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Gamification Dynamics:
Identity and Story
073049 김수진
Identity

• Identity describes the attributes that make an
  individual unique. At its most literal level, it's how we
  identify ourselves; a comparison of attributes
  against known or expected quantities.

• Preconceptions
• identity we project forms preconceptions in the eyes
  of those we encounter (groups, situations etc.)
Identity in Games
• Role-playing. Ex) Batman. Mario
  • if I'm playing the game doing everything I would do,
    I'm exercising my choice, if I'm playing the game doing
    everything mycharacter would do, I'm role-playing.
  • Players concentrate on not Real but imaginary role

• Social Purpose ex) soccer
  • Role in group : counter shouter
  • The role a player chooses not only gives them value in
    the eyes of the group, but it can also say something
    about who they are.
Story
• Story as a topic by combining Narrative and Fantasy,
  which I defined as the events and setting of a story.

• It will be “narrative”.
• Narrative : They have clearly defined character arcs,
  tantalizing mysteries, dramatic shifts and a plotted
  progression of emotional highs and lows.
Passive Narrative
• Passive Narrative(expectation, emotion)
• Mystery / Suspense
  • Unanswered Questions or Cliffhangers
• Dramatic Reversals
  • Broken Expectations
• Moral/Intellectual prodding
  • Pressing the viewer to ask: What would I do? How
    would I solve this?
Passive narrative
• Scripted events : keeping the story on a
  constructed path. 99% Of games takes this way.
• Emergent events : the idea of story created by
  social interaction.
  • Given enough players and opportunities for drama,
    social constructs begin to emerge on their own and
    generate suspense, intrigue, deeper intent and the
    sense of a collective story as players work together




     EX) zelda.

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Gamification dynamics

  • 1. Gamification Dynamics: Identity and Story 073049 김수진
  • 2. Identity • Identity describes the attributes that make an individual unique. At its most literal level, it's how we identify ourselves; a comparison of attributes against known or expected quantities. • Preconceptions • identity we project forms preconceptions in the eyes of those we encounter (groups, situations etc.)
  • 3. Identity in Games • Role-playing. Ex) Batman. Mario • if I'm playing the game doing everything I would do, I'm exercising my choice, if I'm playing the game doing everything mycharacter would do, I'm role-playing. • Players concentrate on not Real but imaginary role • Social Purpose ex) soccer • Role in group : counter shouter • The role a player chooses not only gives them value in the eyes of the group, but it can also say something about who they are.
  • 4. Story • Story as a topic by combining Narrative and Fantasy, which I defined as the events and setting of a story. • It will be “narrative”. • Narrative : They have clearly defined character arcs, tantalizing mysteries, dramatic shifts and a plotted progression of emotional highs and lows.
  • 5. Passive Narrative • Passive Narrative(expectation, emotion) • Mystery / Suspense • Unanswered Questions or Cliffhangers • Dramatic Reversals • Broken Expectations • Moral/Intellectual prodding • Pressing the viewer to ask: What would I do? How would I solve this?
  • 6. Passive narrative • Scripted events : keeping the story on a constructed path. 99% Of games takes this way. • Emergent events : the idea of story created by social interaction. • Given enough players and opportunities for drama, social constructs begin to emerge on their own and generate suspense, intrigue, deeper intent and the sense of a collective story as players work together EX) zelda.