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28 Cards in this Set
- Front
- Back
Describe four positive issues surrounding the use of prototypes
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Product conceptualisation; gain better understanding of the design.
Proof of concept; Demonstrates the mechanics and technology of game. Cost Risk reduction; easier to gain further financing with a prototype. |
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Describe four negative issues surrounding the use of prototypes
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Time; Can be seen as taking time away from making the final product,
Cost, adds 5-10% to pre-production Project management; Hard to predict how long it will take and how many versions are needed. User Recruitment; Can be tough to get users for evaluation so frequently. |
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What is the problem with asking “Which prototype did you prefer?"
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Makes the evaluation choose one game as a whole and abandon the other, both should be evaluated in their strengths and weaknesses and this aspects work on not the prototype as a whole.
Assumes the user likes either of them forcing an answer. Prompts for an "a" or "b" Answer, without elaboration, the information is not useful for criticism. "Was there anything you particularly liked about the first prototype? What about the second prototype?" |
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What is the problem with asking “In previous tests users had difficulty getting past the boss on level 1. What was your
experience?” |
Directive question, the user is assumed to have a problem with the level and not asked their opinion of it,
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What is the problem with “Is the availability of a map an important feature for you?”
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What are the differences between physical and paper prototypes?
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What are the benefits to physical prototyping?
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What are the benefits to paper prototyping?
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At what stage of the design process would you most typically employ a physical prototype
and |
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At what stage of the design process would you most typically employ a software prototype?
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With reference to aesthetics describe the relationship between the player and the game designer as described in the MDA Framework proposed by
LeBlanc’s . |
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In regard to mechanics, describe the relationship between the player and the game designer as described in the MDA Framework proposed by
LeBlanc’s . |
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In regard to dynamics, describe the relationship between the player and the game designer as described in the MDA Framework proposed by
LeBlanc’s . |
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Matt LeBlanc’s Proposed
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MDA Framework
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MDA Framework proposed
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Matt LeBlanc
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Explain the concept of the Magic Circle
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Johan Huizinga proposed what ?
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The Magic Circle(1938)
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The Magic Circle(1938), was proposed by who?
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Johan Huizinga
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You see a stranger walk up to someone else who you don’t know and knock their hat from
their head. Is this an act of play? With reference to the Magic Circle, explain your answer |
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What does Caillois mean by the term Ludus?
Give examples of play experiences that would capture this term. |
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What does Caillois mean by the term Paidia?
Give examples of play experiences that would capture this term. |
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What is Caillois’ five criteria that define when we are and when we are not at
play. |
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What is Huizinga's five criteria that define when we are and when we are not at
play. |
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Compare Le Blanc’s taxonomy of play experiences to Huizinga
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Compare Le Blanc’s taxonomy of play experiences to Caillois’
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Huizinga & Caillois disagree on whether gambling is play. Describe their positions.
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As Paidia and Ludus as polar opposites. Where do the following games fall?
• Snakes and Ladders • Chess |
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Continue from question 5
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