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If I knew I had to put a stop watch on the amount of time Farmville 2 has tricked me into playing, I would guess

roughly 13-15 hours of play time. I keep finding myself just checking in every 2-4 hours to check the water levels, crops and which animal needs food. There were even moments during the last two weeks were my 20 minutes I get for lunch was used to update my farm instead of actually eating lunch! I knew this might happened after a run in with a similar game called Zoo World a few years ago. That is six months of my free time I will never get back. With all this being said, there is some support for addictive games like Farmville 2. Farmville 2 does do a good job of helping people keep to a schedule and making sure that the crops are harvested and the animals are fed on time. This part of everyday life is not knowledge I am missing, but I can see how for others it could be. According to Malones paper, the way to engage learners curiosity is to present just enough information to ma ke their existing knowledge seem incomplete, inconsistent, or unparsimonious. Kline and Sujaee talked about this phenomenon when they wrote, Students come from varying background and experience and they should be allowed to progress their learning at their own pace. Farmville 2 is successful at this because if you want to spend all day playing or just once a day, the game adjusts for you! With Farmville 2 being a freemium game (basically it does not cost the players money to play but if you want to, you can pay to get premium content) I was tempted to spend $5 to guarantee success in this assignment. However, the cheap side of me didnt let me make that purchase. After this assignment is done, Farmville 2 will probably go back on the shelf for me, just like Zoo World since I do not see any advantage to me and my lifestyle other than to stop boredom from setting in. With that being said, I have to go feed my goats.

Khine, M., Sujaee, M. (2008). Core Attributes of Interactive Computer Games and Adaptive Use for Edutainment. In: Pan, Z., Cheok, D. A. D., Muller, W., El Rhalibi, A. (eds.) Transactions on Edutainment I. LNCS, vol. 5080, 191-205. Springer, Heidelberg. Malone, T. W. (1980). What makes things fun to learn? heuristics for designing instructional computer games. GSMALL '80 Proceedings of the 3rd ACM SIGSMALL symposium and the first SIGPC symposium on Small systems .