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For some games, grinding is an integral part of the gameplay and is required if the player wants to make significant progress. In some cases, progression may be entirely negated if the player does not grind enough, for example an area necessary for the story may be locked until a certain action is repeated a certain amount of time to prove the experience of the player.
Particularly for freemium titles, where players can opt to spend real-world money for in-game boosts, extinction is undesirable so the game is designed around a near-perpetual compulsion loop alongside frequent addition of new content. [4] Compulsion loops in video games can be established through several means.
Video game addiction (VGA), also known as gaming disorder or internet gaming disorder, is generally defined as a psychological addiction that is problematic, compulsive use of video games that results in significant impairment to an individual's ability to function in various life domains over a prolonged period of time.
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Game feel (sometimes referred to as "look feel" or "game juice") is the intangible, tactile sensation experienced when interacting with video games. The term was popularized by the book Game Feel: A Game Designer's Guide to Virtual Sensation [1] written by Steve Swink. The term has no formal definition, but there are many defined ways to ...
However, the (gaming) disambiguation is generally used to refer to all games including tabletop games. Grinding is a purely video game phenomenon, and (video gaming) would be correct per WP:CONSISTENCY. ZXCVBNM 07:30, 14 July 2019 (UTC) Support per WP:NCVGDAB#8 Colin M 17:20, 14 July 2019 (UTC)
The game was a runner-up for GameSpot ' s annual "Best Game Music" and "Best Sports Game (Alternative)" awards among console games, both of which went to Chrono Cross and Tony Hawk's Pro Skater 2. [ 15 ] [ 16 ] It was also a runner-up for the "Best Extreme Sports Game" award at the Official U.S. PlayStation Magazine 2000 Editors' Awards, which ...