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Advanced Interactivity: Games

Advanced Interactivity: Games. What is a game ?. Image Credit: http ://tetris-play-online.com/wp-content/uploads/2012/01/tetris.gif. What is a game ?.

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Advanced Interactivity: Games

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  1. Advanced Interactivity: Games

  2. What is a game? • Image Credit: http://tetris-play-online.com/wp-content/uploads/2012/01/tetris.gif

  3. What is a game? • Salen and Zimmerman define a game as ‘a system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome.’ (2003: 80) • Champion defines a game as 'a challenge that offers up the possibility of temporary or permanent tactical resolution without harmful outcomes to the real world situation of the participants.' (2011: 84) • ‘games serve as very fundamental and powerful learning tools.’ (Koster, 2005: 36)

  4. What is a game? • Key Concepts: • Challenge or conflict: a game needs a goal to drive player actions. • Players: game needs at least one player to be actively involved. • Rules: game use rules to structure player experience. • Real or artificial: games are removed from real world consequences. • (Modified from Salen and Zimmerman 2003: 80)

  5. What is a game? • Challenge or conflict, Players,Rules, Real or artificial. • Examples: Monopoly, Grand Theft Auto, Football • http://static.guim.co.uk/sys-images/Technology/Pix/pictures/2011/11/3/1320316655344/GTA-V-007.jpg

  6. Games: Related Issues • Rules • Interactivity • Feedback • Play

  7. Games: Related Issues - Rules • Rules • ‘Constituative rules’ the coded restrictions • ‘Operational rules’ the rules of the game • ‘Implicit rules’ social and physical (Modified from Salen and Zimmerman 2003: 139)

  8. Games: Related Issues - Interactivity • Interactivity • ‘Cognitive interactivity’, (what you imagine) • ‘Functional interactivity’ (the qualities of the system) • ‘Explicit interactivity’ (clicking buttons, etc.) (Modified from Salen and Zimmerman 2003: 69)

  9. Games: Related Issues - Feedback • Feedback (positive, negative) • Feedback is a process in which information about the past or the present influences the samephenomenonin the present or future. As part of a chain of cause-and-effect that forms a circuit or loop, the event is said to "feed back" into itself. (From the Wikipedia entry for feedback) • Interface feedback: cursor, sound, change of state

  10. Games: Related Issues - Play • ‘Play is free movement within a more ridged structure.’ (Salen and Zimmerman 2003: 304) • Caillous defines play as: • ‘Free’ • ‘Separate’ • ‘Uncertain’ • ‘Unproductive’ • ‘Governed by rule’ • ‘Make-believe’ • (Caillous, 1961: 9-10)

  11. Games and Experience Design • Gamification • http://playgen.com/wp-content/uploads/2011/07/mcdonalds_monopoly.jpg

  12. Games and Experience Design • Gamificationis the use of game design techniques[1], game thinking and game mechanics to enhance non-game contexts. Typically gamification applies to non-game applications and processes, in order to encourage people to adopt them, or to influence how they are used. (From the Wikipedia page for gamification) • Rewards, levels, leader boards, progress bars, competition, mini-games,

  13. Caillois, R. (2001) Man, Play, and Games. University of Illinois Press. Translated by Meyer Barash • Champion, E. (2011) Playing with the past. London, Springer. • Koster, R. (2005) A Theory of Fun for Games Design. ParaglyphPress. • Salen, K. & Zimmerman, E. (2003) Rules of Play : Game Design Fundamentals. Cambridge, Massachusetts; London, England, MIT Press.

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