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A absolute nonlinearity, Open-Ended Games accelerometers, on mobile devices, Microphones accomplishment, Accomplishment achievements, Size and Difficulty action, To Generate Revenue , Games for Action encouraging in games, To Generate Revenue incorporating real world into gameplay, Games for Action action-based game, 4. Action Can Be Boring action/arcade games, Putting It All Together adults, as players, 3. Games Don’t Have to Be for Kids Adventure for the Atari 2600, Metarewards adventure games, 8. Skip the Manual , Putting It All Together adventure, in learning games, To Guide Experiential Learning aesthetics, Usability , Classes of Problems playtesting and, Classes of Problems affect, playtesting and, Classes of Problems Age of Empires III, Higher-Order Thinking , Systems Thinking age of players, 2. Playtest, Playtest, Playtest agency, learning games and, Agency and Mastery aggression, Catharsis agility, playtesting and, Classes of Problems AI, rules-based, 7. Don’t Cheat Algebra Touch, Failure-Based Learning alternate existence, creating, Make It Easy to Play Along alternate reality games, Putting It All Together Amazon, Point Systems , Create Disproportionate Rewards... customer ratings, Point Systems Gold Box, Create Disproportionate Rewards... Ambinder, Mike, 2. Playtest, Playtest, Playtest Angry Birds, Asymmetrical , Failure-Based Learning Animal Crossing, Stance , Levels of Customization , Skill Level Apps for Healthy Kids contest, Games for Change ARIS, Require Transformation The Art of Game Design (Schell), Playtesting art time, paper prototyping to save, Balance assessment, games for, Role Playing Asteroids, Creating Game Prototypes asymmetrical power of players, Asymmetrical asynchronous multiplayer games, Asynchronous Multiplayer attributes of game character, choices, Role Playing autonomy, Autonomy , Evaluating Motivation: The PENS Model avatar, customizing physical appearance, Role Playing B badges, in Foursquare, Foursquare balance, Balance , Paper Prototypes , Classes of Problems , Many Actions, One Measure in game elements, Balance paper prototypes and, Paper Prototypes playtesting and, Classes of Problems point systems and, Many Actions, One Measure baseball, Social Image , Asymmetrical , Minimize Bookkeeping and Computation fantasy teams, Minimize Bookkeeping and Computation Battleship, Hybrid behaviorism, Behavioral Tools , Reinforcement , Reinforcement , Punishment , Trauma , Variable-Interval Schedules , What about Free Will? design of consequences, Punishment free will and, What about Free Will? in video games, Variable-Interval Schedules punishment, Reinforcement reinforcement, Reinforcement , Trauma schedules, Trauma Bejeweled, paper prototype for, Rules blackjack, 6. Create Meaningful Experience , Time Available for Play conflict, Time Available for Play Blizzard, Player Motivations bocce, Interest Bogost, Ian, Games for Change , Tie the Message to the Winning Strategy Bolt, Nate, Remote Research, Recruit Selectively bookkeeping, for paper prototypes, Minimize Bookkeeping and Computation boundaries of game, Objectives Bradley, Milton, Games for Persuasion Braid, 10. Make It Easy to Try Again Brain Age, Praise , Many Actions, One Measure brain games, Putting It All Together brainstorming, conflicts, Brainstorming Game Conflicts Burak, Asi, Games for Change C Call of Duty: Modern Warfare 3, 4. Action Can Be Boring cameras, and gameplay, GPS CardioMiles, Nike+ casual play trends, Collaborative Communities categories of games, Understanding Games catharsis, Autonomy cause and effect, 8. Skip the Manual change, How Games Are Changing (see trends in games) character development, 5. Emotional Engagement charitable initiatives, in Zynga, CityVille cheat codes, as reward, Metarewards cheating, Formal Constraints , 6. Create Meaningful Experience , The Game Experience Must Stand on Its Own , Create Disproportionate Rewards... preventing, The Game Experience Must Stand on Its Own , Create Disproportionate Rewards... with design, 6. Create Meaningful Experience Checkered Game of Life, Games for Persuasion checkers, Motivation chess, Motivation , Meaningful Choices , Interest , Hybrid children, Accomplishment , 3. Games Don’t Have to Be for Kids , Asynchronous Multiplayer Disney’s virtual community for, Asynchronous Multiplayer games and, Accomplishment , 3. Games Don’t Have to Be for Kids choices, Meaningful Choices , Tie the Message to the Winning Strategy , Meaningful Choices in persuasive games, Tie the Message to the Winning Strategy , Meaningful Choices meaningful for players, Meaningful Choices CityVille, Cultural and Social Change , Motivation , Open-Ended Games , Examples , Build Investment in the Experience , Amazon Gold Box currency, Examples daily bonus rewards, Amazon Gold Box motivation, Motivation , Open-Ended Games player sense of ownership, Build Investment in the Experience social goals, Cultural and Social Change Civilization V, Games for Learning classroom tests, as games, Ebay Is a Game Club Penguin, Asynchronous Multiplayer Clue, Defining Games cognitive disabilities, Work with the Space collaborative communities, 2. Social Interaction collections, Drop Locations and Schedules