TENTAMEN IME
1. What are the characteristics of digital entertainment?
1. Narrative
- Tell a story, allow the audience to make up their own story
2. Characters
- Avatar: human-controlled & agent: computer-controlled
3. !! Interactive
- User has active role, can control aspects of the material, make choices
4. Non-linear
- Events don’t occur in a fixed order
5. Immersive
- Pull user into the material
6. Navigable
- User makes own path through material
+ gaming elements (clear set of rules, high skill level, defined space) & elements of play
2. Give the player involvement model (Calleja).
Micro- macro-involvement
- Micro: KT-involvement: in the moment of playing
- Macro: LT-involvement: attracts players initially & keeps them returning
6 dimensions of player involvement (KSSNAL)
1. Kinesthetic/ performative
o Control & movement within game
2. Spatial
o Space control, navigation, exploration
3. Shared
o Awareness of & interaction w/ other agents in game environment
4. Narrative
o Story elements: scripted personal narrative
5. Affective
o Emotional involvement: calming sensation, adrenaline rush, uncanny effect…
6. Ludic/ tactical
o Involvement w/ choices made & their repercussions
3. Give the 9 characteristics of the flow theory (BMEICSLTA).
1. Balance between challenge & skill
- Too hard anxiety (challenge > skill) too easy boredom (challenge < skill)
2. Merging of action & awareness
3. Existence of clear goals
4. Immediate, clear feedback
5. Concentration on the task
6. Sense of control
7. Loss of self-consciousness
8. Transformation of time
9. A sense that the activity engaged with is autotelic
- Intrinsically motivating: driven by activity itself ( externally: linked w/ ext. reward)
1. What are the characteristics of digital entertainment?
1. Narrative
- Tell a story, allow the audience to make up their own story
2. Characters
- Avatar: human-controlled & agent: computer-controlled
3. !! Interactive
- User has active role, can control aspects of the material, make choices
4. Non-linear
- Events don’t occur in a fixed order
5. Immersive
- Pull user into the material
6. Navigable
- User makes own path through material
+ gaming elements (clear set of rules, high skill level, defined space) & elements of play
2. Give the player involvement model (Calleja).
Micro- macro-involvement
- Micro: KT-involvement: in the moment of playing
- Macro: LT-involvement: attracts players initially & keeps them returning
6 dimensions of player involvement (KSSNAL)
1. Kinesthetic/ performative
o Control & movement within game
2. Spatial
o Space control, navigation, exploration
3. Shared
o Awareness of & interaction w/ other agents in game environment
4. Narrative
o Story elements: scripted personal narrative
5. Affective
o Emotional involvement: calming sensation, adrenaline rush, uncanny effect…
6. Ludic/ tactical
o Involvement w/ choices made & their repercussions
3. Give the 9 characteristics of the flow theory (BMEICSLTA).
1. Balance between challenge & skill
- Too hard anxiety (challenge > skill) too easy boredom (challenge < skill)
2. Merging of action & awareness
3. Existence of clear goals
4. Immediate, clear feedback
5. Concentration on the task
6. Sense of control
7. Loss of self-consciousness
8. Transformation of time
9. A sense that the activity engaged with is autotelic
- Intrinsically motivating: driven by activity itself ( externally: linked w/ ext. reward)