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#candy crush
lovestereo · 2 days
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one-time-i-dreamt · 3 months
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I was kidnapped infront of my mother and she didn’t care at all and started playing Candy Crush.
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catfindr · 3 months
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ilianazzzosemanverse · 4 months
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Candy crush is still a super annoying game. (I don’t know how my aunt managed to be at level 1000, I don’t know how much 💀)
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kingshitviva · 8 months
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I dealt a rune, to ralsey, and he started dancing. 💃
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petesaporta · 10 months
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Gabe and candy crush= love💜
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notthesaint · 9 months
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this is a 5 month old (idk i didnt counted the months) animated art wip created in powerpoint and 3d paint that i gave up for it being SUPER HARD TO ANIMATE...............
this is supposed to be like a fake game animation of candy crush and hollow knight
so you will get these fake game screenshots i created long time ago
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milijanakomad · 8 months
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Product design and psychology: The Role of Grinding in Video Game Design
Keywords: Grinding, Video Gaming, Game Design, Player Engagement, Psychological Manipulation
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Abstract:
This paper scrutinizes the utilization of "grinding" as a technique in video game design, particularly as a method of psychological manipulation that affects player engagement and behaviour. Case studies are explored to deliver a comprehensive understanding of the practical application of grinding and its implications, all from a product design viewpoint.
Introduction:
The design principles governing video games frequently incorporate mechanisms intended to stimulate player engagement and prolong interaction time. One such prevalent mechanism is "grinding," defined as the practice of executing repetitive tasks within the game environment to achieve specific objectives. While grinding can evoke a sense of achievement, it also carries the potential to induce exhaustion and frustration among players. This study endeavours to explore the intricacies of grinding, its role in game design, and its influence on player experience.
Explanation:
Coined from the concept of persistently "grinding away" at a task, the term "grinding" in the gaming context implies the undertaking of repetitive actions by a player to attain certain results or to advance within the game. In numerous instances, such actions may not directly correlate with the game's primary storyline or objectives but are aimed at accumulating experience points, in-game currency, or specialized items.
Grinding is an omnipresent component across a vast array of game genres, with its prominence notably manifested in Massively Multiplayer Online Role-Playing Games (MMORPGs). In these games, the player's progression and performance are often gauged based on their character's level, skills, and available equipment.
From the standpoint of game design, grinding assumes several roles. It serves to extend the game's lifespan by instituting goals that necessitate substantial time investment. Additionally, it fosters a sense of accomplishment and progression and can encourage social interaction in multiplayer environments. Despite these advantages, critics contend that grinding can lead to monotonous and ungratifying gameplay experiences. The considerable time commitment required by grinding may propel some players towards purchasing in-game enhancements using real-world money, thereby generating additional revenue for game developers.
Further, there is an ongoing discourse concerning the psychological implications of grinding. Its repetitive and rewarding nature might precipitate addictive behaviours and excessive consumption of time, mirroring the effects typically associated with gambling disorders. Through the exploration of these aspects, we aim to shed light on the complex dynamics of grinding in the context of modern video gaming.
Grinding in Gaming: Conceptualization and Design
Grinding typically refers to the act of performing repetitive actions in a game to attain a specific goal, often associated with levelling up, obtaining items, or advancing in-game skills. Although it can give players a sense of progression, it can also serve as a roadblock, encouraging players to consider alternative paths to progress, such as microtransactions.
Case Study: World of Warcraft
Blizzard Entertainment's World of Warcraft (WoW) extensively employs grinding. Players often engage in repetitive tasks like fighting the same enemies, repeatedly battling against non-player characters (NPCs), or completing the same quests to increase their character's level, to gain experience points, in-game currency, or rare items. This grind contributes to a sense of achievement but has also been criticized for sometimes leading to a tedious gameplay experience.
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Case Study: Candy Crush Saga
King's Candy Crush Saga uses grinding as a monetization strategy. As players progress and levels become harder, the option to grind through the game becomes more attractive. Alternatively, players can buy power-ups and boosters to surpass the grind, effectively translating grinding mechanics into revenue for the game developers.
