This is the definition of haptics.
What is "method of controlling a system?"
This is the definition of Ludology.
What is "the study of games?"
This is the definition of semiotics.
This is the colloquial definition of game theory.
What is "the psychology of math?"
This is the definition of narrative.
What is "a story?"
This control scheme is exalted over the console-normal twin joystick model for FPS games, originated by games on the Build Engine like Duke Nukem 3D, Blood, Shadow Warrior, and other 3D Realms titles.
What is mouse and keyboard?
This is Jesper Juul's sixth, and perhaps most consequential, aspect of his "definition of a game."
What is "negotiable consequences?" (ie, the game world has no real-life consequence/impact)
Roland Barthes and Michel Foucault are perhaps two of the most famous semiotic scholars of all time; each one was highly interested in the "symbol" behind this role within literary production - interestingly, also one we find difficult to define within game studies.
What is "the author" or "who is the author" or "authorship?"
A popular proof of game theory involves three doors, two goats, and one car. This is the name of that famous thought experiment/game show.
What is The Monty Hall problem?
Games are a medium which allow us to examine a vast series of intricate, moving parts through scholarship; they do so because they are considered "highly this."
What is multimodal?
Designers typically prefer this type of haptic control over others, believing it to be more intuitive to the user (this helps explain the rise of the touch screen).
What is "direct manipulation?"
Juul characterizes the interest in games as a "balancing act" between anxiety and boredom. He notes that there is a "sweet spot" between the two, which he calls this.
What is the "flow channel?"
This is the definition of aesthetics.
What is "the study of beauty?"
A common fallacy in game theory (and an inability to understand probability) is when players believe past results to influence future outcomes, and is called this.
What is "Gambler's Fallacy?"
Aesthetics tells us that the disconnect between Ann Radcliffe's two definitions of "fear and anxiety" are relevant to display, but they are also highly relevant to narrative. Name both of the definitions.
What are "terror" and "horror?"
What is a skeuomorph?
Many competitive game environments demand that players know the intricate, often subjective "game within a game," also known as this.
What is the metagame?
Aesthetic definitions argue that we find something more this when it is inviting, captivating, symmetrical, rational, familiar, and thought-provoking.
What is "attractive?"
Game theory is most often at play in games that have incomplete or hidden information or this, and thus strategy must rely on guesses, likelihoods, probability, and opposition psychology.
What is random outcome?
Mario's three "lives" are an abstract representation of this common game feature.
What are "chances" or "opportunities?"
Haptic design shows up in many places; one place is in the car where this type of design has been replaced almost entirely, due to consumers either not wanting it or not knowing how to use it.
What is manual transmission?
Juul discusses "real world space" and within that space a "game space," which has rules placed within. He calls that area a "magic circle" - however, this discipline is interested in breaking the rules of that circle and analyzing the results.
What is glitch aesthetics?
If semiotics deals with the philosophical "meaning" of a thing within a game, then aesthetics deals with this.
What is "the way that thing is portrayed" or "represented" ; the "practical application of the thing."
This game is seen as the gold standard for allowing zero game theory, while this game, popular with schoolchildren, is a famous example of a game which replies only on game theory, and does indeed have a "correct" first move based on what the opponent will throw. (both games required)
What is chess and rock-paper-scissors?
Video games, ludically speaking, are one of the only mediums where this type of interaction uniquely act to draw the player further into the text rather than enforce the separation of text and consumer. In games, they are a narrative tool rather than an abstract one.
What is a "fourth wall break?"