collective intelligence, Be Forgiving color theory, Working with Scarcity combining rewards, Risks comfort of player with games, Demographics competence, Autonomy , Evaluating Motivation: The PENS Model , Point Systems , Agency and Mastery gaining, Agency and Mastery point systems and, Point Systems competition, rewards and, Offer Suitable Rewards competitive games, Stance complexity, Machine-Based Arbitration , Interest and conflict development, Interest modeling systems, Machine-Based Arbitration computation, Minimize Bookkeeping and Computation , Human Computation for paper prototypes, Minimize Bookkeeping and Computation human, Human Computation Computer Space, Procedural Rhetoric conflict, Time Available for Play , Brainstorming Game Conflicts , Brainstorming Game Conflicts , General Characteristics brainstorming, Brainstorming Game Conflicts characteristics, General Characteristics considerations in developing, Brainstorming Game Conflicts connectivity, smartphone games and, Microphones consequences, design of, Punishment consistency of game environment, Immersion constraints for game, formal, Formal Constraints , Living Games , Ebay Is a Game in Ebay, Living Games in education testing, Ebay Is a Game content, games for imparting, Working with Scarcity contentment, Common Motivations continuous reinforcement, Trauma , Nike+ control over outcome, player sense of, 5. Fit the Game into the Player’s Lifestyle Cooper, Seth, Why We Should Care about Games cooperative play, Stance core message, for persuasive game, The Landlord’s Game , Case Study: Fitter Critters , The Core Message winning strategy and, The Core Message creativity, Social Interaction critical thinking, Failure-Based Learning Csikszentmihalyi, Mihaly, Common Motivations cultural bias, Games Can Solve Real Problems cultural change, video games and, Demographic Data currencies, Leaderboards , Pricing , Collections , Examples customization and, Pricing in CityVille, Examples purchased items combined with, Collections customization, Levels as a Reinforcement Schedule , Pricing monetary system and, Pricing of rewards, Levels as a Reinforcement Schedule cycle of expertise, Working with Scarcity D Dance Dance Revolution, Time Available for Play decision makers, sign-off by, Write It Down deck of cards, Objectives defiance, punishment and, Defiance deliberation in persuasive games, Procedural Rhetoric demographics, Sales Data , Demographics data on video games, Sales Data of player groups, Demographics design, Games Can Solve Real Problems , Why Us? , Common Motivations , Maps , Playtesting , Punishment , The Game Experience Must Stand on Its Own , Make It Easy to Play Along , Nike+ , Build Investment in the Experience , Amazon Gold Box , The Landlord’s Game , 5. Emotional Engagement best practices, The Game Experience Must Stand on Its Own , Make It Easy to Play Along , Nike+ , Build Investment in the Experience , Amazon Gold Box for games with purpose, The Game Experience Must Stand on Its Own for optional advantages, Build Investment in the Experience for reframing games, Make It Easy to Play Along for scheduled play, Amazon Gold Box real-time reinforcement, Nike+ of consequences, Punishment of persuasive games, The Landlord’s Game player motivation and, Common Motivations playtesting to evaluate elements, Playtesting prototypes to answer questions, Maps user experience vs. video games, Games Can Solve Real Problems dice, Objectives , Minimize Bookkeeping and Computation for paper prototyping probability, Minimize Bookkeeping and Computation differentiation by games, Built-in Assessment difficulty of game, evaluating, Prepare an Observation Script Digg, Point Systems Dikkers, Seann, To Guide Experiential Learning discovery, self-directed, Keep It Real , Discovery in Fitter Critters, Discovery Disney’s virtual community for kids, Asynchronous Multiplayer displays, linked, Motion Control disproportionate rewards, Build Investment in the Experience Dow Day, Require Transformation Dragon’s Lair, Autonomy Dungeons & Dragons, Asymmetrical duration of game, Sustainability Dweck, Carol, Autonomy , Accomplishment E earned items, Collections Easter egg, Metarewards Ebay, Living Games , Point Systems as game, Living Games Eco Assist (Honda Insight), Real-Time Reinforcement , Nike+ education, Ebay Is a Game , Games for Learning (see also learning games) testing, Ebay Is a Game Education Arcade, Working with Scarcity efficiency of game, Appraising a Game’s Efficiency electronic prototypes, Electronic Prototypes , Start as Small as You Can avoiding overdesign, Start as Small as You Can “elements of user experience” model, The Elements of Player Experience emotional engagement, 5. Emotional Engagement end state, Replay Value entertainment, as game purpose, Developing a Game Concept environment, Maps , Recruit Selectively , Keep It Real for playtesting, Recruit Selectively paper prototypes to develop, Maps simulating, Keep It Real environmental constraints, Objectives , Living Games , Ebay Is a Game , Working with Scarcity for education testing, Ebay Is a Game in Ebay, Living Games Epic Win, Epic Win , Make It Easy to Play Along ergonomics, playtesting and, Classes of Problems euphoria, Common Motivations EVE