Game Basics
Technology & Hardware
Game Design & Development
Simulation & Modelling
Game Play & Interaction
100

What is an avatar in a game?

Avatar: A character or digital representation of the player in the game world.

100

What is a joystick?

Joystick: An input device that controls movement by tilting a stick.

100

What is a prototype in game development?

Prototype: An early model used to test game ideas before full development.

100

Define simulation.

Simulation: A digital model that mimics real-world processes or systems.

100

What is an NPC?

NPC: A character controlled by the computer, not the player.

200

Define the term mechanics in gaming.

Mechanics: The rules and systems that control how the game works (e.g., movement, scoring, health).

200

Define console in relation to gaming.

Console: A specialised electronic system designed for playing video games (e.g., PlayStation, Xbox).

200

Define level design.

Prototype: An early model used to test game ideas before full development.

200

What is an agent-based model?

Agent-based model: A simulation where individual agents follow rules and interact, producing complex behaviour.

200

Define MMOG

MMOG: Massively Multiplayer Online Game; allows thousands of players to interact in a shared world.

300

Explain the difference between real-time and turn-based simulations.

Real-time simulation: Runs continuously in sync with real time. Turn-based simulation: Runs in steps, with players taking turns.

300

Explain the role of a physics engine in a game.

Physics engine: Simulates physical behaviours like gravity, collisions, and momentum.

300

Explain what playtesting is and why it is important.

Playtesting: Testing a game with users to identify bugs, balance issues, and areas for improvement.

300

Explain what simulation fidelity means and give an example.

Simulation fidelity: How accurately a simulation reflects reality; e.g., flight simulators with real physics have high fidelity.

300

Explain how a feedback loop works in games.

Feedback loop: Player actions change the game state, which provides feedback that influences further decisions.

400

Describe how immersion can influence a player’s experience.

Immersion: The feeling of being absorbed in a game; strong immersion increases enjoyment and engagement.

400

Describe how multisensory feedback (e.g., vibration, sound) enhances realism.

Multisensory feedback: Adds realism by engaging multiple senses, e.g., controller vibrations, sound, or haptics.

400

Describe how SCAMPER can be used in designing a new game.

SCAMPER: A creative tool (Substitute, Combine, Adapt, Modify, Put to another use, Eliminate, Reverse) used to generate new design ideas.

400

Describe how a digital twin can be used in industries like health or transport.

Digital twin: A virtual version of a real object or system, e.g., a model of a train system used to test safety.

400

Describe the difference between first-person and third-person perspectives.

First-person perspective: Player sees through the character’s eyes. Third-person perspective: Player sees the character from behind or above.

500

Explain how core mechanics and dynamics work together to create gameplay experiences.

Core mechanics are the fundamental player actions. Dynamics are the behaviours and experiences that emerge from those mechanics working together.

500

Compare how VR and AR use technology differently to create immersive experiences.

VR immerses players in a fully virtual environment using headsets, while AR overlays digital elements onto the real world using devices like phones or glasses.

500

Discuss how functional and non-functional requirements both impact the success of a game.

Functional requirements are features the game must do (e.g., saving progress, character movement). Non-functional requirements are qualities like aesthetics, responsiveness, useability etc. 

500

Evaluate the benefits and limitations of using serious games for training and education.

Serious games: Pros – can train skills in safe environments (e.g., surgery, driving). Cons – can be costly to develop and may not fully replicate real-life stress.

500

Assess the role of ethical considerations in the development of violent or addictive games.

Ethical considerations: Developers must consider impacts like violence, addiction, stereotypes, and data privacy to avoid harm to players and society.

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