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Expanded Game Experience
1. Model for Expanded Game Experiences
Annakaisa Kultima
University of Tampere
Game Research Lab
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nc
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Expanded Game Experience
Activities & transitions
cho
osi
ng
to p
lay
e
m
ga
en ab
l i ng a
g
sin
o
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l
va c
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tri
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ENTERING INTO
info
GAME EXPERIENCE
p re parati o n s
choosing to replay
nt
nme
do
ban
a
aft
ch
er
oo
pl
sin
ay
g to
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y
epla
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D
is
it
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po
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The
user
/pla
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ard
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Expanded Game Experience
User states & design
U ser
state
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to p
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e
m
at
ga
en a b l
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os
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ENTERING INTO
GAME EXPERIENCE
User state
p re parati o n s
Design
choosing to replay
nt
nm e
ndo
aba
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er
oo
pl
y sin
a
gt
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Di
tar
e
t
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rs os
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it
to qu
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ch o o
r s ta
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Wh
at
do
we
de
sig
n?
Expanded Game Experience
User state variables, affordances & thresholds
Co
n nt
atio e
u xt
s it Wo
t/ rl d
liefs
ex /be
/s
vi
i
iew
tu
nt
dv
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Co
ew
Us
tio
Motives/ er
te
/b
l
sta
n
or
Motives/
e
drivers
r
lief
W
se
Experience
st
drivers
at
s
U
e
transition
Interpretation Interpretation
Resources Resources
act
1 i
tes vit
le
le
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ab
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Behaviour
Design
it ie s
ac ti v it i
ing
om
a c t iv
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fu rre
t
o en nt
m. rr
cu
m
co
es
Thresholds
Affordances
Experience design Receivables Possibilities Restrictions Requirements
s?
u
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e
Ar
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ct
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P
Expanded Game Experience
More organic approach
cho
osi
n
gt
en a b l
op
ing
lay
me
ga
al a
p la y
after ing
ev s
oo
ch
tri
re n
atio
quit
inform
ing to
choos
p re parati o n s
ch
ch
oo
oo
sin
sin
g
to
g
to
re
ga
st
pl
me
ar
ay
pla
t
/a
y
ba
nd
on
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es
nc
rie
pe
ex
g
rin
pa
m
Co
Expanded Game Experience
Time intensity
Buying new computer/console?
Fast to start?
No gameplay?
No replay?
s?
sion
clu
Con
MEWORK
Holistic FRA
Use
r sta
tes
s
d
ol
sh
e
r
h
/t
s
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nc
a
d
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f
Af
Understanding and designing
EXPANDED GAME EXPERIENCES
Annakaisa Kultima
annakaisa.kultima@uta.fi