Online, Leaderboards evolution study, Games for Change exergames, Games Can Solve Real Problems , Putting It All Together experienced players, Sustainability , Item Drops game duration for, Sustainability reward for, Item Drops experiential learning, Require Transformation experimental interactions, Linked Displays explicit objectives of games, Defining Games exploration, rewards for, Drop Locations and Schedules external rewards, Cheats extinction, Punishment F Facebook, Point Systems failure, Agency and Mastery , Working with Scarcity , Require Transformation cost of, Working with Scarcity learning based on, Agency and Mastery fairness, Defining Games , Interest and conflict development, Interest FarmVille, Demographic Data , Social Image , Social Image , 5. Fit the Game into the Player’s Lifestyle , Rewards in Games , Pricing , CityVille , Build Investment in the Experience , Create Disproportionate Rewards... Haiti relief campaign, CityVille , Create Disproportionate Rewards... player characteristics, Demographic Data player time commitment, 5. Fit the Game into the Player’s Lifestyle social image and, Social Image fatigue of player, Open-Ended Games federal agency grants, for persuasive games, Games for Change Federation of American Scientists, Higher-Order Thinking feedback, What In-Game Actions Do Players Take in Response to the Challenge? , Real-Time Reinforcement , Working with Scarcity from testers, What In-Game Actions Do Players Take in Response to the Challenge? to players, Real-Time Reinforcement , Working with Scarcity Final Fantasy VII, Maps Final Fantasy XIII, Player Motivations first-person shooter games, Putting It All Together Fitter Critters, Keep It Real , The Core Message , Meaningful Choices meaningful choices, Meaningful Choices winning strategy, The Core Message fixed schedule, Leveling fixed-interval schedule for reinforcement, Variable-Ratio Schedules , Nike+ fixed-ratio schedule of reinforcement, Trauma flexibility, in playtesting, Prepare an Observation Script Flight Simulator, Learning by Doing flow, Common Motivations , Emulate the Play Environment to the Best of Your Ability testing impact and, Emulate the Play Environment to the Best of Your Ability flowchart, Rules Foldit, Why We Should Care about Games , 8. Skip the Manual , Appraising a Game’s Efficiency found items, Collections Foursquare, Foursquare free will, behaviorism and, What about Free Will? freedom, Open-Ended Games frequency, Amazon Gold Box friend-based association, Asynchronous Multiplayer Frisby, Al, Games for Change Frogger, Time Available for Play fun, What about Fun? , Player Motivations , Ten Tips for Building a Better Game , What In-Game Actions Do Players Take in Response to the Challenge? enjoyment as priority, Ten Tips for Building a Better Game testing for, What In-Game Actions Do Players Take in Response to the Challenge? G gambling, Games Can Solve Real Problems Game Boy handheld systems, Motion Control game building tips, Why Us? , Ten Tips for Building a Better Game , 2. Playtest, Playtest, Playtest , 2. Playtest, Playtest, Playtest , 4. Action Can Be Boring , 5. Fit the Game into the Player’s Lifestyle , 5. Fit the Game into the Player’s Lifestyle , 6. Create Meaningful Experience , 7. Don’t Cheat , 8. Skip the Manual , 10. Make It Easy to Try Again (see also design) action as boring, 4. Action Can Be Boring age of players impact, 2. Playtest, Playtest, Playtest cheating with design, 6. Create Meaningful Experience ease of trying again, 10. Make It Easy to Try Again enjoyment as priority, Ten Tips for Building a Better Game meaningful experience, 5. Fit the Game into the Player’s Lifestyle player lifestyle considerations, 5. Fit the Game into the Player’s Lifestyle playtesting, 2. Playtest, Playtest, Playtest sensible experience, 8. Skip the Manual skipping manual, 7. Don’t Cheat game characteristics, Defining Games , Defining Games , Objectives , Formal Constraints , Formal Constraints , Environmental Constraints arbitration, Environmental Constraints environmental constraints, Objectives formal constraints, Formal Constraints objectives, Defining Games simple example, Formal Constraints game design, perspectives on, Developing a Game Concept , To Generate Revenue , Time Available for Play , Sustainability , Replay Value , Open-Ended Games , Player Interaction , Asymmetrical conflict, Time Available for Play duration and lifetime, Sustainability end state, Replay Value genre, Asymmetrical linearity, Open-Ended Games objective, Developing a Game Concept player interaction, Player Interaction players, To Generate Revenue (see also players) game development, Ten Tips for Building a Better Game Game of Life, Games for Persuasion Game of the District Messenger Boy, Historical Precedent GameCube console, Motion Control games, Why We Should Care about Games , Why We Should Care about Games , Why Us? , Understanding Games , Understanding Games , Machine-Based Arbitration , Living Games , Role Playing advantages for training and instruction, Role Playing benefits of, Why Us? categories of, Understanding Games challenge of, Why We Should Care about Games definition for, Understanding Games in real world, Machine-Based Arbitration living, Living Games significance of, Why