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  1. Achievement relocked
    loss aversion and game design
    Erschienen: [2020]; © 2020
    Verlag:  The MIT Press, Cambridge, Massachusetts

    Cover -- Contents -- On Thinking Playfully -- Preface -- Introduction -- 1. Loss Aversion -- Losing Levels -- Tracking -- Casino Games -- The Rest of the Book -- 2. Endowment Effect -- Weighted Companion Cube -- Robinson Crusoe and First Martians --... mehr

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    Cover -- Contents -- On Thinking Playfully -- Preface -- Introduction -- 1. Loss Aversion -- Losing Levels -- Tracking -- Casino Games -- The Rest of the Book -- 2. Endowment Effect -- Weighted Companion Cube -- Robinson Crusoe and First Martians -- Permadeath -- 3. Framing -- Disease -- Offsets and Isolation -- Framing in Board Games -- 4. Utility Theory -- Deal or No Deal -- Path Dependence -- Endowment Effect -- Push-Your-Luck Games -- The Ten-Times Game -- 5. Endowed Progress -- Car Wash Experiment -- Hearthstone Ranked Play -- Chess Rankings -- Liquor Store Experiment How game designers can use the psychological phenomenon of loss aversion to shape player experience. Getting something makes you feel good, and losing something makes you feel bad. But losing something makes you feel worse than getting the same thing makes you feel good. So finding $10 is a thrill; losing $10 is a tragedy. On an "intensity of feeling" scale, loss is more intense than gain. This is the core psychological concept of loss aversion, and in this book game creator Geoffrey Engelstein explains, with examples from both tabletop and video games, how it can be a tool in game design. Loss aversion is a profound aspect of human psychology, and directly relevant to game design; it is a tool the game designer can use to elicit particular emotions in players. Engelstein connects the psychology of loss aversion to a range of phenomena related to games, exploring, for example, the endowment effect--why, when an object is ours, it gains value over an equivalent object that is not ours--as seen in the Weighted Companion Cube in the game Portal; the framing of gains and losses to manipulate player emotions; Deal or No Deal 's use of the utility theory; and regret and competence as motivations, seen in the context of legacy games. Finally, Engelstein examines the approach to Loss Aversion in three games by Uwe Rosenberg, charting the designer's increasing mastery The Settlers of Catan -- Experience in RPGs -- 6. Regret and Competence -- Legacy Games -- Regret Game -- Regret as a Game Design Tool -- Regret and Endowed Progress -- Competence -- Attack/Defend Example: Who Chooses First? -- Video Games versus Board Games -- 7. Putting It All Together -- The Agricola Series -- Conclusion -- Notes -- Introduction -- 1. Loss Aversion -- 2. Endowment Effect -- 3. Framing -- 4. Utility Theory -- 5. Endowed Progress -- 6. Regret and Competence -- 7. Putting It All Together -- Index

     

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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 0262357046; 9780262357043
    RVK Klassifikation: LB 42000 ; LC 13000 ; LB 61000
    Schriftenreihe: Playful Thinking
    Schlagworte: Video games; Computer games; Loss aversion; Video games; Computer games; COMPUTERS / Design, Graphics & Media / General; Computer games ; Design; Computer games ; Psychological aspects; Loss aversion; Video games ; Design; Video games ; Psychological aspects
    Umfang: 1 Online-Ressource (xii, 135 Seiten)