Question pool Flashcards

(199 cards)

1
Q

What is Keith Burgun’s definition of a game?

A

A system of rules in which agents compete by making ambiguous decisions.

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2
Q

What are the three core elements of a game according to Burgun?

A

Problem, competition, ambiguous decisions.

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3
Q

What is the difference between a game and a puzzle?

A

A puzzle has a problem with one solution and no competition; a game has competition and ambiguous decisions.

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4
Q

What is a contest?

A

A competition without meaningful decisions, e.g., a race or eating contest.

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5
Q

Give an example of a game that is often mistaken for a puzzle.

A

Tetris (it has ambiguous decisions and competition).

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6
Q

What is an ambiguous decision?

A

A choice where the best option is not always clear.

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7
Q

Why is ambiguity important in games?

A

It creates meaningful decisions and makes playing an art.12

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8
Q

What is a toy in game theory?

A

An interactive system without goals or competition, e.g., Minecraft without objectives.

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9
Q

How can Minecraft become a game?

A

By adding rules and goals, either by the designer or the player.

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10
Q

What is a simulator?

A

An interactive system focused on realism, not necessarily a game.

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11
Q

What is the primary value of games for humans?

A

They teach us how to learn, strategize, and improve ourselves.

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12
Q

What is the “magic circle” in games?

A

The conceptual space where the game’s rules apply, separate from real life.

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13
Q

What is the difference between abstract and thematic elements in games?

A

Abstract: rules and mechanics; Thematic: story, art, atmosphere.

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14
Q

What is a meaningful decision in a game?

A

A choice that has real consequences within the game system.

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15
Q

What is the main difference between a game and a contest?

A

Games require ambiguous decisions; contests do not.

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16
Q

What is the main difference between a game and a toy?

A

Games have goals and competition; toys do not.

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17
Q

What is the main difference between a game and a puzzle?

A

Games have ambiguous decisions and competition; puzzles have a single solution.

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18
Q

What is the role of rules in a game?

A

Rules define what is allowed, structure the game, and create challenge.

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19
Q

What is “fun” in the context of games?

A

The enjoyment from play, often from solving problems and learning.

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20
Q

Is fun necessary for something to be a game?

A

No, fun is a byproduct, not a requirement.

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21
Q

What is “game shame”?

A

The cultural attitude that games are not serious or are only for children.

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22
Q

Can games be art?

A

Yes, games are a form of art involving creativity and expression.

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23
Q

What is the “strong interactive digital medium”?

A

Digital systems that allow player actions to meaningfully affect outcomes, e.g., video games.

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24
Q

What are the four layers of taste in games (Sharp & Thomas)?

A

Game type, play style, play community, culture.

