changingminds.org

How we change what others think, feel, believe and do

| Menu | Quick | Books | Share | Search | Settings |

Dexterity Games

 

Disciplines > Game Design > Types of Game > Dexterity Games

Description | Example | Discussion | See also

 

Description

Dexterity games require accurate movements of the body in response to real-time game situations.

Manipulation may require good motor control in making fine movements. It may also require whole-body movement. The movement may be simple or complex. It may well also need to be very fast.

Hand-eye coordination is one of the major forms of dexterity games, where the player sees something happen and moves their hands in response. Real-time computer games are often like this.

Dexterity may be required for such as:

  • Moving pieces of a puzzle into place.
  • Control of a machine, such as a car or plane.
  • Control of a weapon, such as a sword or stick.
  • Control of a ball (or equivalent object), either with the body or with an implement (such as a hockey stick).
  • Moving in response to an opponent's movements.

The amount of intelligence needed can vary, often solving visual problems on the fly. Thinking may be simply short-term or may encompass longer-term strategic plans. 

Example

Tennis requires rapid body and arm movement to hit and place the ball with accuracy.

Martial arts require fine control of the whole body in close response to the movement of an opponent.

Tetris is a computer game that requires rapid thinking but relatively simple hand movement.

Discussion

Dexterity games are a particular form of physical games where fine motor control is more important than physical attributes such as strength or endurance.

There is a pleasure in dexterity where the complexity of the movement becomes second nature to the point where the person responds without having to think about how they move themselves, much as a driver does not think about where to move their hands or feet.

As with other games, a learning curve can help a lot as players develop skills and the designer should study the speed and dexterity required as levels and skills increase. The player should always be playing near the edge of their skills, with strong challenges. Occasional easier sections that effectively act as a relaxing reward may also be used.

Some thought may be given to the risk of repetitive strain injuries. This is important for the more enthusiastic players. It may also have legal importance for the games company.

See also

Physical Games

 

Site Menu

| Home | Top | Quick Links | Settings |

Main sections: | Disciplines | Techniques | Principles | Explanations | Theories |

Other sections: | Blog! | Quotes | Guest articles | Analysis | Books | Help |

More pages: | Contact | Caveat | About | Students | Webmasters | Awards | Guestbook | Feedback | Sitemap | Changes |

Settings: | Computer layout | Mobile layout | Small font | Medium font | Large font | Translate |

 

You can buy books here

More Kindle books:

And the big
paperback book


Look inside

 

Please help and share:

 

Quick links

Disciplines

* Argument
* Brand management
* Change Management
* Coaching
* Communication
* Counseling
* Game Design
* Human Resources
* Job-finding
* Leadership
* Marketing
* Politics
* Propaganda
* Rhetoric
* Negotiation
* Psychoanalysis
* Sales
* Sociology
* Storytelling
* Teaching
* Warfare
* Workplace design

Techniques

* Assertiveness
* Body language
* Change techniques
* Closing techniques
* Conversation
* Confidence tricks
* Conversion
* Creative techniques
* General techniques
* Happiness
* Hypnotism
* Interrogation
* Language
* Listening
* Negotiation tactics
* Objection handling
* Propaganda
* Problem-solving
* Public speaking
* Questioning
* Using repetition
* Resisting persuasion
* Self-development
* Sequential requests
* Storytelling
* Stress Management
* Tipping
* Using humor
* Willpower

Principles

* Principles

Explanations

* Behaviors
* Beliefs
* Brain stuff
* Conditioning
* Coping Mechanisms
* Critical Theory
* Culture
* Decisions
* Emotions
* Evolution
* Gender
* Games
* Groups
* Habit
* Identity
* Learning
* Meaning
* Memory
* Motivation
* Models
* Needs
* Personality
* Power
* Preferences
* Research
* Relationships
* SIFT Model
* Social Research
* Stress
* Trust
* Values

Theories

* Alphabetic list
* Theory types

And

About
Guest Articles
Blog!
Books
Changes
Contact
Guestbook
Quotes
Students
Webmasters

 

| Home | Top | Menu | Quick Links |

© Changing Works 2002-2016
Massive Content — Maximum Speed