Glossary ======== .. glossary:: :sorted: Augmented reality to be done Babylon A framework game and rendering engine for WebGL Flow A mental state in which individuals are totally inmersed in an activity, enjooyong it and being the most productive in it. Funativity Theory of fun sources by Noah Falstein 2004 Game Activity engaged in and for diversion or amusement Game design document (GDD) A highly descriptive document of the design for a video game Game engine Software environment designed to build video games Game genre Category of game (action, sports, strategy, simulation..) See list in `wikipedia. `__ Game loop The central event-driven iteration of a game. Each loop of a game produces a frame. At each loop, iteration objects and agents attributes including position, orientation, scale, shape, color and texture are updated according to arbitrary rules or physics law and users interactions are processsed. Game theory Mathematical study of strategic decision making including conflict and cooperation between agents Game feel The intangible sensation of the player when interacting with a video-game Game flow The overall flow or structure of a game or, the user experience of flow while playing as a balance between level of difficulty and skill Game mechanics Rules that govern and guide the players actions and the game's response to them Game narrative The plot, sound, music, atmosphere, dialogs and gameplay. Game plot The events of the game presented chronologically as an interrelated sequence Game story What happens in a game, the flow of events that can be described independently of the gameplay Game pace The rate of escalation and release of events in a story Gamefulness The quality of an activity to be light-hearted, fun or humorous to be done Gameplay The combination of the set of game mechanics that are to be used to play the game Gamification Use of game design elements principles in non-game contexts to increase motivation and well-being Hedonic attributes Attributes of a product (software) which deal with the experiences of sensory appeals and emotion Ludus In ancient Rome a primary school (up to 11 years); also a board game, or a gladiator training school MDA Model that defines three parts of the game from the designer to the player: Mechanics-Dynamics Aesthetics Mixed reality to be done Motivation The desire and action toward a goal-directed behavior Motivation (extrinsic) External motivational forces in form of positive (rewards) or negative (fear of punishment) incentives Motivation (intrinsic) Internal motivational forces coming from inside the individual. Desire of doing an action or having a behavior for its own sake. Motivational affordances The properties of a software (object) that determine how it can support users' motivational needs Virtual Rehab Rehabilitation based on the use of virtual reality technology, often genralized to game-based rehabilitation and even graphic-based rehabilitation Virtual Environment A graphics environment, in general 3D, composed of virtual landscape, objectsa nd buildings and characters. PBL Acronym for Points Badges and Leaderboards, three basic elements of extrinsic motivation that are not a good gamification strategy when used without fostering instrinsic motivation Play The act of playing a game, a sport, a role or a music instrument. Also a part of a game Playfulness Users behavior. The quality of being funny Pervasive games Games that extend the gaming experience out in the real world and therfore expand the contractual magic circle of play spatially, temporally, or socially Play See difference with Game Player experience to be done Playful Experience Framework (PLEX) Categorization of 22 playful experiences Reality continuum The continuum from reality to virtuality proposed by Milgram et el. 1994. Responsiveness The impact of the response time (time between the player action and the result) in the game feel Serious games Games designed of other purposes than pure leisure. Virtual Reality The illusion of being in another reality than the actual one, through hardware devices and software creating sensorial perceptions. In the field of neurorehabilitation, virtual reality is often divided into Immersive Virtual Reality, using stereoscopic vision and haptic devices, and Non-Immersive reality using a standard screen projection of graphics. Virtual rehabilitation Rehabilitation based on the use of virtual reality technology First-person perspective In a game, when the camera model simulates the point of the view of the player's avatar, which is thereore invisible (excepts sometimes hands) Third-person perspective In a game, when the camera model follows the player's avatar. The avatar's body is seen from behind. Transreality game A type of gameplay that combines playing a game in a virtual environment and in the physical world, e.g. Pokemon Go. Unity A game engine for 2d and 3D graphics Unreal A game engine for 2d and 3D graphics Pygame A python library for 2D games Android studio To be done Kivy A python library to build interactive applications, exportable to mobile devices through Buildozer. Flask To be done Html5 markup language used for structuring and presenting content on the World Wide Web. MMORPGI Massively Multiplayer Online Role-Playing game WebGL A JavaScript API for rendering interactive 2D and 3D graphics