All too often, developers ignore what occurs before, beneath, and after the actual gameplay experience, leaving such things to evil marketers. We often take for granted that the psychological state of the gamer’s brain is unique among all other leisure activities – a magical blend of zoned-out and focused-in. By applying true game design to areas outside the game itself, we can entrance, enhance, enthrall, entertain, and (since we have to make some money here) extract significantly more value out of our audience. Some examples of things we will discuss include awards, nerd-cred points, in-game ads, emergent story, theme continuity, social networking, user generated content, and alternate/extended reality games.
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