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Achievement relocked : loss aversion and game design / Geoffrey Engelstein.

MIT Press Direct (eBooks) Available online

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MIT Press Direct 2020 Collection Available online

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Format:
Book
Author/Creator:
Engelstein, Geoffrey, author.
Series:
Playful thinking (Cambridge, Mass)
Playful Thinking
Language:
English
Subjects (All):
Video games--Design.
Video games.
Loss aversion.
Video games--Psychological aspects.
Physical Description:
1 online resource (152 pages) : illustrations
Place of Publication:
Cambridge : The MIT Press, [2020]
Summary:
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.
Contents:
Cover
Contents
On Thinking Playfully
Preface
Introduction
1. Loss Aversion
Losing Levels
Tracking
Casino Games
The Rest of the Book
2. Endowment Effect
Weighted Companion Cube
Robinson Crusoe and First Martians
Permadeath
3. Framing
Disease
Offsets and Isolation
Framing in Board Games
4. Utility Theory
Deal or No Deal
Path Dependence
Endowment Effect
Push-Your-Luck Games
The Ten-Times Game
5. Endowed Progress
Car Wash Experiment
Hearthstone Ranked Play
Chess Rankings
Liquor Store Experiment
The Settlers of Catan
Experience in RPGs
6. Regret and Competence
Legacy Games
Regret Game
Regret as a Game Design Tool
Regret and Endowed Progress
Competence
Attack/Defend Example: Who Chooses First?
Video Games versus Board Games
7. Putting It All Together
The Agricola Series
Conclusion
Notes
Index
Notes:
Includes index.
OCLC-licensed vendor bibliographic record.
ISBN:
9780262357050
0262357054
9780262357043
0262357046
OCLC:
1130310467

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