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Just also wanted add this video that I enjoyed and found somewhat relatable to how I feel about rpgs (note, it does not mean I despise them in any way, it is just I can relate to some of the issues of rpgs have)
So enjoy!
https://youtu.be/CNqzl92f5FY
youtube
Week 10
During this lesson we told to take a personality test more specifically the 16 personalities test (https://www.16personalities.com). I took the test and got a this as the result, which is INFJ-T.
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I had also taken another test to compare with the other one
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In both tests I got INFJ but with the exception that in 16personality gave me INFJ-T and in truity they gave me more two others which are INTJ and ISFJ. Needless to say they were still similar from one another. But to sum up 16personalities state that I am an Advocate which one has a sense of idealism and integrity while also being introverted.
So how does this work in a video game? People enjoy playing video games and depending their personality one can enjoy a certain types of games. In this case they claim that advocates like the “escapist fantasies” that can be found in video games. Thus they claim that role playing games are the games that an advocate might enjoy. In this case I do not enjoy rps that much. I find that they get too long or even boring (as if the game requires to do a lot of farming, it becomes boring to me). I prefer something like adventure games,more specifically open world games, like The Legend of Zelda: Breath of the Wild. The fact you get lost and explore the world to me is what I enjoy. It does not mean that I do not play my fair share of rpgs such as ‘Stardew Valley’, ‘Undertale’ and ‘Skyrim’.
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References:
16personalities, 2021. Might or Magic? A Study of Gamers’ Personality Types | 16Personalities. [online] 16personalities.com. Available at: <https://www.16personalities.com/articles/might-or-magic-a-study-of-gamers-personality-types> [Accessed 19 May 2021].
16personalities, 2021. Welcome! | 16Personalities. [online] 16personalities.com. Available at: <https://www.16personalities.com/profile> [Accessed 19 May 2021].
16Personalities, 2021. Introduction | Advocate (INFJ) Personality | 16Personalities. [online] 16Personalities. Available at: <https://www.16personalities.com/infj-personality> [Accessed 19 May 2021].
Morin, A., 2020. What Personality Traits Are Characteristic of INFJs. [online] Verywell Mind. Available at: <https://www.verywellmind.com/infj-introverted-intuitive-feeling-judging-2795978> [Accessed 19 May 2021].
Truity, 2021. The TypeFinder® Personality Test. [online] Truity. Available at: <https://www.truity.com/test-results/typefinder/17621/16078652> [Accessed 19 May 2021].
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Week 11
For this final blog I will be discussing the use of mental models in a very particular game I played, Frog Fractions 2. Mental models are the way that “people use to interact the world around them” (Jones & et.al., 2011). In other words it is one interprets the world around them, it is how we simply those interpretations and come to a more reasonable conclusion (Farnam Street, 2021).
The mental models used in video games generally come the time of game’s genre. As for example in Final Fantasy you expect it to be and rpg it always has been. But that does not mean that some games try to break the mental model in order to bring some kind of shock factor to the game, like Doki Doki Literature Club a game that gives the player a false sense of hope that it is a normal visual novel but in reality it became a horror game.
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Now onto the game we were told to play. To be completely honest I did not know what to expect from it. Hearing the word frog I immediately associated it to the classical video game Frogger, along with the fact that it was a free game I just thought it might be a hyper causal game.
But alas I was wrong about it.
Very wrong about it...
What ever mental model i had for this game was gone out the window. And was greeted to my first task which was you had to control the frog to eat the insects and at the same time protect the green fruit till then become yellow. In with after these fruit become the currency of the game with allows you to buy power ups (like a dragon).
Yet as I was getting the hang of this mechanic the game decided to add on mechanics. They added a typing mechanic in where the only way to kill the insects was to type the word out. Which got me wondering what exactly is this game? As game kept switching up its mechanic, the more I was wondering what is this game. In a way it began to feel like a bunch flash games rolled into one game. I thought that’s where it stopped, but once again my mental model left as quickly as I formed it.
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Needless to say the game kept becoming more bizarre by the second and at that point I did not see the reason to for a mental model on this game. This game was just that, where it kept defining my expectations, with all the twists and turns it offered.
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Reference:
Farnam Street, 2012. Mental Models: The Best Way to Make Intelligent Decisions (~100 Models Explained). [online] Farnam Street. Available at: <https://fs.blog/mental-models/#what_are_mental_models> [Accessed 19 May 2021].