We Should Care about Games Games for Change conference, Games for Change Games for Health conference, Games Can Solve Real Problems GameShare, Experimental Interactions gamification, Why Us? , By Reenvisioning Conventional Experiences as Games Garrett, Jesse James, The Elements of Player Experience Gee, James Paul, Role Playing , Working with Scarcity genre, Asymmetrical , Putting It All Together comparison, Putting It All Together Geometry Wars, Touch Screens geopositioning, Foursquare use of, Make It Easy to Play Along George, Henry, The Landlord’s Game goals, Working with Scarcity Gold Box in Amazon, Create Disproportionate Rewards... Good Video Games and Good Learning (Gee), Working with Scarcity Google Image Labeler, Human Computation , Human Computation GPS capabilities, and game trends, GPS graduated rewards, Offer Suitable Rewards Grand Theft Auto, Immersion , Autonomy , Open-Ended Games , Defiance , Collections , Risks Grand Theft Auto III, Metarewards Grand Theft Auto IV, Levels of Customization grinding, Player Motivations Guitar Hero, Praise H Haiti relief, FarmVille and, CityVille , Create Disproportionate Rewards... Halo, Minimize Bookkeeping and Computation , Common Forms hands-on experience, Failure-Based Learning Hangman, Asymmetrical Hearts, 4. Action Can Be Boring Heavy Rain, 5. Emotional Engagement hidden objectives, vs. known, Skill Level higher-order thinking, Higher-Order Thinking HiveMind, Epic Win holiday greetings, online games as, 5. Fit the Game into the Player’s Lifestyle Honda Insight Eco Assist, Real-Time Reinforcement , Nike+ Huizinga, Johan, Machine-Based Arbitration human computation games, Human Computation , The Game Experience Must Stand on Its Own , The Game Experience Must Stand on Its Own best practices for design, The Game Experience Must Stand on Its Own quality of output, The Game Experience Must Stand on Its Own hybrid play, Stance I I Love Bees, Be Forgiving Image Labeler (Google), Human Computation , Human Computation immersion, Common Motivations Immersyve, Evaluating Motivation: The PENS Model incentives, for playing game again, 10. Make It Easy to Try Again Incredible Machine, Learning by Doing inevitable loss, as end state, Replay Value Injini Frog, To Develop Skills Injini Puzzle, To Develop Skills innovation, Cultural and Social Change input agreement game, Human Computation inspiration, games and, By Reenvisioning Conventional Experiences as Games instruction, Role Playing (see learning) instruction manual, skipping, 7. Don’t Cheat intangible things, value of, Rewards in Games intelligence, collective, Be Forgiving interaction of players, Player Interaction interactions, experimental, Linked Displays interest in game, Brainstorming Game Conflicts , Levels as a Reinforcement Schedule , Appraising a Game’s Efficiency and conflict development, Brainstorming Game Conflicts levels to extend, Levels as a Reinforcement Schedule maintaining, Appraising a Game’s Efficiency Internet, games and, Games Drive Innovation intrinsic rewards, Risks inversion problems, Human Computation item drops, Item Drops iteration, of paper prototype, Replace Skill with Probability It’s Your Life (Schwab MoneyWise), Ten Tips for Building a Better Game L L.A. Noire, 5. Emotional Engagement Landlord’s Game, Monopoly leaderboards for point systems, Many Actions, One Measure learning, Games Can Solve Real Problems , To Generate Revenue , Agency and Mastery , Failure-Based Learning , Failure-Based Learning , Role Playing , Working with Scarcity , Require Transformation advantages of games for, Role Playing as game objective, To Generate Revenue by doing, Failure-Based Learning experiential, Require Transformation failure-based, Agency and Mastery opportunities, Games Can Solve Real Problems simulation in, Failure-Based Learning strategies for games supporting, Working with Scarcity learning curves for gameplay, Collaborative Communities learning games, Games for Learning , Games for Learning , Role Playing , Working with Scarcity , To Guide Experiential Learning , Be Forgiving adventure in, To Guide Experiential Learning mistakes by players, Be Forgiving qualities making, Games for Learning role-playing, Role Playing teaching and, Working with Scarcity Left 4 Dead, behaviorism in, Pac-Man Legend of Zelda: The Wind Waker, Motion Control leisure time of players, 5. Fit the Game into the Player’s Lifestyle leveling, Scarcity Librande, Stone, Creating Game Prototypes , Balance , Balance lifetime of game, Sustainability linearity, Open-Ended Games linked displays, Motion Control LinkedIn, Point Systems LittleBigPlanet, Social Interaction , Levels of Customization living games, Living Games loading screen, time required for, 10. Make It Easy to Try Again locations, for item drops, Item Drops locked content, cost-benefit ratio of, Common Forms losing, 8. Skip the Manual , Replay Value as end state, Replay Value player understanding of, 8. Skip the Manual M machine-based arbitration, Environmental Constraints , Ebay Is a Game for video games, Environmental Constraints in Ebay, Ebay Is a Game Madigan, Jamie, Player Motivations , Immersion Mafia Wars, Social Image , 4. Action Can Be Boring magic circle, Machine-Based Arbitration Magie, Lizzie, The