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Experiential Week 1
Player Experience (as a part of Experiential Game Design)
Question | Answer |
---|---|
In the Design-Game-Player model, the design drives the... | game |
In the Design-Game-Player model, the game provides the... | player experience |
Playability is between... | the game and the design |
Player Experience (PX) is between... | the game and the player |
Which attribute of playability is "time and resources required to offer players a fun and entertaining experience whilst they achieve the game’s various objectives and reach the final goal"? | effectiveness |
Which attribute of playability is "the player’s capacity to understand and master the game’s system and mechanics"? | learnability |
Which attribute of playability is "the capacity of the video game content to be believable, such that the player becomes directly involved in the virtual world"? | immersion |
Which attribute of playability is "the gratification or pleasure derived from playing a complete video game or from some aspect of it"? | satisfaction |
Which attribute of playability is "the set of game characteristics that prompt a player to realise specific actions and continue undertaking them until they are completed", also called addictiveness? | motivation |
Which attribute of playability is "the player’s involuntary impulse in response to given stimuli of the video game that induces feelings or a chain reaction of automatic behaviours"? | emotion |
Which attribute of playability is "the set of game attributes, elements and resources that promote the social dimension of the game experience in a group scenario"? | socialisation |
Which facet of playability is "inherent in the nature of the video game itself and how it is presented to the player, strongly related to gameplay and game mechanics"? | intrinsic |
Which facet of playability is "related to the quality of the video game as a software system (quality of game engine, rendering, etc.)"? | mechanical |
Which facet of playability is "associated with player interaction such as game controls and video game UI development"? | interactive |
Which facet of playability is "the quality of aesthetic game elements and how these elements are executed in a video game"? | artistic |
Which facet of playability is "the individual outlook, perceptions and feelings that the video game produces in players when they play, which has a high subjective value"? | personal |
Which facet of playability is "feelings and perceptions of the users, and the group awareness that arise when a game is played in company, be it co-op or pvp"? | social |
Which plane of PX, in the short term, interests players and attracts them into the loop? | motivation |
Which plane of PX, in the long term, sustains player interest but can be boring/predictable when repetitive or engaging when diverse/layered? | motivation |
In the Meaningful Choices plane of PX, what are short-term decisions such as throwing a grenade over cover? | tactics |
In the Meaningful Choices plane of PX, what are long term decisions such as a move in chess? | strategy |
Which plane of PX concerns the fairness and the level of challenge in a game, which is best ensured by iterative prototyping and playtesting? | balance |
In the Usability plane of PX, in the short term, what does the player need to understand and receive feedback to achieve? | control |
In the Usability plane of PX, in the long term, what does the player need to understand and receive feedback to achieve? | mastery |
In the Aesthetics plane of PX, in the short term, what type of experience do the visuals, writing, setting and artistic tone affect? | sensory |
In the Aesthetics plane of PX, in the long term, what type of experience do the visuals, writing, setting and artistic tone affect? | contemplative |
What is the name of the viewpoint where you see the elements of design at the same time as the PX, and their interrelations? | holographic |
What is the name of psychologists' definition of immersion? | spatial presence |
For constructing an SSM (Spatial Simulation Model), which type of attention grabs the attention of unwilling subjects whether or not they were paying attention? | automatic |
For constructing an SSM (Spatial Simulation Model), which type of attention do willing players invest in the virtual world because they want to? | controlled |
What is the name of the user's ability to produce vivid spatial images, relating to how well they understand spatial structures to decipher game environments? | spatial visual imagery |
Which world is the ERF (Egocentric Reference Frame) when the player is immersed? | real |
Which world is the PERF (Primary Egocentric Reference Frame) when the player is immersed? | game |
According to the medium-as-PERF hypothesis, the player's preferred world is which world? | game |
What is the player's involvement if they are intellectually there in the game world? | cognitive |
What is the player's involvement if they feel things because of the game world? | affective |
What is the player's involvement if they want to be in the game world? | conative |
What is a player when they aren't paying attention to external stimuli and internal cognitions, and feel a suspension of disbelief? | distracted |
When a player is intensely involved in the game world without much effort needed, they have a high... | absorption |
A state of spatial presence requires a piece of media to endure at holding the player's attention strongly. What is the name of this factor? | persistence |
Strong supporters of the sensation of presence are plot, drama and... | narrative |
The quality of feedback and the breadth of possible interactions uphold the sensation of presence in a game. These are parts of... | interactivity |