This presentation explores problem-solving strategies used by players while playing puzzle game The Witness. I describe the different strategies players use when problem-solving puzzles and compare how novice and expert video game players differ in their approaches. This work also looks at how co-located play results in the same problem-solving strategies as multiplayer games. I also present a new method for measuring the learning curve/difficulty of puzzles games and how this can inform design.
Megan Pusey is a PhD candidate investigating if puzzle video games can be used to build resilience. She is interested in how players learn through failure and if this could help train resilient behaviours. Megan’s background is in physics, science communication and education. As a high school teacher she used video games such as Minecraft, Universe Sandbox and Portal 2 to teach science. Megan enjoys playing video games and making costumes in her spare time.