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Playful Thinking Ser.: Achievement Relocked : Loss
US $33.62
ApproximatelyS$ 43.13
Condition:
Brand New
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eBay item number:363984946676
Item specifics
- Condition
- Brand New: A new, unread, unused book in perfect condition with no missing or damaged pages. See all condition definitionsopens in a new window or tab
- ISBN
- 9780262043533
About this product
Product Identifiers
Publisher
MIT Press
ISBN-10
026204353X
ISBN-13
9780262043533
eBay Product ID (ePID)
18038286397
Product Key Features
Number of Pages
152 Pages
Language
English
Publication Name
Achievement Relocked : Loss Aversion and Game Design
Subject
Programming / Games, Digital Media / General, Cognitive Psychology & Cognition, Video & Electronic
Publication Year
2020
Type
Textbook
Subject Area
Computers, Games & Activities, Psychology
Series
Playful Thinking Ser.
Format
Hardcover
Dimensions
Item Height
0.8 in
Item Weight
11.6 Oz
Item Length
8.2 in
Item Width
5.7 in
Additional Product Features
Intended Audience
Trade
LCCN
2019-018577
Illustrated
Yes
Synopsis
How game designers can use the psychological phenomenon of loss aversion to shape player experience. Getting something makes you feel good, and losing something makes you feel bad. But losing something makes you feel worse than getting the same thing makes you feel good. So finding $10 is a thrill; losing $10 is a tragedy. On an "intensity of feeling" scale, loss is more intense than gain. This is the core psychological concept of loss aversion, and in this book game creator Geoffrey Engelstein explains, with examples from both tabletop and video games, how it can be a tool in game design. Loss aversion is a profound aspect of human psychology, and directly relevant to game design; it is a tool the game designer can use to elicit particular emotions in players. Engelstein connects the psychology of loss aversion to a range of phenomena related to games, exploring, for example, the endowment effect--why, when an object is ours, it gains value over an equivalent object that is not ours--as seen in the Weighted Companion Cube in the game Portal; the framing of gains and losses to manipulate player emotions; Deal or No Deal 's use of the utility theory; and regret and competence as motivations, seen in the context of legacy games. Finally, Engelstein examines the approach to Loss Aversion in three games by Uwe Rosenberg, charting the designer's increasing mastery., How game designers can use the psychological phenomenon of loss aversion to shape player experience. Getting something makes you feel good, and losing something makes you feel bad. But losing something makes you feel worse than getting the same thing makes you feel good. So finding $10 is a thrill; losing $10 is a tragedy. On an "intensity of feeling" scale, loss is more intense than gain. This is the core psychological concept of loss aversion, and in this book game creator Geoffrey Engelstein explains, with examples from both tabletop and video games, how it can be a tool in game design. Loss aversion is a profound aspect of human psychology, and directly relevant to game design; it is a tool the game designer can use to elicit particular emotions in players. Engelstein connects the psychology of loss aversion to a range of phenomena related to games, exploring, for example, the endowment effect-why, when an object is ours, it gains value over an equivalent object that is not ours-as seen in the Weighted Companion Cube in the game Portal ; the framing of gains and losses to manipulate player emotions; Deal or No Deal 'suse of the utility theory; and regret and competence as motivations, seen in the context of legacy games. Finally, Engelstein examines the approach to loss aversion in three games by Uwe Rosenberg, charting thedesigner'sincreasing mastery.
LC Classification Number
GV1469.3.E655 2019
Item description from the seller
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