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PrefaceThis dictionary of video game theory is a companion to my book, Half-Real. With the dictionary, I hope to provide a resource for students, researchers, teachers, and game players looking for terminological clarifications and pointers to further reading. A list of works cited can be found at the bottom of the page. The dictionary is not intended to be encyclopedic, but takes its starting point from the issues discussed in the book. The sign indicates an issue that is elaborated in Half-Real. If there is any term that you would like to see listed in the dictionary, please contact me. Jesper Juul, Copenhagen, November 2005.
Abstract gameAn abstract game has rules, but no fictional world. Many traditional non-electronic games are abstract, but very few video games are abstract. Half-Real, chapter 4. Aesthetic index"The aesthetic index of a puzzle, as it may be called, seems to be inversely proportional to the complexity of its solution or to the obviousness of the pattern, trap, or trick it hides." (Danesi 2002, 227.) Half-Real, chapter 3. Aesthetic goalIn game design, the method of designing a game with a specific player experience in mind. (Hunicke, LeBlanc, Zubek 2004.) Affinity between games and computersGames and computers have historically demonstrated an affinity, whereby traditional games have found a new home on computers, and where the computer allows new game forms to appear. Half-Real, chapter 2. AgonIn Caillois' classification of games, agon describes games of contest (Caillois 1961). AleaIn Caillois' classification of games, alea refers to games of chance (Caillois 1961). Ant farming"‘Ant-farming’ is when you design with a gods-eye view in mind - it’s when you throw around concepts which are ‘interesting’ or ‘provide fascinating social dynamics’ or ‘would really feel like a virtual world’ - but fail the basic ‘fun’ test. This is when the designers are designing a game that’s more fun to observe than to actually live in." (Schubert 2004) AttachmentThe player's experience of emotional attachment to the outcome of a game. Attachment is the prerequisite for the joy of winning and the sadness of losing. Half-Real, chapter 2. Back storyStory or fiction that provides a background for a game, rather than being part of the gameplay. BalancingIn game design, the tweaking of different units, actions, and properties so that they match, as to provide a game with no dominant strategies, insuring interesting choices. Caillois' classificationCaillois (1961) posits four categories of games: Agon (contest), alea (chance), ilinx (vertigo), and mimicry (make-believe). Additionally, Caillois describes games as being placed on a scale from ludus (rule-based) to paidea (free-form). It is unclear to what extent Caillois' categories ultimately include or exclude each other, and some of the general claims made about their possible combination are at odds with most contemporary games: Caillois claims that "... games are not ruled and make-believe. Rather, they are ruled or make-believe." (1961, 8-9). This claim is contradicted by most commercial board games, almost all video games, and generally all rule-based games that include a fictional element. Half-Real, chapter 1. CheatingCheating can be described as willfully breaking the rules of a game. ChunkingWhen players learn or improve their playing a game by learning not to process the individual pieces or states of the game, but rather thinking in terms of high-level chunks (collections of pieces and states) instead. (Newell & Rosenbloom 1981, 42)
See learning, repertoire, information reduction. Half-Real, chapter 3. CinematicsSee cut-scene. Computer gameGame played using computer power. Some times used to mean games played on a personal computer as opposed to on consoles. ConsoleDedicated device for playing video games, a console is generally connected to a television. Cut-sceneCinematic, non-interactive part of a game, conveying the game's backstory or fiction. In a cut-scene, the game's play time is disconnected from its fictional time. (Half-Real, chapter 3.) Cut-scenes are controversial in that they are non-playable parts of a game, but they have also been defended for providing context for the playing of the game (Klevjer 2002). Dominant strategyStrategy that is always better than all other strategies. Dominant strategies are generally considered flaws in a game design. Degenerate strategyAccording to Salen & Zimmerman (2004, p.271), "A degenerate strategy is a way of playing a game that takes advantage of a weakness in the game design, so that the play strategy guarantees success." DynamicsThe actual behavior of a game, resulting from its basic rules. See mechanics, emergence, gameplay. (Hunicke, LeBlanc, Zubek 2004). EconomyIn an examination of the real and virtual economy of EverQuest, Castronova (2001) concluded that "The nominal hourly wage is about USD 3.42 per hour, and the labors of the people produce a GNP per capita somewhere between that of Russia and Bulgaria. A unit of Norrath's currency is traded on exchange markets at USD 0.0107, higher than the Yen and the Lira." EmergenceGame type where variation appears by the interaction between elements in the game. Emergence games often surprise players and even the designers of the game. The opposite of progression games (Half-Real, chapter 3). Emergent gameplayCommonly used to mean gameplay that was not anticipated by the game designer, though this is a problematic definition.
