Game Design and Emotions: Analysis Models

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Encyclopedia of Computer Graphics and Games
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Synonyms

Engagement; Immersion

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:

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Correspondence to Roberto Dillon .

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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

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