Games & Narratives Flashcards

1
Q

Definition of a game

A

Any “structured” activity that involves amusing or entertaining elements

&

“A game is a form of play with goals and structure.”

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2
Q

Key components of a game (4)

A
  1. Goals (for fun, for rewards)
  2. Rules (statements and directions that must be followed to play correctly
  3. Challenge (level of difficulty)
  4. Interaction (interactivity, feedback - NPC vs other players)
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3
Q

Types of games (5)

A
  1. Hand games
  2. Board games
  3. Sport games
  4. Console games
  5. VR games
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4
Q

Why do we play games?

A

Intrinsic motivation: merely for entertainment

Extrinsic motivation: for achievement and rewards

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5
Q

Balancing intrinsic and extrinsic motivation in game design - notes (4)

A
  1. too much extrinsic motivation can kill creativity (distracted by rewards)
  2. Extrinsic motivation can undermine intrinsic motivation - if there is too much of it
  3. Excessive motivation through extrinsic rewards can distract and have the player enjoy the game itself less
  4. Balance is important - avoid too many incentives
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6
Q

Game elements (4)

A
  1. Story (context)
  2. Mechanics (rules)
  3. Aesthetics (graphics)
  4. Technology (medium)
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7
Q

Story element in games - aspects/benefits (3)

A
  1. Embedding contextualized activities and characters into the game and giving them meaning beyond
    the mere quest for points and achievements (e.g., role playing games)
  2. Adding good narratives to games is known to improve player immersion
  3. “Narrative Transportation Theory”
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8
Q

Narrative transportation theory (6 elements)

A

1 Narrative transportation occurs whenever the story receiver experiences a feeling of entering a world evoked by the narrative because of empathy for the story characters and imagination of the story plot

2 Significantly associated with empathy (i.e., identification with the character) and mental imagery (i.e., feeling as if they are experiencing the events themselves

3 Transportation resembles flow , or optimal experience (e.g ., Csikszentmihalyi , 1990 )

4 Absorption in an activity through narrative transportation induce a deep sense of enjoyment

5 When transported, story receivers lose track of reality in a physiological sense

6 When people lose themselves in a story, their attitudes and intentions change to reflect that story

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9
Q

Mechanic element in games - aspects/benefits (4)

A
  1. Incentives: Reward and Punishment (Too much incentives may kill intrinsic motivation)
  2. Challenges (Difficulty Level) Too much challenges may kill intrinsic motivation
  3. Immediate feedbacks (for learning rules and structure)
  4. Mechanic elements are known to increase player engagement and involvement
    e. g: points, leaderboards, badges/levels
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10
Q

Aesthetic element in games - aspects/benefits (4)

A
  1. Graphics: Fidelity & Realism
  2. Colors: Expressive colors
  3. Sound: Realistic (ambient) sound for feedback, background music
  4. Players’ intrinsic motivation can be easily influenced by the aesthetic design
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11
Q

Mediums for playing games and benefits

A

1 VR - better immersion and interactivity

2 Mobile games - mobility

3 Consoles - specialized

Which is better depends on game nature and preference of player

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12
Q

Gamification (2 definitions)

A
  1. Strategic attempt to enhance systems, services, organizations, and activities in order to create similar experiences to those experienced when playing games
  2. The application of game design elements and game principles in non game contexts
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13
Q

Reasons to use gamification (3)

A

1 Motivation of users

2 Improve learning

3 To improve perceived use and usefulness of systems

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14
Q

Difference between games and gamification

A

Gamification is not about fun as a main goal, it is about motivating certain behavior using game like elements that are fun

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15
Q

Examples of gamification use

A
  1. Learning
  2. Physical exercise
  3. traffic violations (speed meters)
  4. career planning
    etc
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16
Q

Gamification as effective persuasion: what to keep in mind (3)

A
  1. Understand motivations
  2. Understand and application of game elements
  3. Understanding user’s traits - targeting a specific population