UX Hierarchy of Needs by Stephen P. Anderson (2011)
Experience - Human-Centered:
Meaningful, pleasurable, and convenient phases aim to persuade, motivate, or inspire action. Making users feel comfortable with using the content to have a better, more memorable experience.
Threshold - Task-Oriented:
Usable, reliable, and functional phases focus entirely on the basic task instead of how the users feel. Information design that remains simply usable.
Emotional Elements
Offering player's freedom through choices, decisions in structured dialogs, and exploration.
The interactive element of roleplaying utilizes various resources and objects of 3D virtual worlds.
The combination of a story with a series of academically meaningful challenges that players need to face as well as building characters. The freedom of playful roaming, exploration, and action in the open environment of virtual worlds.
Cognitive Learning Phases
In this phase, learners can actively understand the content by searching and skimming.
In this phase, learners can explore content more deeply and master essential skills that lead to understanding, e.g., observing visuals.
In this phase, learners could cultivate learning, subject-area, or problem-solving skills through strategies, such as analysis, synthesis, and inference.