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Social interaction
Can be a motivating factor for some players, occurring in real-life or in-game, especially in social games and MMOs.
Physical seclusion
Would probably prefer to play games in a private place, such as their homes.
Competition
Some players enjoy the thrill of competing with other players.
Knowledge
Players can be motivated to gain knowledge of particular concepts, processes, and strategies by playing games—although this motivation often is unconscious.
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.
Escapism
Players often indicate that they are motivated to play to escape from the ongoing stresses and challenges of real life.
Addiction
Games offer players the opportunity to take active roles in the entertainment experience, including making decisions and getting feedback.
Game Market
Understanding the people who play games is essential for game development.
Geographics
Relate to the players' geographic locations, which could include various countries or even regions within those countries.
Psychographics
Consists of people's values, attitudes, and lifestyles.
Myers-Briggs Type Indicator (MBTI)
In 1943, Isabel Briggs Myers and her mother, Katharine Briggs, developed a model to measure personality types.
Extrovert vs Introvert
Energy is more outer or inner-directed.
Sensing vs Intuitive
Perception is more present or future-oriented.
Thinking vs Feeling
Judgement-formation is more objective or subjective.
Judging vs Perceiving
Approach to the world is more structured or spontaneous.
Demographics
Include statistical information such as gender, age, income level, education level, marital status, ethnicity, and religion.
Generation
Are considered part of both demographics and psychographics.
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.
Boom Generation
Members of this generation were small children during the postwar boom.
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.
Millennial Generation
Members of this generation grew up during the 1982–2000 economic boom— the greatest in history and fueled by high-technology.
Traditional Story Structure
Has been the topic for screenwriting classes for decades and is seen as a formula that can ensure emotional involvement.
Beginning (Act I)
The most interesting stories begin by placing the audience into the action or drama of the story.
Middle (Act II)
The middle of the story focuses on the obstacles that stand in the way of the character's ability to solve the problem introduced in Act I.
End (Act III)
The story ends when the problem introduced in Act I has been solved.
Story Elements
Exist in many games, but they are not necessary for a satisfying game-playing experience such as puzzle games (i.e., Tetris).
Premise
Also called high concept, it is a summary (1-2 sentences or a short paragraph) of the game's purpose and overall theme.
Backstory
Provides information that leads up to where the game begins.
Synopsis
Also called storyline, it can exist throughout the game itself.
Theme
Represents what the story is truly about—even if it's not shared explicitly with the player.
Setting
Also called as backdrop represents the world that is being explored by the audience, characters, or player.
Plot
Is more about how the story unfolds rather than what the story is about.
Balancing conflict
Dramatic tension in a story is maximized when the player often seems to be on the brink of disaster but is able to escape repeatedly from this situation by just the narrowest of margins.
Shifting Focus
Even though players make choices and have apparent freedom while playing the game, players can be drawn back to the main storyline.
Suspension of Disbelief
Your story must somehow cause the players to forget real life and accept the artificial reality you've created.
Realism
In contrast to the suspension of disbelief device, can be used in games to mimic the real world as closely as possible.
Hero
Is the central character in a single-player game.
Shadow
Is an extremely important character— representing the hero's opposite, often the ultimate evil character in a story.
Mentor
Is a character who often guides the hero toward some action and often an older advisor character.
Ally
Is a character who helps the hero progress on the journey and may also assist the hero with tasks that might be difficult or impossible to accomplish alone.
Guardian
Blocks the progress of the hero by whatever means necessary—until the hero has proven his or her worth.
Trickster
Is a neutral character who enjoys making mischief.
Herald
Facilitates change in the story and provides the hero with direction.
Protagonist
Is the main character.
Antagonist
Is the opposite of the protagonist.
Unity of opposites
When the protagonist and antagonist want the exact same things (e.g., love interest, precious stone, or leadership of a clan), they become linked together in the story.
Transformational
Is an anti-hero character who could have been a protagonist.
Mistaken
Are characters who the audience initially thinks are villains, but they turn out to be innocent.
Exaggerated
Are those who are larger-than-life, bizarre, and sometimes even comedic villains who might even dominate the story because they are often interesting than the protagonist.
Supporting Characters
Also known as pivotal characters—exist primarily to prevent the protagonist from walking away.
Game Characters
Are either player characters or non-player characters (also known as NPCs).
Player Characters & Avatars
Are characters or other entities in a game world that are controlled by the players.
Non-Player Characters
Are those characters in a game world not controlled by players.
Character Development Elements
Story involves the relationships among characters and the changes they might undergo throughout a story.
Character Triangle
Forms a powerful three-way relationship among characters in a story.
Character Arc
The process of character growth and development is called?
Level 1 Intrapersonal
The protagonist is concerned only with his or her own needs and thoughts.
Level 2 Interpersonal
The protagonist bonds with another character in a one-on-one relationship.
Level 3 Team
The protagonist bonds with a small group of characters who have common interests.
Level 4 Community
The smaller team becomes part of a larger organized network, which could include a neighborhood, city, school, or company.
Level 5 Humanity
The protagonist often goes through what Maslow calls self-actualization—spiritual growth that can occur now that the protagonist has achieved comfort, love, and acceptance among a larger community.