Case Study: Destiny 2
This game provides an example of a 'loot grind.' Players repeatedly complete activities like strikes, raids, or public events to earn 'engrams' – randomized gear drops. The goal is often to collect more powerful gear to increase a character's power level.
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Case Study: Old School RuneScape 
In this MMORPG, players might grind by repetitively performing tasks like mining, fishing, or woodcutting. These actions, though monotonous, boost the player's skill levels, enabling them to perform new tasks, quests, or create new items.
Implications for Game Design
Grinding, while a tool to extend game playtime and potentially drive monetization, must be thoughtfully implemented to avoid player fatigue or burnout. Game designers should strike a balance between meaningful progression and repetitive grind, ensuring the game remains engaging and satisfying.
Conclusion
Grinding, as a mechanism of psychological manipulation in video game design, can greatly impact player behaviour and engagement. Striking a balance between challenge, satisfaction, and repetition is vital to ensure a rewarding gameplay experience. As the video game industry advances, it will be intriguing to observe the evolution and refinement of grinding mechanisms and their psychological impact on players.
References:
Sicart, M. (2013). Grinding in Games: Understanding the Appeal. Philosophy of Computer Games Conference, 8-11.
Hamari, J., Alha, K., Järvelä, S., Kivikangas, J. M., Koivisto, J., & Paavilainen, J. (2017). Why do players buy in-game content? An empirical study on concrete purchase motivations. Computers in Human Behavior, 68, 538-546. doi:10.1016/j.chb.2016.11.045
Blizzard Entertainment. (2004). World of Warcraft [Video Game]. Blizzard Entertainment.
King. (2012). Candy Crush Saga [Video Game]. King.
Bungie. (2017). Destiny 2 [Video Game]. Activision.
Jagex. (2013). Old School RuneScape [Video Game]. Jagex.
Yee, N. (2006). Motivations of play in online games. CyberPsychology & Behavior, 9(6), 772-775. doi:10.1089/cpb.2006.9.772
Johnson, M. R., & Woodcock, J. (2019). The impacts of live streaming and Twitch.tv on the video game industry. Media, Culture & Society, 41(5), 670-688. doi:10.1177/0163443718818363
King, D., Delfabbro, P., & Griffiths, M. (2010). Video game structural characteristics: A new psychological taxonomy. International Journal of Mental Health and Addiction, 8(1), 90-106. doi:10.1007/s11469-009-9206-4
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: defining "gamification". MindTrek '11: Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, 9-15. doi:10.1145/2181037.2181040
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photo-roulette-wheel · 4 months
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What famous Mobile games have you played
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Here is the mobile games I played
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dinhui · 2 days
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one-time-i-dreamt · 6 months
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There was a really popular mobile game that was like a combination of Candy Crush, Plants vs Zombies, and Genshin Impact. 
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fucking loser lmfaooooooo
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Scully would be a guilty pleasure Candy Crush fanatic.
It started when her therapist recommend a mindless phone game to help distract herself on planes when she was getting anxious over turbulence, and then she realized a mindless phone game was good for other sorts of anxieties, too. The kinds about bright lights she can’t quite remember and cramped trunks she can’t quite forget.
She plays it lazily while Mulder watches basketball as they eat pizza together, and he teases her for being like the old folks who lose their retirement money to the silly but addictive game.
One night, her eyes are getting heavy as she’s playing and she dozes off. Mulder doesn’t realize until the phone slides out of her hand. He smiles and swipes the hair from her face, pulls the covers up over her.
He takes her phone and rolls his eyes when he sees she was playing that stupid game.
“What’s it all about, anyway?” He wonders. He picks up where she left off and soon the basketball game is long over, and Mulder is still occupied crushing candy. He plays late into the night, the bright colors of the phone screen illuminating his face in the darkening hotel room.
The next day, when the pair get to the airport and have some time to kill at their gate, Scully pulls up her game and is surprised to see she’s skipped several dozen levels from the last time she’s played.
She turns to Mulder who is sheepishly rubbing the back of his neck with his hand.
“Let’s get you your own account, OK?” Scully says, swallowing an I-told-you-so and taking his phone to get him set up on his own game.
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bryanvegaslash · 3 months
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Xbox Platform Fighter "What If" Roster
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