How many instructional designers understand the MDA framework of game design? I didn't until I developed a game theory course. I learned that MDA = Mechanics, Dynamics, and Aesthetics. Here's a basic summary of what each means. Mechanics represent the rules, systems, and player actions of the game. They include: 🔧 Core Interactions: How players navigate, interact with objects, and progress through the game. Examples include movement mechanics (running, jumping), combat mechanics (attacking, defending), or resource gathering mechanics. 🔧 Outcomes and Feedback: Every player action has consequences, which are defined by mechanics. Each feedback loop is essential for learning and engagement. Feedback helps players understand the results of their actions. 🔧 Player Choice and Strategy: Good game mechanics allow players to make choices, develop strategies, and experiment with different approaches to achieve their goals. Dynamics are where the mechanics come to life. It's the emergent behaviour that arises from players interacting with the game's mechanics. Dynamics encompass such things as: 🕹 Challenges and Problem Solving: Dynamics are fuelled by the challenges players face within the established dynamics. This could involve overcoming obstacles, solving puzzles, or competing against opponents. 🕹 Emergent Gameplay and Unforeseen Consequences: As players interact with the mechanics, unexpected situations and strategies can arise. For example, a challenge designed to be completed by a single person may, in fact, result in players developing teamwork strategies to overcome. 🕹 Emotional Engagement and Player Experience: Dynamics are about the sense of accomplishment from overcoming challenges, the thrill of competition, or the frustration of failure. Aesthetics goes beyond the visual appeal of the game. It encompasses the entire sensory experience a player has while interacting with a game. Aesthetics include: 🎭 Sensory Perception: How the player experiences the game through their senses. Visual design, sound effects, music, and haptics all contribute to the overall aesthetic. 🎭 Emotional Response: Aesthetics are not just about how a game looks or sounds, but how it makes a player feel. The right combination of sights, sounds, story, and gameplay can evoke a wide range of emotions from wonder and awe to suspense and fear, or even frustration. 🎭 Thematic Cohesion: Aesthetics should reinforce the game's theme and overall message to help immerse players in the game world and strengthen the narrative. 🎭 Player Engagement and Immersion: Aesthetics is about creating a captivating and immersive experience for players. It draws players into the game, makes them care about the characters and story, and keeps them engaged throughout the gameplay experience. How can MDA apply to gamification in learning?
Sharon I learn something new with each one of your posts. Thank you for sharing your insight.
Instructional Design Manager at Xpan Interactive Ltd.
5moI've been absolutely loving the way these game courses we've been building have introduced me to a whole new area of theory. Particularly I've found myself thinking about progression. Here's one you don't call out with the MDA framework that I think still fits: Progression, or getting progressively harder, is a huge part of learning, too, and I've found myself including it more and more. Rather than focusing on a template that is repeatable throughout the content, I've been thinking about units as 'levels', that is, similar styles but new elements being introduced all the time.