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Particularly for freemium titles, where players can opt to spend real-world money for in-game boosts, extinction is undesirable so the game is designed around a near-perpetual compulsion loop alongside frequent addition of new content. [4] Compulsion loops in video games can be established through several means.
Snapping: America's Epidemic of Sudden Personality Change is a 1978 book written by Flo Conway and Jim Siegelman which describes the authors' theory of religious conversion. They propose that "snapping" is a mental process through which a person is recruited by a cult or new religious movement , or leaves the group through deprogramming or exit ...
Also isometric graphics. Graphic rendering technique of three-dimensional objects set in a two-dimensional plane of movement. Often includes games where some objects are still rendered as sprites. 360 no-scope A 360 no-scope usually refers to a trick shot in a first or third-person shooter video game in which one player kills another with a sniper rifle by first spinning a full circle and then ...
The psychological research into games has yielded theories on how playing video games may be advantageous for both children and for adults. Some theories claim that video games in fact help improve cognitive abilities rather than impede their development. [34] These improvement theories include the improvement of visual contrast sensitivity. [35]
Within free-to-play, the most important factor is the number of players that a game can keep continuously engaged, followed by how many compelling spending opportunities the game offers its players. With free games that include in-game purchases, two particularly important things occur: first, more people will try out the game since there is ...
Free play is not merely a pastime; it is a fundamental process through which children learn and develop across multiple domains. [ 3 ] [ 6 ] The seemingly unstructured nature of free play masks the complex cognitive, social, and emotional processes taking place, which are difficult to quantify but essential for a child's development.
A griefer or bad-faith player is a player in a multiplayer video game who deliberately annoys, disrupts, or trolls others in ways that are not part of the intended gameplay. . Griefing is often accomplished by killing players for sheer fun, destroying player-built structures, or stealing i
The Swanson, Nolan and Pelham Teacher and Parent Rating Scale (SNAP), developed by James Swanson, Edith Nolan and William Pelham, is a 90-question self-report inventory designed to measure attention deficit hyperactivity disorder (ADHD) and oppositional defiant disorder (ODD) symptoms in children and young adults.