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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