EffortWhen playing a game that is not purely random, a player exerts effort in order to influence the outcome of the game. Half-Real, chapter 2. Event timeSee fictional time. ExploitMostly used about multi-player games, an exploit can be defined as a case where a player knowingly uses a flaw in a game to gain an unfair advantage. In many concrete cases, it can be difficult to distinguish between cheats, exploits, and players who optimize their strategies for playing. FictionAny kind of imagined world. Most video games invite the player to imagine some kind of fictional world in which the game takes place. Note that a fiction does not need to be a story, and that video games are generally fictions, but not stories. (Half-Real, chapter 4). Fictional timeThe time passing in the fictional world of a game during game play, a projection of the real play time. Half-Real, chapter 4. Fictional worldAn imagined world. The term is derived from the concept of possible worlds. "collections of states of affairs, distinct from the statements describing those states". (Pavel 1986, 50). A game cues a player into imagining a fictional world by many different means, such as text, spoken words, paintings, imagination, and game rules. (Half-Real, chapter 4.) Strictly speaking, all fictional worlds are incomplete: many aspects of the world are not described and left to the user's imagination. Half-Real, chapter 4. FlowThe concept of flow (Csikszentmihalyi 1990) describes an optimal mental state where a person is complete occupied with a task that matches the person's skills, being neither too hard (leading to anxiety) or easy (leading to boredom). Flow has seven traits:
FPSAcronym for First Person Shooter. General term for 3D action games seen from a first person perspective, usually involving firearms. FunWhile fun is an elusive concept, the most popular school of thought claims that video game fun comes primarily from the enjoyment of problem solving.
A second school of thought describes video games as a combination of a number of different types of fun, where different games emphasize different types of fun.
See ant farming, aesthetic goal. GameIt has been said that what we call games have nothing in common (Wittgenstein 1958, segment 66), but many definitions and descriptions of games have been proposed.
See play. Half-Real, chapter 2. Game designAccording to Salen & Zimmerman: "The focus of a game designer is designing game play, conceiving and designing rules and structures that result in an experience for players." (2004, p.1) Game modeSome games let players chose between different game types. Many contemporary video games contain a single player "story mode" as well as a multiplayer mode. Game stateA game can be seen as a state machine, a system that at any time is in a given state, and which has laws for how it will react to a given input. In a board game, the state of the game is stored in pieces on the board. In a video game, the state of the game is kept in the RAM of the computer. Half-Real, chapter 2. Game theoryEconomical and mathematical theory of games pioneered by John von Neumann and Oskar Morgenstern. (1944, 1953) Primarily deals with the study of strategies in a variety of different situations, and not with games as such. Gameplay"A game’s gameplay is the degree and nature of the interactivity that the game includes, i.e., how the player is able to interact with the game-world and how that game-world reacts to the choices the player makes." (Rouse 2001, xviii) GoalWhat the player of a game has to strive for. A goal is an assignment of value to the possible outcomes of a game. The goal refers to the game as an activity, not to the game as an object. (Half-Real, chapter 2.) Half-RealThe duality in video games of a real set of rules governing how the game is played and a fictional world that the player imagines. Half-Real, chapter 5. IlinxIn Caillois' classification of games, ilinx describes games centered around vertigo. (Caillois 1961.) Information reductionThe process where user improves performance at a task by learning to ignore irrelevant information (Haider & Frensch 1996). In video games, related to the tendency of players to ignore fiction in some games. (Half-Real, chapter 4.) Interesting choicesAccording to Sid Meier, a [good] game is a series of interesting choices. In an interesting choice, no single option is clearly better than the other options, the options are not equally attractive, and the player must be able to make an informed choice. (Rollings & Morris 2000, p. 38.) Iterative game designSalen & Zimmerman advocate iterative design as a method of designing games based on playing the game in early prototypes (2004, p.11-13). Shelley advocates "design by playing". (2001). LearningAll games except games of pure chance involve player learning. Half-Real, chapter 3. Level designDesign of the physical layout (and its game design related aspects) in a game. LoseTo lose means that the game ends with the outcome that in relation to the player was assigned a negative value. LudologyThe study of games. Also: The study of games as a unique field, especially as distinct from narrative). LudusAccording to Caillois (1961), games can be found on a scale between the rule-based (ludus) and the free-form (paidea). Magic circleJohan Huizinga uses magic circle as one of the ways in which a game is delineated from what is outside the game (1950). MechanicsHunicke, LeBlanc, Zubek (2004) distinguish between mechanics (the rules of the game), the dynamics (the emergent behavior of these rules), and aesthetics (the user experience). MimicryIn Caillois' classification (1961), games of make-believe. MMORPGAcronym for Massively Multiplayer Online Role-Playing Game. Generally speaking, a multiplayer persistent game where players control a character that develops skills over time. Prominent examples include EverQuest and World of Warcraft. Multi playerGame for more than one player. NarrativeIn a traditional sense, a narrative is the presentation of a story (a fixed sequence of events) by way of a discourse (Chatman 1978). In contemporary theory, narrative is often used in a much broader sense.
