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Understand the two-section class structure covering game critique, research presentation, game development, and more. Explore the differences between games and toys, why serious games have a purpose beyond entertainment, and the significant impact of games on various aspects like education, health, and business. Discover the thriving gaming industry statistics and demographics, shedding light on who gamers are and the most popular game genres today.
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Introduction COMP 585: Serious Games
Who’s in the class? Class structure Introduction to content Today’s agenda
Two sections • Split the small class activities • Single lecture • Specifically • 9:05 – 9:30 Section 1 • 9:30 – 10:20 Lecture • 10:20 – 10:45 Section 2 Class size
Non-computer Game Designs • Game Critique • Research Presentation and Paper • Game Development • Teams • Any platform • RYO only in limited cases • Paper Design for Final Exam assignments
Computer games Board games Card games Parlor games Sports games Miniatures games Role-playing games Alternative reality games Types of Games
TOY PUZZLE GAME PLAY GOAL RULES
What’s the difference? • Games: restrictive rules, limit-testing strategies • Toys: fantasy and free play. • Children • captivated by versatility of toys • Adults • lose interest in toys • Create games around toys • tactics, strategies, results Games vs. Toys (Schiesel 2008)
Games… are an activity have rules have conflict have goals involve decision making are artificial are safe are outside ordinary life provide no material gain are voluntary have uncertain outcome are a representation are make believe are inefficient have closed systems are a form of art
Play • “work consists of whatever a body is obliged to do, and … play consists of whatever a body is not obliged to do.” Adventures of Tom Sawyer • Pretend • The Magic Circle (Huizinga) • Goal • Challenges • Win, Loss, Termination • Rules • Meanings, gameplay, sequence of play, goals, metarules What is a game?
Serious games are • games with a serious purpose beyond entertainment • built for serious purpose • used for serious purpose
What is a serious purpose? • Education • Training • Social change • Health education • Pain control • Rehabilitation • Business • Art Learning!
2009 US revenue $19.7B ($21.4B ‘08) • Software $10.5B • Hardware $9.2B • Movies: $10B • Subscribers • World of Warcraft: 12.5M subscriptions • Second Life: 1B hrs Sept 2009 Games ARE Serious Business
Online gamers • middle income ($35,000-$75,000) • age 25-44 • Casual gamers • 76% female • 71% 40 or older (47% 50 or older) • 46% college graduates (14% adv degree) • 53% income $50,000 or more • 67% married (53% at least one child ) Who is a Gamer?
44%: card, puzzle, arcade, word games 25%: family-oriented games 19%: RPGs, MMOGs CAVEAT: lots of contradictory stats Most Popular Genres