SCVNGR Game Dynamics Playdeck

SCVNGR Game Dynamics Playdeck - Term Definition Achievement...

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Term: Achievement Definition: A virtual or physical representation of having accomplished something. These are often viewed as rewards in and of themselves. Term: Appointment Dynamic Definition: A dynamic in which to succeed, one must return at a predefined time to take some action. Appointment dynamics are often deeply related to interval based reward schedules or avoidance dyanmics. Term: Avoidance Definition: The act of inducing player behavior not by giving a reward, but by not instituting a punishment. Produces consistent level of activity, timed around the schedule. Term: Behavioral Contrast Definition: The theory defining how behavior can shift greatly based on changed expectations.
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Term: Blissful Productivity Definition: The idea that playing in a game makes you happier working hard, than you would be relaxing. Essentially, we're optimized as human beings by working hard, and doing meaningful and rewarding work. Term: Cascading Information Theory Definition: The theory that information should be released in the minimum possible snippets to gain the appropriate level of understanding at each point during a game narrative. Term: Behavioral Momentum Definition: The tendency of players to keep doing what they have been doing. Term: Chain Schedules Definition: the practice of linking a reward to a series of contingencies. Players tend to treat these as simply the individual contingencies. Unlocking one step in the contingency is often viewed as an individual reward by the player.
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Term: Communal Discovery Definition: The game dynamic wherein an entire community is rallied to work together to solve a riddle, a problem or a challenge. Immensely viral and very fun. Term: Companion Gaming Definition: Games that can be played across multiple platforms Term: Contingency Definition: The problem that the player must overcome in the three part paradigm of reward schedules. Term: Countdown Definition: The dynamic in which players are only given a certain amount of time to do something. This will create an activity graph that causes increased initial activity increasing frenetically until time runs out, which is a forced extinction.
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Term: Cross Situational Leader-boards Definition: This occurs when one ranking mechanism is applied across multiple (unequal and isolated) gaming scenarios. Players often perceive that these ranking scenarios are unfair as not all players were presented with an "equal" opportunity to win.
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