gamesarechoices.com Report : Visit Site


  • Ranking Alexa Global: # 6,635,239

    Server:Apache...
    X-Powered-By:PHP/7.0.30

    The main IP address: 52.205.38.17,Your server United States,Wilmington ISP:E.I. du Pont de Nemours and Co. Inc.  TLD:com CountryCode:US

    The description :games are choices is a blog that hosts articles, podcasts, and even a forum all around interactive system and game design. you must join this growing community!...

    This report updates in 27-Sep-2018

Created Date:2018-08-02
Changed Date:2018-08-02

Technical data of the gamesarechoices.com


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Latitude: 39.749801635742
Longitude: -75.554298400879
Country: United States (US)
City: Wilmington
Region: Delaware
ISP: E.I. du Pont de Nemours and Co. Inc.

HTTP Header Analysis


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Date:Thu, 27 Sep 2018 11:47:40 GMT
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DNS

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ipv4:IP:52.205.38.17
ASN:14618
OWNER:AMAZON-AES - Amazon.com, Inc., US
Country:US

HtmlToText

articles, podcasts, discussions, & community – interactive system design hello, reader! hello, reader! games for good – why negative experience is nothing but less fun by zak kosma on september 11, 2018 in emerging ideas for most games, and other interactive entertainment systems as well, the audience (the player, or players) seeks out the game looking to spend a portion of their valuable time being entertained. as most players seek fun over other kinds of entertainment, if they are not having fun then they consider the portion of time they put into learning and playing the game as wasted. everyone has their own reaction to wasted time; some people get frustrated, others bored, or upset. when a player starts to get frustrated, bored, or upset with a game they will stop playing that game until they feel inspired to play it again or never at all. in economics terms, a game is a product made by its developer (as usually games are made by a team of people, on this website we use the term designer to refer to the creators of any game as each of them in their own way help design the experience for the player.) intended to deliver entertainment value to its consumer. simply put, the demand from the consumers in the market of games is entertainment. the player of a game only sits down to play a game on their own time, usually they will have other things they would prefer to spend their time doing. so, if the player’s need is to be entertained, the designer must deliver on a game experience that is entertaining to play, else they will make a bad game that players consider a waste of their time. if a player feels they wasted their time playing a game, then that game is poor in entertainment value (or bad) because it it did the opposite of its intended purpose. if a player feels they have been entertained playing a game, then that game is rich in value (or good) because it succeeded on its goal of providing entertainment. any game regardless of quality is a series of experiences both positive and negative. positive experiences being those that improve the quality of the game, and negative experiences being those that detract from the quality of the game. it is important to note that negative experience doesn’t necessarily mean negative emotion, but rather a summary of choices, feelings, visuals, audio, and the players own interpenetration of all of the above components. overall players enjoy positive experiences in games more than they do negative experiences. but this begs the question, how much negative experience is too much and is it okay to have negative experience in a game? to start to answer this question i first answer another. if half the players time spent on a game is negative experience as compared to the other half being a positive experience will the player have enjoyed the game? people will give many different answers there are those who say the game is enjoyable, those who say it is terrible, and those who say that is not half bad. i believe negative experience is more impactful on the player’s perception of the game’s quality that positive experience which is why i would say the half-bad game is terrible. but, what if the game depends upon negative experiences to generate positive experiences? there are tons of games that use negative experience to make something entertaining for the player, or to enhance another experience. the experience of eliminating an opponent in call of duty is enhanced because that opponent now has nothing to do for a short period of time, if it was instead the player who died they would have to wait the short period of time. call of duty enhances winning fights by adding a respawn timer to make the loser wait. regardless of its purpose to enhance, progress, or encourage gameplay, a negative experience will always be negative and the game would be a better game in terms of meeting its goal of entertainment, without said negative experience. while it is impossible for games to completely remove negative experience, it is my belief that all negative experiences can be redesigned into a positive one or that experience can be removed from the game entirely. to answer the questions above: any amount of negative experience is too much and designers should minimize negative experiences in their games the best they can. my personal brand, emergent designs, has a two-piece mission statement despite not yet being a company. (as my games grow, i will build emergent designs into an organization bigger than just myself.) the mission statement goes as follows: emergent designs produces interactive entertainment systems and games that radically innovate an entire genre, or that are new designs that cannot be sectioned under pre-existing genres. furthermore all games produced by emergent designs do not rely upon a negative experience to enrichen or improve any other experience. all games are designed to minimize negative experience for the player. this article is meant to define the difference between good and bad games and give the reader insight around negative experience in game design specifically equipping them the ability to perceive negative experiences in games, language tools to discuss game experience effectively, and design methods to minimize negativity. following this article will be an article about positive experience in game design, and more in-depth discussion on what makes a game good. i have broken down negative experience into six different variations, though this is not an exhaustive list of negative experiences these are the kinds of negative experiences i believe to be most present in modern designs. cost, a physical or mental resource outside of the game is drained from the player; downtime, the player has a lack of choice in the game; repetition, progress made by the player is reset. weakness, the player is disempowered by the game mechanism or controls. disbelief, the player’s suspension of disbelief is broken. and confusion, the player doesn’t understand why a series of inputs produces a certain result within the game. cost – the feeling of loss many games rely upon negative feedback to keep players playing and encourage them to spend money. in the most extreme circumstances, there are games that require the player to pay real money or drain themselves of a resource that exists outside the scope of the game to continue playing. the most plain example of coercive design is stamina in the first few hundred facebook games. as a player each action costs a certain amount of stamina of which there is a limited amount that refreshes daily. this encourages people who enjoy the game to come back every day, and to pay real money if they want to play longer than five minutes. this is negative feedback because it restricts the ability of the player to spend the amount of time they want playing the game unless they pay for a certain amount of stamina or actions within the game. for example, ten stamina could cost ninety-nine cents meaning after the first few actions of the day, it’s a dollar to keep playing. losing a dollar means a lot more to a player than having to restart a level. this becomes a lot more drastic when it is the player’s hundredth time trying to complete a level, or the hundredth day that they’ve paid one dollar. spending money or losing value is always a negative experience, when a game repeatedly confronts the player with a negative experience they will eventually get frustrated, bored, or upset with the game and stop playing. when it costs the player to take action they are less inclined to do so. despite their previous standing these stamina-based games have a miniscule percentage of the facebook playerbase; most facebook gamers are more inclined to play poker, word games, or puzzle games because they aren’t forcing the player to pay money to enjoy the game. the playerbase of these popular facebook games far outnumbers the playerbase of stamina-based facebook games because they do not have as