Jones, N.A., Ross, H., Lynam, T., Perez, P. and Leitch, A., 2011. Mental models: an interdisciplinary synthesis of theory and methods. Ecology and Society, 16(1).
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Week 10
During this lesson we told to take a personality test more specifically the 16 personalities test (https://www.16personalities.com). I took the test and got a this as the result, which is INFJ-T.
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I had also taken another test to compare with the other one
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In both tests I got INFJ but with the exception that in 16personality gave me INFJ-T and in truity they gave me more two others which are INTJ and ISFJ. Needless to say they were still similar from one another. But to sum up 16personalities state that I am an Advocate which one has a sense of idealism and integrity while also being introverted.
So how does this work in a video game? People enjoy playing video games and depending their personality one can enjoy a certain types of games. In this case they claim that advocates like the “escapist fantasies” that can be found in video games. Thus they claim that role playing games are the games that an advocate might enjoy. In this case I do not enjoy rps that much. I find that they get too long or even boring (as if the game requires to do a lot of farming, it becomes boring to me). I prefer something like adventure games,more specifically open world games, like The Legend of Zelda: Breath of the Wild. The fact you get lost and explore the world to me is what I enjoy. It does not mean that I do not play my fair share of rpgs such as ‘Stardew Valley’, ‘Undertale’ and ‘Skyrim’.
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References:
16personalities, 2021. Might or Magic? A Study of Gamers’ Personality Types | 16Personalities. [online] 16personalities.com. Available at: <https://www.16personalities.com/articles/might-or-magic-a-study-of-gamers-personality-types> [Accessed 19 May 2021].
16personalities, 2021. Welcome! | 16Personalities. [online] 16personalities.com. Available at: <https://www.16personalities.com/profile> [Accessed 19 May 2021].
16Personalities, 2021. Introduction | Advocate (INFJ) Personality | 16Personalities. [online] 16Personalities. Available at: <https://www.16personalities.com/infj-personality> [Accessed 19 May 2021].
Morin, A., 2020. What Personality Traits Are Characteristic of INFJs. [online] Verywell Mind. Available at: <https://www.verywellmind.com/infj-introverted-intuitive-feeling-judging-2795978> [Accessed 19 May 2021].
Truity, 2021. The TypeFinder® Personality Test. [online] Truity. Available at: <https://www.truity.com/test-results/typefinder/17621/16078652> [Accessed 19 May 2021].
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Week 9
We were told to play one of the two games; Inside or Stanley Parable. I had chose to play Stanley Parade as there was a free demo to play. With that being said I had played the demo I began to see how self presence is in the demo.
Ratan (2013) defines self presence as parts of a body schema, core self and extended self. Which is the part of “self-representation is related to some aspect of personal identity”. They also mention the use of avatars in their research. This is a “digital self-representation” that is reflected to the user.
Yet in the demo it is in first person as well in the game they address you as “you”. So it makes you feel more immersed into the game. Tamborini and Skalski (2006) agree with what I say as when games are in first person, it makes you feel that you are inside the game world.
As for feeling present, I enjoy exploring the world of a video game even in this one as I decided to look at every nook and cranny this game had to offer. For me it feels like I am in the game as I am making the choices myself. All in all from what we discussed I feel that I was present in this game
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Reference
Behm-Morawitz, E., 2013. Mirrored selves: The influence of self-presence in a virtual world on health, appearance, and well-being. Computers in human Behavior, 29(1), pp.119-128.
Lee, K.M., 2004. Presence, explicated. Communication theory, 14(1), pp.27-50.
Ratan, R., 2013. Self-presence, explicated: Body, emotion, and identity extension into the virtual self. In Handbook of research on technoself: Identity in a technological society (pp. 322-336). IGI Global.
Tamborini, R. and Skalski, P., 2006. The role of presence in the experience of electronic games. Playing video games: Motives, responses, and consequences, 1, pp.225-240.