Landlord’s Game Mansion of Happiness, Historical Precedent manual, skipping, 7. Don’t Cheat maps, paper prototypes to develop, Maps Mark of Kri, Catharsis Maslow, Abraham, Accomplishment massively multiplayer games, Social Image , Player Interaction Mastermind, Time Available for Play conflict, Time Available for Play mastery, Autonomy , Agency and Mastery , Be Forgiving learning games and, Agency and Mastery orientation, Autonomy Matchin, Human Computation Math Blaster, Games for Learning Mathews, Jim, Require Transformation Maxis, Creating Game Prototypes mayorships, in Foursquare, Foursquare meaning in persuasive games, Meaning in Games measurable objectives, Defining Games message, core, for persuasive game, The Landlord’s Game , Case Study: Fitter Critters Metal Gear Solid 4: Guns of the Patriots, 5. Fit the Game into the Player’s Lifestyle metarewards, Metarewards microgames, Linked Displays microphones, and game trends, GPS Microsoft Office, Failure-Based Learning Microsoft, Kinect controller for the Xbox, Sales Data Miis in Nintendo Wii, Levels as a Reinforcement Schedule mind-set, introducing for learning games, Specialize Minesweeper, Work with the Space mistakes by players, in learning games, Be Forgiving mobile devices, games on, How Games Are Changing models, Machine-Based Arbitration , Tests Are Games complex systems, Machine-Based Arbitration for understanding games, Tests Are Games ModNation Racers, Social Interaction monetary systems, Leaderboards , Pricing customization and, Pricing of online multiplayer games, Leaderboards Monopoly, Social Image , Meaning in Games motion control, Short Learning Curves motivations for players, Motivation , Player Motivations , Common Motivations , Autonomy , Autonomy , Autonomy , Accomplishment , Accomplishment , Social Image , Social Interaction , Demographics , Classes of Problems , What In-Game Actions Do Players Take in Response to the Challenge? , Behavioral Tools , Games for Action , Appraising a Game’s Efficiency accomplishment, Accomplishment autonomy, Autonomy catharsis, Autonomy competence, Autonomy creating for players, Behavioral Tools creativity, Social Interaction immersion, Common Motivations PENS model for evaluation, What In-Game Actions Do Players Take in Response to the Challenge? playtesting and, Classes of Problems social image, Accomplishment social interaction, Social Image multiplayer games, Player Interaction , Player Interaction , Shared Space , Asynchronous Multiplayer , Stance , Hybrid , General Characteristics , Leaderboards characteristics, General Characteristics familiarity, Asynchronous Multiplayer location, Player Interaction monetary systems of online, Leaderboards number of players, Player Interaction roles and power, Hybrid stance, Stance timing, Shared Space multiple paths in game, Open-Ended Games Myst, Rules mystery, To Foster Collective Intelligence N narrative, Working with Scarcity , 5. Emotional Engagement natural selection, Games for Change negative reinforcement, Reinforcement , Pac-Man , CityVille in Pac-Man, Pac-Man negative reward, Drop Locations and Schedules Netflix, customer ratings, Point Systems neutral play, Stance Nike+ system, in iPods and iPhones, The Pokéwalker Nintendo Wii, Games Can Solve Real Problems , Levels as a Reinforcement Schedule , Motion Control Fit, Games Can Solve Real Problems Miis in, Levels as a Reinforcement Schedule U console, Motion Control nongaming applications, motion control and, Motion Control nonlinearity, absolute, Open-Ended Games novice players, game duration for, Sustainability number of players, Player Interaction O objectives of games, Defining Games , 8. Skip the Manual , Developing a Game Concept , Asymmetrical , Skill Level , Games for Action game genres and, Asymmetrical known vs. hidden, Skill Level observation script, for playtesting, Emulate the Play Environment to the Best of Your Ability on/off conditions, Rules One Button Bob, Linked Displays one-button games, Linked Displays online environment, and remote play, Shared Space online games, Social Interaction , 5. Fit the Game into the Player’s Lifestyle as holiday greetings, 5. Fit the Game into the Player’s Lifestyle exploitation risks, Social Interaction open association, Asynchronous Multiplayer open world games, Putting It All Together open-ended games, Replay Value operant conditioning, A Quick Guide to Behaviorism optional advantages, Nike+ , Build Investment in the Experience best practices for design, Build Investment in the Experience Oregon Trail, Games for Learning Osmos, Touch Screens Osterweil, Scot, To Impart Content Our Minnesota, To Guide Experiential Learning output agreement game, Human Computation P Pac-Man, Objectives , Motivation , Meaningful Choices , Pac-Man behaviorism in, Pac-Man choices, Meaningful Choices paper prototypes, Balance , Creating Game Prototypes , Paper Prototypes , Maps building, Maps what works, Paper Prototypes PeaceMaker, Games for Change pedometer, The Pokéwalker PENS model, What In-Game Actions Do Players Take in Response to the Challenge? persistence, reward for, Item Drops persuasion, as game objective, To Generate Revenue persuasive games, Games for Persuasion , Games for Persuasion , Games for Change , Games for Change , Games for Change , Procedural Rhetoric , Meaning in Games , Monopoly , The Landlord’s Game , Tie the Message to the Winning Strategy , Keep It Real , Keep It Real , Keep It Real assets and real world, Keep It Real case study: Fitter Critters, Keep It Real change from, Games for Change delibration in, Procedural Rhetoric design, The Landlord’s Game federal agency grants for, Games for Change historical precedent, Games for Persuasion meaning in, Meaning in Games meaningful choices in, Tie the Message to the Winning Strategy messages in, Monopoly procedural rhetoric, Games for Change self-directed discovery, Keep It Real Persuasive Games (Bogost), Procedural Rhetoric physics, Multiplayer Characteristics , Learning by Doing creating game based on, Multiplayer Characteristics pinball, Procedural Rhetoric Plants vs. Zombies, Usability , Working with Scarcity platformer genre, Putting It All Together play dynamics, item drops and, Item Drops play space of game, boundaries and structure, Objectives player experience elements, Motivation , Meaningful Choices , Balance , Balance , Usability , What about Fun? aesthetics, Usability balance, Balance fun and, What about Fun? meaningful choices, Meaningful Choices motivation, Motivation usability, Balance Player Experience of Need Satisfaction (PENS) model, What In-Game Actions Do Players Take in Response to the Challenge? player fatigue, Open-Ended Games players, 5. Fit the Game into the Player’s Lifestyle , To Generate Revenue , Player Interaction (see also multiplayer games) interaction, Player Interaction lifestyle considerations, 5. Fit the Game into the Player’s Lifestyle playing game, incentives for starting again, 10. Make It Easy to Try Again playtesting, 2. Playtest, Playtest, Playtest , Playtesting , Playtesting , Classes of Problems , Emulate the Play Environment to the Best of Your Ability , Prepare an Observation Script , Prepare an Observation Script guidelines, Classes of Problems importance of, 2. Playtest, Playtest, Playtest length of session, Prepare an Observation Script observation script for, Emulate the Play Environment to the Best of Your Ability problem classes, Playtesting problems vs. challenges, Prepare an Observation Script Poikilia, Working with Scarcity point systems, Point Systems , Scarcity vs. currency system, Scarcity Pokémon, Accomplishment , Collections , The Pokéwalker poker, Social Image Pokéwalker, The Pokéwalker polyhedral dice, for paper prototyping probability, Minimize Bookkeeping and Computation Pong, Hybrid , Risks popularity of games, Overlap between Disciplines Creates Learning Opportunities , Social Image Portal 2, Specialize , To Introduce a New Mind-Set , Require Transformation positive ends, for games, Games Can Solve Real Problems positive reinforcement, Reinforcement , Pac-Man in Pac-Man, Pac-Man power, 6. Create Meaningful Experience , Hybrid in multiplayer games, Hybrid in video games, 6. Create Meaningful Experience praise, Rewards in Games Prince of Persia: The Sands of Time, 10. Make It Easy to Try Again priorities, Multiplayer Characteristics probability, Minimize Bookkeeping and Computation , Offer Suitable Rewards of rewards, Offer Suitable Rewards vs. skill, in paper prototyping, Minimize Bookkeeping and Computation problem solving, Why We Should Care about Games , Games Can Solve Real Problems , Failure-Based Learning , Working with Scarcity video game for, Why We Should Care about Games problems in playtesting, Prepare an Observation Script procedural rhetoric, Games for Change Professor Layton series, Tests Are Games programming time, paper prototyping to save, Balance Project Injini, Work with the Space projective identity, Role Playing prototypes, Balance , Creating Game Prototypes , Electronic Prototypes , Start as Small as You Can , Be Ready to Throw It All Away , Be Ready to Throw It All Away (see also paper prototypes) benefits, Creating Game Prototypes electronic, Electronic Prototypes , Start as Small as You Can avoiding overdesign, Start as Small as You Can savings from, Be Ready to Throw It All Away willingness to discard, Be Ready to Throw It All Away psychology, Player Motivations , Behavioral Tools (see also behaviorism) of video games, Player Motivations punishment, Reinforcement , Punishment , Left 4 Dead , Drop Locations and Schedules dropped items as, Drop Locations and Schedules in Left 4 Dead, Left 4 Dead timing of, Punishment purchased items, Collections puzzles, Putting It All Together , Rules , Classes of Problems , Distinguishing Real Problems from Appropriate Challenges playtesting and, Classes of Problems R radical interfaces as trend, Short Learning Curves randomness in games, 2. Playtest, Playtest, Playtest , 5. Fit the Game into the Player’s Lifestyle player control and, 5. Fit the Game into the Player’s Lifestyle testing and, 2. Playtest, Playtest, Playtest real-time interaction, Shared Space real-time reinforcement, Real-Time Reinforcement , Nike+ best practices for design, Nike+ real-world actions, Nike+ realities of games, The Magic Circle recruitment for playtesting, Classes of Problems Red Dead Redemption, Usability , 5. Emotional Engagement reframing, The Game Experience Must Stand on Its Own , Make It Easy to Play Along best