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25
What is “ludus”?
Structured play with rules.
26
What is “paidia”?
Free, spontaneous play without fixed rules.
27
What is a finite game?
A game with clear start, end, and consistent rules.
28
What is an infinite game?
A game without a clear end or consistent rules; play continues indefinitely.
29
What is the role of culture in shaping taste in games?
Culture influences what games people like and how they play.
30
What is a “puzzle game” according to Burgun?
A game with ambiguous decisions and competition, not just a problem to solve.
31
What is the difference between a “video game” and a “digital game”?
Video game: broad term for interactive digital entertainment; digital game: more precise, focused on rules and interaction.
32
What is the “illusion of control” in gambling?
The false belief that player actions affect random outcomes.
33
Why do some old games not qualify as games by Burgun’s definition?
They lack meaningful decisions and are driven by luck.
34
What is an example of a historical contest?
The Royal Game of Ur (mostly luck, little decision-making).
35
What is an example of a historical game with deep strategy?
Go (requires strategic, ambiguous decisions).
36
What is an “asymmetrical game”?
A game where players have different powers or roles from the start.
37
What is the main function of sports in history?
Training, competition, entertainment, and sometimes ritual.
38
What is the difference between a ball-and-stick game and a pure ball game?
Ball-and-stick uses equipment (e.g., hockey); pure ball games use only a ball (e.g., soccer).
39
What is the “genealogy” of video games?
The history and evolution of games, simulations, toys, and stories leading to modern video games.
40
What is a “core mechanic” in game design?
The main action or system that defines how a game is played.
41
What is the “ontology” of video games?
The study of what games are, their components, and how they exist.
42
What is “strong interactivity”?
Player actions meaningfully change the state and outcome of the system.
43
What is “weak interactivity”?
Limited player input, does not change the system’s state (e.g., navigating a website).
44
What is the “magic circle” according to Huizinga?
A separate space and time where play happens, with its own rules.
45
What is “agon” in Caillois’ theory?
Games of competition with a single winner.
46
What is “alea” in Caillois’ theory?
Games of chance, where outcomes are determined by luck.
47
What is “mimicry” in Caillois’ theory?
Role-playing, where players take on other identities.
48
What is “ilinx” in Caillois’ theory?
Play that alters physical perception, e.g., spinning.
49
What is a “riddle” in puzzle design?
A language-based puzzle with one solution and little replay value.
50
What is a “spatial reasoning puzzle”?
A puzzle that involves manipulating objects in space, e.g., Tetris.
51
What is a “pattern recognition puzzle”?
A puzzle that requires identifying patterns, e.g., code breaking.
52
What is a “logic puzzle”?
A puzzle that requires deducing information from given clues.
53
What is “exploration” in games?
Systematically searching a space or environment for goals or items.
54
What is “lateral thinking” in puzzles?
Solving problems through indirect and creative approaches.
55
What is the “aesthetic experience” in games?
The sensory, emotional, and intellectual experience of play.
56
What is “voluntary participation” in play?
Players choose freely to engage; if forced, it is not true play.
57
What does “no material interest” mean in play?
Play is done for its own sake, not for profit or external reward.
58
What is the “event of playing”?
The unique, temporary experience created by engaging in a game.
59
What is “disinterestedness” in art and play?
Engaging for the experience itself, not for external gain.
60
What is a “negotiable consequence” in games?
Outcomes in games are not real-life consequences; they are agreed upon within the magic circle.
61
What is the “charity principle” in analysis?
Interpreting others’ statements in the most reasonable way possible.
62
Why is it difficult to judge the quality of games?
Games are complex, subjective, and influenced by culture and personal taste.
63
What is an “aesthetic judgement” in games?
Evaluating games based on beauty, fun, and emotional impact.
64
What is a “moral judgement” in games?
Evaluating games based on ethical content or impact.
65
What is a “motivational judgement” in games?
Evaluating games based on how they inspire or engage players.
66
Why do definitions matter in game studies?
Clear definitions help us analyze, compare, and design games more effectively.
67
What is a “lexical definition”?
A dictionary-like definition based on common usage.
68
What is an “operational definition”?
A definition created for a specific purpose or context.
69
What is an “essential definition”?
A definition that tries to capture the fundamental properties of something.
70
What is an “ostensive definition”?
Defining something by pointing to examples.
71
What is an “essential intuitive definition”?
“I know it when I see it” approach.
72
What is the “postmodern view” of games?
The idea that meaning and value are subjective and context-dependent.
73
What is “game design theory”?
The study of how games work, how they are made, and how they affect players.
74
What is “game criticism”?
The analysis and evaluation of games as cultural and artistic works.
75
What is “game history”?
The study of how games have evolved over time.
76
What is “game culture”?
The social practices, communities, and values surrounding games.
77
What is “game genealogy”?
The tracing of how games developed from earlier forms and influences.
78
What is “game evaluation”?
Judging the quality, value, or impact of a game.
79
What is “player effort” in games?
The work and energy players invest to achieve goals in a game.
80
What is “variable outcome” in games?