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Psychology of play: Design Report (week 12)
When one is playing a video game it is a form of a learning experience. This information that the brain processes come from perceived feedback, which then affects a subject's memory. The efficiency of the processing, and therefore the quality of the retention, is highly dependent on the attentional tools used, which are often influenced by the players' emotions and motivation. As a result, video game developers must consider the brain's vision, memory, and attention limits, as well as the feelings and motivation felt by the players, in order to enhance the players' experience. Our game is about finding yourself waking up in a dim-lit room, only to discover that enemies are lurking at every corner. And the only way to escape the dungeon is to use your companion's only source of light is the one your companion is holding, a magical beam illuminating the environment. As well. you will have to collect 3 keys scattered around the dungeon, and find the exit to escape and complete the game. Apart from that we also research and saw what psychology theories come to mind and among these theories I have decided on talking about how visual perception is used in our game. Specifically, I will be discussing and focusing on Gestalt Laws of Perceptual Organization when it comes to perception. While you might take perception for granted, it is fascinating to learn and understand how perception works. It is where one would order the “cacophonous chaos of our environment” (Green, 2014). In other words, it is how one would receive stimulation that is taken by our senses (Gerow, 1992). As the brain is able to pick up said data and translate it into useful information. This can be influenced by their cultural norms, experiences and expectations.
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From then at how Gestalt Laws of Perceptual Organization is used in perception. Eysenck (2017) defines this Law of Perceptual Organization as, “the notion that perception will tend to be organised in as simple a way as possible“
In gestalt theory, the main ideas are that people (perceive their sensations more than one idea) group their sensations into one picture rather than leaving it in smaller parts. This is by using the theory of the Law of Perceptual Organisation and of Prägnanz. Our perceptions are different from the sum of our sensations. The theory holds our minds try to fill in the missing information. This is by using specific innate patterns, organise and understand sensory information. Came up with a number of principles to explain how characteristics of the visual scene are grouped into organised wholes. In this theory, Gestaltists believe that there six types of laws.
Law of Similarity- Grouping according to the law of similarity, believes that when items are closer, things tend to resemblance between two objects in out visual field. This can occur in a visual and an auditory stimulus.
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Law of Prägnanz- The law of prägnanz (otherwise referred to the law of good figure or the law of simplicity) is the idea that perception will tend to be organised in a simple way as much as possible.
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Law of Proximity- Grouping according to the law of proximity, states that the closer two figures are to each other, more likely we are to group them together and see them as part of same object.
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Law of Continuity- Grouping according to the law of continuation, has the tendency to input interesting lines as being continuous rather than changing direction.
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Law of Closure- In the law of closure, one would perceive items into the same group, they almost seem to become one entity. As the brain would ignore contradictory information and instead it will try to fill in gaps.
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The Law of Common- In the law of common states that when items are in the same enclosed area, we consider them to be members of the same group.
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The reason why I chose these is that I believe that they are essential to part of visual design. Since visual design’s job is to bring out the aesthetics in the video games (Interaction Design Foundation, n.d.). Portnow (2018) also mentions that it “is about conveying information […] to make players instantly get things, without having to explain them”. And with these visuals that found in video games it allows the player to interact and gain experience from it. YANG and YUAN (2017) discuss in their paper that the use of Gestalt is important to the player as it allows the player to collect the information that is portrayed in the game. This is because they link to how psychologists have studied the “process of vision, […] direct information obtained […] needs to be processed and supplemented by the brain to finally obtain complete information” (YANG & YUAN, 2017) to how one implements that process into the video games. They continue to explain further how it works in the game ‘Monument’. But instead this paper will be taking a look to how this theory is used in the game that we are making. As in the game we are making is about a game in where you would follow the light of your source that your companion is holding, to allow you to escape the dungeon. So let’s see how each law is used in the game.
Law of Similarity- Since by the design of the player along with the support character, they will associate them together. It is also worth mentioning the characters will be in the different shades of purple, they can associate them more together. Even with the enemy characters, that are scattered across the dungeon. Since they will also have a design and colour scheme between them, the player is able to associate and group them as the enemies.
Law of Prägnanz- Since it is the idea in that one’s perception is to organise the information. Since the player has a limited vision, they would just focus on just the area that is illuminated. And only on that area, so that the player would move around to find the key (and maybe one will be lucky to find the chicken statue) and escape.
Law of Proximity- As mentioned previously it is when the brain groups items together. In the image shown below the player will group their character and the support character together.
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Law of Continuity- This law can be used in video games to indicate various paths that a player must take or is currently on. Our game will try to make extensive use of this law to depict a variety of game-play elements such as player or unit moment, current direction, control zones, and so on (DigitalSte, 2019). As well in our game, we will try to form a path once the player enters till they manage to get out.
