Game Development Reference
In-Depth Information
Neoliberal: An economic and social philosophy highlighting individualism,
commercialism, and laissez-faire trade.
Networked collectivism: Nancy Baym's term for groups of people networking using
media, creating a shared but distributed group identity.
Networked individualism: Nancy Baym's term for individuals who form the central
node of his or her own personal community.
Networking: Making connections between elements.
New media: Media forms that make use of digital elements to generate user
participation.
Nondiegetic: Outside the world of the text (e.g., the credits of a ilm are part of the ilm
but not part of the diegesis).
Nonlinear: Not following a particular order.
Nonplayer Character (NPC): A character in a game that is controlled by the game
system.
Operational rules: Guidelines that players must follow in order to play; the rules
written in a rulebook.
Paratextual: A text that is separated from a related text but informs our understanding
of that text; material that surrounds the text.
Paratextual board games: Contemporary original board games based on media texts.
Participatory culture: A type of community that encourages interaction with and
original creation of media texts.
Pathos: he emotional appeal a text can make.
Performance : he acting out (“play”) of a particular identity in a particular context.
Philosophy of playfulness: A phrase that describes the fun-illed, playful, and
exuberant media landscape.
Play: Katie Salen and Eric Zimmerman's second schema for understanding games; the
experience of the game as it is occurring.
Procedural rhetoric: Ian Bogost's term for the practice of using game mechanics
persuasively.
Produsage: Axel Bruns's term for the intersection of production and usage within a
digital environment.
Prohibitionists: Henry Jenkins's term for media producers who attempt to criminalize
fan participatory activity.
Projective identity: James Paul Gee's term for the hypothetical identity that exists
between the game player and the game character.
Randomness: Elements of a game that are controlled by chance.
Replay value: Afective capital generated by a game's ability to be entertaining despite
having already been played.
Role-play: he act of pretending to be another person or character, usually in the
context of a game.
Rounds: he length of time in a game during which all players have taken a turn.
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