Half-Real, chapter 4 discusses the relation between games and narratives and compares different definitions of narrative. NarratologyThe study of storytelling. Also: The study of games as story systems (for example, Murray 1997). Negotiable consequencesGames are characterized by the fact that the activity in itself is mostly harmless, but that the outcome of the game can be negotiated to lead more serious consequences (such as the exchange of money). (Half-Real, chapter 2) OutcomeThe outcome is the final state of the game. The outcome of a game is quantifiable, meaning that it is meant to be clear whether the outcome was one or another; who won the game (Salen & Zimmerman 2004, 96). Games set in persistent worlds do not necessarily have an outcome. It is the valorization of the potential outcomes of a game that gives a game a goal and lets the players win or lose. (Half-Real, chapter 2.) PaideaA free-form game. (Caillois 1961). Persistent gameA game that keeps its state, even when players are not playing. Can also be considered a game that continues indefinitely; a game with no final state. PlaySalen & Zimmerman define play as "Play is free movement within a more rigid structure". (2004, p. 304) Play mechanicsSee mechanics. Play timeThe real time spent by the player playing the game. The real-time play time of the player is projected onto the fictional time that passes in the fiction of a game. (Half-Real, chapter 4.) PlayerA human interacting with a game. In video games player generally means a human player. A game played against the computer is considered a single player game. PlaytestingMany game development methods call for extensive testing of a game on users during all phases of game development. (Fulton 2002, Davis, Steury & Pagulayan 2005.) ProgressionGame type where variation happens by introducing new elements and features as the player progresses in the game. The opposite of emergence games. Adventure games are generally progression games, as they have to be completed by performing exactly the actions that the game design dictates. (Half-Real, chapter 3.) RepertoireAt a given time, a player has a repertoire of skills for playing a given game. When improving their performance at a game, players expand and refine their repertoire (Half-Real, chapter 3.) Reward scheduleFrom psychology, the positive feedback given to the player during the playing of a game. Rock-papers-scissorsSimple game where two players simultaneously show their hands, having chosen either rock (which beats scissors), paper (which beats rock), or scissors (which beats paper). The best-known example of triangularity. RTSAcronym for Real Time Strategy game. Strategy game where players can move pieces continuously. RulesAll games have rules:
Half-Real, chapter 3. SandboxGame (or game mode) that lets the player experiment with its mechanics, regardless of the game's goal, if any. SimulationAccording to Frasca (2001), "Simulation is act of modeling a system A by a less complex system B, which retains some of A's original behavior". According to Aarseth (2004), "The computer game is the art of simulation." Single playerGame for one player. StorySee narrative. Story modeMany video games contain a story mode, where the player has to complete specific tasks or levels in order to go through a pre-defined story. (Often told using cut-scenes.) StrategyA set of principles that a player uses to play a game. StylizationThe simplification that a game makes when simulating an activity. For example, the fact that cars do not run out of gas in Grand Theft Auto III. (Half-Real chapter 5.) Subversive playSubversive play is play against the intention or authority of the game design/game designer. (Flanagan 2005). The concept presupposes games that have a dominant authority that players can revolt against. TimeTime in video games consists of the real play time used to play the game and the fictional time passing in the fictional game world. The fictional time can be either a projection of the player's actions or created by way of cut-scenes.
Half-Real, chapter 3. TransmedialityGames are a transmedial phenomenon, meaning that a game can be implemented in different game "media": Chess can be played on a board, on a computer, or blind. Soccer can be played as a physical sport or as a video game. Computer chess is an implementation of chess (everything that can be done in normal chess can be done on the computer and vice versa), but computer soccer is an adaptation (only selected aspects of the sport is included in the video game). (Half-Real, chapter 2.) TriangularityCrawford's term for game design where between three units or moves neither is the strongest (A beats B, B beats C, C beats A). Rock-papers-scissors is triangular. (1982)
Turn-based gameGame where players take turns performing actions. TutorialEarly part of a game focused on teaching players basic skills. Some games contain an explicitly labeled "tutorial" part, while other games incorporate tutorial material in basic gameplay. ValorizationIn a game, the different possible outcomes are assigned different values. This is a prerequisite for winning or losing. A game with no valorization is sometimes called a simulation or a sandbox. (Half-Real, chapter 2.) Video gameGenerally speaking, a game played using computer power and a video display. Can be computer, cell phone, or console game. Sometimes used to describe console-based games only. (Half-Real, preface.) WinTo win means that the game ends with the outcome that was assigned a positive value to the player; the goal.
Works cited
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