Quiz 6 Flashcards

1
Q

What does MMORPG stand for?

A

Massively multiplayer online role-playing games

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2
Q

What two needs do digital games satisfy

A

Emotional and Cognitive

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3
Q

Getting lost in tasks

A

Flow

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4
Q

The way digital game players focus on the steps within the process of moving through a game

A

Telescoping

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5
Q

Difference between telescoping and multitasking?

A

Telescoping: Specific sequence of ordered objectives
Multitasking: Chaotic stream of unrelated objectives

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6
Q

Nine steps of digital game design

A
  1. ) Demo
  2. ) Determine what player will do while playing
  3. ) Environments and characters
  4. ) Digital code
  5. ) Alpha version
  6. ) Fix bugs
  7. ) Test beta by making it available to players
  8. ) Game goes gold
  9. ) Designs the box, produces and distributes game disks
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7
Q

Categories of play

A
Agon
Alea
Mimicry
Ilinx
Exploration
Social Play
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8
Q

Competition is the primary focus, enjoyment is derived from competing

A

Agon

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9
Q

Games of chance

A

Alea

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10
Q

Play involving make-believe, players take on a new identity

A

Mimicry

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11
Q

Players seek vertigo, the temporary destabilization of the perceptual system, such as in fairground rides

A

Ilinx

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12
Q

Exploring new places and discovering new things

A

Exploration

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13
Q

Contact with others by joining special clans with secret languages, nicknames, initiation rites, etc

A

Social play

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14
Q

The kinds of emotions designers want the game to trigger in players

A

Affective Tone

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15
Q

Six design rules that apply to all successful digital games

A
  1. ) There must be rewards for good players, and punishments for bad players
  2. ) Easy to learn
  3. ) Predictable
  4. ) Should be constant
  5. ) Familiarity
  6. ) Should be challenging
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16
Q

Four types of digital game players

A
  1. ) Explorers
  2. ) Socializers
  3. ) Achievers
  4. ) Controllers
17
Q

Players who are curious and want to wander around inside the game world to discover all its territories and experiences

A

Explorers

18
Q

Players who are attracted to the games in order to build something, (city, empire, great personal wealth)

A

Achievers

19
Q

Players who like to interact with other players

A

Socializers

20
Q

Players who want to dominate others

A

Controllers

21
Q

Game developers also market their game code to other game developers

A

Middle-ware Market

22
Q

Basic programming needed to support a game

A

Game engines

23
Q

Digital experiences increase and crowd out other kinds of experiences

A

Displacement Effect

24
Q

The most social players became more insulated from one another

A

Social Cocooning

25
Q

People develop a reliance on particular digital experiences

A

Dependence Effect

26
Q

People are not rewarded each time they complete a task

A

Variable reward schedule