Law of Closure- While it is commonly used to fill in the items to the same group to form one entity. Yet Portnow (2018) mentions that this law can be implemented for the use of “negative shapes”. Since the game is surrounded in darkness, we are planning on having the still visible enemies in a way that the player will able to recognise them (i.e. it would be in silhouette). As Portnow (2018) continues to mention “to make an [it] understandable more […] recognizable from a distance”.
The Law of Common- Elements that move in the same direction are considered a unit. When all of the elements have the same orientation, they are viewed as one. The path can be either an animation or a movement made by the player. You can use those concepts in your own game design by having players walk to the left when they first meet an opponent. With polite NPCs, you can do the reverse and have them walk to the right.
To conclude, to ensure an engaging user experience, one needs to take into account the human brain's shortcomings in vision, focus, and memory. And by implementing Gestalt’s Law when creating a video game, it will allow a better experience for the player to have. As they can immediately convert the stimulation to useful information that allows them to enjoy the experience of playing video games.
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Resources
Books
• Eysenck, M., 2017. Simply psychology. 3rd ed. New York, NY: Routledge, pp.313, 314, 326.
• Gerow, J., 1992. Psychology An Introduction. 3rd ed. New York: HarperCollins Publisher Inc.
Web Articles
•Annotated Learning, 2018. Gestalt - Parts and the Whole in Game Design - Annotated Learning. [online] Annotatedlearning.com. Available at: <https://annotatedlearning.com/game-design/gestalt-parts-of-whole> [Accessed 9 May 2021].
•Cherry, K., 2021. Gestalt Laws of Perceptual Organization and Our Perception of the World. [online] Verywell Mind. Available at: <https://www.verywellmind.com/gestalt-laws-of-perceptual-organization-2795835> [Accessed 9 May 2021].
•Green, H., 2014. Perceiving is Believing: Crash Course Psychology #7. [online] Youtube.com. Available at: <https://www.youtube.com/watch?v=n46umYA_4dM> [Accessed 9 May 2021].
•Hodent, C., 2016. Cognitive Psychology Applied to User Experience in Video Games. [online] Celia Hodent. Available at: <https://celiahodent.com/cognitive-psychology-applied-to-user-experience-in-video-games/> [Accessed 9 May 2021].
•Interaction Design Foundation, n.d. What is Visual Design?. [online] The Interaction Design Foundation. Available at: <https://www.interaction-design.org/literature/topics/visual-design> [Accessed 9 May 2021].
•Portnow, J., 2018. Gestalt - The Parts and the Whole - Extra Credits. [online] Youtube.com. Available at: <https://www.youtube.com/watch?v=c1qdyszaeTU> [Accessed 9 May 2021].
•Vriend, S., 2017. Game design and Gestalt laws. [online] Gamasutra.com. Available at: <https://www.gamasutra.com/blogs/SitaVriend/20170828/304420/Game_design_and_Gestalt_laws.php> [Accessed 9 May 2021].
•YANG, X.T. and YUAN, S.M., 2017. The Inspiration of Gestalt Psychology to the Visual Design of Video Games. DEStech Transactions on Social Science, Education and Human Science, (aems).
Photos
• Cherry, K., 2021. Gestalt Laws of Perceptual Organization and Our Perception of the World. [online] Verywell Mind. Available at: <https://www.verywellmind.com/gestalt-laws-of-perceptual-organization-2795835> [Accessed 9 May 2021].
• Velmas, M., n.d. IS THE WORLD IN THE BRAIN, OR THE BRAIN IN THE WORLD?. [online] Cogprints.org. Available at: <http://cogprints.org/2798/1/Lehar-Velmans_Commentary(cogprints).htm> [Accessed 9 May 2021].
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Week 8
During the lesson we were looking into what is immersion, as well Gordon Calleja’s model of the Digital Game. So for this blog I will be talking how Calleja’s model can be implemented in the video game, Among Us.
The way how it works is by observing several degrees of how attention is split from one to the other.
What is immersion?
To me it is that moment when you just get so lost in doing something, you do not even realize how much time has passed. On the other hand the definition on immersion is (add definition)
In Calleja’s work he believes that when researching about immersion, it often results into two assumptions. These are known as absorption and transportation.
He continues his research on how the Involvement Model model works. Calleja discusses that there are different kinds of immersions (there is a difference if get immersed reading a book versus playing for a video game. It is split into two macro and micro phase. The macro phase is the “influence sustained engagement through the long-term” whereas micro phase “focuses on the moment-by-moment involvement of the game-playing instance” (Calleja, 2007).
