What Is The Theory Of Game Interaction

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The keyword in this definition, as with the others, is ’interaction’ – how the player and the game system associate to each other, and consequently ‘co behave’.
Let us adapt this definition to the theory of game elements. The ’general or specific’ interaction that Lundgren and Björk refer to equals the interaction of two or more game elements – e.g., component, environment, and the player in a board game. The key point is that this interaction is put in motion by the player or the game, and the interaction is governed by the ruleset. Understood this way, game mechanics is something that is available to both players and designers; for players to perform within the game and for designers to implement into the game in order to both afford and constrain the players by means to take action, and/or encourage certain kind of game play in relation to goals and their design. For instance, a ’trading’ mechanic is obviously a means to stimulate interaction between players in a gaming encounter with multiple players, and encourage transactions in game component ownership status from components-of-self to other and/or system. Similarily, a ’Contract’ mechanic would represent actions where a player proposes a pact to another player so that they would gain advantage in the game. Both of these examples of game mechanics imply social interaction and encourage players into it.

Moreover the, game mechanics bring the ends and means of the game together in a specified way. There are always game mechanics, minimally one, from which the player can make choices when planning to attain a goal by taking actions in a game. In a turn-based game, for instance, the player’s turn consists of choosing from the available mechanics and operating one or more of th...

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...ve/psychomotor sequence runs the emotional sequence with its variables and eliciting conditions: valenced reactions to goal monitoring, under which there is the event of moving, the fellow or opponent players’ (agents) actions, and the aspects of objects in the gaming encounter. In games with multiple components-of-self, there is often first a choice of which component to act upon, i.e. which component will the primary mechanic focus on, and after that, the player performs the game mechanic. Chess presents an example.
To summarise, it seems evident that there are game mechanics in different roles. Next, I will divide them into three categories with the help of distinguishing their position in the goal hierarchy. Besides this, there is the question of whether a game mechanic is available to the player in a constant or a conditional fashion; always or temporarily.
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