practices for design, Make It Easy to Play Along reinforcement, Reinforcement , Punishment , Trauma , Leveling , Real-Time Reinforcement , Nike+ levels as, Leveling real-time, Real-Time Reinforcement , Nike+ best practices for design, Nike+ schedules of, Trauma timing of, Punishment relatedness, Evaluating Motivation: The PENS Model relationships, 5. Emotional Engagement reliable objectives, Defining Games remote play, Shared Space Remote Research (Bolt and Tulathimutte), Recruit Selectively remote testing, Recruit Selectively repetitive actions, Player Motivations Resident Evil series, Working with Scarcity return visits, Amazon Gold Box revenue, Sales Data , Developing a Game Concept as game objective, Developing a Game Concept of video game industry, Sales Data rewards, Motivation , Reinforcement , Rewards in Games , Rewards in Games , Point Systems , Leaderboards , Scarcity , Levels as a Reinforcement Schedule , Item Drops , Drop Locations and Schedules , Size and Difficulty , Skill Level , Metarewards , Cheats , Risks , Risks , Make It Easy to Play Along , Build Investment in the Experience , Offer Suitable Rewards achievements, Size and Difficulty collections, Drop Locations and Schedules combining, Risks currencies, Leaderboards customization, Levels as a Reinforcement Schedule disproportionate, Build Investment in the Experience external, Cheats feedback of, Motivation intrinsic, Risks item drops, Item Drops leveling, Scarcity metarewards, Metarewards offering variety, Make It Easy to Play Along point systems, Point Systems praise, Rewards in Games suitability, Offer Suitable Rewards unlockables, Skill Level rhythm games, Putting It All Together richness of game environment, Immersion Rigby, Scott, Evaluating Motivation: The PENS Model risks, Item Drops , Cheats item drops and, Item Drops of external rewards, Cheats Riven, Specialize , To Introduce a New Mind-Set Rock Band, Social Image , Praise rock-paper-scissors, Formal Constraints role-playing, Role Playing role-playing games, Balance , Player Motivations , Putting It All Together , Punishment , Leaderboards specialized currencies in, Leaderboards roles in multiplayer games, Hybrid rules of game, Formal Constraints , 7. Don’t Cheat , Rules computer and player, 7. Don’t Cheat paper prototype to develop, Rules Ryan, Richard, Evaluating Motivation: The PENS Model S safety, concerns about, Asynchronous Multiplayer Salen, Katie, Formal Constraints sales data on games, Overlap between Disciplines Creates Learning Opportunities saving progress in game, option for, 10. Make It Easy to Try Again Sawyer, Ben, Experimental Interactions scaffolding for instruction, Built-in Assessment scarcity, Leaderboards , Working with Scarcity of game currencies, Leaderboards scheduled play, Create Disproportionate Rewards... schedules, Trauma , Item Drops for item drops, Item Drops of reinforcement, Trauma Schell, Jesse, The Art of Game Design, By Reenvisioning Conventional Experiences as Games , Playtesting Schwab MoneyWise It’s Your Life, Ten Tips for Building a Better Game Second Life, By Reenvisioning Conventional Experiences as Games self-determination theory, Evaluating Motivation: The PENS Model self-directed discovery, Keep It Real self-esteem, Accomplishment sensorimotor disabilities, Work with the Space Shadow of the Colossus, 5. Emotional Engagement shared physical space, Shared Space shared presence, 2. Social Interaction SimCity, Social Interaction The Sims, Replay Value , Open-Ended Games , Levels of Customization , Appraising a Game’s Efficiency , Role Playing , Monopoly customization, Levels of Customization message in, Monopoly simulation, Failure-Based Learning , Keep It Real in learning, Failure-Based Learning of environment, Keep It Real simulation games, Social Interaction , Putting It All Together , Higher-Order Thinking single path, Open-Ended Games Sins of a Solar Empire, Agency and Mastery skill, Demographics , Minimize Bookkeeping and Computation , Skill Level , Work with the Space development, Work with the Space levels and achievements, Skill Level vs. probability, in paper prototyping, Minimize Bookkeeping and Computation skinner boxes, A Quick Guide to Behaviorism Skinner, B. F., A Quick Guide to Behaviorism slot machines, Variable-Ratio Schedules , Procedural Rhetoric social change, video games and, Demographic Data social games, Demographic Data social image, Accomplishment social interaction, Social Image , Microphones trends, Microphones social media, 2. Social Interaction social networking games, Putting It All Together social rewards, customization and, Pricing Sony Playstation, Short Learning Curves spatial manipulation, Why We Should Care about Games specializing, Nike+ specificity of message, Write It Down Spore, Balance Squigl, Games with a Purpose stance in multiplayer games, Stance Star Wars: Knights of the Old Republic, Role Playing stickiness of a leveling system, Leveling Strat-O-Matic baseball cards, Minimize Bookkeeping and Computation strategic play, item drops and, Item Drops strategic thinking, Higher-Order Thinking strategies for games supporting learning, Working with Scarcity strategy games, Putting It All Together structure of game, Objectives , Leveling leveling and, Leveling