Synonyms
Definitions
- Grinding:
-
The process of engaging in repetitive tasks.
- Farming:
-
Performing repetitive actions to gain experience, points, or some other form of in-game currency.
Introduction
Evoking a complex emotional response in players is a characteristic trait of successful interactive entertainment, and different models have been proposed to help designers in creating and analyzing compelling emotional experiences. This entry introduces three well-known approaches: the “Four Fun Keys,” the “MDA Framework” (including the “8 Types of Fun” model), and the “AGE Framework” (including the “6–11 Framework”).
The Four Fun Keys
Introduced by psychologist and player experience expert Nicole Lazzaro in the whitepaper “Why We Play Games” (Lazzaro 2004) and later in (Lazzaro 2009), this model identifies four main types of fun with different characteristics which are able to deeply engage players by relying on different sets of emotions. In particular:
-
...
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Dillon, R.: On the Way to Fun. AK Peters, Natick (2010)
Dillon, R.: Serious games and fun: An analysis. Int. J. Innov. Res. Dev. 2(5), 1046–1063 (2013.) ISSN: 2278-0211
Dillon, R.: Towards the definition of a framework and grammar for game analysis and design. Int J Comput Info Technol. 3(2) (2014). Available online: https://researchonline.jcu.edu.au/32010/1/Dillon_IJCIT_V3-2.pdf
Hunicke, R., Leblanc, M., Zubek, R.: MDA: A formal approach to game design and game research. In: Proceedings of the Challenges in Game AI Workshop, 19th National Conference on Artificial Intelligence, San Jose (2004). Available online: https://www.researchgate.net/publication/228884866_MDA_A_Formal_Approach_to_Game_Design_and_Game_Research
Lazzaro, N.: Why We Play Games, XEO Design. (2004). Available online: http://xeodesign.com/xeodesign_whyweplaygames.pdf
Lazzaro, N.: Understand emotions. In: Bateman, C. (ed.) Beyond Game Design: Nine Steps toward Creating Better Videogames. Charles River Media, Boston (2009)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2024 Springer Nature Switzerland AG
About this entry
Cite this entry
Dillon, R. (2024). Game Design and Emotions: Analysis Models. In: Lee, N. (eds) Encyclopedia of Computer Graphics and Games. Springer, Cham. https://doi.org/10.1007/978-3-031-23161-2_112
Download citation
DOI: https://doi.org/10.1007/978-3-031-23161-2_112
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-031-23159-9
Online ISBN: 978-3-031-23161-2
eBook Packages: Computer ScienceReference Module Computer Science and Engineering