Final Exam Flashcards Game

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Vocabulary flashcards for the final exam review, covering key concepts from lectures and games.

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177 Terms

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Elements of Game Design

Core components including Player Experience, Mechanics, Systems, Gameplay, Narrative, Macrostructure.

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Player Experience

The emotional and psychological impact a game has on a player.

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Mechanics

The rules and procedures that govern a game.

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Systems

Interconnected mechanics that create complex interactions.

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Gameplay

The actual experience of playing a game.

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Narrative

The story or plot of a game.

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Macrostructure

Overall design elements like pacing and metagame.

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Player Theories

Models of player behavior (e.g., Bartle's player types, Koster's fun theory, Yee's motivations).

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Bartle Player Types

Achievers, Explorers, Socializers, Killers.

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Language Metaphor

Viewing game design as creating a language for players to understand.

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State Spaces

All possible states a game can be in.

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Mechanics Families

Groups of mechanics with similar functions or behaviors.

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Game Loops

Core cycles of player actions and game responses.

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Emergence

Complex behavior arising from simple rules.

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Onion Diagram

Visual representation of game layers and their interactions.

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Loop Diagram

Visual representation of game cycles and interactions.

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Flow

State of deep immersion and enjoyment.

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Intrinsic Motivation

Doing something for the inherent satisfaction.

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Extrinsic Motivation

Doing something for external rewards.

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Narrative Types

Linear, dynamic, modular, emergent.

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Historical Games

Games with historical significance or origins.

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Folk Games

Traditional games passed down through generations.

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Systemic Elements

Elements related to the game's underlying systems and rules.

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Aesthetic Elements

Elements related to the game's visual and auditory presentation.

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Genres

Categories of games based on similar gameplay and themes.

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User Personas

Fictional representations of target players.

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Auctions

Mechanics where players bid for items or resources.

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Game Theory

Mathematical framework for analyzing strategic interactions.

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Social Deduction

Games involving deception and hidden roles.

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FPS

First-Person Shooter.

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Eclipse

A complex strategy board game.

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Rock, Paper, Scissors

A simple hand game with strategic elements.

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Zen Counting

A counting based game.

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Senet

An ancient Egyptian board game.

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Snakes & Ladders

A classic board game of chance.

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Monopoly

A real estate trading board game.

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Uno

A shedding-type card game.

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Magic: The Gathering

A collectible card game.

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Hearthstone

A digital collectible card game.

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Marvel Snap

A fast-paced collectible card game.

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Power Grid

A board game about building a power network.

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Root

An asymmetrical woodland warfare game.

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Among Us

An online multiplayer social deduction game.

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Werewolf

A social deduction game with hidden roles.

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Save the Date

A branching narrative game.

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One-Page RPGs

Role-playing games condensed onto a single page.

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For the Queen

A card-based storytelling game.

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Fiasco

A role-playing game about disastrous situations.

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Disco Elysium

An open world role playing game.

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Persona 5

A stylish, turn-based JRPG.

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Let’s! Revolution!

A game with specific game mechanics.

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Zubek’s definition of game

A definition of a game, contrasting opinions.

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Gameplay vs mechanics

Gameplay is the experience, mechanics are the rules.

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PENS

Acronym related to evaluating games (Purpose, Elements, etc.).

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Huizinga’s “magic circle”

The space within which the rules of the game apply.

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Player motivations

Reasons why players engage with a game (e.g., competition, exploration).

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Nouns vs verbs

Game elements as static objects (nouns) vs. actions (verbs).

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Feedback loops

Cycles where outputs of a system are fed back as inputs.

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Positive Feedback Loop

Amplifies changes in a system.

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Negative Feedback Loop

Stabilizes a system.

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Amplifying Feedback Loop

Synonym for positive feedback loop.

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Balancing Feedback Loop

Synonym for negative feedback loop.

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Conversion loops/chains

Sequences of actions that transform resources or states.

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Extrinsic rewards

External motivators (e.g., points, achievements).

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Intrinsic rewards

Internal motivators (e.g., enjoyment, satisfaction).

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Koster’s model

A theory about fun and learning in games.

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Primary mechanics

Core actions or systems defining a game.

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Dominant strategies

Most effective ways to play a game in a given situation.

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Resource management

Allocating and utilizing resources effectively.

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Units

Individual entities controlled by players.

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Abilities

Special actions or powers available to players.

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Stats

Numerical values representing a character's or item's attributes.

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Modifiers

Effects that alter stats or abilities.

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Currencies/items

Resources used within a game's economy.

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Authored narratives

Stories explicitly written and designed by the game developer.

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Emergent narratives

Stories that arise from player interactions and gameplay.

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Pacing

The speed and rhythm at which a game unfolds.

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Social metagame

Strategic interactions and unspoken rules among players.

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Mastery metagame

Strategies and knowledge for optimizing game performance.

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Linear narrative

A story that progresses in a fixed sequence.

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Fixed interactive narrative

A story with predetermined paths and choices.

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Static non-linear narrative

Narrative with multiple paths but fixed events.

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Dynamic narrative

Narrative that changes based on player actions.

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Modular narrative

Narrative constructed from independent segments.

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Emergent narrative

Narrative arising from gameplay.

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Gameplay structure

The arrangement of mechanics and systems in a game.

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Narrative structure

The organization of the story in a game.

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Cumulative Exam

An exam that covers all material from the course.

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Open note

Permitted to use notes during the exam.

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Open book

Permitted to use books during the exam.

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Open slides

Permitted to use lecture slides during the exam.

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Essay questions

Exam questions requiring written responses.

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Player

The individual interacting with the game.

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Flow State

Being fully immersed and engaged in an activity.

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Game rules

Formal actions and constraints in a game.

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Winning condition

Specific objective needed to complete in a game.

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Losing condition

Specific state that indicates failing in a game.

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Core mechanic

Fundamental action within gameplay.

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Secondary Mechanics

Supporting or augmenting core experience.

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Reward system

Mechanism for giving players incentives.