subject matter, games for imparting, Working with Scarcity success, game design and, Failure-Based Learning Super Mario Bros., Is the Level of Challenge Appropriate for the Current Stage of the Game? survey of target audience, Demographics sustainability, and conflict development, Sustainability symmetrical power of players, Hybrid synchronous multiplayer games, Shared Space systems thinking, Higher-Order Thinking T Tag a Tune, Human Computation tags for images, Human Computation Tamagotchi virtual pet, Short Learning Curves target audience, Demographics , Recruit Selectively survey of, Demographics test participants and, Recruit Selectively tasks, redefining everyday, as games, Why Us? teaching in games, Working with Scarcity Team Fortress 2, Stance teams, Player Interaction technology, player access to, Demographics Tekken, Autonomy , Common Forms testing, Playtesting , Playtesting , Recruit Selectively (see also playtesting) importance, Playtesting remote, Recruit Selectively Tetris, Brainstorming Game Conflicts , Behavioral Tools thinking, Higher-Order Thinking , Higher-Order Thinking , Higher-Order Thinking , Require Transformation higher-order, Higher-Order Thinking strategic, Higher-Order Thinking systems, Higher-Order Thinking transformation of, Require Transformation tie, as end state, Replay Value time, Time Available for Play , Balance , Be Ready to Throw It All Away , Prepare an Observation Script , Appraising a Game’s Efficiency , Specialize , Collaborative Communities availability to player, Time Available for Play , Collaborative Communities for learning games, Specialize for playtesting session, Prepare an Observation Script prototypes for saving, Balance , Be Ready to Throw It All Away spent by player on game, Appraising a Game’s Efficiency timing of reinforcements and punishment, Punishment to-do lists, Epic Win Tomb Raider III, Collaborative Communities touch screens for mobile games, How Games Are Changing training, Role Playing (see learning) transformation of thinking, Require Transformation trauma, punishment and, Trauma Treasure Quest, Cheats trends in games, How Games Are Changing , How Games Are Changing , Microphones , Collaborative Communities , Short Learning Curves , 5. Emotional Engagement casual play, Collaborative Communities emotional engagement, 5. Emotional Engagement mobility, How Games Are Changing radical interfaces, Short Learning Curves social interaction, Microphones Trivial Pursuit, Defining Games Tulathimutte, Tony, Remote Research, Recruit Selectively tutorials, 7. Don’t Cheat , Failure-Based Learning Twister, Objectives two-player games, Player Interaction U Ultima, Immersion Unisys, online games as holiday greetings, 5. Fit the Game into the Player’s Lifestyle University of Wisconsin–Madison, Require Transformation unlockables, Skill Level Unreal, Shared Space US Department of Agriculture, Games for Change usability, Balance , Playtesting , Require Transformation in learning games, Require Transformation playtesting and, Playtesting user experience design, Games Can Solve Real Problems , Games Drive Innovation , 5. Emotional Engagement core competencies for, Games Drive Innovation game design and, Games Can Solve Real Problems , 5. Emotional Engagement user interface in Nintendo Wii, Levels as a Reinforcement Schedule Utopia, Higher-Order Thinking V variable-interval schedule, Variable-Interval Schedules , Left 4 Dead in Left 4 Dead, Left 4 Dead of reinforcement, Variable-Interval Schedules variable-ratio schedule of reinforcement, Variable-Ratio Schedules , Epic Win , Nike+ variation, point systems and, Many Actions, One Measure Verbosity, Human Computation video games, Why We Should Care about Games , Environmental Constraints , 6. Create Meaningful Experience , Variable-Interval Schedules , Games for Change behaviorism in, Variable-Interval Schedules characteristics, Environmental Constraints expanding role for, Why We Should Care about Games positive differences from, Games for Change power in, 6. Create Meaningful Experience violent themes, Catharsis Virtua Fighter, Autonomy virtual-pet games, Putting It All Together , Punishment , Case Study: Fitter Critters , Short Learning Curves Fitter Critters, Case Study: Fitter Critters Tamagotchi, Short Learning Curves voice recognition, Microphones volunteers for playtesting, Recruit Selectively von Ahn, Luis, Human Computation W WarioWare: Smooth Moves, Linked Displays What Video Games Have to Teach Us About Learning and Literacy (Gee), Working with Scarcity Where in the World Is Carmen Sandiego?, Games for Learning Wii, Games Can Solve Real Problems (see Nintendo Wii) winning, 8. Skip the Manual , Replay Value , Tie the Message to the Winning Strategy as end state, Replay Value player understanding of, 8. Skip the Manual tying message to strategy, Tie the Message to the Winning Strategy wireframing, Start as Small as You Can Words With Friends, Appraising a Game’s Efficiency , 2. Social Interaction World of Warcraft, Demographic Data , Social Image , Open-Ended Games , Player Interaction , Shared Space guilds, Demographic Data Wright, Will, Epic Win , Agency and Mastery written instructions, skipping, 7. Don’t Cheat
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