
In this section, you'll discover the three identities that players take on during gameplay: real world, virtual, and projective. You'll also explore the idea of "amplication of input," a design device to make patterns obvious to new players. Finally, you'll look at how games are "safe spaces" for players.

Reading
- What Video Games Have to Teach Us About Learning and Literacy: Chapter 3

Key Information

Activities
- Activity 3-A-1: RuneScape Quests
- Activity 3-A-2: Reflection on RuneScape