleasurable sensations. 

387

1.04K reads

Games and learning

Games are optimal learning environments:

  • Feedback loops are short, fast and adapted to your skill level.
  • Challenges grow as you develop new skills.
  • Failures are learning opportunities because every time you make a mistake, you get a hint about how you can do better next time.

327

738 reads

Boredom and learning

Boredom is what we feel when our brain decides that there's nothing worth learning. It's the brain searching for new information.

And even games become boring at some point because they eventually run out of things to teach you. That's when you stop playing.

341

724 reads

Games vs Schools

If a good game teaches you everything it has to teach you before the player quits, then a good school should be one that teaches you everything it intends before the students leave.

261

623 reads

Schools as transmission failures

Why schools fail to teach everything they intend to:

  • The patters are too easy, so students get bored (and this is especially common for gifted students).
  • The patters to be learned are too hard, so students give up.
  • The patterns are not perceived as meaningful.

268

635 reads

Learning, good and bad

Schools often do a bad job teaching us things that should be good for us, while games do a good job at teaching us things that are often useless.

But school and games should learn from each other: teachers should study games to learn why they’re so compelling, and game designers can think about what schools are trying to teach and find better ways of doing so.

252

559 reads

Rewarding human experience

There are 4 categories here:

  • Satisfying work: clearly defined challenging activities, that provide clear feedback.
  • The experience or promise of success: we want to feel we are getting better over time.
  • Meaningfulness: being a part of something bigger.
  • Social connection: sharing experiences with others, while working towards a common goal.

369

703 reads

IDEAS CURATED BY

dav_rr

I`m too humble. That`s my problem.

David R.'s ideas are part of this journey:

Navigate Office Politics

Learn more about personaldevelopment with this collection

How to build positive relationships with colleagues and superiors

How to navigate office politics without compromising your values

How to handle conflicts and difficult situations in the workplace

Related collections

Read & Learn

20x Faster

without
deepstash

with
deepstash

with

deepstash

Personalized microlearning

100+ Learning Journeys

Access to 200,000+ ideas

Access to the mobile app

Unlimited idea saving

Unlimited history

Unlimited listening to ideas

Downloading & offline access

Supercharge your mind with one idea per day

Enter your email and spend 1 minute every day to learn something new.

Email

I agree to receive email updates