190 likes | 297 Views
Digital Gaming. Kurt Squire MIT Comparative Media Studies / Indiana University IST. Game Design. Agency: Choices & Consequences Goals, Challenges, Failure and attribution Spatial Narratives Gender and Play Patterns. Choices and Consequences. “Delicious Interactions”. Information. Choice.
E N D
Digital Gaming Kurt SquireMIT Comparative Media Studies /Indiana University IST
Game Design • Agency: Choices & Consequences • Goals, Challenges, Failure and attribution • Spatial Narratives • Gender and Play Patterns
Choices and Consequences “Delicious Interactions” Information Choice Feedback
Goals, Failure, & Attribution • Embedded Goals and Success states
Goals, Failure, & Attribution • Learning through Failure
Games as Narrative Architecture • Evocative Stories • Enacted Stories • Embedded Stories • Emergent Storytelling
GIRLS: Leading characters are everyday people that girls can relate to, and are as real to girls as their best friends. Explore and have new experiences, with degrees of success and varying outcomes. Play focuses on multi-sensory immersion, discovery, and strong story lines. Features everyday 'real life' settings. Success comes through development of friendships. BOYS : Leading characters are fantasy-based action heroes with "super power" abilities.“ Win in linear. Outcome is black and white; die and start over; one 'right' solution. Speed and action are key. Play involves stunts, daring, and scatalogical humor Features non-realistic, larger-than-life settings. Success comes through the elimination of competitors. Gender Play Patterns
Games as Spatial Storytelling • Story-driven games • Arrangement of spaceto produce maximumnarrative impact
Questions, etc. • ksquire@mit.edu • http://cms.mit.edu/games/education/