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Index
Copyright
Acknowledgments
About the Editors and Authors
About the Editor
About the Chapter Authors
About the Sub-Editors
Preface
I. Understand
Step 1 Understand Emotions
Player Experiences
Player Experiences Must Be Accessible and Fun
The Role of Emotion in Games
Emotions and Engagement
Measuring Emotions
Paul Ekman
Observing Emotions in Games
Creating Engagement
Requirements for Flow
Flow and Player Experiences
Other Research
The Four Fun Keys
XEODesign’s Research
The Four Keys to Emotion in Player Experiences
Fiero from the Hard Fun of Challenge and Mastery
Curiosity from the Easy Fun of Exploration and Roleplay
Relaxation from Serious Fun
Amusement from People Fun
Hard Fun
Fiero and the Emotions from Hard Fun
Hard Fun Mechanics: Mastery
Summary of Hard Fun
Hard Fun PX Profile
Easy Fun
Curiosity and the Emotions of Easy Fun
Easy Fun Mechanics: Imagination
Summary of Easy Fun
Easy Fun PX Profile
Serious Fun
Relaxation, Excitement, and the Emotions of Serious Fun
Serious Fun Mechanics: Stimulation and Value
Summary of Serious Fun
Serious Fun PX Profile
People Fun
Amusement and the Emotions of People Fun
People Fun Mechanics: Building Relationships
Summary of People Fun
People Fun PX Profile
Conclusion
Step 2 Understand Social Play
Why Social Interaction Matters for Game Designers
What’s Happening When People Play Together
Emotional Contagion
Performance
Learning
Relationship Building
Social Mechanisms to Use in Design
Designing for Emotional Contagion
Designing for Performance
Designing for Learning
Designing for Relationship Building
Trying on Social Roles and Identities
Creating a Custom Self
Picking a Race, Joining a Guild
Players Are Different
The Importance of Testing Social Games Socially
Conclusion
Step 3 Understand Patterns of Play
Roger Caillois
The Brain
The Limbic System
Structured and Unstructured Play
Toyplay
Toyplay in Videogames
Simplicity
Attention to Detail
Rules
Dopamine
Reward Structures
Stopping Play
Competition (Agon)
Competitive Videogames
Hard Competition
Easy Competition
Difficulty Settings
Fiero, Puzzles, and the Brain
Beyond Competition
Vertigo (Ilinx)
The Fight-or-Flight Response
Rushgames
Destructive Vertigo
Pressure
The Value of Vertigo
Chance (Alea)
Games of Chance
Sources of Play
Emotions of Chance
Imagination (Mimicry)
Mimicry in Videogames
Intrinsic Fantasy
Curiosity and the Brain
Types of Curiosity
Curiosity and Chance
Types of Mimicry
Kinesthetic Mimicry
The Imagination of Mimicry
Conclusion
Step 4 Understand the Limits of Theory
Introduction
Anecdote
Everyone Thinks They’re a Designer
Player Types
Interpretation
What the Model Actually Says
What This Means for Designers
What Use Is a Theory?
Conclusion
II. Include
Step 5 Include Both Genders
Girls and Games
What Is Inclusivity?
Barriers in Representation
Barriers in Learning
Conclusion
Step 6 Include Cultural Diversity
New Opportunities in Game Design
An Increasingly Diverse Society
Games as Cultural Product
The Politics of Diversity
Mixing It Up
Conclusion
Step 7 Include Players with Accessibility Issues
Introduction
What Is Game Accessibility?
Gamers with Disabilities
Forms of Disability
Improving Accessibility
Visual Disabilities
Auditory Disabilities
Mobility Disabilities
Cognitive Disabilities
Disability Statistics
Designing for Accessibility
Remappable Controls
Closed Captioning
Accessible Documentation
Assist Modes
Easier Difficulty Settings
Scalable Fonts
High-Contrast Colors
Audio Tags
Play-Speed
Announce Accessibility Features
Conclusion
Step 8 Include Players with Different Skills
Introduction
Temperament Theory
Statistical Disclaimer
Strategic Play
Possible Neurological Basis
Talents
Friction
A Brief History of Strategic Play
Summary of Strategic Play
Logistical Play
Possible Neurological Basis
Talents
Friction
A Brief History of Logistical Play
Summary of Logistical Play
Tactical Play
Possible Neurological Basis
Talents
Friction
A Brief History of Tactical Play
Summary of Tactical Play
Other Play Styles
Diplomatic Play
Extroverted Play
Emotional Play Styles
Future Research
Step 9 Include Structures that Adapt to Player Needs
Introduction
Money Matters
Coin-Op and Early Adaptive Design
Men, Women, and the Tool Room
Lara Croft’s Bum
Diversity Issues and Insults, Real and Perceived
Adapting to Player Skills
Multiplayer and Virtual Worlds
Playing in the Sandbox
That’s All Folks
A. Glossary
B. References
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