001412183 000__ 03066nam\a2200469Ki\4500 001412183 001__ 1412183 001412183 003__ MaCbMITP 001412183 005__ 20240325105209.0 001412183 006__ m\\\\\o\\d\\\\\\\\ 001412183 007__ cr\cn\nnnunnun 001412183 008__ 191211s2020\\\\mau\\\\\o\\\\\000\0\eng\d 001412183 020__ $$a9780262357043$$q(electronic bk.) 001412183 020__ $$a0262357046$$q(electronic bk.) 001412183 020__ $$z9780262043533 001412183 035__ $$a(OCoLC)1130310467 001412183 035__ $$a(OCoLC-P)1130310467 001412183 040__ $$aOCoLC-P$$beng$$erda$$epn$$cOCoLC-P 001412183 050_4 $$aGV1469.3$$b.E655 2019eb 001412183 08204 $$a794.8/3$$223 001412183 1001_ $$aEngelstein, Geoffrey,$$eauthor. 001412183 24510 $$aAchievement relocked :$$bloss aversion and game design /$$cGeoffrey Engelstein. 001412183 264_1 $$aCambridge :$$bThe MIT Press,$$c[2020] 001412183 300__ $$a1 online resource (152 pages). 001412183 336__ $$atext$$btxt$$2rdacontent 001412183 337__ $$acomputer$$bc$$2rdamedia 001412183 338__ $$aonline resource$$bcr$$2rdacarrier 001412183 4901_ $$aPlayful Thinking 001412183 506__ $$aAccess limited to authorized users. 001412183 520__ $$aHow game designers can use the psychological phenomenon of loss aversion to shape player experience. Getting something makes you feel good, and losing something makes you feel bad. But losing something makes you feel worse than getting the same thing makes you feel good. So finding $10 is a thrill; losing $10 is a tragedy. On an "intensity of feeling" scale, loss is more intense than gain. This is the core psychological concept of loss aversion, and in this book game creator Geoffrey Engelstein explains, with examples from both tabletop and video games, how it can be a tool in game design. Loss aversion is a profound aspect of human psychology, and directly relevant to game design; it is a tool the game designer can use to elicit particular emotions in players. Engelstein connects the psychology of loss aversion to a range of phenomena related to games, exploring, for example, the endowment effect--why, when an object is ours, it gains value over an equivalent object that is not ours--as seen in the Weighted Companion Cube in the game Portal; the framing of gains and losses to manipulate player emotions; Deal or No Deal 's use of the utility theory; and regret and competence as motivations, seen in the context of legacy games. Finally, Engelstein examines the approach to Loss Aversion in three games by Uwe Rosenberg, charting the designer's increasing mastery. 001412183 588__ $$aOCLC-licensed vendor bibliographic record. 001412183 650_0 $$aVideo games$$xDesign. 001412183 650_0 $$aComputer games$$xDesign. 001412183 650_0 $$aLoss aversion. 001412183 650_0 $$aVideo games$$xPsychological aspects. 001412183 650_0 $$aComputer games$$xPsychological aspects. 001412183 655_0 $$aElectronic books 001412183 852__ $$bebk 001412183 85640 $$3MIT Press$$uhttps://univsouthin.idm.oclc.org/login?url=https://doi.org/10.7551/mitpress/12243.001.0001?locatt=mode:legacy$$zOnline Access through The MIT Press Direct 001412183 85642 $$3OCLC metadata license agreement$$uhttp://www.oclc.org/content/dam/oclc/forms/terms/vbrl-201703.pdf 001412183 909CO $$ooai:library.usi.edu:1412183$$pGLOBAL_SET 001412183 980__ $$aBIB 001412183 980__ $$aEBOOK 001412183 982__ $$aEbook 001412183 983__ $$aOnline