Achievement relocked: loss aversion and game design
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;...
Gespeichert in:
1. Verfasser: | |
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Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Cambridge, Massachusetts ; London, England
The MIT Press
[2020]
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Schriftenreihe: | Playful thinking
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Schlagworte: | |
Online-Zugang: | DE-188 DE-91 DE-703 URL des Erstveröffentlichers |
Zusammenfassung: | 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 |
Beschreibung: | 1 Online-Ressource (xii, 135 Seiten) Illustrationen |
ISBN: | 9780262357043 |
DOI: | 10.7551/mitpress/12243.001.0001 |
Internformat
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520 | 3 | |a 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 | |
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author | Engelstein, Geoffrey |
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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 -- Introduction -- 1. Loss Aversion -- 2. Endowment Effect -- 3. Framing -- 4. Utility Theory -- 5. Endowed Progress -- 6. Regret and Competence -- 7. Putting It All Together -- Index |
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discipline | Informatik Psychologie Sozial-/Kulturanthropologie / Empirische Kulturwissenschaft |
discipline_str_mv | Informatik Psychologie Sozial-/Kulturanthropologie / Empirische Kulturwissenschaft |
doi_str_mv | 10.7551/mitpress/12243.001.0001 |
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index_date | 2024-07-03T14:23:58Z |
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isbn | 9780262357043 |
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publishDate | 2020 |
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publisher | The MIT Press |
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series2 | Playful thinking |
spelling | Engelstein, Geoffrey Verfasser (DE-588)119311098X aut Achievement relocked loss aversion and game design Geoffrey Engelstein Cambridge, Massachusetts ; London, England The MIT Press [2020] 1 Online-Ressource (xii, 135 Seiten) Illustrationen txt rdacontent c rdamedia cr rdacarrier Playful thinking 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 -- Introduction -- 1. Loss Aversion -- 2. Endowment Effect -- 3. Framing -- 4. Utility Theory -- 5. Endowed Progress -- 6. Regret and Competence -- 7. Putting It All Together -- Index 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 Design (DE-588)4011510-0 gnd rswk-swf Verlustaversion (DE-588)1066601933 gnd rswk-swf Computerspiel (DE-588)4010457-6 gnd rswk-swf Video games / Design Computer games / Design Loss aversion Video games / Psychological aspects Computer games / Psychological aspects Electronic books Computerspiel (DE-588)4010457-6 s Design (DE-588)4011510-0 s Verlustaversion (DE-588)1066601933 s DE-604 Erscheint auch als Druck-Ausgabe 978-0-262-04353-3 https://doi.org/10.7551/mitpress/12243.001.0001 Verlag URL des Erstveröffentlichers Volltext |
spellingShingle | Engelstein, Geoffrey Achievement relocked loss aversion and game design 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 -- Introduction -- 1. Loss Aversion -- 2. Endowment Effect -- 3. Framing -- 4. Utility Theory -- 5. Endowed Progress -- 6. Regret and Competence -- 7. Putting It All Together -- Index Design (DE-588)4011510-0 gnd Verlustaversion (DE-588)1066601933 gnd Computerspiel (DE-588)4010457-6 gnd |
subject_GND | (DE-588)4011510-0 (DE-588)1066601933 (DE-588)4010457-6 |
title | Achievement relocked loss aversion and game design |
title_auth | Achievement relocked loss aversion and game design |
title_exact_search | Achievement relocked loss aversion and game design |
title_exact_search_txtP | Achievement relocked loss aversion and game design |
title_full | Achievement relocked loss aversion and game design Geoffrey Engelstein |
title_fullStr | Achievement relocked loss aversion and game design Geoffrey Engelstein |
title_full_unstemmed | Achievement relocked loss aversion and game design Geoffrey Engelstein |
title_short | Achievement relocked |
title_sort | achievement relocked loss aversion and game design |
title_sub | loss aversion and game design |
topic | Design (DE-588)4011510-0 gnd Verlustaversion (DE-588)1066601933 gnd Computerspiel (DE-588)4010457-6 gnd |
topic_facet | Design Verlustaversion Computerspiel |
url | https://doi.org/10.7551/mitpress/12243.001.0001 |
work_keys_str_mv | AT engelsteingeoffrey achievementrelockedlossaversionandgamedesign |