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By Tzvi Freeman
Gamasutra
September 29,1997


Originally published in the September 1997
issue of:

Game Developer Magazine

 




Features

Sidebar: Child Psychology 101 for Game Developers

Many folks think kids are cute. But looks can be deceiving. Here are some of the more extreme examples that indicate just how different those little brains are from ours.

Adults        

Children

Application

Appropriate Usage

Clothes are for wearing. Food is for eating. Toys are for playing with.

Example: you wear socks, eat spaghetti and play with sand.

Clothes, food and toys are for eating, wearing and abusing.

Example: you can eat spaghetti, eat a sandbox, and eat your dirty socks. Or you can wear the dirty socks, wear the sandbox and wear the spaghetti. Or you can abuse all three. (Adults call this abuse "playing.")

Your objects and environments must be both flexible and resilient, able to perform all feats they appear able to perform and more.

Code must be ready for entirely unpredictable users that could do anything, anytime-including the outrageous and abusive. You must reward it, too.

Procedures

Follow the most efficient and logical order of activities.

Example: Go to the toilet. Now pull down your pants.

Do what you can now and then worry about later.

Example: First pull down your pants, then walk across the house to the toilet.

Avoid linear procedures. If you have to, then use no more than two steps.

Allow steps in any order, even if you find it counter-intuitive.

Context versus Laws of Nature

Things have consistent behaviors and properties, regardless of their context.

Example: Four ounces of water is four ounces of water, no matter where you put it.

Context is everything.

Example: Four ounces of water in a fat glass becomes more when you pour it into a tall, thin glass.

Change visual context when the rules change. Be cautious about changing it when the rules stay the same.

Don't expect the child to assume things will work the same way everywhere, until it is demonstrated many times.

Process versus Product

Work towards a goal that you value.

Example: You work for hours making something look beautiful, so you value and treasure it.

It's the journey that counts (until age 5+)

Example: You paint a masterpiece and trash it. Pile up blocks and knock them down. If you are disturbed by someone destroying your work it's not because of its value, but because you made it and they smashed it.

Make the production process fun.

Help the child learn the value of the end product by providing easy ways to preserve and retrieve what they've done. Don't just dump it into the cyberdump.

Abstract versus Concrete

Things can mean something other than what they are.

Example: Adults can usually read and interpret maps and charts.

Things are what they are which is what they are.

Example: Maps and charts are weird pictures.

Don't expect kids to read maps or understand charts. Use only very concrete metaphors. User-test all icons, and so on.

Enjoyment Response

Rarely afraid of overload.

Example: Adults who find a game really stimulating and stay with it.

Unpredictable response to highly stimulating experiences.

Example: Finds a game real stimulating, so the immediately quit to come back later.

Book lots of time and patience for user-testing.

Don't overwhelm the child. Allow them to "take the foot off of the accelerator."

Objective

Wants to be a child again.

Wants to be an adult.

Make them feel big.


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