Emotional Development

Description

Emotional development refers to the ability to recognize, express, and manage feelings at different stages of life and to have empathy for the feelings of others. The development of these emotions, which include both positive and negative emotions, is largely affected by the design and development of such games

Guidelines

# Guideline Description Example Example reference Applied to Readistance
1 Player can define their experiences The player can define their experiences guideline suggests that designers should design games or products in a way that allows players to customize and tailor their experiences within the game or product. This can involve providing players with options or settings that allow them to choose how they want to play the game or use the product, such as by selecting different difficulty levels, customizing character or avatar appearance, or choosing from a variety of different gameplay modes or options. By allowing players to define their own experiences within the game or product, designers can create a more immersive and engaging experience for players, and can help to ensure that players are able to enjoy the game or product in a way that is meaningful and satisfying to them. It is important to consider the specific goals and objectives of the game or product, as well as the needs and abilities of the target audience, when designing the game or product to allow players to define their own experiences. By allowing players to define their own experiences within the game or product, designers can create a more enjoyable and satisfying experience for players. no
2 Player is in control of the interaction The player is in control of the interaction guideline suggests that designers should design games or products in a way that gives players control over their interactions with the game or product. This can involve designing the game or product to allow players to initiate and control the actions and interactions within the game or product, rather than having the game or product dictate the actions and interactions to the player. By giving players control over their interactions with the game or product, designers can create a more immersive and engaging experience for players, and can help to ensure that players are able to effectively interact with the game or product in a way that is meaningful and satisfying to them. It is important to consider the specific goals and objectives of the game or product, as well as the needs and abilities of the target audience, when designing the game or product to give players control over their interactions. By giving players control over their interactions with the game or product, designers can create a more enjoyable and satisfying experience for players. no
3 Entertainment click-ons have been used The entertainment click-ons have been used guideline suggests that designers should design games or products in a way that incorporates entertainment click-ons, or interactive elements or features that are designed to provide a fun or engaging experience for players. Entertainment click-ons can include things like mini-games, puzzles, or other interactive elements that are designed to provide a break from the main gameplay or to add an extra layer of enjoyment for players. By incorporating entertainment click-ons into the game or product, designers can create a more immersive and engaging experience for players, and can help to add an extra layer of fun and enjoyment to the game or product. It is important to consider the specific goals and objectives of the game or product, as well as the needs and abilities of the target audience, when designing the game or product to incorporate entertainment click-ons. By incorporating entertainment click-ons into the game or product, designers can create a more enjoyable and satisfying experience for players. no
4 Occasional entertaining diversions have been used The occasional entertaining diversions have been used guideline suggests that designers should design games or products in a way that incorporates occasional entertaining diversions, or interactive elements or features that are designed to provide a fun or engaging experience for players on an occasional basis. These entertaining diversions can be used to break up the main gameplay or to add an extra layer of enjoyment for players, but are not used consistently throughout the game or product. By incorporating occasional entertaining diversions into the game or product, designers can create a more immersive and engaging experience for players, and can help to add an extra layer of fun and enjoyment to the game or product. It is important to consider the specific goals and objectives of the game or product, as well as the needs and abilities of the target audience, when designing the game or product to incorporate occasional entertaining diversions. By incorporating occasional entertaining diversions into the game or product, designers can create a more enjoyable and satisfying experience for players. no
5 Animated pedagogical agents have been used The animated pedagogical agents have been used guideline suggests that designers should design games or products in a way that incorporates animated pedagogical agents, or virtual characters or avatars that are designed to teach or instruct players. These animated pedagogical agents can be used to provide information or guidance to players, or to demonstrate or model certain concepts or skills. By incorporating animated pedagogical agents into the game or product, designers can create a more immersive and engaging learning experience for players, and can help to support and enhance the learning goals of the game or product. It is important to consider the specific goals and objectives of the game or product, as well as the needs and abilities of the target audience, when designing the game or product to incorporate animated pedagogical agents. By incorporating animated pedagogical agents into the game or product, designers can create a more effective and meaningful learning experience for players. no
6 Expressive, domain-specific agents have been used The expressive, domain-specific agents have been used guideline suggests that designers should design games or products in a way that incorporates expressive, domain-specific agents, or virtual characters or avatars that are designed to be expressive and specific to a particular domain or subject area. These expressive, domain-specific agents can be used to provide information or guidance to players, or to demonstrate or model certain concepts or skills within a specific subject area. By incorporating expressive, domain-specific agents into the game or product, designers can create a more immersive and engaging learning experience for players, and can help to support and enhance the learning goals of the game or product. It is important to consider the specific goals and objectives of the game or product, as well as the needs and abilities of the target audience, when designing the game or product to incorporate expressive, domain-specific agents. By incorporating expressive, domain-specific agents into the game or product, designers can create a more effective and meaningful learning experience for players. no
