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	<title>Comments on: Creating a Children&#8217;s Product That is &#8220;Magic&#8221;</title>
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	<link>http://www.dreambox.com/blog/creating-a-childrens-product-that-is-magic</link>
	<description>Math Learning, Fun &#38; Education Blog : Dreambox Learning</description>
	<lastBuildDate>Fri, 23 Oct 2009 16:58:17 -0700</lastBuildDate>
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		<title>By: axcho</title>
		<link>http://www.dreambox.com/blog/creating-a-childrens-product-that-is-magic/comment-page-1#comment-394</link>
		<dc:creator>axcho</dc:creator>
		<pubDate>Thu, 05 Feb 2009 19:57:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.dreambox.com/blog/?p=619#comment-394</guid>
		<description>You&#039;re welcome! :D Now the real question is, how do we make a wonderful, open-ended game about math instead of about gravity and momentum and slopes? It seems to me like it might have to do with logic and proof-building, but I&#039;m not sure... :p</description>
		<content:encoded><![CDATA[<p>You&#8217;re welcome! <img src='http://www.dreambox.com/blog/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' />  Now the real question is, how do we make a wonderful, open-ended game about math instead of about gravity and momentum and slopes? It seems to me like it might have to do with logic and proof-building, but I&#8217;m not sure&#8230; :p</p>
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		<title>By: Sarah</title>
		<link>http://www.dreambox.com/blog/creating-a-childrens-product-that-is-magic/comment-page-1#comment-393</link>
		<dc:creator>Sarah</dc:creator>
		<pubDate>Thu, 05 Feb 2009 18:33:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.dreambox.com/blog/?p=619#comment-393</guid>
		<description>Thanks for your thoughts. I completely agree that Line Rider is a wonderful, open-ended game!</description>
		<content:encoded><![CDATA[<p>Thanks for your thoughts. I completely agree that Line Rider is a wonderful, open-ended game!</p>
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		<title>By: axcho</title>
		<link>http://www.dreambox.com/blog/creating-a-childrens-product-that-is-magic/comment-page-1#comment-390</link>
		<dc:creator>axcho</dc:creator>
		<pubDate>Thu, 05 Feb 2009 08:02:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.dreambox.com/blog/?p=619#comment-390</guid>
		<description>I also share this seemingly contradictory view that children (and people in general) should spend most of their time playing with other children and adults, using real things, and going outside, while also strongly believing in the importance and potential for technology (games in particular) to change the world for the better. This can lead to some interesting ways of looking at things. :p

But anyway. Your three guidelines there match the conclusions I drew after getting some opinions on &lt;a href=&quot;https://www.mochiads.com/community/forum/topic/what-made-line-rider-so-popular&quot; rel=&quot;nofollow&quot;&gt;What Made Line Rider So Popular&lt;/a&gt; on the MochiAds forums. The consensus there was pretty much that it is the *simplicity* and *endless possibilities* that made it work so well. These are different than the guidelines I&#039;ve accumulated for making a game viral, or fun in a game-like sense, but these all are certainly not mutually exclusive. :)

Simplicity means that you can immediately start doing things and interacting, because the interface and &quot;what you&#039;re supposed to do&quot; are obvious and easily grasped. The trick is that it must also be fun interaction, juicy, immersive, or satisfying. Also, the endless possibilities must be interesting.

When it comes to games, &quot;letting the player be the actor&quot; is generally taken for granted, so I&#039;d say these three are pretty well aligned. Though I suspect that the average Flash game doesn&#039;t do as good a job of letting the player drive the experience as it could. ;) flOw and Line Rider being two notable exceptions.

So, thanks for that first one. I&#039;d say the set is finally complete in my mind! Three is a good number.

[wow that was a long comment...]</description>
		<content:encoded><![CDATA[<p>I also share this seemingly contradictory view that children (and people in general) should spend most of their time playing with other children and adults, using real things, and going outside, while also strongly believing in the importance and potential for technology (games in particular) to change the world for the better. This can lead to some interesting ways of looking at things. :p</p>
<p>But anyway. Your three guidelines there match the conclusions I drew after getting some opinions on <a href="https://www.mochiads.com/community/forum/topic/what-made-line-rider-so-popular" rel="nofollow">What Made Line Rider So Popular</a> on the MochiAds forums. The consensus there was pretty much that it is the *simplicity* and *endless possibilities* that made it work so well. These are different than the guidelines I&#8217;ve accumulated for making a game viral, or fun in a game-like sense, but these all are certainly not mutually exclusive. <img src='http://www.dreambox.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Simplicity means that you can immediately start doing things and interacting, because the interface and &#8220;what you&#8217;re supposed to do&#8221; are obvious and easily grasped. The trick is that it must also be fun interaction, juicy, immersive, or satisfying. Also, the endless possibilities must be interesting.</p>
<p>When it comes to games, &#8220;letting the player be the actor&#8221; is generally taken for granted, so I&#8217;d say these three are pretty well aligned. Though I suspect that the average Flash game doesn&#8217;t do as good a job of letting the player drive the experience as it could. <img src='http://www.dreambox.com/blog/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' />  flOw and Line Rider being two notable exceptions.</p>
<p>So, thanks for that first one. I&#8217;d say the set is finally complete in my mind! Three is a good number.</p>
<p>[wow that was a long comment...]</p>
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