100% satisfaction guarantee Immediately available after payment Both online and in PDF No strings attached
logo-home
APGA samenvatting (Applied games and gamification) $6.95
Add to cart

Summary

APGA samenvatting (Applied games and gamification)

 8 views  1 purchase
  • Course
  • Institution

summary of all applied games and gamification lectures, utrecht university apga

Preview 3 out of 25  pages

  • June 26, 2024
  • 25
  • 2023/2024
  • Summary
avatar-seller
🎮
Gamification & Applied games
Created @May 6, 2024 4:37 PM

Class APGA

Created by Tieeny Chao



HC 1: Introduction
applied games —> translating the needs of stakeholders and expert knowledge
into innovative game concepts.
__________________________________________________________



HC 2: Play
play means: presence, responsiveness, lightness, attentiveness,
improvisation and creativity and willingness to let go —> become a part of
something new (in the magic circle).
Play is a choice - you need to be aware that such a gift is available to you.

Three stages of play
1. Invitation —> the player is autonomous: they voluntarily decide to enter (or
leave) a game.

a. The player needs to be encouraged to enter the magic circle

2. Exploration —> the player investigates thetrans rules, context,
consequences, boundaries of the magic circle

3. Immersion —> the player is intrigued by the results of their exploration and
feels like staying within the magic circle.




Gamification & Applied games 1

, magic circle: the space in which the normal rules and reality of the world
are suspended and replaced by the artificial reality of a game world.



Difference between play and game:

play is an open-ended territory, which in make-believe and world-building
are crucial factors

jumping on a tramplone with friends

games are confined areas, that challenge the interpretation and optimizing
of rules and tactics - not to mention time and spacel

jumping the highest wins



Cognitive processes that will be activated while creating LEGO ducks

spatial abilities: thinking about and manipulating objects in 3D (inzicht om
eend te bouwen)

essential for visualizing and imagining situations, and look at it from
different directions.

symbolic representation: associate objects, actions or symbols with a
particular meaning. (verschillende manieren om een eend op te vatten)

important for language development; to understand the meaning of
letters and words in relationship to everyday objects.

executive functioning: fundamental for your ability to concentrate and
control your actions (focussen)

essential for problem-solving, when dealing with a problem, or in a task
or situation with many different inouts, or insformation.

self-regulation: ability to regulate your emotions and motivation, while
setting yourself the goal of completing the duck and working towards a
goal. (niet stressen)

its important to be able to regulate yourself while trying to achieve a
complex-and/or stressful task.

key message —> sometimes we consider these abilities like concentration,
controlling yourself, visualizing ideas, understanding space, as so-called
soft skills - things that are a by-product of learning…



Gamification & Applied games 2

, play & holistic skills —> social, creative, emotional, physical,


Children define play as:

something you can choose to do (free to do what you want)

something you can quit

something done with friends

and something fun

The absence of adults is an important feature

desire for freedom, autonomy and a place of their own

goes hand in hand with risky play —> feels of enjoyment, thrill, pride
and achievement.

children at play are in control of being out of control.

__________________________________________________________



HC 3: Gamification
Typical goals of applied games / gamification:

Learning (knowledge, procedures, skills)

Creating awareness

Influencing a person's beliefs, attitudes, intentions, motivations, or
behaviour.

rhetoric: effective and persuasive expression in public

procedural rhetoric —> the practice of using processes persuasively.

to change opinion or action and to convey ideas effectively.



Hedonic vs eudaimonic entertainment

Hedonic entertainment —> experiences are associated with positive mood
and arousal regulation (fun and pleasure)




Gamification & Applied games 3

The benefits of buying summaries with Stuvia:

Guaranteed quality through customer reviews

Guaranteed quality through customer reviews

Stuvia customers have reviewed more than 700,000 summaries. This how you know that you are buying the best documents.

Quick and easy check-out

Quick and easy check-out

You can quickly pay through credit card or Stuvia-credit for the summaries. There is no membership needed.

Focus on what matters

Focus on what matters

Your fellow students write the study notes themselves, which is why the documents are always reliable and up-to-date. This ensures you quickly get to the core!

Frequently asked questions

What do I get when I buy this document?

You get a PDF, available immediately after your purchase. The purchased document is accessible anytime, anywhere and indefinitely through your profile.

Satisfaction guarantee: how does it work?

Our satisfaction guarantee ensures that you always find a study document that suits you well. You fill out a form, and our customer service team takes care of the rest.

Who am I buying these notes from?

Stuvia is a marketplace, so you are not buying this document from us, but from seller tieenychao. Stuvia facilitates payment to the seller.

Will I be stuck with a subscription?

No, you only buy these notes for $6.95. You're not tied to anything after your purchase.

Can Stuvia be trusted?

4.6 stars on Google & Trustpilot (+1000 reviews)

53068 documents were sold in the last 30 days

Founded in 2010, the go-to place to buy study notes for 14 years now

Start selling
$6.95  1x  sold
  • (0)
Add to cart
Added