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<?xml version="1.0"?>
<api>
  <query-continue>
    <allpages gapcontinue="Research" />
  </query-continue>
  <query>
    <pages>
      <page pageid="3724" ns="0" title="Recordings">
        <revisions>
          <rev contentformat="text/x-wiki" contentmodel="wikitext" xml:space="preserve">{{Card
| name = Recordings
| notesontop = Name update: [[Audio Logs]] (version 1.0) &amp;rarr; [[Recordings]] (version 2.0)
| deckversion =1.0
| v10synopsis =Dialogue recordings, frequently scattered through the gameworld
| v20synopsis =Recorded dialogue, frequently scattered through the game world
| patternpresentation =
| cardpresentation=
| v10frontface =AudioLogs-front-v10.png
| v10backface =AudioLogs-back-v10.png
| v20frontface =Recordings-front-v20.png
| v20backface =Recordings-back-v20.png
| screenshots=
| v10rel-tag1=Context:&lt;br&gt;
| v10rel1=[[Narrative]]&lt;br&gt;
| v10rel-tag2=Possibly with:&lt;br&gt;
| v10rel2=[[Beacon Locator]]&lt;br&gt;
| v10rel-tag3=Makes use of:&lt;br&gt;
| v10rel3=[[Dialogue]]&lt;br&gt;
| v20rel-tag1=Context:&lt;br&gt;
| v20rel1=[[Narrative]]&lt;br&gt;
| v20rel-tag2=Possibly with:&lt;br&gt;
| v20rel2=[[Beacon Locator]]&lt;br&gt;
| v20rel-tag3=May relate to:&lt;br&gt;
| v20rel3=[[Helper Voice]], [[Radio]]&lt;br&gt;
| v20rel-tag4=Makes use of:&lt;br&gt;
| v20rel4=[[Dialogue]]&lt;br&gt;
| revisions =Introduced in version 1.0 as [[Audio Logs]]
| description =
[[Recordings]] offer pieces of [[Narrative]] in the format of recorded [[Dialogue]].

It is fairly common that [[Recordings]] are found as collectibles scattered through the game world, though isolated cases are also common.

Some explorations, such as hand written tickets that are read when found, are somehow semantically comparable.

| examples=
| ex1=&lt;mt p=&quot;Recordings&quot; g=&quot;Bioshock&quot; altg=&quot;BioShock&quot; w=&quot;{{R16by9W}}&quot; h=&quot;{{R16by9H}}&quot;&gt;Individual testimonies, in the form of personal audio diaries, offer different perspectives of life in the advent of the situation in stake.&lt;/mt&gt;
| ex2=&lt;mt p=&quot;Recordings&quot; g=&quot;Infamous&quot; altg=&quot;InFamous&quot; w=&quot;{{R16by9W}}&quot; h=&quot;{{R16by9H}}&quot;&gt;Communications, in the form of collectible &quot;dead drops&quot;, explain the events that led to the state of the game world as it is.&lt;/mt&gt;
| ex3=&lt;mt p=&quot;Recordings&quot; g=&quot;Silent Hill Homecoming&quot; w=&quot;{{R16by9W}}&quot; h=&quot;{{R16by9H}}&quot;&gt;An accidental recording that captured a moment, that contributes to the [[Narrative]]. The tape and the recorder were found in different locations.&lt;/mt&gt;
| ex4=&lt;mt p=&quot;Recordings&quot; g=&quot;Far Cry 2&quot; w=&quot;{{R16by9W}}&quot; h=&quot;{{R16by9H}}&quot;&gt;Collectible pieces of interviews that help to know the main NPC.&lt;/mt&gt;
| ex5=&lt;mt p=&quot;Recordings&quot; g=&quot;Dead to Rights&quot; w=&quot;{{R16by9W}}&quot; h=&quot;{{R16by9H}}&quot;&gt;&lt;/mt&gt;
| ex6=&lt;mt p=&quot;Recordings&quot; g=&quot;Heavy Rain&quot; w=&quot;{{R16by9W}}&quot; h=&quot;{{R16by9H}}&quot;&gt;A handwritten note, introducing new elements in the [[Narrative]], which is read out aloud using the voice of the character who wrote it.&lt;/mt&gt;
| RevisionsInNameOrDeprecation=
Introduced as [[Audio Logs]] (in version 1.0)
}}</rev>
        </revisions>
      </page>
      <page pageid="110" ns="0" title="Relaxation">
        <revisions>
          <rev contentformat="text/x-wiki" contentmodel="wikitext" xml:space="preserve">{{Card
| name =Relaxation
| deckversion =1.0
| v10synopsis =A phase of gameplay promoting relaxation
| v20synopsis =A phase of gameplay promoting a restful state of mind 
| patternpresentation =
| cardpresentation=
| v10frontface =Relaxation-front-v10.png
| v10backface =Relaxation-back-v10.png
| v20frontface =Relaxation-front-v20.png
| v20backface =Relaxation-back-v20.png
| screenshots=
| v10rel-tag1=Context:&lt;br&gt;
| v10rel1=[[R-A-E-D Iterations]], [[Gameplay]], [[Emotional Script]]&lt;br&gt;
| v10rel-tag2=Peers:&lt;br&gt;
| v10rel2=[[Anticipation]], [[Engagement]], [[Decay]]&lt;br&gt;
| v10rel-tag3=Often uses:&lt;br&gt;
| v10rel3=[[Ambiance]], [[Music]], [[Entrainment]]&lt;br&gt;
| v20rel-tag1=Contexts:&lt;br&gt;
| v20rel1=[[Emotional Script]], [[R-A-E-D Iterations]]&lt;br&gt;
| v20rel-tag2=Peers:&lt;br&gt;
| v20rel2=[[Anticipation]], [[Engagement]], [[Decay]]&lt;br&gt;
| v20rel-tag3=Often uses:&lt;br&gt;
| v20rel3=[[Ambiance]], [[Music]], [[Entrainment]]&lt;br&gt;
| revisions =Introduced in version 1.0
| description=
[[Relaxation]] is one typical phase of the [[Emotional Script]] during gameplay. It is used both alone and integrated in an iterated sequence that can also involve some or all of the phases of [[Anticipation]], [[Engagement]], and [[Decay]] (the [[R-A-E-D Iterations]]).

