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Element | Meaning |
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(1) Points | Players acquire them. |
(2) Rewards | Players exchange points to get them. |
(3) Badges | To show achievements to peers. |
(4) Leaderboards | They contain a table with the high scores achieved; these show the players’ progress and motivation to compete. |
(5) Levels or stages | They start with the starting stage, and then the player moves to the next step based on the participation or use of the desired mode. |
(6) Challenges | Challenges provide missions for players to achieve and then reward them. |
(7) Virtual goods | They are bought by default, through the points gained, and when the player spends them, he tries to get more points. |
(8) Integration and accessibility | Mergers are concerned with the player’s first reaction to the game, so, in many games, there are educational clips aimed at guiding players in the first minutes of playing, and, in the absence of detailed instructions, the initial levels play the role of the teacher, which is usually straightforward, and the aim is to introduce the concepts of the game one by one. |
(9) Immediate feedback | The player’s selection results or his actions appear during the game immediately after his decision. |
(10) The proposal character as an avatar | Some games offer a virtual character representing the human personality within the game, where other players can see it, and their design varies from using 3D techniques to abstract symbols and is designed to allow personal expression and creativity. |
(11) The rules | They are binding limits in the game to keep the game under control, like the number of players in a game. |
(12) Feelings | Curiosity, competition, frustration, and happiness. |
(13) Progress | Player growth and development. |
(14) Relationships | Social interactions generate feelings of intense friendship, status, and altruism. |
(15) Aesthetics | Aesthetics, art, and visual elements are part of every game. |
(16) Objectives | An essential part of the game, the player either achieves them or fails to achieve them at the end. |
(17) The story | This element provides significance and meaning to the experience and the context for implementing the tasks. |
(18) Time | It is used to motivate players to play. |
(19) Attention curve | It is the flow and sequence of events during playing time to sustain the player’s interest. |
(20) Repeat or second chance | This option gives the player permission to lose. |
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