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AGENDA, 2-6-12. Discuss “Abstraction in the Video Game” and Atari/Nintendo games Quiz Presentations Lecture/Discussion: What Is a Game? REMINDERS: 1 ST paper due on Wednesday: email to tanine.allison@emory.edu by midnight
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AGENDA, 2-6-12 • Discuss “Abstraction in the Video Game” and Atari/Nintendo games • Quiz • Presentations • Lecture/Discussion: What Is a Game? REMINDERS: • 1STpaper due on Wednesday: email to tanine.allison@emory.edu by midnight • Will need to post paper and comment on other by next Wednesday (2/15)—invitations to join website to go out soon
WHAT IS A VIDEO GAME? • Graphics • Interface • Screen, speakers, input devices/controllers • Player activity • Ergotic (physical) • Diegetic activity, nondiegetic activity • Algorithm • Representation • Responses • Rules • Randomness
WHAT IS A GAME? • Johan Huizinga, 1938, Homo Ludens: “magic circle” (no real-world consequences) • Roger Caillois, 1958, Man, Play, and Games: 4 categories of games (agon, alea, mimicry, ilinx), paidia vs. ludus • Marshall McLuhan, 1964, Understanding Media: popular games reveal core values of a culture, games release tension
Theories of Play • Playing at, not doing • Play instinct (Jung) • “make-believe” and the genesis of the self, integration of individual in society • “expressive amplification” (Henry Jenkins)—impact of actions exaggerated for increased pleasure
“MDA model” • Mechanics • Game engine, algorithm, code and rules • Dynamics • How game actually plays • Aesthetics • Emotional responses of player (sensation, fantasy, narrative, challenge, fellowship, discovery, expression, submission)
4 Major Genres of Video Games • Action • Motor skill and hand-eye coordination • Adventure • Narratives, logic and deduction, solve mystery • Strategy • High-level strategic thinking • Process-oriented • System or world, exploration, simulation
JesperJuul’s “Classic Game Model” • Fixed rules • Negotiable consequences • Variable outcome • Player attachment to outcome • Player effort • Valorization of outcome