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Creating game addiction with Game Feel: Implementation of Game Feel on a virtual slot machine inside of Governor of Poker 3

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Creating game addiction with Game Feel: Implementation of Game Feel on a virtual slot machine inside of Governor of Poker 3

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OrangeGames wants to create a slot machine mini game in their most popular game Governor of Poker 3 (GOP3). In the past however OrangeGames has made a slot machine game called "Poker Slots", which due to certain design choices was really unsuccessful, as almost no players returned to play it. That is why they don’t want to make the same mistakes while implementing the slot machine feature in GOP3. That is why my goal with this research is to answer the question of how OrangeGames should create a slot machine feature in their game GOP3, so that it is addicting to the players to keep coming back and play it. This leads me into the main question of this research: “How can OrangeGames, using Game Feel, make a virtual slot machine addicting?” To answer this question I first build a fundament by using fundamental research to gain a basic understanding of Game Feel and slot machines as background information, after which I divide my main question into sub-questions beginning with the following: “What is Game Feel for slot machines?” Where I find out that slot machines are full with nothing but Game Feel and with the use of comparative research I make connections between Game Feel elements and slot machine components. To further use these connections in a survey, in which I rank the Game Feel elements based on their impact on the desired target group. In my second sub-question: “How does addiction in games get stimulated?” I find out that another way to put the term “addiction” is “irresistibly engaging”. Doing this I find out that creating engagement to an irresistible level in games, results into players getting in something called “Flow”. This term is in gambling called “the zone”, and it basically is where optimal engagement lies, this zone is what the gamers truly are after and they want it for as long as possible. Then for my final sub-question: “What is the relation between adapting Game Feel and stimulating addiction?” I start to get my hands dirty with applied research by combining both my research on Game Feel with slot machines and my research on stimulating addiction while creating the product that OrangeGames expects of me. Then finally coming to the conclusion that by adapting Game Feel a game will become more engaging, and by having this engagement at the right level for it to stay in Flow, and thereby having the players stay in the zone, the game can stimulate addiction.

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OrganisatieHogeschool van Amsterdam
AfdelingMedia, Creatie en Informatie
Jaar2018
TypeBachelorscriptie
TaalEngels

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