So let’s take a look at how among us uses Calleja’s theory. In a macro-involvement it would be playing the whole match, whether you are a crew mate or an imposter, it is your job to complete you task.
As for the micro-involvement it is split into different categories:
Tactical Involvement: this is where the decision making takes place, in the game one needs to make the decision on whether they vote out the person or to skip. There is also a level of strategy when you are the imposter in the game. As you need to kill and make sure you do not get caught.
Performative Involvement: it relates to control the avatar in digital environments. The among us characters have very simple design. Here you control the character to move around the map in order to complete the task.
Affective Involvement: this happens when the game engages “more than just mildly compelling but satisfying”. Since the whole game is a who done it mystery, you become engaged in either solving it or being the cause of it.
Shared Involvement: the engagement with games to other medias. This I was not sure how among us but I thought of have for some time a lot of youtubers were playing the game. Which caused people to play the game.
Narrative Involvement: here is when the game uses narrative. While there is not a narrative in the game, instead it forms when the lobby is built.
Spatial Involvement: it is when you locate yourself in the game area. This is similar to the shared involvement.
Incorporation Involvement: shows a wide range of attention to form knowledge. In this game you need to get enough information to make the right accusation and if you are imposter you need to have enough information to blame someone, so that they get away with it.
Reference:
Calleja, G., 2007. Digital game involvement: A conceptual model. Games and culture, 2(3), pp.236-260.
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Week 7
This week i will be talking ab-
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Week 6
This week I will be going through how Maslow’s theory of Hierarchy of needs and how it is implemented in Minecraft. To give a quick explanation of the Hierarchy of needs, is a 5-tier pyramid in which depicts one’s need in their life, it starts with something as basic as food and shelter to self-actualization. Maslow believes that one must reach satisfaction on the bottom tier before they can go up.
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Which is something that we can see if we were to play Minecraft. You start off in a new world, with nothing on you and you are completely alone.
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As so we begin with the first tier, the physiological tier (all the basic needs, that one needs to survive). So here the player needs to find away to build shelter, a bed and find food. Keep in mind that when night falls enemies will spawn and will try to kill you. Not only that you need a bed as a special mob called the phantom will attack you if you do not get enough rest (so make a bed).
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Once you get that done we move to the safety tier, this is when you would build weapons (even creating torches) to protect yourself. This will help you collect more resources at a faster rate, allowing you to build a better home and even get a better feeling of safety.
The next remaining three focus more on the mental well-being of a person as so the next tier is love and belonging tier. This is where one would achieve to have a sense of connection, which is by forming intimacy with family and friends. But like I mentioned before, you start this game alone (when playing in single player) but as you continue playing you can come across friendly animals, which you can form a bond with them.
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Personally, i feature that I enjoy from this is that you can have the birds rest on you shoulder. As it gives the feeling that there is a form of friendship between you and your pet.
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Up next is the Esteem tier, this is were you would build your self-esteem, better than it was before. This is because the better you get at the game, the more you feel motivated to continue and get better at the game. At this point you might have done some important moments in the game, like reaching the nether. Which could also mean that you would have acquired some on the best materials to build weapons and armor. And that it can lead you to reaching both the end (the world in the game) and the end of the hierarchy.
Self-actualization is the final tier, it is when you would meet your full potential in life. So looking at the game it would be when you reach the end i.e. beating the ender dragon. While the game is technically done, you can still continue to play.
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Reference:
Hopper, E., 2020. Maslow's Hierarchy of Needs Explained. [online] ThoughtCo. Available at: <https://www.thoughtco.com/maslows-hierarchy-of-needs-4582571> [Accessed 27 April 2021].
McLeod, S., 2020. [online] Simplypsychology.org. Available at: <https://www.simplypsychology.org/maslow.html#gsc.tab=0> [Accessed 27 April 2021].
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Week 5
In this blog I will be talking about the experience playing Cookie Clicker. This is hyper causal game in where you simply click on the cookie to gain more cookies. With these cookies you can buy items to help you increase the amount of cookies. To be honest I am not fond of this game so the initial motivation is that i had to play this game for the blog. So it just made not this enjoy this game even more. Apart from that I began my journeying playing this game.
