An emergent mindset and behavior, in which one interacts with a game system, driven by curiosity and the anticipation of fun.
Playing within a system of mechanics, often giving rise to game loops, and a measurable goal.
Gamification is the practice of adding systems or words commonly used in gaming contexts, to something that is not intended as a game. Usually the aim is to induce game-like associations to a product or service.
Also known as “suspension of disbelief”, is the acceptance of rules and truths, particular to a designated game space. It enforces the designer’s intended mindset for the user, conferring in-game roles and purposes.
A product in which the medium of games is used as a means to achieve a non-entertainment goal. This often concerns games for education, improving health, and corporate training.
A serious game that seeks to hide its non-entertaining intent. A term coined by one of my teachers.
A system of mechanics and/or features feeding into each other, resulting in looping activities or actions for players.
A conviction towards facts, and a tendency towards a certain pattern of thinking, acting and perception. May be induced for temporary roleplay in games.
The factual components a game is made of; rules, visuals, audio, mechanics, etc.
The feelings, thoughts, and emotions of the player at any given time before, during or after the moment of interaction.
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Core values of a game/project. The category of which often varies between developers. Examples are: game core, context, and player philosophy.
Component of Pillars; the main experience of your game, which can be independent of their medium.
A term in level design to indicate the creation with intent of spaces on the horizontal and vertical axis.
Article on its way.
Objects or visuals in short travel distance from the player to lead them towards a specified location.
Leads are consistent and often uninterrupted visual elements in a traversable landscape that simply imply a route to follow, without revealing a destination per se.
Landmarks are unique and easily recognizable visual elements that help users navigate through game spaces.
Any reason that gives a user an interest in the mere mention of a product or service.
Article on its way.
That which has the user merit a try of a product or service.
Article on its way.
A reason for the user to come back to your product or service consistently for a sustainable duration.
Article on its way.
Lorem ipsum dolor sit amet, consectetur adipiscing elit. Ut elit tellus, luctus nec ullamcorper mattis, pulvinar dapibus leo.
Lorem ipsum dolor sit amet, consectetur adipiscing elit. Ut elit tellus, luctus nec ullamcorper mattis, pulvinar dapibus leo.