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Experiential Week 1

Player Experience (as a part of Experiential Game Design)

QuestionAnswer
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
Created by: cactusmagelord
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