Reward systems are defined and discussed in relation to different genres from puzzle-games to arcade games, from third-person games to simulation-based games. Building upon Björk and Holopainen’s (2005) and Hallford and Hallford’s (2001) categories of rewards, this article examines temporal and spatial reward structures within a range of videogames. In relation to time, videogames are also a spatial medium, with ever-growing worlds expanding for player-characters to move through and explore. It is through the condition of time that many game reward systems are designed around the collection of points, achieving high-scores and beating the clock. Unlocking the Gameworld: The Rewards of Space and Time in Videogames by Alison Gazzard
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