100% satisfaction guarantee Immediately available after payment Both online and in PDF No strings attached
logo-home
COMM 190 comprehensive final exam study guide with complete solutions $7.99   Add to cart

Exam (elaborations)

COMM 190 comprehensive final exam study guide with complete solutions

 0 view  0 purchase
  • Course
  • Comm 190
  • Institution
  • Comm 190

gamification (definition) application of gaming principles to non-gaming contexts what is a game? a structured experience with clear goals, rules that force a player to overcome challenges, with instant feedback Previous Play Next Rewind 10 seconds Move forward 10 seconds Unm...

[Show more]

Preview 3 out of 25  pages

  • September 5, 2024
  • 25
  • 2024/2025
  • Exam (elaborations)
  • Questions & answers
  • Comm 190
  • Comm 190
avatar-seller
tuition
COMM 190 comprehensive final exam
study guide with complete solutions



gamification (definition) - ANSWER- application of gaming principles to non-
gaming contexts

what is a game? - ANSWER- a structured experience with clear goals, rules that
force a player to overcome challenges, with instant feedback

three gaming principles - ANSWER- structure and rules
challenges
feedback and rewards

pros of gamification - ANSWER- fun
engaging
motivational
can release dopamine
rely on "threshold effects"
can induce a "flow" state
allow for meaningful content delivery

cons of gamification - ANSWER- It has always existed, not a new breakthrough
science
Desensitizes people to reality
Overly commercial
Often poor excuses for games
Potentially addictive

structured play - ANSWER- another term for "games"
Governed by rules
Presents specific challenges and goals
Can still be exploratory and creative

,unstructured play - ANSWER- lacks rules and formal guidelines, often exploratory
and or/creative

Homo Ludens (man the player) - ANSWER- written by Johann Huizina
suggest play is primary to and a necessary (though not sufficient) condition of
the generation of culture
concept of "magic circle" is first discussed

"magic circle" - ANSWER- "games are magic world where rules of game set it
apart from rules of real world"

body play - ANSWER- spontaneous desire to get ourselves out of gravity

object play - ANSWER- playing with objects
linking brain to hand

social play - ANSWER- playing with others and developing relationships through
play

rough and tumble play - ANSWER- cognitive, emotional and physical play
very important for developing children

imaginative play - ANSWER- story telling and imagination
typically play is solo within yourself, still important

ritual play - ANSWER- example is winning the world series in baseball

narrative play - ANSWER- We all have an internal narrative that's our own inner
story

Narratologists - ANSWER- game should be "read"

school of literature

Ludologists - ANSWER- games should be played

what is the importance of play - ANSWER- -Practice survival skills (in low stakes
environments)
-Encourage sociability (games with rules can help teach us about society's rules)
-Teaches flexibility and adaptability
-Enjoyment

, -escape the "real" world

How can digital games convey many other existing entertainment media within
them? - ANSWER- Sports (madden or wii sports)
novels (halo series)
magazines (walking dead series)
movies (heavy rain or bioshock series)
art (prince of Persia series)
music (guitar hero)

In most basic form Digital games are____that stores and recreates info -
ANSWER- computer code

what does ESA stand for? - ANSWER- entertainment software administration

what does ESRB stand for? - ANSWER- Entertainment Software Rating Board

what does gaming culture encompass - ANSWER- Major conferences (e3, GDC,
PAX)
Modding of games and UGC
Pro gaming or esorts
Cosplay and fan fiction
Spinoffs and merchandise
Countless message boards, fan sites, and wikis
Gamification

how old is the first known board game and where was it discovered - ANSWER-
Senet, 3500 BCE


although dice have been around for at least 5000 yrs

early digital games - ANSWER- 1952: Tic tac toe was computerized (A. S.
Douglas)
1958: Tennis for two (William A Higinbotham)
1962: Spacewar! (steve russel)

1st generation of games - ANSWER- arcade and home games (70's)

2nd generation of games - ANSWER- Atari, etc. home consoles (70-80's)

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 tuition. Stuvia facilitates payment to the seller.

Will I be stuck with a subscription?

No, you only buy these notes for $7.99. You're not tied to anything after your purchase.

Can Stuvia be trusted?

4.6 stars on Google & Trustpilot (+1000 reviews)

73091 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
$7.99
  • (0)
  Add to cart