The result of a game is not predetermined and can change based on play.
81
What is “player attachment to outcome”?
Players care about the result of the game.
82
What is “free will” in play?
Players make their own choices within the rules.
83
What is “safety” in games (Juul)?
The consequences of play are negotiable and not real-life risks.
84
What is a “story” in play theory?
A non-interactive experience that cannot be changed by the player.
85
What is the main difference between a game and a story?
Games are interactive with player agency; stories are not.
86
What is “game drama”?
The conflict, tension, and resolution created by the rules and play.
87
What is “game as art” according to Greg Costikyan?
A form of art where players make decisions to manage resources toward a goal.
88
What is “player agency”?
The ability of players to make choices that affect the game.
89
What is “game balance”?
The fairness and equality of opportunities for all players in a game.
90
What is “game innovation”?
Introducing new ideas or mechanics in game design.
91
What is “game community”?
The group of people who play, discuss, and create around a game.
92
What is “game criticism” in the marketplace?
Reviews and opinions from players, journalists, and academics.
93
What is “insider’s information” in game judgement?
Knowledge from experience or expertise that shapes opinions.
94
What is the “event of playing” in aesthetics?
The unique, lived experience created by engaging in play.
95
What is the “genealogy of video games”?
The historical development and influences that shaped modern video games.
96
What is “advergame”?
A game created for advertising or marketing purposes.
97
What is a “training game”?
A game designed to teach skills or knowledge.
98
What is a “therapy game”?
A game used for psychological or medical treatment.
99
What is “game research”?
The academic study of games and their effects,
100
How does Jesse Schell define “fun” in games?
Pleasure with surprises.
101
According to Burgun, what is the key element missing from dictionary definitions of a game?
The requirement for ambiguous decision-making.
102
Which of these is an example of video games being used for real-world problem-solving?
Gamers helping to solve protein structure puzzles in scientific research.
103
What is the “magic circle” in play theory?
A separate space and time set aside for play, within which special rules apply.
104
What is the main difference between weak and strong interactivity?
Weak interactivity does not affect future states of play, while strong interactivity does.
105
According to Huizinga, what is a core characteristic of play?
Voluntary participation.
106
What is a “toy” in game theory?
An interactive system with no set goals.
107
What is the main difference between a game and a puzzle?
Games involve ambiguous decisions and competition; puzzles have a single solution.
108
What is the main difference between a contest and a game, according to Burgun?
Contests lack ambiguous decision-making.
109
What is a “simulator” in the context of interactive systems?
A system focused on realism, not necessarily a game.
110
What is “paidia”?
Unstructured, spontaneous play.
111
What is “ludus”?
Structured play with rules.
112
What is “agon” in Caillois’ theory?
Games of competition with a single winner.
113
What is “alea” in Caillois’ theory?
Games of chance.
114
What is “mimicry” in Caillois’ theory?
Role-playing, where players take on other identities.
115
What is “ilinx” in Caillois’ theory?
Play that alters physical perception, e.g., spinning.
116
What is a “puzzle” in game theory?
A problem with one solution, usually without competition.
117
What is a “contest” in Burgun’s framework?
A competition without meaningful decisions.
118
What is a “meaningful decision” in a game?
A choice with real consequences inside the system.
119
What is the main value of games for humans, according to Burgun?
They teach us how to learn, strategize, and improve ourselves.
120
What is “game shame”?
The belief that games are not serious or valuable.
121
Can games be art?
Yes, they are a form of art involving creativity and expression.
122
What is the “strong interactive digital medium”?
Digital systems where player actions meaningfully affect outcomes.
123
What is “player agency”?
The ability to make choices that affect the game.
124
What is “game balance”?
Fairness and equality of opportunities for all players.
125
What is “game innovation”?
Introducing new ideas or mechanics in game design.
126
What is “game community”?
The group of people who play, discuss, and create around a game.
127
What is “game criticism”?
The analysis and evaluation of games as cultural and artistic works.
128
What is “game history”?
The study of how games have evolved over time.
129
What is “game culture”?
The social practices, communities, and values surrounding games.
130
What is “player effort” in games?
The work and energy players invest to achieve goals in a game.
131
. What is “variable outcome” in games?
The result is not predetermined and can change based on play.
132
What is “player attachment to outcome”?
Players care about the result of the game.
133
. What is “free will” in play?
Players make their own choices within the rules.
134
What is “safety” in games, according to Juul?
Consequences are negotiable and not real-life risks.
135
What is a “story” in play theory?
A non-interactive experience that cannot be changed by the player.
136
What is the main difference between a game and a story?
Games are interactive; stories are not.
137
. What is “game drama”?
Conflict and tension created by the rules and play.
138
What is the difference between abstract and thematic elements in games?
Abstract: rules and mechanics; Thematic: story, art, atmosphere.
139
What is “ontology” in game studies?
The study of what games are, their components, and how they exist.
140
What is “genealogy” in game studies?
The history and evolution of games and their influences.
