Definitions

End-State

The set of required conditions that defines achievement of the commander’s objectives. “end state.” Dictionary of Military and Associated Terms. 2005. US Department of Defense 11 Mar. 2021 https://www.thefreedictionary.com/end+state

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Habitualize

“All human activity is subject to habitualization. Any action that is repeated frequently becomes cast into a pattern, which can then be reproduced with an economy of effort and which, ipso facto, is apprehended by its performer as that pattern. Habitualization further implies that the action in question may be performed again in the future in the same manner and with the same economical effort” (Berger and Luckmann 1967:70–71). Peter, and Thomas Luckmann. 1967. The Social Construction of Reality: A Treatise in the Sociology of Knowledge. Garden City, NY: Anchor.

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Head-up Display

In video gaming, the HUD (head-up display) or Status Bar is the method by which information is visually relayed to the player as part of a game’s UI (user interface).  The HUD is frequently used to simultaneously display several pieces of information including the main character’s health, items, and an indication of game progression (such as score or level). Wikimedia Foundation. (2021, July 18). HUD (video GAMING). Wikipedia. https://en.wikipedia.org/wiki/HUD_(video_gaming).

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HUMAN FOCUSED DESIGN

“Gamification is the craft of deriving all the fun and engaging elements found in games and applying them to real-world or productive activities. This process is what I call “Human-Focused Design,” as opposed to “Function-Focused Design.” It’s a design process that optimizes for human motivation in a system, as opposed to pure efficiency.” (Chou, 2019) Chou, Yu-kai. “Octalysis: Complete Gamification Framework – Yu-Kai Chou.” Yu-Kai Chou: Gamification & Behavioral Design, Yu-Kai Chou, 9 Oct. 2019, yukaichou.com/gamification-examples/octalysis-complete-gamification-framework/.

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Win Condition

“A victory condition is also known as how to win. There are many mechanisms that a game will use to determine the end state, and for the more narrative heavy games, these become more obscured, and less quantified as far as the player is concerned. This is usually not the case from the designer’s perspective. Many games of the 80s had no finish condition, where it would say the game is complete. For example, in Pac-Man there is no final level that will reward you with a “You Win” screen. The game does, of course, famously artifact at level 256 when one of the 8-bit variables turns over, making the level impossible to pass. This still results in nothing more than the standard “Game Over”, and a high score. Interestingly enough, with Pac-Man, there is a maximum high score. But the point is that some games do not have victory conditions. These games simply have a loss condition that reports your quantitative skill as score. This was easier to program for at the time they were developed, given the severe memory constraints.” Victory conditions. (n.d.). Retrieved February 06, 2021, from https://gamemechanics.fandom.com/wiki/Victory_conditions#

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