Uncovering Failures of Game Design for Educational Content (and How to Fix Them)

  • Kay BerklingEmail author
  • Heiko Faller
  • Micha Piertzik
  • Wolmet Barendregt
  • Laura Benton
Conference paper
Part of the Communications in Computer and Information Science book series (CCIS, volume 865)


More than 800 users from a cross-section of ages and gender were asked about the games they play and what motivates them to play these. The answers were cross-matched with game features. Based on this match and subjective answers of those surveyed, a pattern emerges for the essential ingredients of addictive games across these demographics, as well as an anti-pattern. With the derived pattern and anti-pattern several games and real-world scenarios can be designed and existing ones analyzed. Examples show how the pattern or anti-pattern can be applied and elucidate which key ingredients tend to be missing.


Games Content Design Addiction Education Gamification Analysis 


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Copyright information

© Springer International Publishing AG, part of Springer Nature 2018

Authors and Affiliations

  • Kay Berkling
    • 1
    Email author
  • Heiko Faller
    • 1
  • Micha Piertzik
    • 1
  • Wolmet Barendregt
    • 2
  • Laura Benton
    • 3
  1. 1.Computer ScienceCooperative State University of Baden WürttembergKarlsruheGermany
  2. 2.Divison of Learning Communication and ICTUniversity of GothenburgGothenburgSweden
  3. 3.UCL Institute of Education, UCL Knowledge LabUniversity College LondonLondonUK

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