Pong, Mortal Kombat 9, and Twitter all have rules that create outcomes requiring effort with emotional attachments and potential consequences. For Pong, the rules are scoring points to win; for Mortal Kombat it is winning rounds; and for Twitter it is following community guidelines. All have quantifiable outcomes of winning or losing and attach value to these results. Players and users want to win and gain followers, respectively, and can experience emotions from the outcomes like anger or mood changes. Rare but possible consequences include real world violence or legal issues.
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Ao 1
1. Pong
Mortal Kombat 9
Twitter
It must have rules.
The rules for pong are the 鍖rst to
10 points win, if the ball goes into
your goal the opponent gains a
point.
There is a 90 second timer for rounds, 鍖rst
to win two rounds wins the game.
There are community riles, libel
laws and the limitation of 140
characters.
There are variable
and quanti鍖able
outcome
You can either win the game
against the opponent or lose.
You either win or lose the game, this is
normal for 鍖ghting games.
Retweets, can be banned,
followers.
There will be
positive and
negative values
assigned to the
outcome
The positive outcome will be
winning the game, the negative
will be losing.
You could perform a Fatality on your
opponent which is pretty much just rubbing
it in that you beat them, you could also
have one performed on you.
To users, more followers is
good where less followers is
bad.
The desired
outcome requires
effort
Because the ball starts to speed
up it requires more effort to be
able to hit it back, concentration is
needed if your opponent is at 9
points out of 10.
You have to play a lot and learn the
different moves and combos in order to
take down your opponent
You have to be interesting and
entertaining, even controversial
and informative.
Player has
emotional
attachment to
outcome
The player wants to win against
the opponent, the ball starts to go
faster making it harder.
The player becomes attatched to wanting
to defeat their opponent, numerous
defeats may encourage the player to play
the game more to learn more moves and
combos.
Users care about the number of
followers and retweets they
have, they care about their
status within the community
Negotiable
consequences for
real life
It could put you in a bad mood if
you lose, or you could yell
There has been a case where a 13 year
old was killed by someone trying to
perform a Fatality on them, you could be
angry and damage property out of anger.
Users have been to prison due
to cyber bullying before, users
can sell their accounts to make
money (monetise)