Week5 Entcom

The exercise was created 27.05.2022 by AxelGernandt. Anzahl Fragen: 45.




Fragen wählen (45)

Normally, all words in an exercise is used when performing the test and playing the games. You can choose to include only a subset of the words. This setting affects both the regular test, the games, and the printable tests.

All None

  • Definition of video games Magic circle, temporary world within the ordinary deidcated to the performance of an act, within special rules apply
  • Competence in SDT Difficulty has to match player skill. Experiene mastery and seek to control outcome
  • Autonomy SDT Freedom and desire to make interesting personal choices of adventure.
  • Relatedness SDT Connectivity with others, sense of community and comradery
  • Ki Topic introduction
  • Sho Follows from the information (development)
  • Ten Twist
  • Ketsu Conclusion
  • Intransative relations Allows for strategic choices and options in game
  • Asymmetrical balance Relations are transative in one aspect but reversed in others, allowing for powerful game experiences because they support a variety of playstyles
  • Positive feedback loop Enlarges differences between players, makes it hard for the loser to recover (snowballing)
  • Negative feedback loop Reduces differences between players (catch-up mechanics, rubberbanding). Encourages loser recovery
  • Dynamic feedback loop Difficulty adjusted to the skills of the player (common in single player games)
  • Pacing First progress quick to build up investment perception, once invested it starts to get harder and takes longer to achieve rewards
  • Endowed progress When people receive a feeling of advancement towards a distant goal, they are more likely to try harder to reach this goal. It is relative to people who have an equally easy goal but no sense of momentum from the start
  • Game flow Mental state of operation when person is fully immersed in a feeling of energized focus, full involvement and enjoyment in the process of activity
  • Flow in games Perceived difficulty of a challenge is constantly adjusted to the player
  • Increasing difficulty in games Stronger flow experience, especially when both skill and difficulty is increased
  • Unfulfilled need for completion If things are left unfinished, we experience dissonance
  • Zeigarnik effect Tendency to experience intrusive thoughts about an objective that was one pursued and left incomplete
  • Sunk costs fallacy The more invested we are in a game, the less likely to quit
  • Emotional response to games Playing (in general) helps kids discover proper human interaction and control of their emotions
  • Cognitive/physiological response to games Frequent gamers show better skills at visual perception
  • Forbidden fruit theory Children feel attracted to inappropriatene media due to its forbidden nature
  • Tainted fruit theory Lower age rating will decrease interest because it makes violence in game seem tame in comparison
  • Desensitization Repeated exposure to others suffering will make us feel less empathy for victims of real world violence, possibly increasing our likelihood to inflict harm
  • Schema theory Aggressive behavior comes from the knowledge structures that you have learned through repeated exposure to violent entertainment
  • Conclusions on research on VVG Playing violent video games influences aggression but weak effect, stronger for sub-groups
  • Obsessions Thoughts a person cannot stop from having
  • Compulsions Behaviors a person cannot stop enacting
  • Addiction Dysfunctional attachment to an experience that is harmful but also so important to the individual that one cannot help themselves from it
  • Game addiction Persistent, excessive use of games that cannot be controlled despite negative consequences
  • Dopamine monopoly Dopamine is released when playing video games. Higher volumes of dopamine is associated with more frequent video game playing
  • Comorbidity Presence of disorder co-occurring with a primare disease, usually behavioral/mental disorder
  • Free to play games Freemium (spend money on additional features)
  • Microtransactions Real money for in game currency
  • Suspension of judgment Characteristic of gambling which temporarily disrupts the gamblers financial value system and potentially stimulate further gaming
  • Artificial scarcity Products that are limited in supply will be more attractive than common products
  • Competition In game items boosting performance of players give them an advantage over others. Goods able to enhance in-game player skill by making them stronger or provide some advantage
  • Benign envy If a goal that is achieved by others seems easy, fealings of this will motivate us to do what we can to close the cap with competitot
  • Frog pond effect Self-evaluation on basis of peers. Worse evaluation when in a group with other high performing individuals
  • Post purchase reinforcement After purchasing something in game, you are presented with favorable aspects of the products to reassure you that you made the right decision
  • Freemium games prevent satiation Forced abstinence enhances long time appeal or entices players toward microtransactions
  • Loot boxes Consumable virtual item through which one receives virtual goods. From simple customization options to game changing equipment such as weapons/armor
  • Pleasure paradox Uncertainty usually seen as undesirable, once we find something predictable we find it boring. Surprises are fun/exciting because they defy expectations

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