This layer includes all information regarding the players’
allowed actions within the game. Initially, the designer has to define the specific mechanics of the game, such as the learning objectives, the challenges and allowed actions. Once these are integrated in the game, they are represented by the dynamics during game playing, i.e. all the different actions players take in the game that lead to individual pathways and interactions with the game’s features. The experience drawn from the play by each user is called an “affect” and represents all emotions players are left with after they are finished (e.g. satisfaction, disappointment, desire to try again etc…).