week 6 Flashcards
What are video games?
All play takes place within a magic circle: a temporary world within the ordinary world, dedicated to the performace of an act, within special rules apply. Play within the circle is secluded from the real world.
Games are structured form of play with quantifiable win and loss conditions.
First study on violet video games
Compared aggressive responses after playing a violet game or a non-violet game
No significant differences on three measures of aggression.
Why men play more games?
- Evolutionary psychology: men like killing, women more daily games as Sims
- Skills and abilities: better eye-hand coordination, navigation and orientation
- Socialization theories: peers, gender, cultural
- Identification: lower percentage of female characters in games, identification is higher in men
- Sexualization: sexualized female characters
Effects: can influence perceptions of real-world gender roles, players reportet lower cognitive capabilities od women in general.
In general: it’s long term effect and for only specific genres of games. - Game designers are almost male, making games for males.
Selection of video games
- Escapism: finding empowerment that men lacking in real world
- Self-determination theory: people are intrisically motivated to select entertainment that meets inherent human needs.
Intrinsic needs involved in self-determination:
Competence: seek to control the outcome and experience mastery, can fulful emotional needs that are unique to this medium: pride, dominance, accomplishment.
When: unclear and uncertain, school leads to feelings od incompetence.
Autonomy: desire to be causal agents of one’s own life
When: force them where to be, what to do, what to know, what to become.
Relatedness: desire to interact and experience a connection with others.
When: online contact is easier because of cue management, especially for those who are socially anxious.
MDA model
Mechanics: the actions a player can perform, the effects of these actions on the game world
Dynamics: the interaction between player and mechanics, combination of dynamics provides the gameplay
Affect: the emotional reaction that emerges from the gameplay, Competence – autonomy – relatedness.
Organic learning
Follows the technique: Kishotenketsu
Ki: topic introduction
Sho: follows the introduction
Ten: Twist or new topic
Ketsu: brings story to its conclusion
Intransitive Relations
Allows for interesting choices and strategy since there is no predetermined winning option. Whenever a relation holds between one object and a second and also between that second and a third, the relation fails to hold between the first and the third.
Transitivity can also be countered by asymmetrical balance.
- With asymmetrical balance, the relations are still transitive in one aspect, but reversed in another aspect.
- Asymmetrical balance and intransitivity allow for powerful game experiences because they provide multiple viable strategies (preferably supporting a variety of playstyles and strategies).
Feedback loops
Positive feedback loop
Enlarges the difference between players (snowballing)
Makes it harder for loser to recover
Negative feedback loop
Reduces the difference between players (catch-up, rubber banding)
Encourages loser recovery
Dynamic feedback loop
Automatically adjusts the difficulty to the skills of the player
Pacing
the speed at which events occur. First progress quickly to build up your investment perception, and once you are invested, it starts to get harder and takes longer to achieve rewards.
Endowed progress
when people receive a feeling of advancement towards a distant goal, they’re more likely to try harder and try longer to reach that goal, relative to people who have an equally easy goal but who had no sense of momentrum of the start.
Game flow
Mental state of operation in which a person performing an activity is fully immersed in a feeling of energized focus, full involment and enjoyment.
In order to experience flow, the perceived difficulty of a challenge is constantly adjusted to the player.
Increasing difficulty caused a stronger flow experience than lowering or continuous difficulty. experienced stronger when both skill and difficulty are high.
The zeigarnik effect
tendency to experience intrusive thoughts about an objective that was once pursued and left incomplete. We experience dissonanse.
Sunk costs fallacy
escalating commitment by citing prior investments as justification for future ones, even tho these costs are gone, immutable and completely out of picture. The more you invest in game, the less likely you are to quit.
Responses to games
Emotional: playing helps kids discover proper human interaction and control their emotions.
Cognitive & psycological: frequent gamers showed better skills at visual perception
Forbidden Fruit Theory
Children feel attracted to inappropriate media simply
because it is considered inappropriate for them. Children feel a stronger attraction to
trying something due to the fact that it is forbidden.
Similarly, Tainted fruit theory posits that lower age rating labels will decrease interest
because it makes the violent content seem tame.