Garantie de satisfaction à 100% Disponible immédiatement après paiement En ligne et en PDF Tu n'es attaché à rien
logo-home
Samenvatting Gamification & Applied Games (INFOB3APGA) €2,99   Ajouter au panier

Resume

Samenvatting Gamification & Applied Games (INFOB3APGA)

1 vérifier
 72 vues  5 achats
  • Cours
  • Établissement

Samenvatting van alle stof nodig voor het tentamen. Bevat alles wat besproken is tijdens de hoorcolleges!

Aperçu 3 sur 18  pages

  • 21 mai 2023
  • 18
  • 2021/2022
  • Resume

1  vérifier

review-writer-avatar

Par: gabrilpoleza • 1 année de cela

avatar-seller
Gamification & Applied Games
Hoorcollege 2 – Gamification 101
Typical goals of applied games/gamification:
• Learning.
• Creating awareness.
• Influencing a person’s beliefs, attitudes, intentions, motivations or behaviors. I.e. persuasion.

Hedonic entertainment:
• Hedonic entertainment experiences are generally associated with positive mood and arousal
regulation (i.e., feeling delighted, joy).
• In other words: the consumption of media for fun and pleasurable reasons.

Eudaimonic entertainment:
• Eudaimonic entertainment experiences tend to stimulate contemplation, meaning and
connectedness.
• Often mixed affective responses (e.g., being moved), a fulfilment of intrinsic needs (e.g.,
competence or relatedness), and a cognitive component where individuals are stimulated to
think and reflect.

What is gamification:
• Gamification is using game-based mechanics, aesthetics and game thinking to engage
people, motivate action, promote learning and solve problems.
• Game-based:
o Create a system in which learners, players, consumers, and employees engage in an
abstract challenge, defined by rules, interactivity, and feedback that results in a
quantifiable outcome ideally eliciting and emotional reaction.
o The goal is to create a game in which people want to invest time and energy.
• Mechanics:
o The mechanics of playing a game may include point systems, scores, earning badges,
time constraints, etc.
o Important: such mechanics alone are insufficient to turn a boring experience into a
game-like engaging experience – but they are crucial building blocks used during the
gamification process.
• Aesthetics:
o Gamification will typically not be successful without a well-designed experience –
often leveraging engaging visuals, audio, etc.
• Game thinking:
o Perhaps the most important element of gamification.
o Thinking about an everyday experience (e.g., running) and converting it into an
activity and storytelling.
• Engage:
o Often underestimated: attract people’s attention and subsequently keep involving
them in the process that you have created.
• People:
o Often highly diverse: learners, consumers, game players, etc.
• Motivate action:
o Motivation is an essential element of gamification: it energizes and gives direction,
purpose or meaning to behaviour and actions.

, • Promote learning:
o Gamification can promote learning because many elements are based on educational
psychology.
o But presents these elements in an engaging game space that ideally both motivates
and educates learners.
• Solve problems:
o The competitive nature of many games often encourages players to do their best and
solve problems encountered in the process.
o The cooperative nature of other games often encourages players to solve problems
together.

Abstractions of concepts and reality:
• Suppose you want to base a game on the complexities of running a rollercoaster theme park,
a major city, or a military assault.
• These games are rather common and often work not because they include all complexities,
but because they reduce the complexity.
• The player is involved in an abstraction of events, ideas and reality.
• A game may be regarded as a dynamic model of reality in which the model provides a
representation of reality at a particular period of time.
• Abstracted reality has a number of advantages.
o 1st advantage: It helps the player manage the conceptual space being experienced.
▪ It helps the player understand what is going on within the game.
▪ It minimizes the complexity.
▪ It is now possible to manage the concepts easily within the abstracted space.
o 2nd advantage: Cause and effect can be more clearly identified.
o 3rd advantage: Allows us to remove everyday occurrences that would make for
uninteresting game play.
o 4th advantage: Reduces the time required to grasp the concepts.


Goals:
• What is the difference between play and a game.
• Game scholars often say that a game is more goal directed.
• Goals add purpose, focus and measurable outcome.
• Typically, in a game it is clear if you achieved the goal and often it is also clear how far from
achieving the goal you are, via visual feedback.
• Visually understanding how far you are from a goal provides incentive, feedback and an
indication of progress.
• The goal of the game is the primary device for a player to determine the required effort at a
certain point in time (as well as for determining strategies, moves), and ultimately, who wins.
• A goal often gives the player the freedom and autonomy to pursue, ideally in a way that feels
good to the player.
o This is good, it allows for creative thought and motivation for problem solving.
• But, achieving the goal of the game means the game is over. And we need to make sure that
a player has the skills necessary to complete the game.

