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Positive reinforcement given to the participant with the intention of increasing the participant's self-opinion.
Would you say that this is more like recognition, praise, encouragement, appreciation? I am looking at the word "intention" and I am deciding whether this definition is circular. The definition is supposed to answer the question, "In what situation will the player feel reassured?"
I think you mean this:
The player will feel reassured when she gets positive reinforcement that are given to her by agents with the intention to increase the player character's self-opinion.
It is not circular. Then I look at whether the definition can be readily applied, such as whether we can dictate in the definition what we mean by 'positive reinforcement' and what is 'self-opinion'.
I think the term reassurance implies a fear of something. So there is an event that the participant fears, and the other agents are telling her that that event will not occur, or that the player character can overcome that even if it shall occur. The reinforcemance the player gets is a piece of information that necessarily convinces the player to see the event in another light. If the player was not convinced, the player will not feel reassured, so that is a must. (An attempt by npc to reassure the player character is not the same as the player feeling reassured by the npc.) So this is version 2 of the definition:
Reassurance_2 Participant receives a piece of information that suggests the success of participant agent in an incoming event.
Re: Misfortune
Setback and misfortune would have similar definition, the only difference might be that misfortune requires a random event.
Re: Prejudice
I agree that prejudice should be associated with unfair treatment compared to a class that is not being discriminated. Suppose you dress like how people think a terrorist dress, and they assume that you are a terrorist. That is prejudice. The game doesn't need to show how non-terrorist looking character are treated, the game only needs to make the player know that he is treated differently because of a wrong assumption of the role.
I think there is a problem in the way you are suggesting because we cannot easily define what it is that makes two groups similar.
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a basic example of prejudice: a merchant NPC has two different lists of prices, one for class or race A and one for class or race B.
What suggests that different classes or races should be treated equally? Suppose race A are bunny people and race B are carrot-bombs-making fox people, is it prejudice to not sell carrots to the fox people? In my definition, this situation would not be a case of prejudice. However it would become one if the player plays a fox person, but the player character does not intend to make carrot bombs. In that case, I think that the player will feel prejudice because the vendor had wrongly assumed that the PC is also a sly carrot-bomb-maker. I think that the difference treatment will be inevitably implied, but I don't think that just because the treatment is different, the player would feel prejudice.
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A second basic example: an NPC refuses to speak to or give a quest to characters of a certain class, race, or below or above a certain level.
Suppose you are a dog in the animal shelter and visitors that are looking at your are also looking at other dogs. A visitor say, "I don't want this dog(you), it is too small." Is that a prejudice comment? What if the the visitor says, "I don't want any dog here, mom, they were abandoned, there must be something wrong with them." In the first case, the visitor spoke of a fact that defined a class (the class of dogs that are too small). In the second case, the visitor spoke of a fact that defined a class (the class of abandoned dogs), but also an assumption (they were abandoned because they were bad).
Re: Loss
For this definition, I want to distinguish between Loss and Wastefulness. Wastefulness is similar to what said. It is what you feel when something that could be useful is destroyed, although you might have no plan to actually use it or that the item did not belong to you. Say you baked your favorite cake to share with your roommate. She picks it up but accidentally dropped it. If that was just a small piece such that your roommate could get another, then you would probably feel "waste". If that was the only piece you would probably feel "loss", because you wanted her to taste it but now she can't.
In many cases losing something does not generate a feeling of loss. The most trivial case is where you lose something you don't want or are trying to get rid off. Suppose grandma took you to dump the trash. It was too heavy. While you were resting, the raccoon took it. In this case you lost the trash but you don't feel loss.
Personal satisfaction with an avatar's appearance is an outcome. Since we haven't been using the word outcome we might as well just use the word event.
Re: Happiness
My definition is not phrased right. I was trying to have this meaning:
When the player receives an event of value matching the value that the player believes that the state of the character player or the player should get, then the player will feel happy.
Basic Example 1:
The price of a buck is $100. You go hunting and return with 3 bucks. When you sell them, you are in a state expecting to get $300 because you know that each is worth $100. When the buyer gives you $300, you are happy. If you get more, you are not necessarily happy. Say you got $330 instead, suppose the price of a buck hadn't changed in 10 years. Then you will feel confused instead of feeling plain happiness.
Basic Example 2:
Suppose you are unpopular. But you believe that since you are the only kid in school that understood general relatively, you should be popular. Then you are in a state where you think that smart people like you should be popular. You are unhappy because you don't get what you think you should have.
Basic Example 3:
You are a prince and you got transformed into a frog. Another frog finds you very attractive and wants to mate. But you believe that it undignified. You are unhappy until you are restored.
I think I need to define a status or state to be always factual. So this definition of happiness has something to do with a perception worth of the player.
Happiness Participant receives an event that with value matching its mental demand.
Basic Example 4:
You like animal crackers because you like knowing what they are before you eat them. You bought animal crackers. You opened it and you find them many of them are so badly shaped that you don't know what they are supposed to be.