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Game Dynamics that Support Snacking, not Feasting

Talkat CHI PLAY 2019 · 2019-10-22..10-25· [game-development]
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Content analysis of 22 commercial casual games using the MDA framework yields five dynamics and a claim that Instant Rewards, Novelty, and Waiting can be added modularly to promote daily short play. A custom Angry-Birds–style physics puzzle is built with 3‑star scoring and power-ups, 28 achievements, five weapon types and 21 avatar heads, regenerating power-ups, and a 30‑minute‑per‑8‑hours blocking mode. Two MTurk studies (first N=99, 15‑minute sessions) measure sessions, durations, and intersession intervals and find no enjoyment differences but show Novelty and Waiting significantly shorten intersession intervals and most participants cluster as “snackers.”

AI-written summary · about

  1. 0:00Introduction to snacking games
  2. 1:10Defining snacking behavior
  3. 2:15Five game dynamics categories
  4. 3:52Experimental game design
  5. 5:21Short-term study results
  6. 6:43Long-term study findings
  7. 8:07Key dynamics for snacking
  8. 9:10Implications for serious games
  9. 10:17Q&A with Elisa Meckler
  10. 12:03Q&A with Ted from University
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