100% satisfaction guarantee Immediately available after payment Both online and in PDF No strings attached 4.2 TrustPilot
logo-home
Summary

APGA samenvatting (Applied games and gamification)

Rating
-
Sold
1
Pages
25
Uploaded on
26-06-2024
Written in
2023/2024

summary of all applied games and gamification lectures, utrecht university apga

Institution
Course










Whoops! We can’t load your doc right now. Try again or contact support.

Written for

Institution
Study
Course

Document information

Uploaded on
June 26, 2024
Number of pages
25
Written in
2023/2024
Type
Summary

Subjects

Content preview

🎮
Gamification & Applied games
Created @May 6, 2024 4:37 PM

Class APGA

Created by Tieeny Chao



HC 1: Introduction
applied games —> translating the needs of stakeholders and expert knowledge
into innovative game concepts.
__________________________________________________________



HC 2: Play
play means: presence, responsiveness, lightness, attentiveness,
improvisation and creativity and willingness to let go —> become a part of
something new (in the magic circle).
Play is a choice - you need to be aware that such a gift is available to you.

Three stages of play
1. Invitation —> the player is autonomous: they voluntarily decide to enter (or
leave) a game.

a. The player needs to be encouraged to enter the magic circle

2. Exploration —> the player investigates thetrans rules, context,
consequences, boundaries of the magic circle

3. Immersion —> the player is intrigued by the results of their exploration and
feels like staying within the magic circle.




Gamification & Applied games 1

, magic circle: the space in which the normal rules and reality of the world
are suspended and replaced by the artificial reality of a game world.



Difference between play and game:

play is an open-ended territory, which in make-believe and world-building
are crucial factors

jumping on a tramplone with friends

games are confined areas, that challenge the interpretation and optimizing
of rules and tactics - not to mention time and spacel

jumping the highest wins



Cognitive processes that will be activated while creating LEGO ducks

spatial abilities: thinking about and manipulating objects in 3D (inzicht om
eend te bouwen)

essential for visualizing and imagining situations, and look at it from
different directions.

symbolic representation: associate objects, actions or symbols with a
particular meaning. (verschillende manieren om een eend op te vatten)

important for language development; to understand the meaning of
letters and words in relationship to everyday objects.

executive functioning: fundamental for your ability to concentrate and
control your actions (focussen)

essential for problem-solving, when dealing with a problem, or in a task
or situation with many different inouts, or insformation.

self-regulation: ability to regulate your emotions and motivation, while
setting yourself the goal of completing the duck and working towards a
goal. (niet stressen)

its important to be able to regulate yourself while trying to achieve a
complex-and/or stressful task.

key message —> sometimes we consider these abilities like concentration,
controlling yourself, visualizing ideas, understanding space, as so-called
soft skills - things that are a by-product of learning…



Gamification & Applied games 2

, play & holistic skills —> social, creative, emotional, physical,


Children define play as:

something you can choose to do (free to do what you want)

something you can quit

something done with friends

and something fun

The absence of adults is an important feature

desire for freedom, autonomy and a place of their own

goes hand in hand with risky play —> feels of enjoyment, thrill, pride
and achievement.

children at play are in control of being out of control.

__________________________________________________________



HC 3: Gamification
Typical goals of applied games / gamification:

Learning (knowledge, procedures, skills)

Creating awareness

Influencing a person's beliefs, attitudes, intentions, motivations, or
behaviour.

rhetoric: effective and persuasive expression in public

procedural rhetoric —> the practice of using processes persuasively.

to change opinion or action and to convey ideas effectively.



Hedonic vs eudaimonic entertainment

Hedonic entertainment —> experiences are associated with positive mood
and arousal regulation (fun and pleasure)




Gamification & Applied games 3
$7.78
Get access to the full document:

100% satisfaction guarantee
Immediately available after payment
Both online and in PDF
No strings attached

Get to know the seller
Seller avatar
tieenychao

Get to know the seller

Seller avatar
tieenychao Universiteit Utrecht
Follow You need to be logged in order to follow users or courses
Sold
1
Member since
1 year
Number of followers
1
Documents
2
Last sold
-

0.0

0 reviews

5
0
4
0
3
0
2
0
1
0

Recently viewed by you

Why students choose Stuvia

Created by fellow students, verified by reviews

Quality you can trust: written by students who passed their tests and reviewed by others who've used these notes.

Didn't get what you expected? Choose another document

No worries! You can instantly pick a different document that better fits what you're looking for.

Pay as you like, start learning right away

No subscription, no commitments. Pay the way you're used to via credit card and download your PDF document instantly.

Student with book image

“Bought, downloaded, and aced it. It really can be that simple.”

Alisha Student

Frequently asked questions