Personally I did not enjoy playing this game, to me clicking a cookie is not a game, it is something you can do if you have nothing better to do. My other issue is that the items you buy generate cookies (the more you have the move they generate) so you can buy some these items and leave the game on it is own. So for the most of the time playing this game I just left it by itself collecting cookies until I feel like to buy and upgrade items. As of typing this I have gained 99.597million, it just makes me that there is no challenge to this game, as eventually (after you spend ) you will get back to what you had before. Not only that but I do not need to check on the window where the game is, I can just look at the tab and see from there.
While I am not a fan of this game I can still see and appreciate how it brings the player to continue to play this game. It is a quite an addicting game, as feels motivated to try to get a higher number than before, as the more you get the better the items are (which gives you even more cookies at a faster rate). Having releases the hormone serotonin (as it is a feel good chemical), as the player sees the number of cookies go up. It also makes the player feel anxious on where they can reach a certain amount of cookies or even if they have to decide on what to get with the amount they have. But once they do buy the items, the players feel a sense of happiness (as they released the hormone dopamine). This is because when they purchase something, it feels like a reward as they worked hard of it. Another moment is when the golden cookie appears, which gives you a boost of cookies.
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Week 4
For this week I created a concept of a hyper causal game that could improve one’s performance on the topics we had covered during the lessons. My game is based off the Stroop Test (by John Ridley Stoop). In where the player has to find the colour before the time runs out and the faster they do, the better score they can get. There are three options they can choose from, the first (as seen in below) they are given a colour and must find that colour till the level ends.
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Once you choose the colour it shifts to another one till the level is over (I imagine that each level would have it four times) also if you pick the right one you get added time, if you choose the wrong one you lose time. As for the other options, in the second one, you would have to find the colour and the word that corresponds with the colour (so red with the word red). And the third option the word doesn’t corresponds with colour (which is why I did not write the word but rather show the colour).
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Confirmation bias - For this bias is by choosing the colour, if you are told that you need to pick the green colour, you will focus on looking that certain colour. As this bias helps you to look at the information and interpret evidence from already existing beliefs. Which is why the other options would give the player a challenge, especially with the third option as you associate the word of the colour with the colour itself.
Attentional bias - The game I decided to create focuses a lot on this bias, as it focuses identifying the stimuli (in fact they use Stroop’s theory to give an example of this bias), which in this case is too find the right colour. Since things begin to change
Evaluative Conditioning - As you are being exposed to different stimuli, as you are becoming influenced to the formation. Which is why as the game changes the player as becomes conditioned to it.
The game is a visual search task, as the player tries to find the right colour, which is also the fine motor skill While also having a working memory, mainly with the third one since you are looking for a specific colour you might subconsciously press the red for example but you are looking for the red colour .
Bibliography:
AbouSeif, A., 2017. Evaluative Conditioning: Forming Opinions without Facts.. [online] CogniFit. Available at: <https://blog.cognifit.com/evaluative-conditioning/> [Accessed 22 March 2021].
Lustik, C., 2020. How the Attentional Bias Influences the Decisions We Make. [online] Verywell Mind. Available at: <https://www.verywellmind.com/what-is-an-attentional-bias-2795027> [Accessed 22 March 2021].
Noor, I., 2020. Confirmation Bias | Simply Psychology. [online] Simplypsychology.org. Available at: <https://www.simplypsychology.org/confirmation-bias.html> [Accessed 22 March 2021].
Sciencedirect, 2020. Attentional Bias - an overview | ScienceDirect Topics. [online] Sciencedirect.com. Available at: <https://www.sciencedirect.com/topics/psychology/attentional-bias> [Accessed 22 March 2021].
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Week 3
We were asked to gamified the increased of students general performance. Gamification is the process in where creates a form of a game to play in a non-game scenario. This process helps to “emphasis on human motivation in the process” (Chou, 2019).
We were also asked to use the Octalysis Method. This method helps one to motivate them towards they need to achieve (in this case it is to increase student’s performance). It uses 8 core mechanics, and with each of these help make daily tasks more fun and motivating. Chou (2019) explains that with each game technique allows one to continue moving forward in a different way, “some in an inspiring and empowering way”. With that being said let’s use these eight mechanics and create out own gamification.
The first idea that I had was to create a points system (much similar to the one they use in Hogwarts), in where each class (GVD, INT, FIN, etc) compete to get the most points. To gain these points one would have to; doing their assignment on time, participating during class, etc. This is mainly using the accomplishment core. Which it allows students to feel accomplished with what they are doing.
