children into mathematicians, and thousands of mathematicians into children.” Thesepuzzles are open-ended, with perhaps a hint or two, requiring the solver to carefullyconsider possible approaches and probe them for promising avenues. This is howmathematics is done at a professional level, though you certainly wouldn’t know itfrom the endless drills that make up the entirety of today’s education game market.Why can’t the experience of a Martin Gardner puzzle be encapsulated in a video game?
!
I’ll explain how such a feat might be pulled off in part IV. But first, an intermezzoon a subject near to my heart: What makes a game compelling?
II. Immersion
Part of the problem with using arcade button-mashers as the chassis for electronic mathtutors is that these games rarely hold anyone’s attention for long enough to teach acomplicated subject.
Dimension M
offers a modicum of storyline, but even a child cantell that it’s no
Lord of the Rings.
!
We live in a world filled with sophisticated games offering fleshed-out charactersand epic plots. Education games are rightly consigned to collect dust on a lessglamorous store shelf. The crudeness of education games is an obvious consequence of their niche status (and concomitantly smaller budgets), but I contend that their nichestatus is a product of their crudeness. This cycle must be broken if education games areto offer players an experience that will keep them attentive for more time than it takesthem to exhaust their trigger fingers. Education games must aspire to be
immersive.
!
One of the most immersive games of recent years is
Mass Effect.
Its technical brilliance—cinematic visuals, orchestral sound, galactic scope—are matched by anawesome amount of imagination. A staff of four writers painstakingly laid out a gameuniverse with several alien races, each with their own history and culture, and scriptedhundreds of unique characters to converse with. The game gives you an extraordinaryamount of freedom within the classic save-humanity-from-extinction framework: You
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