UNIT 3 Flashcards

1
Q

Abstract models don’t have to be accurate (T/F)

A

True, these are representations with only the important and relevant bits left in them.

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2
Q

Mechanics are systems of interactions between the player and the game, and they are part of the Game half in the game model. (T/F)

A

False. They are part of the player half. A mechanic is one transaction between the player and the game.

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3
Q

Game designers need to also be scientists because they need to understand how a mind evaluates emotions depending on the situation. (T/F

A

False

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4
Q

The uncertainty feature of games is always provided by random systems. (T/F

A

False, Uncertainty can be implemented by requiring physical performance and mental strategy, as well as limiting the information. Random systems can also help

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5
Q

Game objectives are the things that the player is asked to do; they are the same as the game goals. (T/F)

A

False, goals are the things that players want to do.

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6
Q

We like to play games because our emotional system gives us a good feeling when we have the right answer. (T/

A

True

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7
Q

A justification for games that generate bad feelings, recent studies have indicated that people can like bad feelings such as sadness, disgust, loss, or any emotion of this sort, as long as it is under control. (T/F)

A

True

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8
Q

It is true that people in this age have the ability to listen to two messages at the same time and equally identify both of them. (T/

A

False

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9
Q

Our working memory allows us to keep a limited amount of information, roughly 7 +- 2 items, for a few hours, while other portions of the brain perform computations on it. (T/F)

A

False,for a few seconds

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10
Q

In every game, the repeated sequence of actions that is tied to reaching the overall goal is considered core mechanics. (T/F)

A

True

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11
Q

Fighting games in all forms continue to be the primary mechanic in most games. (T/F)

A

False, this has changed over time. Especially with the rise in online casual games.

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12
Q

Reward mechanics create better excitement for players than punishment; therefore, punishment should be avoided as much as possible in favour of rewards. (T/F)

A

False, Careful use of punishment can intensify the player’s excitement and pressure later in the game

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13
Q

Simulation and emulation both model the real world. However, emulation imitates the structure more than simulation, which makes it more expensive. (T/F)

A

False, Simulation has an emphasis on imitating structure first and behavior second. Emulation vise versa

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