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42 Terms

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Gameplay 

defined as choices, challenges, or consequences that players face while navigating a virtual environment

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Rules

define the actions or moves that the players may make in the game (and also those that they cannot make)

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Victory Conditions 

correspond to how players should win the game

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Loss Conditions

specify how players lose the game 

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Implicit loss condition 

is common in games that require competition between the player and other players or non-player characters

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Explicit loss condition 

when the player loses because his character dies or runs out of vital resources

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Interactivity Modes

originates with the player, which illustrates how important the player’s decisions are in the game-playing process

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Player-to-game

a very common form of interactivity, especially when it involves single-player mode/ the player is interacting only with the game itself and the platform

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Player-to-player 

is the connection between players: how they communicate with each other and ways in which they play the game together

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Player-to-developer 

most commonly illustrated in chat rooms and discussion forums available on the game’s website

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Game Theory

focuses on the types of conflicts that exist in games and how players might respond to these conflicts

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Zero-Sum

Involve situations where players have completely opposing interests

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Non-Zero Sum

Involve situations in which players do not have completely opposing interests

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Prisoner’s Dilemma

This illustrates what happens when all players try to compete with each other in an NZS situation

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Explicit

intentional, immediate and often intense

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Implicit

not specifically added to the game but is an emergent feature of the game itself

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Perfect Information

yields logical challenges, where players assimilate the information and use it to decide on the best course of action

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Imperfect Information

players are provided with only a fraction of the information needed to make the best decision.

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Intrinsic Knowledge

This is gained from within the game world

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Extrinsic Knowledge

This is gained outside the game world and applied to the game

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Spatial Awareness

players usually have to navigate through environments

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Resource Management

referred to as micromanagement in games that involve a high level of detail, it is one way to allow the player to have many options in the game

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Reaction Time

significant when the speed at which a player responds to a challenge is directly related to the speed at which the player’s character reacts in the game

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Advancement

Reaching a higher level in the game

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Race

Accomplishing something before another player does 

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Analysis

Applying mental processes to solving riddles and cryptic codes

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Exploration 

Moving into new areas and seeing new things; satisfies the curiosity of the player

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Conflict

Disagreements or combat between characters, used in almost all game genres to provide dramatic tension

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Capture

Taking or destroying something belonging to an opponent without being captured or killed in return; remains one of the most overarching game goals across all genres

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Chase

Catching or eluding an opponent, often by utilizing either quick reflexes or stealth strategies

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Organization

Arranging items in a game in a particular order, often by utilizing spatial and pattern-matching strategies

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Escape 

Rescuing items or players and taking them to safety, often involving analytical reasoning and resource management. 

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Taboo

Getting the competition to “break the rules”, often involving physical or emotional stamina

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Construction

Building and maintaining objects, common in process simulations; involve resource management and trade

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Solution

Solving a problem or puzzle before or more accurately than the competition does involving analytical reasoning and knowledge application

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Outwit

Applying intrinsic or extrinsic knowledge to defeat the competition

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Balance

If players perceive that games are consistent, fair, and fun

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Consistent challenges

Players should experience gradually more difficult challenges. 

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Perceivably fair playing experiences

Players shouldn’t be doomed from the start through their “mistakes.”

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Lack of stagnation

Players should never get stuck with no way to go on

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Lack of trivial decisions 

Players should be required to make only important decisions in the game, even in games that incorporate micromanagement

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Difficulty levels

Players should have a choice of difficulty, or the level should adjust to the player’s ability throughout the game