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Homework. Take your favorite non-digital game (e.g., monopoly). Make a critical analysis for that game with respect to these traits (you might want to read the book first to understand these traits better) Trait 1 : immediate but narrow interactivity Trait 2: Information manipulation
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Homework • Take your favorite non-digital game (e.g., monopoly). Make a critical analysis for that game with respect to these traits (you might want to read the book first to understand these traits better) • Trait 1 : immediate but narrow interactivity • Trait 2: Information manipulation • Trait 3: Automated complex systems • Trait 4: Networked communication
The Magic Circle andThe Primary Schemas • Assigned readings: • Chapters 9 and 10 (Rules of Play Book) Dr. Héctor Muñoz-Avila
Boundaries • Boundaries of play versus game (for non-digital games) • What is the difference? • Same question but now for digital media Games have formal rules! • can you “play” in digital media without playing the game? • can you “play” in a game without playing the game?
Boundaries of a Game • When does a game begin and end? • Games create their own time and space • You are “glued” into the playing experience; time “flies” • Is it clear when non-digital games begin and end? • And for Digital games? • Magic circle: frame of game play; Separates (connects) “reality” of game and “real life”
Why “Magic” • Chess can be seen as a: • Decoration in a living room • Gaming experience • Pieces arrangement • In a game, objects and behaviors are well defined • Within the magic circle, rules have authority • We learn this since childhood
Open and Closed Systems • Games as open and closed systems • Dimensions of system: • Formal • Experiential • Cultural levels • Games as: • rules • play: example of open and closed for the same game? • culture
Lusory Attitude • Captures what the magic circle represents for the player • Long monopoly game • Willingness to accept unnecessary obstacles: • In “real world” is an irrational thing to do • In games is necessary to do • Examples? • Lusoryattitude implies not just accepting the rules • But playing the game is an end by itself
A Conceptual Framework for Games • Possible classification: by type (RPG, RTS,…) • Do you see any problems with this? • Instead we are going to use schemas • Schemas act as summary (rather then exhaustive) descriptions of aspects of an object or event • Primary Schemas: • Rules (formal) • Play (experiential) • Culture (context)
Material • Motivation • Outcome • Medium Rules: Formal Schemas • Rules are a key characteristic of games • Rules are formal schemas • They constitute the inner organization of games • Discussion: Chess • Differences between two games of Chess • Commonalities? The rules!
Social • Narrative • Pleasure: flow theory • … Play: Experiential Schema • We consider the relation rules-system • Delivers a particular experience of Play • What kinds of experiences? • In play experiences are made explicit
Cultural: Contextual Schema • Shared systems of value and meaning • Effects of culture in games • Example? • How games affect culture • Example? • Example of context: OK in one country, banned in another one • Sometimes players age is part of the context • Social classes reflected in game • Chess is part of our culture
Guidelines for Test on Tuesday Feb. 24 • Covers all of Unit 1 (Preface and Chapters 1 to 10) • Also covers all topics discussed in class not in the book • Such as Finite State Machines and the “side tracks” • Closed book, no notes and no calculator! • Questions will ascertain your understanding of the concepts covered (in class or book) so far • Most concepts have a straightforward interpretation which I expect you to know • For some situations our interpretations might be different (mine versus yours) • As long as you can explain those interpretations in your write-up based on the concept’s original description, you are ok • Be as clear as possible; demonstrate that you know the original descriptions