W01-04 Flashcards

1
Q

What do Merriam-Webster and Cambridge Dictionary define games as?

A

Activities for amusement, competitive contests, tactics, or forms of artistic and strategic expression

These definitions also link ‘play’ to entertainment and non-serious activities.

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2
Q

According to Johan Huizinga (1950), what defines a game?

A

A free activity outside ordinary life, governed by rules, and inherently absorbing

Emphasizes separation from material gain and structured nature.

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3
Q

What are the key traits of games according to Roger Caillois (1961)?

A
  • Voluntary
  • Separate in time and space
  • Governed by rules
  • Uncertain in outcomes
  • Unproductive
  • Make-believe in nature
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4
Q

How does Bernard Suits (1978) define a game?

A

A voluntary attempt to overcome unnecessary obstacles

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5
Q

What four factors does Chris Crawford (1981) emphasize in games?

A
  • Representation
  • Interaction
  • Conflict
  • Safety
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6
Q

According to Katie Salen & Eric Zimmerman (2003), what do games involve?

A

Systems where players engage in artificial conflict, shaped by rules, yielding quantifiable outcomes

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7
Q

How does Sid Meier define games?

A

A series of interesting decisions

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8
Q

What does Jesper Juul frame games as?

A

Rule-based systems with variable outcomes, effort exerted by players, and emotional attachment to results

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9
Q

What key elements are common across definitions of games?

A
  • Rules
  • Goals and outcomes
  • Player effort and engagement
  • Negotiable consequences
  • Conflict and interaction
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10
Q

What is the relationship between fun and play in games?

A

Induces curiosity and pleasure, often incorporating these elements

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11
Q

How do games differ from puzzles, toys, and stories?

A
  • Puzzles: static
  • Toys: interactive without goals
  • Stories: linear, unlike games’ nonlinear nature
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12
Q

What is the definition of play according to Huizinga and Sellers?

A

A voluntary, free activity separate from ordinary life, often with no material interest or external necessity

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13
Q

What are the types of play identified?

A
  • Competition (Agon)
  • Chance (Alea)
  • Role-playing (Mimicry)
  • Altered perception (Ilinx)
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14
Q

What are puzzle games characterized by?

A

Focus on patterns and rewards but may lack the complex problem-solving of traditional puzzles

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15
Q

What aspects contribute to fun in games?

A
  • Mastering challenges
  • Aesthetic appreciation
  • Physical stimuli
  • Problem-solving satisfaction
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16
Q

What are the important evaluation criteria for games?

A
  • Aesthetics
  • Morality
  • Motivation
17
Q

What is the ‘magic circle’ in gaming?

A

A special, separate space where gameplay occurs, allowing players to engage under agreed-upon rules

18
Q

What does the ‘magic circle’ allow players to do?

A

Explore roles, narratives, and challenges without real-world consequences

19
Q

What are the key questions surrounding games as art?

A
  • Are games inherently artistic?
  • How do play, rules, and interaction contribute to aesthetic experiences?
20
Q

What is Koster’s definition

A

Fun comes from mastering challenges, invoking aesthetic appreciation, physical stimuli, or problem-solving satisfaction