The next point is focusing on the creativity part. This is by allowing students to create their own avatar, everyone enjoys creating their own persona. They can display it on their Classter page, maybe even letting them designing their page. It gives the student a more personal meaning as well as a sense of ownership since it becomes their website. (Here is a quick sketch of how it could look).
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There can be also achievements that the students try to achieve. It can be done by after completing a certain number of assignments or even attend after a certain times in a row, they gain an achievement.
With ideas I hope these can be implemented in the future, as they can be engaging and fun for students. I do believe that is you want more students to participate in school. We enjoy playing, so having gamification can improve performance even better.
Bibliography:
Acedo, M., n.d. 10 Specific Ideas To Gamify Your Classroom |. [online] TeachThought. Available at: <https://www.teachthought.com/pedagogy/how-to-gamify-your-classroom/> [Accessed 19 March 2021].
Chou, Y., 2019. Octalysis: Complete Gamification Framework - Yu-kai Chou. [online] Yu-kai Chou: Gamification & Behavioral Design. Available at: <https://yukaichou.com/gamification-examples/octalysis-complete-gamification-framework/> [Accessed 19 March 2021].
Daily, J., 2019. The best gamification apps and techniques for in your classroom. [online] BookWidgets Blog. Available at: <https://www.bookwidgets.com/blog/2019/09/the-best-gamification-apps-and-techniques-for-in-your-classroom> [Accessed 19 March 2021].
Prince, G., 2018. Gamification Types - The Octalysis Method. [online] Glenn Prince - Solution Architect and Developer. Available at: <https://www.glennprince.com/blog/gamification-types-the-octalysis-method/> [Accessed 19 March 2021].
Walter, Z., 2020. What is Gamification? Education, Business & Marketing (2021 Examples). [online] Gamify.com. Available at: <https://www.gamify.com/what-is-gamification> [Accessed 19 March 2021].
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Week 2
For this week we began to learn some of the schools of psychology. And the first school we learnt was behaviourism, this school believes that behaviour can be measured, trained and changed through conditioning; classic and operant conditioning. While also learning about behaviourism we saw how it can be applied to video games.
As for this blog we had to play the mobile game “King of Thieves” to detect on how this games uses behaviourism to teach the player on how to play the game.
Let’s start with operant conditioning. This method of conditioning teaches the user through reinforcement (which strengths the behaviour) or by punishment (which weakens the behaviour).
At the start of the game you are only told how to move.
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Yet it does not explain what harms the player. Instead the player learns through positive punishment, as once the player hits the enemy/obstacles the player looses health (as they don’t want to lose all of their health otherwise they would lose the game)
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This way the player learns from their mistakes and now tries to avoid those enemies. There are also a form of negative punishment in where other people can claim the player’s treasure. Having this punshiment implemented into the game gives the player more reason to play the game as one could get bored from playing.
In terms of reinforcements this game offers different kinds of it. The first is continuous reinforcement, when the players completes the level. And depending how good they do they can get up to three stars.
A small detail I noticed is that if you do so well the game complements you for completing the level so well. As well as adding a bonus award, thus encouraging the player to continue.
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As for classical conditioning, it is creating an association between a naturally between a naturally existing stimulus and a previously neutral one. What I noticed is that the player is immediately conditioned by how to play. As you are conditioned to tap the screen to move the character.
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Week 1
I was assigned to lecture at the fearful school Dogwarts, my assignment was to teach the students on the subject of why we play.
I start off, i would take the students outside and tell them to do what ever they want, with the exception of not breaking the school rules or getting hurt. As i want them to explore what is play without me explaining anything. I would give them a few minutes of letting them explore and after I would bring some times; which are some equipment from the well known game wuidditch and their brooms.
After some time I would tell them to stop and let them explain what they just did. And right after I explain to them the goal of the task which was to play. From there on we had a discussion on what is considered is play if what they were doing is considered play. Which I also brought up the rules I had stated before (not breaking the school rules or harming anyone) as I wanted to know their opinion on what are the boundaries of play. I would see how they could use magic as part of play. Which then I would let them play once more, this time they know the goal of this lecture (more so to see the difference with how they would play now vs before).
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Hi this blog post is part of my assignment of Psychology of play.
In where i talk and discuss on what we did and discussed throughout the lectures.
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