Internet Learning Volume 3, Number 2, Fall 2014 | Page 49

Problems and Possibilities of Gamifying Learning: A Conceptual Review point of view and life experiences. Salen and Zimmerman (2004) suggest that good narrative structures within games provide tensions and poses problems in order to put players in a variety of situations and events, all through the personification or characterization of the event(s), and then move the player through various levels that allow gamers to progress through the game towards a resolution. The concept of narrative is further solidified and instantiated through a feedback loop (Abrams & Gerber, 2013; Salen & Zimmerman, 2004), which is a systematic and iterative portrayal of one's progress in a gaming environment. The Feedback Loop The feedback loop is provided so that individuals can see and understand how their actions and movements impact their game play experience. From this information, players can then make changes that allow them to become more successful in the given game environment in which they are playing or experiencing. The feedback loop is made up of multiple elements, and Abrams & Gerber suggest that the four most powerful elements of the feedback loop when used in learning environments--be they educational or entertainment--are the objectives, health/ life bars, in-game maps, and leaderboards. Objectives tell players what their mission is or what they are supposed to do. Health and life bars keep players informed of how many lives they have left, or how close they are to dying. In-game maps allow players to see where they are in the game world, as well as give players an indication of where the key areas are in the game, or where their enemies or other players might be located in relation to their current in-game location. Leaderboards can be personal leaderboards or game leaderboards, and allow players to see their personal strengths and weaknesses within the game, as well as how they compare to other players. These elements work together in an iterative fashion, providing gamers with information as-needed and just-in-time so that they can make the decision that will result in the best situation for their current needs in the game. Good games provide players with a tutorial that allows them to understand through the feedback loop. What this means is that as a player begins a game, he or she begins to assume the character or avatar that they are representing (in the case of many games, but not all), however, during this process their play experience is mediated by a feedback loop that is gradually allowing the player to learn the proper mechanics of play, including the game controls, and getting into the storyline and understanding the objective for their mission. The game tutorial may also seem to be different from a traditional tutorial one would receive in a class or lesson, because the game tutorial often is actual game play that has a direct impact within the game, allowing the player to begin gaining and accruing points, or XP (experience points). Power of Crowds While not necessarily a required element of all games, often gamification is combined with crowdsourcing, using collective intelligence to solve complex problems and create solutions to mysteries (problems that scientists and researchers have pondered for some time). However, what should be noted is that all games are inherently social events. Games and gamers, whether the game is a single player game or massively multiplayer game, are built around communities of fans 48