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DiGRA
Games research has paid little attention to children in rural India.
This study examines whether game design patterns can produce engaging mobile games for children in rural India, a population that has received little attention in games research. The authors hypothesized that games deliberately built using design patterns would prove more enjoyable than those that were not, while acknowledging that patterns cannot fully replace specialized design expertise. To test this, they conducted a 10-day field study with 24 first- and second-grade children at a rural Indian school, comparing three pattern-based games against five off-the-shelf titles created by amateur and professional developers, with enjoyment measured through adapted Fun Toolkit instruments.
The findings challenged the central hypothesis. The highest-rated games, Floored and Critter Crossing (both 4.5) and Jump Bot (4.1), were not designed using patterns, and pattern-based games varied widely, with Floored earning the top score while Crocodile Rescue scored only 3.4. Pattern use alone therefore did not predict enjoyment. The authors found that "Easy Fun," characterized by immersive, low-pressure enjoyment, mattered more to these children than "Hard Fun," which relies on challenge-driven engagement. Difficulty, time pressure, unfamiliar hand-eye coordination demands, and culturally specific aesthetics all shaped how children responded.
The study concludes that design patterns function much like decontextualized formulas whose effects depend on how they interact and on whether they fit local cultural conditions. Crocodile Rescue's low rating was attributed to misapplied deliberate obstacles. Relevant cultural factors include respect for adult authority, a preference for vibrant colors, and a strong desire for approval from teachers and elders. The authors recommend prioritizing Easy Fun, combining patterns holistically rather than in isolation, and incorporating features such as transparent pause screens and visible performance displays that allow children to engage meaningfully with adults during play.
DiGRA · 2016