Even when a game does not have [[Relaxation]] as its prevalent emotional goal, the phases of [[Relaxation]] are instrumental to build the emotional contrast that will emphasize the value of following phases of [[Anticipation]] or [[Engagement]]. This is particularly relevant, considering that the player's experience is mostly dependent on the interpretation of the game's [[Emotional Script]].

For [[#Additional|historical reasons]], [[Music]] is the most explored means to implement [[Relaxation]]. Yet, other sound explorations, namely those that, in turn, resort to [[Entrainment]] techniques, have been effectively used, too. [[Ambiance]] is also commonly explored in association with [[Relaxation]], usually portraying an acoustic environment that is pleasing and not too demanding in terms of attention (which also means not too overloaded with &quot;pleasing&quot; elements).

The [[Aesthetics|Aesthetic]] qualities of the acoustic composition may also be relevant to [[Relaxation]]. Qualities that may be considered positive (e.g., &quot;pleasing&quot;) are more prone to induce relaxation that those that may be perceived as negative. Nevertheless, it may also be argued that an excessive (positive) appreciation for the composition, per se, may be counterproductive. To start with, because it can mean an increased level of arousal that would no longer be perceived as [[Relaxation]]; but also because such appreciation may divert the player from the immersion in the game world to an appreciation of the game product itself (which may counter the design intent).

| additional=
Sound has been historically explored as a tool to induce and sustain states of mind, including [[Relaxation]]. At a fundamental level the idea is to create a resonance between the stimuli and the listener's inner psychophysiological systems through some [[Entrainment]] process, in a state that matches the intended emotional state. In the field of Music this has been done and documented for ages. Cinema also has adopted and adapted the use of [[Music]] to lead the listener to a certain state of mind. In turn, the game industry has considered techniques both from film practice and [[Music]], not forgetting the [[particularities]] of the media, which open new opportunities and call for [[specific approaches]] to [[Music]].

| examples=
| ex1=&lt;mt p=&quot;Relaxation&quot; g=&quot;Oblivion&quot; altg=&quot;The Elder Scrolls IV: Oblivion&quot; w=&quot;{{R16by9W}}&quot; h=&quot;{{R16by9H}}&quot;&gt;&lt;/mt&gt;
| ex2=&lt;mt p=&quot;Relaxation&quot; g=&quot;Pond&quot; altg=&quot;pOnd&quot; w=&quot;{{R8by5W}}&quot; h=&quot;{{R8by5H}}&quot;&gt;&lt;/mt&gt;
| ex3=&lt;mt p=&quot;Relaxation&quot; g=&quot;Halo&quot; altg=&quot;Halo: Reach&quot; w=&quot;{{R16by9W}}&quot; h=&quot;{{R16by9H}}&quot;&gt;&lt;/mt&gt;
| ex4=&lt;mt p=&quot;Relaxation&quot; g=&quot;Flower&quot; w=&quot;{{R16by9W}}&quot; h=&quot;{{R16by9H}}&quot;&gt;&lt;/mt&gt;
| ex5=&lt;mt p=&quot;Relaxation&quot; g=&quot;Far Cry 2&quot; w=&quot;{{R16by9W}}&quot; h=&quot;{{R16by9H}}&quot;&gt;&lt;/mt&gt;



}}</rev>
        </revisions>
      </page>
    </pages>
  </query>
</api>