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Barbaros Bostan, National University of Singapore Ugur Kaplancali, Yeditepe University
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Page 1: Bostan-Kaplancali

Barbaros Bostan, National University of SingaporeUgur Kaplancali, Yeditepe University

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EducationEducation

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Why do people play games?

We are concerned with:

• How do they play games and why do they play it like that?

• What are common player interaction patterns?

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Motivation to reach a goal is influenced by both personal and situational factors.

Personal factors: needs, motives and goals of a person.

Situational factors: opportunities and possible incentives provided by the environment.

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A need refers to a potentiality or readiness to respond in a certain way under given conditions and each need is characterized by a certain effect or the occurrence of a certain trend (Murray, 1938).

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First introduced by Mihalyi Csikszentmihalyi (1977):– ”The holistic sensation that people feel when they

act with total involvement”– characterized by a narrowing of the focus of

awareness, the loss of self-consciousness and thefeeling of being in control of the situation

Csiks. (1988):– flow experience begins only when skills and

challenges are above a certain level and are inbalance

FlowFlow

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Ghani, Supnick and Rooney (1991), Ghani &Deshpande (1994):

– Two key characteristics of flow:• total concentration in an activity• sense of control over one’s environment

Two main types of models– Flow Channel segmentation models– Conceptual & causal models

Models of FlowModels of Flow

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Channel segmentation

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High level of interactivity,

Moderate level of sociability,

Believable autonomous virtual characters,

Open-ended story structure,

High user freedom of choice,

High visual and behavioral realism.

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Statistic Description Needs Satisfied

Action Points

Number of things a player can do during Vault-Tec Assisted Targeting System, or V.A.T.S. See V.A.T.S. below for further explanation

+ nAgg, + nHarm

Carry Weight

Maximum amount of weight a character can carry. Carrying more items means retaining more possessions.

+ nAcq, + nRet

Critical Chance

Chance to cause extra damage in combat. Critical hits provide a means for quick elimination of enemies and receiving less damage in combat.

+ nAgg, + nHarm

Damage Resistance

Reduces damage taken from attacks.

+ nHarm

Health Hit points or the game mechanic used to measure the health of the player.

+ nHarm

Radiation Resistance

Reduces damage taken from radiation.

+ nHarm

Perk Rate

How often player is given a perk.

+ nAch

Skill Description Needs Satisfied

Barter Decreases the value of objects when buying, increases their value when selling.

+ nAcq

Big Guns The ability to use bigger weapons such as flamer, gatling laser, minigun, missile launcher, etc.

+ nAgg

Energy Weapons

The ability to use energy-based weapons such as laser pistol, plasma rifle, pulse pistol, etc.

+ nAgg

Explosives

The ability to set or disarm explosives, also increases damage of explosives such as mines, grenades, etc.

+ nAgg

AND/OR + nHarm

Lockpick

The ability to open doors or safes without the proper key. Also promotes gaining access to places, avoiding heavily enemy crowded areas.

+ nAcq

AND/OR + nHarm

Medicine Increases the health earned from medical items such as stimpaks, radaways, etc.

+ nHarm

Melee Weapons

The ability to combat with melee weapons such as a sword, knife, etc. Close combat results in receiving more damage.

+ nAgg, – nHarm

CommonPlayer

InteractionPatterns

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Murray’s taxonomy could assist the analysis of gaming experiences and interaction patterns within a motivational framework.

Restrictions imposed by the game mechanics, significantly reduce the number of player needs satisfied by a game,

The player is usually trapped within the common motivational cycle of Achievement, Aggression, Harmavoidance and Acquisition.

Most common need fusions: +Retention & +n Acquisition; +nAcquisition & +nDomination; +nCognizance & +nDominance; +Aggression & +Harmavoidance.

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Barbaros Bostan, National University of SingaporeUgur Kaplancali, Yeditepe University