141
What is a “core mechanic” in game design?
The main action or system that defines gameplay.
142
. What is a “finite game”?
A game with clear start, end, and consistent rules.
143
What is an “infinite game”?
A game without a clear end or consistent rules; play continues indefinitely.
144
What is the “illusion of control” in gambling?
The false belief that player actions affect random outcomes.
145
What is a “training game”?
A game designed to teach skills or knowledge.
146
What is a “therapy game”?
A game used for psychological or medical treatment.
147
What is an “advergame”?
A game created for advertising or marketing purposes.
148
What is the main function of sports in history?
Training, competition, entertainment, and sometimes ritual.
149
What is the difference between a ball-and-stick game and a pure ball game?
Ball-and-stick uses equipment (e.g., hockey); pure ball games use only a ball (e.g., soccer).
150
What is “exploration” in games?
Systematically searching a space or environment for goals or items.
151
What is a “riddle” in puzzle design?
A language-based puzzle with one solution and little replay value.
152
What is a “spatial reasoning puzzle”?
A puzzle involving manipulation of objects in space, e.g., Tetris.
153
What is a “pattern recognition puzzle”?
A puzzle that requires identifying patterns, e.g., code breaking.
154
What is a “logic puzzle”?
A puzzle that requires deducing information from given clues.
155
What is “lateral thinking” in puzzles?
Solving problems through indirect and creative approaches.
156
What is “aesthetic experience” in games?
The sensory, emotional, and intellectual experience of play.
157
What is “disinterestedness” in art and play?
Engaging for the experience itself, not for external gain.
158
What is a “negotiable consequence” in games?
Outcomes in games are not real-life consequences; they are agreed upon within the magic circle.
159
What is the “charity principle” in analysis?
Interpreting others’ statements in the most reasonable way possible.
160
Why is it difficult to judge the quality of games?
Games are complex, subjective, and influenced by culture and personal taste.
161
What is an “aesthetic judgement” in games?
Evaluating games based on beauty, fun, and emotional impact.
162
What is a “moral judgement” in games?
Evaluating games based on ethical content or impact.
163
What is a “motivational judgement” in games?
Evaluating games based on how they inspire or engage players.
164
Why do definitions matter in game studies?
Clear definitions help us analyze, compare, and design games more effectively.
165
What is a “lexical definition”?
A dictionary-like definition based on common usage.
166
What is an “operational definition”?
A definition created for a specific purpose or context.
167
What is an “essential definition”?
A definition that tries to capture the fundamental properties of something.
168
What is an “ostensive definition”?
Defining something by pointing to examples.
169
What is an “essential intuitive definition”?
“I know it when I see it” approach.
170
What is the “postmodern view” of games?
The idea that meaning and value are subjective and context-dependent.
171
What is “game design theory”?
The study of how games work, how they are made, and how they affect players.
172
What is “game criticism”?
The analysis and evaluation of games as cultural and artistic works.
173
What is “game genealogy”?
The tracing of how games developed from earlier forms and influences.
174
What is “game evaluation”?
Judging the quality, value, or impact of a game.
175
What is “player effort” in games?
The work and energy players invest to achieve goals in a game.
176
What is “variable outcome” in games?
The result is not predetermined and can change based on play.
177
What is “player attachment to outcome”?
Players care about the result of the game.
178
What is “free will” in play?
Players make their own choices within the rules.
179
What is “safety” in games, according to Juul?
Consequences are negotiable and not real-life risks.
180
What is a “story” in play theory?
A non-interactive experience that cannot be changed by the player.
181
What is the main difference between a game and a story?
Games are interactive; stories are not.
182
What is “game drama”?
Conflict and tension created by the rules and play.
183
What is “game as art” according to Greg Costikyan?
Art where players make decisions to manage resources toward a goal.
184
What is “player agency”?
The ability to make choices that affect the game.
185
What is “game balance”?
Fairness and equality of opportunities for all players.
186
What is “game innovation”?
Introducing new ideas or mechanics in game design.
187
What is “game community”?
The group of people who play, discuss, and create around a game.
188
What is “game criticism” in the marketplace?
Reviews and opinions from players, journalists, and academics.
189
What is “insider’s information” in game judgement?
Knowledge from experience or expertise that shapes opinions.
190
What is the “event of playing” in aesthetics?
The unique, lived experience created by engaging in play.
191
What is the “genealogy of video games”?
The historical development and influences that shaped modern video games.
192
What is “advergame”?
A game created for advertising or marketing purposes.
193
What is a “training game”?
A game designed to teach skills or knowledge.
194
What is a “therapy game”?
A game used for psychological or medical treatment.
195
What is “game research”?
The academic study of games and their effects.
196
What is “player effort” in games?
The work and energy players invest to achieve goals in a game.
197
What is “variable outcome” in games?
The result is not predetermined and can change based on play.
198
What is “player attachment to outcome”?
Players care about the result of the game.
199
What is “free will” in play?
Players make their own choices within the rules.