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Analysis of typing games

 Hey, everyone! I am happy to be back for another great semester! 


Here is a quick review of three different typing games (not simulations) TypeRacer, Epistory, and Typing Paragraphs for Accuracy: Historical Figures Savanna. 

Title: TypeRacer
Summary: This is a typing game where the player has the option to race against others or on their own. This game assesses the players typing speed (in WPM), completion time, and accuracy. It also shows how the player fared against the other players. 

Goal: When in a typing race, the goal is to type the paragraph faster than the other 3 competitors
Core Dynamic: The core dynamic here is to finish before the other players.
Main Mechanics:  The mechanics that govern this game are typing, speed, and accuracy.
Pros/Cons:I like that the game allows the player to compare their progress to the other players, however, it would be nice if the player could see their personal score from previous rounds to see how they have improved.
I also like that there is an option to practice typing alone rather than always being required to race others. This might allow players to feel less pressure.
Although the instructions are pretty self-explanatory, there really aren’t any instructions or scaffolding to help the player out if needed.
As a game meant to improve typing, I wish it would teach “proper” typing finger placement. 


Title: Epistory
Summary-  This is a typing game that follows a narrative. Rather than just having the player type a paragraph, the player needs to type different words to unlock paths and to defeat creatures. The words eventually increase in difficulty and speed as the story progresses.
Goal: The main goal of Epistory is unblock all of the paths and to destroy all the bugs.  

Core Dynamic: The core dynamic is to type all of the words shown in order to advance the narrative as well as typing some words in quick succession when bugs get too close.
Main Mechanics: Typing is the main mechanic, however aside from only typing words, the player can also use the E,F,J, and I keys to move and the space bar/enter to illuminate the words to be typed. 

Pros/Cons: I really like how the story gradually unfolds and acts as a scaffold for the player, however, there were times when I felt I could use a bit more guidance on where to go and what to do.
My main criticism of the game is that in order to see the words that need to be typed, you must press either space or enter, then in order to move,, you must press space or enter again. I found myself constantly forgetting to use the button to check if there were any words that needed to typed. I think it would be helpful if the objects that have words would glow or flash or something similar in order for the player to know that there is something there. 


Title: Typing Paragraphs for Accuracy: Historical Figures Savanna -
Summary: This is a typing game that teaches the player lessons about historical figures while assessing typing skills for accuracy.
Goal: The goal of this game is to finish typing the given paragraph
Core Dynamic: The core dynamic here is to type out the entire paragraph with as much accuracy as possible 

Main Mechanics: The main mechanics are typing and accuracy. 

Pros/Cons: I enjoyed that history lessons are tied into a typing lesson, but I am not sure how these lessons relate to the safari theme of the game.
I also enjoyed that the game allows the user to choose their grade level which probably adjusts the difficulty as well as presents grade-appropriate history lessons. 


For all three, I would classify them as games rather than simulations or simulation games. This is because they meet  many of the criteria from the chart from the article by Narayanasamy et al., (2006). For example, these games have obvious end states,, are intended to be fun and engaging, and have game-oriented goals present. They do not provide recreations of real world environments and the challenges are not depicted with respect to real world scenarios. 

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