MIDTERM | Player Elements | GAMEDEV

0.0(0)
Studied by 0 people
call kaiCall Kai
learnLearn
examPractice Test
spaced repetitionSpaced Repetition
heart puzzleMatch
flashcardsFlashcards
GameKnowt Play
Card Sorting

1/34

encourage image

There's no tags or description

Looks like no tags are added yet.

Last updated 8:40 PM on 10/7/26
Name
Mastery
Learn
Test
Matching
Spaced
Call with Kai
Chat

No analytics yet

Send a link to your students to track their progress

35 Terms

1
New cards

Player Motivation

Why do people play games? Understanding this can help you develop games that will fulfill these needs. Game developers should always consider this question so that the components of games that are most attractive to players will be utilized enough to keep the players interested.

2
New cards

Social interaction

_____ _____ can be a motivating factor for some players. Although _____ _____ can take place in the immediate environment (real-life interaction), it can also occur in-game—especially in social games and MMOs.

3
New cards

Social interaction

Players in MMOs are often allowed to communicate through the game itself—often discussing non-game-related topics rather than “staying in character.” Sometimes players who meet through games arrange to meet each other in real life at game conventions.

4
New cards

Physical seclusion

Players motivated by _____ _____ would probably prefer to play games in a private place—such as their homes. The idea of _____ might seem to be the opposite of social interaction. However, players who want to be secluded are still interacting socially with people—but in the privacy of their own physical environments.

5
New cards

Physical seclusion

This challenges the definition of “being social.” Some would argue that people who prefer to stay home and play an MMO must be antisocial. Others would argue that these same people must be highly social because they are most likely interacting with many more people than would be possible.

6
New cards

Competition

Some players enjoy the thrill of competing with other players. The competitive spirit has been associated with games throughout history— and it forms the basis of the tremendously successful sports industry.

7
New cards

Knowledge

Players can be motivated to gain _____ of particular concepts, processes, and strategies by playing games—although this motivation often is unconscious. If players made it clear that they truly wanted to learn while playing, game developers might market their games as educational tools—providing “fun learning” for everyone.

8
New cards

Mastery

Some players are motivated to master the game itself—demonstrating their ability to dominate the game world and figure out how to become advanced players. _____ is most obvious during games that depend on increasing character skills to “win.”

9
New cards

high scores, rankings

Players motivated by mastery focus on assessing their status in the game by attaining _____ _____ and _____

10
New cards

Escapism

Players often indicate that they are motivated to play to escape from the ongoing stresses and challenges of real life. An imaginary game world follows its own rules, some of which are less restrictive than those in real life. Although people can escape into the “worlds” of other media such as books and movies, they do not directly participate in those worlds like they do in games.

11
New cards

Addiction

Unlike the comparatively “passive” entertainment of television and film, games offer players the opportunity to take active roles in the entertainment experience—including making decisions and getting feedback. This can be highly rewarding for players, but it can also make them crave and indulge in continuous play to the point of ignoring other more important areas of their lives.

12
New cards

Game Market

If you plan to develop games, you need to understand the _____ _____—the people who play games. You need to understand who your market is to create a compelling game that suits your market’s needs.

13
New cards

target audience personas

Learning how to identify _____ _____ _____ ensures that you can take your brand (games) to market in the most cost-effective and efficient way.

14
New cards

Geographics

_____ relate to the players’ geographic locations, which could include various countries or even regions within those countries. For example, you can target players within the local country so that one specific language will only be used within the game.

15
New cards

Psychographics

_____ consists of people’s values, attitudes, and lifestyles. Unlike demographics, a group's _____ are more difficult to guess externally, since these are more relevant to their personality.

16
New cards

1943

Myers-Briggs Type Indicator (MBTI): In _____, Isabel Briggs Myers and her mother, Katharine Briggs, developed a model to measure personality types.

17
New cards

Extrovert (E) vs. Introvert (I)

Energy is more outer or inner-directed.

18
New cards

Sensing (S) vs. Intuitive (N)

Perception is more present or future-oriented.

19
New cards

Thinking (T) vs. Feeling (F)

Judgment-formation is more objective or subjective.

20
New cards

Judging (J) vs. Perceiving (P)

Approach to the world is more structured or spontaneous.

21
New cards

Demographics

The _____ of players include statistical information such as gender, age, income level, education level, marital status, ethnicity, and religion.

22
New cards

Generation

_____ are considered part of both demographics and psychographics. Although associated with a discrete age range, members of each _____ as a group have experienced particular historical events and climates—including economic, cultural, social, and political shifts—during their lifetimes. Therefore, they likely have developed a particular set of beliefs, attitudes, and values.

23
New cards

four

There are _____ generations of players currently in the United States:

24
New cards

1924, 1943

Silent Generation (Born _____ –_____)

25
New cards

Silent Generation

Members of this generation experienced the Great Depression and World War II as small children—and came of age during the 1950s as the United States' postwar economy boomed. As children, they were sheltered and protected—and as young adults, they displayed a conformist, adaptive mentality.

26
New cards

Silent Generation

If you were to create a game that focuses on the _____ _____, it is perhaps a game with heroes who are clean and cold—but who are not motivated by cynicism or revenge—might connect with this generation.

27
New cards

1943, 1961

Boom Generation (Born _____–_____)

28
New cards

Boom Generation

Members of this generation were small children during the postwar boom. While young, they experienced a relatively safe but confined social climate based on material wellbeing. In reaction to this, they started a society-wide, values-oriented “spiritual” revolution in their famous coming-of-age during the 1960s and 1970s.

29
New cards

Boom Generation

If you were to create a game that focused on the _____ _____, it is perhaps a game with a social, spiritual, or political message that would be ideal.

30
New cards

1962, 1981

Generation X (Born _____–_____)

31
New cards

Generation X

Members of this generation were children during the social turmoil of the 1960s and 1970s—and were the targets of an anti-child cultural bias difficult for younger generations to understand. In their youth, they experienced the divorce epidemic, hands-off parenting, “latchkey” self-reliance, falling fertility, and declining investment in children.

32
New cards

Generation X

If you were to create a game that focused on _____ _____, it is perhaps a game that focuses on an independent, nomadic character who is “on the edge” and takes risks would be ideal.

33
New cards

1982, 2002

Millennial Generation (Born _____–_____)

34
New cards

Millennial Generation

Members of this generation grew up during the 1982–2000 economic boom—the greatest in history and fueled by high-technology. A “wanted” generation, they enjoyed parents who deliberately sought to conceive and raise them, resulting in an “echo boom” in the 1980s and 1990s.

35
New cards

Millennial Generation

Compared to Xers, _____ have benefited from their parents' increased spending and the rising standards in education. Suppose you were to create a game that focused on the _____ generation. In that case, it is perhaps an online game involving a lot of communication and cooperation between players would be ideal.