ABSTRACT

If you really wanted to, you could tear out this portion of the book and staple it to your office wall. This portion of the book is usable, popular, and referential. I recognize that game developers have a lot of creativity and drive, but very little time to sit down and read a book cover to cover. Driving home the read-and-use approach taken by this book, this chapter is a blow-by-blow list of bullet points about designing learning for games that has been wrought through years of research and game design. Designers can take these and put them directly into game projects to improve the engagement, retention, and enjoyment experienced by their players. Hopefully, this chapter can take your knowledge from this book with you to your next game project.