Social Gaming at TU München

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1. Name two scientific methodologies that ludologists may use!

Exemplary flashcards for Social Gaming at the TU München on StudySmarter:

2. Name four scientific fields that make contributions to ludology!

Exemplary flashcards for Social Gaming at the TU München on StudySmarter:

3. Name four characteristics of “play”!
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4. Salen and Zimmerman state: “Games are a subset of play. Play is an element of games.” Briefly discuss the meaning and difficulties of that definition!

Exemplary flashcards for Social Gaming at the TU München on StudySmarter:

5. Salen and Zimmerman define: “A game is a system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome.” Discuss the limits of this definition!

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6. Give your own definition of “Game Mechanics”!

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7. Briefly characterize Casual Games as one of four types of games discussed!
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8. Name and briefly characterize two classes of Casual Games!

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9. What are advantages when characterizing game genres in terms of elements of game mechanics compared to characterizing game genres in terms of ludological genre frameworks?

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10. Maslov’s Need Hierarchy contains the levels Physiological, Safety, Belonging-Love, Self-Esteem, Self-Actualization. Which levels do Games and Social Media contribute to? Give a brief explanation!

Exemplary flashcards for Social Gaming at the TU München on StudySmarter:

1. Define “Social Media Service” and “Social Media Platform”!
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M) Name and briefly characterize four types of digital games!

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Exemplary flashcards for Social Gaming at the TU München on StudySmarter:

Social Gaming

1. Name two scientific methodologies that ludologists may use!
  • empirical
  • design science (Engineering)
  • deductive (mathematical)

Social Gaming

2. Name four scientific fields that make contributions to ludology!
  • psychology, sociology, socio-psychology
  • informatics, computer science + engineering, mathematics
  • economy
  • arts (incl. literature, narratology), art history, history

Social Gaming

3. Name four characteristics of “play”!
  • free activity
  • fixed rules
  • connected with no material interest
  • stands outside ordinary life as being not serious

Social Gaming

4. Salen and Zimmerman state: “Games are a subset of play. Play is an element of games.” Briefly discuss the meaning and difficulties of that definition!
In contrast to “just being playful” or doing ludic activities, a game focuses on the player who by following rules experiences the system via play.

Social Gaming

5. Salen and Zimmerman define: “A game is a system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome.” Discuss the limits of this definition!
Today the outcome isn’t always quantifiable, e.g. in MMORPGs.

Social Gaming

6. Give your own definition of “Game Mechanics”!
Actions, behavior and control mechanisms available for players to change game element states.

Social Gaming

7. Briefly characterize Casual Games as one of four types of games discussed!
  • characteristics:
    • Instant play, easy to learn
    • Quick play, do not require much time to play to get pleasure
    • Common play, address a vast majority of player types
  • constant development e.g. via user feedback possible and good practice
  • five design principles:
    • Fiction: almost all: “fictions with positive valence”
    • Usability: are easy to use, friendly interfaces, “presuppose little knowledge of game conventions”
    • Interruptibility: allow players to “play in short bursts”
    • Difficulty and punishment: “often become very difficult during the playing of a game” but typically only have “lenient punishments for failing”.
    • Juiciness: “excessive positive feedback for every successful action”
  • varieties of Casual Games:
    • browser games
    • social networking games
      • played on social networking platforms
      • e.g. Farmville
    • mimetic games
      • “exergames”, take game-play out of virtual game space to the player’s ‘real world’ space, mostly via ‘physical’ UIs
      • e.g. Wii Sports, Guitar Hero, Kinect Games

Social Gaming

8. Name and briefly characterize two classes of Casual Games!
  • browser games
  • social networking games
    • played on social networking platforms
    • e.g. Farmville
  • mimetic games
    • “exergames”, take game-play out of virtual game space to the player’s ‘real world’ space, mostly via ‘physical’ UIs
    • e.g. Wii Sports, Guitar Hero, Kinect Games

Social Gaming

9. What are advantages when characterizing game genres in terms of elements of game mechanics compared to characterizing game genres in terms of ludological genre frameworks?
Ludological genre framework:
  • categories are not “timeless”, formal criteria missing
  • mostly driven from existing games (extensional), not intensional
Better: Genre in terms of mechanics:
  • “genre is defined by a shared collection of core mechanisms” [Costikyan, 2005]
  • additive: new mechanics can be added w.o. changing older parts
  • new genres can be easily created by new combinations / sets

Social Gaming

10. Maslov’s Need Hierarchy contains the levels Physiological, Safety, Belonging-Love, Self-Esteem, Self-Actualization. Which levels do Games and Social Media contribute to? Give a brief explanation!
Games satisfy the levels Self-Esteem (self-confidence and feeling good about oneself; feeling valued by others: feeling that our achievements and contributions have been recognized by other people) and Belonging-Love (feeling loved and accepted, need to feel that we belong to a social group)

Social Gaming

1. Define “Social Media Service” and “Social Media Platform”!
Social Media Service: Web-­based service supporting social interaction
Social Media Platform: functionally coherent bundle of Social Media services

Social Gaming

M) Name and briefly characterize four types of digital games!
  • Online Games(require connectivity, e.g. Web-based)
  • Mobile Games (incorporate context, e.g. social, mobile)
  • Simulation Games (simulate a model through a different system)
  • Social Games (requires social interaction: cooperative vs. competitive)
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  • Hardcore Games (intensive player immersion, e.g. through realistic physics, high end graphics etc.)
  • Casual Games (instant play, quick play, common play
  • Pervasive Games (may include adaptronics, werable, mobile or embedded software/hardware; threshold between tangible and immaterial space)
  • Serious Games (games with ‘useful’ side effects for users; Games with a purpose, Gamification)

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