Characteristics of GBL
| GBL category | GBL characteristic | Short description |
|---|---|---|
| Learning support | Tutorial | Guided learning of game mechanics, sandbox play, explicit and implicit direction |
| Support | Help guidelines, forums, help buttons, in-game guided corrections, players supporting players, teacher guidance | |
| Challenge/variability | Different levels of difficulty, extended gameplay, levels of gameplay | |
| Assessment | Reward/positive reinforcement | Increase in score, badges, avatar modifications, unlock of new levels, digital coins, candy or treats, location on leaderboard, player lives |
| Penalty/negative reinforcement | Decrease in health or strength or score, end of game, time restrictions, loss of rewards | |
| Feedback | Notifications, music cues (e.g. ticking clock), haptics, game health | |
| Learner control | Control over gameplay | Following different paths, completing side quests |
| Game choice | Customize an avatar, changing language preferences, selecting weapons | |
| Immersion | Sensory elements | Music, 3D visuals, computer interface, boxes to physically unlock, rumble pack |
| Digital immersion | Augmented reality, virtual reality, GPS, virtual world | |
| Interaction | Collaboration | Real or virtual teams working together for a common goal |
| Competition | Real or virtual individuals or teams working against each other | |
| Other communication | Interaction with computer characters, two-way chat feature | |
| Narrative | Storytelling/narration | Storyline or game cohesion that provides contextual information for learning |
| GBL category | GBL characteristic | Short description |
|---|---|---|
| Learning support | Tutorial | Guided learning of game mechanics, sandbox play, explicit and implicit direction |
| Support | Help guidelines, forums, help buttons, in-game guided corrections, players supporting players, teacher guidance | |
| Challenge/variability | Different levels of difficulty, extended gameplay, levels of gameplay | |
| Assessment | Reward/positive | Increase in score, badges, avatar modifications, unlock of new levels, digital coins, candy or treats, location on leaderboard, player lives |
| Penalty/negative | Decrease in health or strength or score, end of game, time restrictions, loss of rewards | |
| Feedback | Notifications, music cues (e.g. ticking clock), haptics, game health | |
| Learner control | Control over gameplay | Following different paths, completing side quests |
| Game choice | Customize an avatar, changing language preferences, selecting weapons | |
| Immersion | Sensory elements | Music, 3D visuals, computer interface, boxes to physically unlock, rumble pack |
| Digital immersion | Augmented reality, virtual reality, GPS, virtual world | |
| Interaction | Collaboration | Real or virtual teams working together for a common goal |
| Competition | Real or virtual individuals or teams working against each other | |
| Other communication | Interaction with computer characters, two-way chat feature | |
| Narrative | Storytelling/narration | Storyline or game cohesion that provides contextual information for learning |
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