Game Development Reference
In-Depth Information
Operant Conditioning: A theory of learning based on adding pun-
ishment or reward (or removing either) in order to either rein-
force or remove a behavior. Rewards and punishments in games
are well documented.
Phonological Loop: The complementary but separate part of mem-
ory used to process audio. If I were to ask you to remember
your favorite video game theme, this is the portion of memory
you are using.
Positive Reinforcement: Giving someone a reward for doing some-
thing good. Collect 100 coins, get a free life.
Punishment: Adding something negative as a punishment for doing
something bad. Walk into an enemy, lose health.
Self- Efficacy: Belief in one's ability to succeed. When players believe
they can beat a level, they will perform the tasks contained
therein with greater gusto.
Visuospatial Sketchpad: The portion of working memory devoted
to visualizing things. If I asked you to picture a dog jumping
through an open window, this is the portion of memory you
are using.
Worked Example: A psychological effect that illustrates improved
success in a task after someone has been shown a successful
example. In games, this means showing players an AI per-
forming a task before letting them do so, or illustrating what
to do through level design.
Working Memory: A name for the part of your brain devoted to
actively thinking about a task or solving a problem.
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