URL analysis for gamesarechoices.com


http://www.gamesarechoices.com/wp-login.php
http://www.gamesarechoices.com/feed/
http://www.gamesarechoices.com/hello-reader/
http://www.gamesarechoices.com/2018/08/04/games-are-choices/
http://www.gamesarechoices.com/2018/09/11/games-for-good-why-negative-experience-is-nothing-but-less-fun/
http://www.gamesarechoices.com/#wp-toolbar
http://www.gamesarechoices.com/category/emergingideas/
http://www.gamesarechoices.com/wp-login.php?redirect_to=http%3a%2f%2fwww.gamesarechoices.com%2f
http://www.gamesarechoices.com/comments/feed/
http://www.gamesarechoices.com/author/zakosma/
http://www.gamesarechoices.com/2018/08/
http://www.gamesarechoices.com/register/
http://www.gamesarechoices.com/2018/09/

Whois Information


Whois is a protocol that is access to registering information. You can reach when the website was registered, when it will be expire, what is contact details of the site with the following informations. In a nutshell, it includes these informations;

Domain Name: GAMESARECHOICES.COM
Registry Domain ID: 2293295566_DOMAIN_COM-VRSN
Registrar WHOIS Server: whois.registrar.amazon.com
Registrar URL: http://registrar.amazon.com
Updated Date: 2018-08-02T20:48:15Z
Creation Date: 2018-08-02T20:37:13Z
Registry Expiry Date: 2019-08-02T20:37:13Z
Registrar: Amazon Registrar, Inc.
Registrar IANA ID: 468
Registrar Abuse Contact Email: [email protected]
Registrar Abuse Contact Phone: +1.2062661000
Domain Status: ok https://icann.org/epp#ok
Name Server: NS-1167.AWSDNS-17.ORG
Name Server: NS-1861.AWSDNS-40.CO.UK
Name Server: NS-422.AWSDNS-52.COM
Name Server: NS-825.AWSDNS-39.NET
DNSSEC: unsigned
URL of the ICANN Whois Inaccuracy Complaint Form: https://www.icann.org/wicf/
>>> Last update of whois database: 2018-10-09T14:17:53Z <<<

For more information on Whois status codes, please visit https://icann.org/epp

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The Registry database contains ONLY .COM, .NET, .EDU domains and
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  REGISTRAR Amazon Registrar, Inc.

SERVERS

  SERVER com.whois-servers.net

  ARGS domain =gamesarechoices.com

  PORT 43

  TYPE domain

DOMAIN

  NAME gamesarechoices.com

  CHANGED 2018-08-02

  CREATED 2018-08-02

STATUS
ok https://icann.org/epp#ok

NSERVER

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  NS-422.AWSDNS-52.COM 205.251.193.166

  NS-825.AWSDNS-39.NET 205.251.195.57

  REGISTERED yes

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