Flow Theory
Flow theory was proposed by Mihalyi Csikszentmihalyi to describe the experiences of intrinsically motivated people, those who were engaged in an activity chosen for its own sake (Csikszentmihalyi, 1975, 1997). Such activities were viewed as worth doing just for the sake of doing them rather than as means to another end. While other research on intrinsic motivation focused on behavioral outcomes, Csikszentmihalyi attempted to describe the quality of subjective experience, or how intrinsic motivation felt. Further, he sought to explain the characteristics of activities that people were intrinsically motivated to pursue, and why such activities were rewarding. Under certain conditions, people's experiences are optimal. The experience of flow is possible under certain circumstances: when individuals find the activities challenging and also believe they have the skills to accomplish them. The idea of optimal challenge is not new to the field of education. Csikszentmihalyi, M. (1975).
Fear of Failing? The Many Meanings of Difficulty in Video Games
Jesper Juul www.jesperjuul.net From Mark J. P. Winning isn’t everything It is quite simple: When you play a game, you want to win. Question 1: What is the role of failure in video games? The simplest theory of failure states that failing serves as a contrast to winning, that failure thereby makes winning all the more enjoyable. Question 2: Do players prefer games where they do not feel responsible for failing? This study strongly indicates that this is not the case. Failure and Punishment Failure can be described as being unsuccessful at some task in a game, and punishment is what happens to the player as a result. Energy punishment: Loss of energy, bringing the player closer to life punishment. Losing energy brings the player closer to losing a life, and losing a life often leads to some type of setback. Figure 1 : Big City Adventure: San Francisco - a timer gradually runs out. Person: The event was caused by personal traits, such as skill or disposition. First Test, Offline
Game Studies 2015
Self-Reflexivity and Humor in Adventure Games by Krista Bonello Rutter Giappone This article focuses on the “adventure game” genre, its metafictional humor, and tendency towards self-parody in both its formative stage and its more recent ensuing nostalgic turn, with particular reference to Zork (Infocom, 1980), LucasArts’ Monkey Island games (1990-2000), and Telltale’s parodic-nostalgic “Reality 2.0” (Sam and Max, 2007). [more] The Demarcation Problem in Multiplayer Games: Boundary-Work in EVE Online's eSport by Marcus Carter, Martin Gibbs, Michael Arnold Informal rules are fundamental to multiplayer game play. Me and Lee: Identification and the Play of Attraction in The Walking Dead by Nicholas Taylor, Chris Kampe, Kristina Bell This micro-ethnographic account of gameplay in The Walking Dead examines the shifting nature of players’ relationship with Lee Everett, the game’s protagonist. No Mastery Without Mystery: Dark Souls and the Ludic Sublime by Daniel Vella Book Reviews Call for Papers
Swap Adjacent Gems to Make Sets of Three: A History of Matching Tile Games
A History of Matching Tile Games Jesper Juul Juul, Jesper. "Swap Adjacent Gems to Make Sets of Three: A History of Matching Tile Games". Artifact journal. This article aims to write the history of a video game genre. Figure 1. My interest here is in how matching tile games have developed during the past 21 years, in how new design and innovation has happened, and in the relation between game design and player experiences. Matching tile games are today mostly sold via the distribution channel of casual, downloadable games, a channel that puts conflicting pressures on game developers: Innovate enough to differentiate, but make the game sufficiently like other games that players find it easy to pick up and play1. Video game history is everywhere, in the development of games, in the selling of games, in the consumption of games. A popular genre with no vocal proponents Q. Matching tile games are very simple games with a very limited number of rules. Figure 2.
Game Studies - Home
Welcome to the official site of the ICA Game Studies Division (GSD)! The study of games and the game experience offers opportunities for the study of human communication that involve multidisciplinary approaches that merge the disciplines of conventional communication studies and research, arts and visual design, cognitive studies, computer sciences, cultural studies, engineering social sciences, health sciences, and information design. Although the common ground for the Game Studies Division is digital and video games, the group encompasses a broad range of inquiry topics and methods. The group serves as fertile meeting ground for the exchange of ideas among a very broad spectrum of disciplines and hosts a number of activities at ICA's annual conference. As the 2015 ICA Puerto Rico conference has passed, the Division is not actively accepting paper or panel proposals. Join us! Recent News Call For Papers - Game Studies Special Issue: “WAR/GAME”
The Big List Of Game Design
Book Recommendations: Game Design Books: Articles about Gameplay Mechanics Discussions Rules For Games: Do & Don’t Platformer Design Videos How To Not Suck At Game Design Genre Game Polish User Interface Design Video Game User Interface Design: Diegesis Theory (DevMag) Difficulty Game Design Documents Game Design Concepts (Ian Schreiber) What Is Game Design Concepts? Game Balance Concepts (Ian Schreiber) Game Length Character Design Level Design VGMaps (huge amount of screenshots of entire levels from hundreds of games. Artificial Intelligence Prototyping Sandbox & Open World Design Popularity Game Accessibility Free Books Uncategorized Articles Game Development Sites
Game-Studies.fr - Game Studies à la française Game-Studies.fr
Social Media Promotions and the Law: What You Need to Know
Are you thinking of using social media contests? Do you understand how the law could impact your activities? Keep reading to learn more… Why Legalities? One of the best ways to grow your business is to give stuff away. Whether your business is a small enterprise, a website or blog, or a large multinational company, hosting giveaways is sure to increase traffic, awareness and potential new readers or customers. Sponsoring or hosting a giveaway comes with rules and regulations that many don’t know or understand. Really, what could be so hard about telling people you’ll give away something if they sign up for your newsletter or leave a comment or like your page or follow you on social media? Remember the days when you had to buy things to enter a giveaway—and the stuff never arrived, or if it did, it wasn’t worth a fraction of what you paid? Research shows that more than half of all adults in the U.S. enter at least one sweepstakes every year. What are the three types of giveaways or promotions?
DiGRA | Digital Games Research Association