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COMP 585/585H/185H/790-093 Serious Games

Discover the differences between COMP.585, 585H, 185H, and 790-093 courses in serious games development. Learn about the eligibility requirements, course structure, topics covered, and client proposals. Dive into game critique, research presentations, and the business of games. Understand the impact of serious games beyond entertainment in various fields like education, health, and social change.

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COMP 585/585H/185H/790-093 Serious Games

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  1. Introduction COMP 585/585H/185H/790-093 Serious Games

  2. Course Differences Who’s in the class? Class structure Introduction to content Today’s agenda

  3. Course differences

  4. Base course • Counts toward the BA or BS • Includes team development of a game for an external client • More about this later COMP 585

  5. Additional requirement • Research project • Who should take it? • Need the H to stay in the honors program • Want to do the research • Who should not? • You think that’s the only way to get into this course • Eligibility: honors program or 3.0 Comp 585H

  6. Does not count toward the COMP SCI major • Cannot take both 185 and 585 • Intended to bring different perspectives • Expected to contribute to the development but not at the same level • That’s the honors part • Eligibility: honors program or 3.0 Comp 185H

  7. For MEITE Students Intended to bring different perspectives and focus on design Expected to contribute to the development but not at the same level Comp 790-093

  8. 585 185H 585 -> 585H Sign up sheets

  9. Who’s in the class

  10. Name When you graduate Major Your favorite game or what you like about games Tell us

  11. CLASS STRUCTURE

  12. Game Critique • 50 Minute Presentation • Game Development • Take Home Final Exam assignments

  13. Everyone critiques a serious game • No duplication • List of potential games • Games matched to topics • 3 games per day • Additions welcome • 7 minute presentation • Gameplay (video or live) • Relevance to topic Game critique

  14. Topic of interest related to games • 4 person teams • 50 minute presentations • Individual or team • Topics on specific dates (calendar) Research presentation

  15. TOPICS • Narrative • Graphic styles • Sound • Game play (game mechanics and balance) • Level design Physics engine (3D) • Game systems (consoles, VR, AR) • Music (emotions, mood) • Characters • Graphics implementation (including light, camera) • Procedural generation • AI in games • Evoking emotions: empathy, horror, perspective, moral decisions) • Health • Education • Training • Social change • Accessibility • Gender • Marketing (use of games in advertising, marketing of games, in game advertising) • Networking • How games change us (age, violence)

  16. Client Proposals (Jan 25) • 4-person teams (1 185H/790, 3 585/585H) • Preferred platform is Unity but not all appropriate • Teams meet with instructor or TA every week • Work with client • Range of projects (partial list) • Augmented reality games • Individual and cooperative games • Frameworks and standalones • … • Presented at final game fest Game development

  17. The business of games

  18. 2015 US revenue $13B ( $7B since ‘08) • Software $5B • Hardware $5B • Accessories $3B • Why decline? • Players • World of Warcraft: 5.5M subscriptions (from 12.5M) • 165m mobile phone gamers Games ARE Serious Business

  19. 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?

  20. 44%: card, puzzle, arcade, word games 25%: family-oriented games 19%: RPGs, MMOGs CAVEAT: lots of contradictory stats Most Popular Genres

  21. What is a game?

  22. Computer games Board games Card games Parlor games Sports games Miniatures games Role-playing games Alternative reality games Types of Games

  23. TOY PUZZLE GAME PLAY GOAL RULES

  24. 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)

  25. 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

  26. 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?

  27. Serious games are • games with a serious purpose beyond entertainment • built for serious purpose • used for serious purpose

  28. What is a serious purpose? • Education • Training • Social change • Health education • Pain control • Rehabilitation • Business • Art Learning!

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