GAMEDEV - REVIEWER - MIDTERMS

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61 Terms

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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.

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Physical seclusion

Would probably prefer to play games in a private place, such as their homes.

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Competition

Some players enjoy the thrill of competing with other players.

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Knowledge

Players can be motivated to gain knowledge of particular concepts, processes, and strategies by playing games—although this motivation often is unconscious.

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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.

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Escapism

Players often indicate that they are motivated to play to escape from the ongoing stresses and challenges of real life.

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Addiction

Games offer players the opportunity to take active roles in the entertainment experience, including making decisions and getting feedback.

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Game Market

Understanding the people who play games is essential for game development.

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Geographics

Relate to the players' geographic locations, which could include various countries or even regions within those countries.

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Psychographics

Consists of people's values, attitudes, and lifestyles.

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Myers-Briggs Type Indicator (MBTI)

In 1943, Isabel Briggs Myers and her mother, Katharine Briggs, developed a model to measure personality types.

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Extrovert vs Introvert

Energy is more outer or inner-directed.

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Sensing vs Intuitive

Perception is more present or future-oriented.

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Thinking vs Feeling

Judgement-formation is more objective or subjective.

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Judging vs Perceiving

Approach to the world is more structured or spontaneous.

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Demographics

Include statistical information such as gender, age, income level, education level, marital status, ethnicity, and religion.

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Generation

Are considered part of both demographics and psychographics.

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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.

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Boom Generation

Members of this generation were small children during the postwar boom.

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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.

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Millennial Generation

Members of this generation grew up during the 1982–2000 economic boom— the greatest in history and fueled by high-technology.

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Traditional Story Structure

Has been the topic for screenwriting classes for decades and is seen as a formula that can ensure emotional involvement.

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Beginning (Act I)

The most interesting stories begin by placing the audience into the action or drama of the story.

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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.

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End (Act III)

The story ends when the problem introduced in Act I has been solved.

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Story Elements

Exist in many games, but they are not necessary for a satisfying game-playing experience such as puzzle games (i.e., Tetris).

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Premise

Also called high concept, it is a summary (1-2 sentences or a short paragraph) of the game's purpose and overall theme.

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Backstory

Provides information that leads up to where the game begins.

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Synopsis

Also called storyline, it can exist throughout the game itself.

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Theme

Represents what the story is truly about—even if it's not shared explicitly with the player.

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Setting

Also called as backdrop represents the world that is being explored by the audience, characters, or player.

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Plot

Is more about how the story unfolds rather than what the story is about.

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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.

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Shifting Focus

Even though players make choices and have apparent freedom while playing the game, players can be drawn back to the main storyline.

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Suspension of Disbelief

Your story must somehow cause the players to forget real life and accept the artificial reality you've created.

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Realism

In contrast to the suspension of disbelief device, can be used in games to mimic the real world as closely as possible.

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Hero

Is the central character in a single-player game.

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Shadow

Is an extremely important character— representing the hero's opposite, often the ultimate evil character in a story.

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Mentor

Is a character who often guides the hero toward some action and often an older advisor character.

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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.

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Guardian

Blocks the progress of the hero by whatever means necessary—until the hero has proven his or her worth.

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Trickster

Is a neutral character who enjoys making mischief.

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Herald

Facilitates change in the story and provides the hero with direction.

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Protagonist

Is the main character.

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Antagonist

Is the opposite of the protagonist.

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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.

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Transformational

Is an anti-hero character who could have been a protagonist.

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Mistaken

Are characters who the audience initially thinks are villains, but they turn out to be innocent.

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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.

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Supporting Characters

Also known as pivotal characters—exist primarily to prevent the protagonist from walking away.

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Game Characters

Are either player characters or non-player characters (also known as NPCs).

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Player Characters & Avatars

Are characters or other entities in a game world that are controlled by the players.

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Non-Player Characters

Are those characters in a game world not controlled by players.

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Character Development Elements

Story involves the relationships among characters and the changes they might undergo throughout a story.

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Character Triangle

Forms a powerful three-way relationship among characters in a story.

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Character Arc

The process of character growth and development is called?

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Level 1 Intrapersonal

The protagonist is concerned only with his or her own needs and thoughts.

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Level 2 Interpersonal

The protagonist bonds with another character in a one-on-one relationship.

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Level 3 Team

The protagonist bonds with a small group of characters who have common interests.

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Level 4 Community

The smaller team becomes part of a larger organized network, which could include a neighborhood, city, school, or company.

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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.