Rules:
• At its core, a game is often just a set of defined rules.
o E.g., the maximum number of players.
o How to score points.
o What is (not) allowed.

, • In rules of play: games design fundamentals, four types are defined:
o Operational rules: how the game is played.
o Foundational rules: what is happening in the background (e.g. mathematics affecting
win probabilities).
o Behavioural rules: etiquette or implied social rules that defined what is fair play-
behaviour.
o Instructional rules: the insight/knowledge/rules/behaviour that you wish a player to
learn internalize after a games has been played --> typical for applied games.

Conflict, Competition, or Cooperation:
• Three typical game formats.
• Conflict is when a challenge is provided by a meaningful opponent.
o E.g., defeat human opponent, defeat NPCs that thwart player progress.
• Competition is where opponents are constrained from impeding each other and instead
devote the entirety of their attention to optimizing their own performance.
o E.g., setting the fastest lap-time in a racing game, without interfering with the
opponents.
• Cooperation is working with others to achieve a mutually desirable outcome.
o E.g., co-op mode.
• Often more than one format adopted within the same game.

Time:
• Time can have many functions in game design:
o Time limit can serve are a motivator/raise stress levels.
o Similarly, time can be a resource that needs to be allocated within the game world.
o Compressed time (or other forms of time manipulation) allows a game designer to
show the player the effects of their actions.

Reward Structures:
• Reward structures are not unique to gamification, but are often an integral part of gaming.
• Classic example is the Leaderboard, popular already in arcade halls.
o Adds social dimension to what used to be a solitary endeavor.
o Powerful motivator for replayability.
• Also: instant rewards are possible during gameplay (points, etc.).
o Often not necessary for achieving game goals, but can still steer player behaviour.
• Rewards in the form of prizes, upgrades, weapons, abilities, etc.
• Rewards may have both a positive and negative effect on player motivation.

Feedback:
• Traditional (class-room) learning: only occasionally feedback.
• Video games: constant, typically real-time feedback.
o Progress towards goal, how many lives left, time remaining, items collected, etc.
• Games provide so-called informational feedback designed to indicate the rightness (or
wrongness) of behaviour.
• Important: this type of feedback does not teel the player how to correct the action.
• Second form of feedback provides information to the learner to guide her toward the correct
outcome.
o I.e., being prompted toward a more appropriate action.

Les avantages d'acheter des résumés chez Stuvia:

Qualité garantie par les avis des clients

Qualité garantie par les avis des clients

Les clients de Stuvia ont évalués plus de 700 000 résumés. C'est comme ça que vous savez que vous achetez les meilleurs documents.

L’achat facile et rapide

L’achat facile et rapide

Vous pouvez payer rapidement avec iDeal, carte de crédit ou Stuvia-crédit pour les résumés. Il n'y a pas d'adhésion nécessaire.

Focus sur l’essentiel

Focus sur l’essentiel

Vos camarades écrivent eux-mêmes les notes d’étude, c’est pourquoi les documents sont toujours fiables et à jour. Cela garantit que vous arrivez rapidement au coeur du matériel.

Foire aux questions

Qu'est-ce que j'obtiens en achetant ce document ?

Vous obtenez un PDF, disponible immédiatement après votre achat. Le document acheté est accessible à tout moment, n'importe où et indéfiniment via votre profil.

Garantie de remboursement : comment ça marche ?

Notre garantie de satisfaction garantit que vous trouverez toujours un document d'étude qui vous convient. Vous remplissez un formulaire et notre équipe du service client s'occupe du reste.

Auprès de qui est-ce que j'achète ce résumé ?

Stuvia est une place de marché. Alors, vous n'achetez donc pas ce document chez nous, mais auprès du vendeur pien0110. Stuvia facilite les paiements au vendeur.

Est-ce que j'aurai un abonnement?

Non, vous n'achetez ce résumé que pour €2,99. Vous n'êtes lié à rien après votre achat.

Peut-on faire confiance à Stuvia ?

4.6 étoiles sur Google & Trustpilot (+1000 avis)

72841 résumés ont été vendus ces 30 derniers jours

Fondée en 2010, la référence pour acheter des résumés depuis déjà 14 ans

Commencez à vendre!
€2,99  5x  vendu
  • (1)
  Ajouter