7 On-screen character interventions are supportive The on-screen character interventions are supportive guideline suggests that designers should design games or products in a way that incorporates on-screen characters or avatars that provide supportive interventions or assistance to players as they play the game or use the product. These interventions or assistance can be provided through the use of dialogue, visual or auditory cues, or other means, and are designed to help players progress through the game or product and achieve the learning goals or objectives. By incorporating supportive on-screen character interventions into the game or product, designers can create a more immersive and engaging interaction for players, and can help to ensure that players are able to effectively interact with the game or product in a way that is meaningful and satisfying to them. It is important to consider the specific goals and objectives of the game or product, as well as the needs and abilities of the target audience, when designing the game or product to incorporate supportive on-screen character interventions. By incorporating supportive on-screen character interventions into the game or product, designers can create a more effective and enjoyable interaction for players. no
8 On-screen character interventions are distracting The on-screen character interventions are distracting guideline suggests that designers should design games or products in a way that avoids incorporating on-screen characters or avatars that are distracting or disruptive to players as they play the game or use the product. These interventions or distractions can be provided through the use of dialogue, visual or auditory cues, or other means, and can distract players from the main goals or objectives of the game or product. By avoiding incorporating distracting on-screen character interventions into the game or product, designers can create a more immersive and engaging experience for players, and can help to ensure that players are able to effectively focus on and achieve the learning goals or objectives of the game or product. It is important to consider the specific goals and objectives of the game or product, as well as the needs and abilities of the target audience, when designing the game or product to avoid incorporating distracting on-screen character interventions. By avoiding incorporating distracting on-screen character interventions into the game or product, designers can create a more effective and enjoyable experience for players. no
9 Activities are interesting The activities are interesting guideline suggests that the activities or tasks included in the game or product are interesting and engaging to children. This means that the activities should be fun and enjoyable for children to do, and should hold their attention and interest while they are playing the game or using the product. By including activities that are interesting to children, designers can create a more immersive and engaging experience for players, and can help to ensure that children are motivated to continue playing the game or using the product. It is important to consider the specific interests and needs of children when designing the game or product, and to include activities that are age-appropriate and engaging for children. By including activities that are interesting to children, designers can create a more enjoyable and satisfying experience for players. no
10 Activities are challenging The activities are challenging guideline suggests that the activities or tasks included in the game or product are appropriately challenging for the intended audience. This means that the activities should provide an appropriate level of difficulty, and should be designed to stretch the skills and abilities of players. By including activities that are challenging, designers can create a more immersive and engaging experience for players, and can help to ensure that players are motivated to continue playing the game or using the product. It is important to consider the specific goals and objectives of the game or product, as well as the needs and abilities of the target audience, when designing the game or product to include challenging activities. By including activities that are appropriately challenging, designers can create a more effective and meaningful experience for players. http://www.cs.ucy.ac.cy/projects/readistance yes
11 Supportive reward structures have been used The supportive reward structures have been used guideline suggests that designers should design games or products in a way that incorporates supportive reward structures, or systems that provide rewards to players for achieving certain goals or objectives. These rewards can be used to motivate and encourage players to continue playing the game or using the product, and can help to enhance the overall learning experience for players. Supportive reward structures can take many different forms, such as points, badges, or other tangible or intangible rewards, and can be designed to align with the specific goals and objectives of the game or product. By incorporating supportive reward structures into the game or product, designers can create a more immersive and engaging experience for players, and can help to support and enhance the learning goals of the game or product. It is important to consider the specific goals and objectives of the game or product, as well as the needs and abilities of the target audience, when designing the game or product to incorporate supportive reward structures. no
12 Content is entertaining The content is entertaining guideline suggests that the content of a children's game should be designed to be entertaining and engaging for the target audience. This can help improve the playability and enjoyment of the game for children, and encourage them to continue playing and interacting with the content. To follow this guideline, designers and developers should consider the interests and preferences of the target audience when creating the content for a children's game. This may involve incorporating elements such as colorful graphics, interactive activities, and engaging storylines into the game. It is important to note that what is considered entertaining may vary depending on the age and interests of the target audience. Therefore, it is important to consider the specific needs and preferences of the target audience when designing the content of a children's game. By creating content that is entertaining and engaging for children, you can improve the playability and enjoyment of the game for the target audience. http://www.cs.ucy.ac.cy/projects/readistance yes
13 Exciting and likable animations and sound effects have been used The exciting and likable animations and sound effects have been used guideline suggests that animations and sound effects should be used in children's games in a way that is exciting and likable to the target audience. This can help improve the playability and enjoyment of the game for children, and encourage them to continue playing and interacting with the content. To follow this guideline, designers and developers should consider the interests and preferences of the target audience when creating animations and sound effects for a children's game. This may involve incorporating elements such as colorful graphics, interactive activities, and engaging sound effects into the game. It is important to note that what is considered exciting and likable may vary depending on the age and interests of the target audience. Therefore, it is important to consider the specific needs and preferences of the target audience when designing the animations and sound effects of a children's game. By creating animations and sound effects that are exciting and likable for children, you can improve the playability and enjoyment of the game for the target audience. no