Ergebnisse für *

Zeige Ergebnisse 1 bis 7 von 7.

  1. Nudging preventive behaviors in COVID-19 crisis
    a large scale RCT using smartphone advertising
    Erschienen: 8 November, 2020
    Verlag:  Institute for Economic Studies, Keio University, Tokyo, Japan

    Zugang:
    Verlag (kostenfrei)
    Verlag (kostenfrei)
    ZBW - Leibniz-Informationszentrum Wirtschaft, Standort Kiel
    VS 627
    keine Fernleihe
    Export in Literaturverwaltung   RIS-Format
      BibTeX-Format
    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    Format: Online
    Schriftenreihe: KEIO-IES discussion paper series ; DP2020, 021 (8 November, 2020)
    Schlagworte: Covid-19; Heterogeneity; Loss aversion; Nudge; Treatment effect
    Umfang: 1 Online-Ressource (circa 21 Seiten), Illustrationen
  2. Achievement relocked
    loss aversion and game design
    Erschienen: [2020]; © 2020
    Verlag:  The MIT Press, Cambridge, Massachusetts

    Loss aversion -- Endowment effect -- Framing -- Utility theory -- Endowed progress -- Regret and competence -- Putting it all together. "All of the books published in the Playful Thinking series have come from academics, who while they may have... mehr

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Potsdamer Straße
    10 A 93011
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Sächsische Landesbibliothek - Staats- und Universitätsbibliothek Dresden
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    UB Weimar
    Mag Ho 4082
    uneingeschränkte Fernleihe, Kopie und Ausleihe

     

    Loss aversion -- Endowment effect -- Framing -- Utility theory -- Endowed progress -- Regret and competence -- Putting it all together. "All of the books published in the Playful Thinking series have come from academics, who while they may have designed games with their students to go along with the curricula, weren't game designers. However, as series co-editor William Urrichio noted, 'If Playful Thinking seeks to distinguish itself from mainstream academic work on games by addressing an audience that includes designers, it's probably a good idea to have a text from a designer in the series, especially one who can make the case for "why theory".' Achievement Relocked is about Loss Aversion, and the way it can manipulate player experiences. Loss Aversion is a core effect in human psychology. Simply stated, losses make people feel worse than gains make them feel better. In other words, the negative emotions from losing $100 are stronger than the positive emotions from gaining $100 -- about twice as strong according to a variety of experiments. The fundamental aspect of Loss Aversion to human psychology is very deep, and touches a wide variety of phenomenon, most of which are directly relevant to game design. Achievement Relocked explores framing, regret, competence, and many other effects, and their relation to players' relationship with the game experience. This gives a fascinating lens through which to view many design choices"--

     

    Export in Literaturverwaltung   RIS-Format
      BibTeX-Format
    Hinweise zum Inhalt
    Quelle: Staatsbibliothek zu Berlin
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    Format: Druck
    ISBN: 9780262043533
    RVK Klassifikation: LB 42000 ; LC 13000 ; LB 61000
    Schriftenreihe: Playful thinking
    Schlagworte: Video games; Computer games; Loss aversion; Video games; Computer games
    Umfang: xii, 135 Seiten, Illustrationen
    Bemerkung(en):

    Includes bibliographical references and index

  3. 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

    Zugang:
    Aggregator (lizenzpflichtig)
    Staats- und Universitätsbibliothek Bremen
    keine Fernleihe

     

    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

     

    Export in Literaturverwaltung   RIS-Format
      BibTeX-Format
    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)
  4. Achievement relocked
    loss aversion and game design
    Erschienen: [2020]
    Verlag:  The MIT Press, Cambridge, Massachusetts ; London, England

    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... mehr

    Freie Universität Berlin, Universitätsbibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe

     

    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

     

    Export in Literaturverwaltung   RIS-Format
      BibTeX-Format
    Hinweise zum Inhalt
    Volltext (URL des Erstveröffentlichers)
    Quelle: Philologische Bibliothek, FU Berlin
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9780262357043
    Weitere Identifier:
    RVK Klassifikation: LB 42000 ; LC 13000 ; LB 61000
    Schriftenreihe: Playful thinking
    Schlagworte: Verlustaversion; Computerspiel; Design
    Weitere Schlagworte: Video games / Design; Computer games / Design; Loss aversion; Video games / Psychological aspects; Computer games / Psychological aspects; Computer games / Design; Computer games / Psychological aspects; Loss aversion; Video games / Design; Video games / Psychological aspects; Electronic books
    Umfang: 1 Online-Ressource (xii, 135 Seiten), Illustrationen
    Bemerkung(en):

