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Psychological model of the Gaming experience

This article will be the first of a series that dives into the fundamentals of computer games and -design. In this article I explore what components are identifiable and define a computer game based on literature and a new model I propose. Many concepts and principles concerning computer games will be discussed, and I propose a computer game is eventually defined by a meaningful and enjoyable experience. This article proposes a game anatomy model, and covers important aspects of game design, hypotheses regarding how to identify games, the psychology behind the gaming experiences and various game mechanics. As Kultima (2015) suggested in the article on game design research, the field is divided among various subfields like computing science, psychology, user experience design and so on. There is a lack of a unifying theory that synthesizes the knowledge from subfields, while the effects of gaming itself on the cognitions of players, knowledge or medical conditions are minimal. There is however an increasing interest in playing computer games as well as publishing books about it. As the gaming industry is forecasted to grow to 287 billion US Dollars in 2026, it is relevant to try to understand what is happening and why. This paper will be thie first step and synthesizes knowledge from various fields with the aim to present a coherent theory on computer game design.

Proposal for a Taxonomy and Anatomy Model of Computer Games

This article will be the first of a series that dives into the fundamentals of computer games and -design. In this article I explore what components are identifiable and define a computer game based on literature and a new model I propose. Many concepts and principles concerning computer games will be discussed, and I propose a computer game is eventually defined by a meaningful and enjoyable experience. This article proposes a game anatomy model, and covers important aspects of game design, hypotheses regarding how to identify games, the psychology behind the gaming experiences and various game mechanics. As Kultima (2015) suggested in the article on game design research, the field is divided among various subfields like computing science, psychology, user experience design and so on. There is a lack of a unifying theory that synthesizes the knowledge from subfields, while the effects of gaming itself on the cognitions of players, knowledge or medical conditions are minimal. There is however an increasing interest in playing computer games as well as publishing books about it. As the gaming industry is forecasted to grow to 287 billion US Dollars in 2026, it is relevant to try to understand what is happening and why. This paper will be thie first step and synthesizes knowledge from various fields with the aim to present a coherent theory on computer game design.

Total War: Shogun 2 mod ‘Timing Tactical Battles’ v1.0 released and ready for download

Summary of mod Game: Total War: Shogun 2 Publisher: SEGA Type of resource: modification of unit stats File size: 18kB File type: .zip Mod type: custom .pack file Changes: reduces unit walk, run and charge speed with -33% per unit. Increases unit morale of each unit...

Psychological model of the Gaming experience

This article will be the first of a series that dives into the fundamentals of computer games and -design. In this article I explore what components are identifiable and define a computer game based on literature and a new model I propose. Many concepts and principles concerning computer games will be discussed, and I propose a computer game is eventually defined by a meaningful and enjoyable experience. This article proposes a game anatomy model, and covers important aspects of game design, hypotheses regarding how to identify games, the psychology behind the gaming experiences and various game mechanics. As Kultima (2015) suggested in the article on game design research, the field is divided among various subfields like computing science, psychology, user experience design and so on. There is a lack of a unifying theory that synthesizes the knowledge from subfields, while the effects of gaming itself on the cognitions of players, knowledge or medical conditions are minimal. There is however an increasing interest in playing computer games as well as publishing books about it. As the gaming industry is forecasted to grow to 287 billion US Dollars in 2026, it is relevant to try to understand what is happening and why. This paper will be thie first step and synthesizes knowledge from various fields with the aim to present a coherent theory on computer game design.

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Proposal for a Taxonomy and Anatomy Model of Computer Games

This article will be the first of a series that dives into the fundamentals of computer games and -design. In this article I explore what components are identifiable and define a computer game based on literature and a new model I propose. Many concepts and principles concerning computer games will be discussed, and I propose a computer game is eventually defined by a meaningful and enjoyable experience. This article proposes a game anatomy model, and covers important aspects of game design, hypotheses regarding how to identify games, the psychology behind the gaming experiences and various game mechanics. As Kultima (2015) suggested in the article on game design research, the field is divided among various subfields like computing science, psychology, user experience design and so on. There is a lack of a unifying theory that synthesizes the knowledge from subfields, while the effects of gaming itself on the cognitions of players, knowledge or medical conditions are minimal. There is however an increasing interest in playing computer games as well as publishing books about it. As the gaming industry is forecasted to grow to 287 billion US Dollars in 2026, it is relevant to try to understand what is happening and why. This paper will be thie first step and synthesizes knowledge from various fields with the aim to present a coherent theory on computer game design.

Continue Reading