"Activity oriented toward intrinsic goals, almost by definition, is play." - Peter Gray
I was struck by this quote because I've thinking a lot about motivation and engagement in terms of games, but haven't really been thinking about EMF in terms of play.
I came across this great question posted in Quora. One of the responders, Anne Halsall listed structured narratives, diverse hand- drawn animation, more difficult puzzles (less hints), and a single-player experience as hallmarks of 90s adventures games. The highlights of these adventure games are a stark contrast to the conditions, at least according to Gee, that make video games useful learning tools (e.g.,open-ended, immediate feedback, opportunities for socialization). This lead me to wonder, are the trends in contemporary game design driving engagement theory, or is the research driving game design?
Pixar director Andrew Stanton's talk on what guides him as a storyteller parallels what we strive to do as educators: to inspire our audience's sense of wonder, challenge, and relatedness. "The audience," says Stanton, "actually wants to work for their meal. They just don't want to know that they're doing that." I'm not sure if storytelling is an apt metaphor for all learning situations, but I personally am inspired to look to storytellers for tips on how to connect with my learners.
I'm still not sure if I agree with David Foster Wallace, but his quote did made me wonder: Does the idea of being "smart" tap into some essential human need? Might we add "smartness" to Ryan & Deci's list of intrinsic needs?