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Introduction to the Theory of Player Experience

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A short introduction to the theory of studying and designing player experiences I've developed in my Ph.D. thesis. The set outlines a 90 min lecture on the subject.

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  • DOWNLOAD FULL BOOKS, INTO AVAILABLE FORMAT ......................................................................................................................... ......................................................................................................................... 1.DOWNLOAD FULL. PDF EBOOK here { https://tinyurl.com/y8nn3gmc } ......................................................................................................................... 1.DOWNLOAD FULL. EPUB Ebook here { https://tinyurl.com/y8nn3gmc } ......................................................................................................................... 1.DOWNLOAD FULL. doc Ebook here { https://tinyurl.com/y8nn3gmc } ......................................................................................................................... 1.DOWNLOAD FULL. PDF EBOOK here { https://tinyurl.com/y8nn3gmc } ......................................................................................................................... 1.DOWNLOAD FULL. EPUB Ebook here { https://tinyurl.com/y8nn3gmc } ......................................................................................................................... 1.DOWNLOAD FULL. doc Ebook here { https://tinyurl.com/y8nn3gmc } ......................................................................................................................... ......................................................................................................................... ......................................................................................................................... .............. Browse by Genre Available eBooks ......................................................................................................................... Art, Biography, Business, Chick Lit, Children's, Christian, Classics, Comics, Contemporary, Cookbooks, Crime, Ebooks, Fantasy, Fiction, Graphic Novels, Historical Fiction, History, Horror, Humor And Comedy, Manga, Memoir, Music, Mystery, Non Fiction, Paranormal, Philosophy, Poetry, Psychology, Religion, Romance, Science, Science Fiction, Self Help, Suspense, Spirituality, Sports, Thriller, Travel, Young Adult,
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  • Outstanding display. Very clear and useful
    Teisha
    http://dashinghealth.com http://healthimplants.com
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Introduction to the Theory of Player Experience

  1. 1. Introduction to the Theory of Player Experience lecture outline & key points Aki Järvinen aki@gameswithoutfrontiers.net http://www.gameswithoutfrontiers.net
  2. 2. Contents • Introduction to key psychological concepts • On the psychology and ludology of goals • Theories of entertainment & enjoyment • Player abilities in the context of human abilities • Emotion theory in terms of applied ludology • Examples of practical applications for game studies and design • Exercises Games without Frontiers A Resource for Game Studies & Design
  3. 3. What is Player Experience? • The cognitions, emotions, and physical activity during playing a game, and immediately afterwards • I.e. a play experience in the particular context of a game • Studying player experience equals studying psychological, cognitive, physiological, and emotional aspects of gaming encounters Games without Frontiers A Resource for Game Studies & Design
  4. 4. Psychology of Goals • The not be overemphasized player experience importance of goals for can • The road to attaining goals is beset by emotions • Emotions function inset as primary of goals. i.e. the managing which goals players • Goals are embodied into the design of game components, characters, environments, and their attributes Games without Frontiers A Resource for Game Studies & Design
  5. 5. Types of Emotions • Ortony, Collins & Clore: The Cognitive Structure of Emotions (1990) • Emotions are valenced (+/-) reactions towards agents, events, or objects in the world • Games create micro-worlds with agents, events, and objects • Emotion categories according to the OCC model: • Prospect-based emotions • Fortunes-of-others emotions • Attribution emotions • Attraction emotions • Well-being emotions Games without Frontiers A Resource for Game Studies & Design
  6. 6. Variables aecting intensity of emotions • Sense of reality • Proximity • Unexpectedness • Arousal • The variables have consequences for identification with goals, immersing oneself to the game as a world, how surprised one feels about events in the game, etc. Games without Frontiers A Resource for Game Studies Design
  7. 7. Player abilities as uncertainty factors • Any game that allows use of skill in attaining goals (instead of, e.g., pure chance) must oer opportunities for the skills to develop. • Skills are based on abilities and aptitudes • Requires an interpretation of general human abilities from a ludological perspective (see Thesis chapter) • Identifying non-trivial abilities in the face of goals and game mechanics • Analysis method: which abilities make a successful performance of game mechanics uncertain, i.e. which player abilities contribute to the margin of error? Games without Frontiers A Resource for Game Studies Design
  8. 8. Player Ability Sets • Player Ability Sets: sets of human cognitive, psychomotor, and physical abilities that cater for specific skills and aptitudes • What constitutes a ‘dance game’ ability set? How about a ‘brain flexing’ set for crossword puzzles and Sudokus? Games without Frontiers A Resource for Game Studies Design
  9. 9. Player performances as sources of emotions • Performance can also be conceptualised through the three-fold division to self, other, and system • In games of skill, hopes and fears of players are anchored to their own abilities to perform in the face of goals • Skill is a prospect for prospect-based emotions • Thus, performance-of-self is the source of pride and disappointment • And self-judgment on one’s abilities has consequences for the variables that aect the intensity of emotions Games without Frontiers A Resource for Game Studies Design
  10. 10. Game states as scenarios for eliciting conditions Games without Frontiers A Resource for Game Studies Design
  11. 11. Harvesting exercise • Use 5 mins to come up with game state scenarios where there is high emotional intensity or potential • After which we’ll analyse their constitution in terms of game design • Let’s practice with Zuma Games without Frontiers A Resource for Game Studies Design

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