100% tevredenheidsgarantie Direct beschikbaar na je betaling Lees online óf als PDF Geen vaste maandelijkse kosten 4,6 TrustPilot
logo-home
Samenvatting

Samenvatting Gamification & Applied Games (INFOB3APGA)

Beoordeling
3,0
(1)
Verkocht
5
Pagina's
18
Geüpload op
21-05-2023
Geschreven in
2021/2022

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

Instelling
Vak

Voorbeeld van de inhoud

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.

Geschreven voor

Instelling
Studie
Vak

Documentinformatie

Geüpload op
21 mei 2023
Aantal pagina's
18
Geschreven in
2021/2022
Type
SAMENVATTING

Onderwerpen

Beoordelingen van geverifieerde kopers

Alle reviews worden weergegeven
2 jaar geleden

3,0

1 beoordelingen

5
0
4
0
3
1
2
0
1
0
Betrouwbare reviews op Stuvia

Alle beoordelingen zijn geschreven door echte Stuvia-gebruikers na geverifieerde aankopen.

Maak kennis met de verkoper

Seller avatar
De reputatie van een verkoper is gebaseerd op het aantal documenten dat iemand tegen betaling verkocht heeft en de beoordelingen die voor die items ontvangen zijn. Er zijn drie niveau’s te onderscheiden: brons, zilver en goud. Hoe beter de reputatie, hoe meer de kwaliteit van zijn of haar werk te vertrouwen is.
pien0110 Universiteit Utrecht
Volgen Je moet ingelogd zijn om studenten of vakken te kunnen volgen
Verkocht
31
Lid sinds
2 jaar
Aantal volgers
22
Documenten
13
Laatst verkocht
9 maanden geleden

3,0

1 beoordelingen

5
0
4
0
3
1
2
0
1
0

Populaire documenten

Recent door jou bekeken

Waarom studenten kiezen voor Stuvia

Gemaakt door medestudenten, geverifieerd door reviews

Kwaliteit die je kunt vertrouwen: geschreven door studenten die slaagden en beoordeeld door anderen die dit document gebruikten.

Niet tevreden? Kies een ander document

Geen zorgen! Je kunt voor hetzelfde geld direct een ander document kiezen dat beter past bij wat je zoekt.

Betaal zoals je wilt, start meteen met leren

Geen abonnement, geen verplichtingen. Betaal zoals je gewend bent via Bancontact, iDeal of creditcard en download je PDF-document meteen.

Student with book image

“Gekocht, gedownload en geslaagd. Zo eenvoudig kan het zijn.”

Alisha Student

Veelgestelde vragen