100% tevredenheidsgarantie Direct beschikbaar na je betaling Lees online óf als PDF Geen vaste maandelijkse kosten
logo-home
COMM 190 comprehensive final exam study guide with complete solutions €7,84
In winkelwagen

Tentamen (uitwerkingen)

COMM 190 comprehensive final exam study guide with complete solutions

 0 keer verkocht
  • Vak
  • Comm 190
  • Instelling
  • 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...

[Meer zien]

Voorbeeld 3 van de 25  pagina's

  • 5 september 2024
  • 25
  • 2024/2025
  • Tentamen (uitwerkingen)
  • Vragen en antwoorden
  • Comm 190
  • Comm 190
avatar-seller
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)

Dit zijn jouw voordelen als je samenvattingen koopt bij Stuvia:

Bewezen kwaliteit door reviews

Bewezen kwaliteit door reviews

Studenten hebben al meer dan 850.000 samenvattingen beoordeeld. Zo weet jij zeker dat je de beste keuze maakt!

In een paar klikken geregeld

In een paar klikken geregeld

Geen gedoe — betaal gewoon eenmalig met iDeal, creditcard of je Stuvia-tegoed en je bent klaar. Geen abonnement nodig.

Direct to-the-point

Direct to-the-point

Studenten maken samenvattingen voor studenten. Dat betekent: actuele inhoud waar jij écht wat aan hebt. Geen overbodige details!

Veelgestelde vragen

Wat krijg ik als ik dit document koop?

Je krijgt een PDF, die direct beschikbaar is na je aankoop. Het gekochte document is altijd, overal en oneindig toegankelijk via je profiel.

Tevredenheidsgarantie: hoe werkt dat?

Onze tevredenheidsgarantie zorgt ervoor dat je altijd een studiedocument vindt dat goed bij je past. Je vult een formulier in en onze klantenservice regelt de rest.

Van wie koop ik deze samenvatting?

Stuvia is een marktplaats, je koop dit document dus niet van ons, maar van verkoper BRAINSCAPE1. Stuvia faciliteert de betaling aan de verkoper.

Zit ik meteen vast aan een abonnement?

Nee, je koopt alleen deze samenvatting voor €7,84. Je zit daarna nergens aan vast.

Is Stuvia te vertrouwen?

4,6 sterren op Google & Trustpilot (+1000 reviews)

Afgelopen 30 dagen zijn er 68175 samenvattingen verkocht

Opgericht in 2010, al 15 jaar dé plek om samenvattingen te kopen

Begin nu gratis
€7,84
  • (0)
In winkelwagen
Toegevoegd