← All mechanic references

Mechanics and variants

1Mathematics, science and inquiry challengesOverview and example ↗Learning tasks require mathematical or inquiry actions and explain results through observable relationships.4

Mechanic variants

  • Quantity models connect symbols to objects.
  • Hypotheses predict results before testing.
  • Single-variable changes permit condition comparisons.
  • Explanations transfer solutions to a new task.

Design example. A player changes a game pendulum's length and first predicts how its period will change. Prototype check: Test transfer to a new problem rather than repetition of a familiar screen; learning efficacy needs separate study.

Context and sources: Game Accessibility Guidelines
2Professional simulators and procedural practiceOverview and example ↗Procedural practice reproduces a specified sequence of decisions and actions with feedback on missing conditions and errors.4

Mechanic variants

  • Demonstrations show goals and stage order.
  • Practice permits safely repeating a step.
  • Branches test actions under changed conditions.
  • Debriefs distinguish correct outcomes from faulty processes.

Design example. An equipment trainer changes one indicator and requires a different branch of its simulated procedure. Prototype check: Review the scenario with a domain specialist; completing a game sequence alone does not establish professional competence.

Context and sources: Game Accessibility Guidelines
3Argumentation, source verification and critical readingOverview and example ↗Critical reading compares claims with sources, evidential quality and possible alternative explanations.4

Mechanic variants

  • Provenance connects a quote to original material.
  • Context tests the limits of an inference.
  • Arguments separate evidence from the claim.
  • Counterexamples test an overbroad generalization.

Design example. A player compares a headline with its table and notices the conclusion applies to only one observed group. Prototype check: Test reasoning about evidence rather than selecting by visual appearance or a familiar source name.

Context and sources: Game Accessibility Guidelines
4Accessible play across motor and sensory abilitiesOverview and example ↗Accessibility preserves a challenge's meaning across perception and movement differences through configurable controls and presentation.4

Mechanic variants

  • Remapping changes the physical command method.
  • Redundant cues communicate through several channels.
  • Timing settings alter available response windows.
  • Simplified gestures replace inaccessible holds or chords.

Design example. A rhythmic door presents visual and audio pulses and permits widening the input window independently of volume. Prototype check: Test complete sequences with one channel absent and alternate input; settings should persist and apply before tutorials.

Context and sources: Game Accessibility Guidelines

Sources and examples

Sources support particular techniques or methodology, not every family variant. Design examples and mechanic combinations are illustrative.

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