LUNA / Stack / Experience
Stack · 13 cards
Experience
Experience
Term
Belongs to the term
- Ludic Experience
- Ludic Experience is what a Ludic Agent lives through during a Ludic Process - the experiential qualities: tension, wonder, challenge, calm, the sense that the others matter.
Stack
Experience
Experience
cards
The cards
EX-01 Sensation Sensation captures sensory stimulation, aesthetic pleasure and absorption in perception – players are captivated by what they see, hear, feel, smell or taste, up to the rush of speed and swing.
EX-02 Tension Tension captures suspense, thrill and uncertainty with an expectation of resolution – the feeling of "what happens now?", a mix of uncertainty and arousal, up to dread and fear.
EX-03 Triumph Triumph captures the feeling of success, superiority and pride after overcoming – the moment of winning, achieving or prevailing: "Yes! Done it!"
EX-04 Wonder Wonder captures awe, reverence, surprise and enchantment – an unexpected, beautiful or overwhelming moment that lifts players out of everyday life.
EX-05 Comedy Comedy captures the comic, absurdity, playful lightness and laughter – whether designed by the game or arising in the group.
EX-06 Relaxation Relaxation captures calm, relaxation, absorption and a sense of safety – rest, switching off, well-being as the opposite of tension.
EX-07 Challenge Challenge captures challenge, problem-solving, flow and the experience of mastery – the balance between skill and demand, productive work at the edge of one's ability, with the mind as with the body.
EX-08 Discovery Discovery captures discovery, satisfied curiosity and the aha-experience – the pleasure of finding, understanding or uncovering something new: "Ah, _that's_ how it is!"
EX-09 Social Resonance Social Resonance captures the experience that fellow players matter – as allies or as opponents. Players feel connectedness, rivalry, trust or betrayal.
EX-10 Expression Expression captures one's own creating, one's own signature and self-expression – the joy of making something of one's own, expressing oneself or forming an identity in the game, and the experience that one's own decisions shape the game.
EX-11 Fantasy Fantasy captures the experience of slipping into a role and being someone else – pirate, detective, dragon rider – in a place that does not exist. Players feel the as-if: for the duration of the game, the fiction holds.
EX-12 Empathy Empathy captures feeling into the figures in the game – companions, strangers, creatures. Players feel with them, worry about them, grow attached to them; what happens to a figure moves them.
EX-13 Reflection Reflection captures being moved, thoughtfulness and moral friction – the experience that a game touches on something concerning oneself or the world: melancholy, guilt, unease, meaningfulness. Not always pleasant, but intended.
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