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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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