    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 -- 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

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

    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... mehr

    Universitätsbibliothek Bayreuth
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Technische Universität München, Universitätsbibliothek, Teilbibliotheken Garching
    uneingeschränkte Fernleihe, Kopie und Ausleihe

     

    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

     

    Export in Literaturverwaltung   RIS-Format
      BibTeX-Format
    Hinweise zum Inhalt
    Volltext (URL des Erstveröffentlichers)
    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9780262357043
    Weitere Identifier:
    RVK Klassifikation: LB 42000 ; LC 13000 ; LB 61000
    Schriftenreihe: Playful thinking
    Schlagworte: Verlustaversion; Computerspiel; Design
    Weitere Schlagworte: Video games / Design; Computer games / Design; Loss aversion; Video games / Psychological aspects; Computer games / Psychological aspects; Computer games / Design; Computer games / Psychological aspects; Loss aversion; Video games / Design; Video games / Psychological aspects; Electronic books
    Umfang: 1 Online-Ressource (xii, 135 Seiten), Illustrationen
    Bemerkung(en):

    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 -- 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

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

    Loss aversion -- Endowment effect -- Framing -- Utility theory -- Endowed progress -- Regret and competence -- Putting it all together. mehr

     

    Loss aversion -- Endowment effect -- Framing -- Utility theory -- Endowed progress -- Regret and competence -- Putting it all together.

     

    Export in Literaturverwaltung   RIS-Format
      BibTeX-Format
    Hinweise zum Inhalt
    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    Format: Druck
    ISBN: 9780262043533
    Weitere Identifier:
    9780262043533
    RVK Klassifikation: LB 42000 ; LC 13000 ; LB 61000
    Schriftenreihe: Playful thinking
    Schlagworte: Video games; Computer games; Loss aversion; Video games; Computer games
    Umfang: xii, 135 Seiten, Illustrationen, 21 cm
    Bemerkung(en):

    Enthält Literaturangaben

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

    Loss aversion -- Endowment effect -- Framing -- Utility theory -- Endowed progress -- Regret and competence -- Putting it all together. "All of the books published in the Playful Thinking series have come from academics, who while they may have... mehr

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Unter den Linden
    uneingeschränkte Fernleihe, Kopie und Ausleihe

     

    Loss aversion -- Endowment effect -- Framing -- Utility theory -- Endowed progress -- Regret and competence -- Putting it all together. "All of the books published in the Playful Thinking series have come from academics, who while they may have designed games with their students to go along with the curricula, weren't game designers. However, as series co-editor William Urrichio noted, 'If Playful Thinking seeks to distinguish itself from mainstream academic work on games by addressing an audience that includes designers, it's probably a good idea to have a text from a designer in the series, especially one who can make the case for "why theory".' Achievement Relocked is about Loss Aversion, and the way it can manipulate player experiences. Loss Aversion is a core effect in human psychology. Simply stated, losses make people feel worse than gains make them feel better. In other words, the negative emotions from losing $100 are stronger than the positive emotions from gaining $100 -- about twice as strong according to a variety of experiments. The fundamental aspect of Loss Aversion to human psychology is very deep, and touches a wide variety of phenomenon, most of which are directly relevant to game design. Achievement Relocked explores framing, regret, competence, and many other effects, and their relation to players' relationship with the game experience. This gives a fascinating lens through which to view many design choices"--

     

    Export in Literaturverwaltung   RIS-Format
      BibTeX-Format
    Hinweise zum Inhalt
    Quelle: Staatsbibliothek zu Berlin
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    Format: Druck
    ISBN: 9780262043533
    RVK Klassifikation: LB 42000 ; LC 13000 ; LB 61000
    Schriftenreihe: Playful thinking
    Schlagworte: Video games; Computer games; Loss aversion; Video games; Computer games
    Umfang: xii, 135 Seiten, Illustrationen
    Bemerkung(en):

    Includes bibliographical references and index