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The Impact of the Magic Circle from the Outside In

Many games directly impact our real world.

Many games directly impact our real world.

They are similar to instruction manuals, clearly demonstrating their intended purpose. These types of games are widely used in fields like military, healthcare, and aerospace, serving as tools for skill training and entering the players’ field of vision. When playing these games, players usually have a more defined sense of purpose. As a medium, games can reduce the difficulty of learning to some extent, alleviate the monotony of training, and transform it into a more enjoyable process.

For example, in the medical simulation game Full Code, players can experience the complete diagnostic and treatment process, starting from consulting a patient’s condition. This game strives to recreate realistic medical scenarios, helping medical professionals learn relevant skills.

In contrast to games that aim to objectively replicate real-life situations, some games choose to incorporate more traditional game elements to encourage players to continue training. For example, in Ring Fit Adventure on the Nintendo Switch, players complete various levels through different physical exercises, even defeating monsters in the game. This game encourages players to exercise while incorporating more gaming feedback mechanisms, providing mental rewards and satisfaction during their workout.

In addition to the direct impacts players can perceive, many games also subtly influence players’ real-life behaviours. If game designers can appropriately harness these impacts, they can have a positive effect on players’ real lives. However, how to properly introduce these positive impacts and how to balance the degree of influence remains a challenge for researchers. Typically, average players just want to have fun with the game.

If a game includes too many “preachy” elements, players may develop a resistance to the game, leading to a loss of interest. This is similar to the way advertisements in films are inserted. When product placements are too forceful, they often annoy the audience, but when done tastefully, they subtly spark interest in the product. As game designers, we need to find a balance that seamlessly merges fun and educational value.

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FutureLearn - Learning For Life