A PRACTICAL GUIDE TO WINNING AND LOSING HOW PLAYERS DEAL WITH SHAME, GLORY, AND EACH OTHER GAME LECTURE JONAS HEIDE SMITH

Slides:



Advertisements
Similar presentations
Question Exploration Guide
Advertisements

Fundamentals of Leadership
11 Trainer: Date: Supporting Children and Youth: Mentor Training for Senior Corps Volunteers Strategies for Managing Challenging Behavior.
Understanding Customer Behaviour C H A P T E R 8.
Digital Game-Based Learning Why and How it Works.
Communicating Across Cultures Presentation for the Canadian Association of Law Libraries 2008 Conference Saskatoon, Saskatchewan May 27, 2008 Suying Hugh.
Critical Reflection and Challenging Assumptions Cordelia Bryan.
Social Construction of Reality Theory: Post-Modernism –Abstract thoughts Applications to Gender Relations –How did I get to be gendered?
Command Presence U.S. Soccer Federation Referee Program
Transition Stage of a Group Characteristics of the transition stage Transitional phase is marked by feelings of anxiety and defenses Members are: Testing.
Symbolic Interactionism
What Concerns Men? Women or other Men by Fischer and Mosquera (2001) Susie Boersma Jannaee Brummell Luis Mendez.
PLANS AND PURPOSES HOW VIDEOGAME GOALS SHAPE PLAYER BEHAVIOUR PhD DEFENCE 7 DECEMBER 2006 JONAS HEIDE SMITH
THE BENEVOLENT PUPPETEER shaping player behaviour through design KUA September 25, 2003 Jonas Heide Smith Center for Computer Games Research Copenhagen.
How to adjust to company culture.  Understanding organizations  Language  Story-telling  Examples of change projects in organizations  Power without.
Introduction to Team Building Presented by Margo Elliott Momentum Performance Solutions 6 September 2001.
GAMES, PEACOCKS, AND THE THEORY OF CONFLICT Jonas Heide Smith Center for Computer Games Research IT University of Copenhagen KUA
Transactional Analysis – Eric Berne Personality Structure
Attribution Theory.
Gender Schema Theory. KEY CONCEPTS Schema A set of interrelated ideas that guides and organizes the way an individual processes and makes sense of information.
Corporate Social Responsibility LECTURE 27: Corporate Social Responsibility MGT
Effective Communication
Rti, Jammu1 Organisational Behaviour Presentation By RTI, Jammu.
 Personality means how a person affects others and how he understands and views himself as well as the pattern of inner and outer measurable traits,
1. When I am preparing to participate in a group, I think… I feel… 2. When I begin to work in a group, I think… I feel… 3. Whole class brief discussion.
You Professional !! Are you a Good Parent?... Dr. SHAVINDRA R.DIAS MBBS,MD Psych.(colombo) Dip in Psychol.,BA(Oxon UK) Senior Lecturer in Psychiatry Department.
Rachelle Vargas January 19, 2013
The Problem of Other Players In-game collaboration as collective action Jonas Heide Smith Center for Compyter Games Research IT University.
Games as Systems of Challenge, Competition and Conflict goal states and obstacles to reaching them.
+ Welcome to Strategy Games! Kathleen Mercury. + Some call them eurogames, some say designer games, but we’re going to just call them strategy games.
SOFTWARE DESIGN AND ARCHITECTURE LECTURE 27. Review UML dynamic view – State Diagrams.
THE RATIONALITY ENGINE Homo Economicus vs. Homo Ludens Jonas Heide Smith ITU, 13/
AtGentive; IST Call 4 Project meeting; 6-7 February 2006, Luxembourg AtGentive Attentive Agents for Collaborative Learners AtGentive; IST Call 4 PM2006.
Chapter 2.2 Game Design. CS Overview This introduction covers: –Terms –Concepts –Approach All from a workaday viewpoint.
Lecture 7 Course Summary The tools of strategy provide guiding principles that that should help determine the extent and nature of your professional interactions.
Person-Centered Therapy (Carl Rogers) Definition: “Person-centered therapy, which is also known as client-centered, non-directive, or Rogerian therapy.
Social Interaction in Everyday Life Social interaction is the process by which people act and react in relation to others In every society, people build.
Amber Wallingford – University of Wyoming Cooperative Service – Washakie County.
Presence in the Planning Process Social Interaction and Shared Reality Geoinfo 2004 Institut of Geoinformation und Cartography TU Vienna Christine Rottenbacher.
I THINK THAT YOU THINK THAT I THINK - GAME THEORY AND VIDEO GAMES Jonas Heide Smith Game Analysis ITU, “If I had my way, a solid.
Racial Formations & Asian American Identity What does it mean to be Asian American?
AS / A Level Sport and Physical Education
COMN 2111 GENDER AND COMMUNICATION LECTURE 19a. CULTURE: A REVIEW CULTURE IS: A WAY OF LIFE REPRESENTS THE “TAKEN-FOR- GRANTED” VIEWS SHARED BY GROUP.
A2 Psychology of Sport Self confidence Booklet 4 Skills Working as a team Complete green group tasks Working as an individual Complete yellow individual.
© 2009 The McGraw-Hill Companies, Inc. All rights reserved. 1 McGraw-Hill part Explain what behavioral styles are and why you should be concerned.
WHAT IS THE SAME THING BETWEEN THEM??  Leading people  Influencing people  Commanding people  Guiding people  Leadership is the influencing process.
PERCEPTION. WHO ARE YOU? HOW DO YOU SEE THINGS? Perception is the process of being aware of and understanding the world Form, challenge, and reinforce.
International Child Development Programmes AIM, OBJECTIVE AND COMPONENTS OF THE ICDP PROGRAMME N.Armstrong 2011.
Game Design: Theory and Practice by Richard Rouse III Chapter 1 What Players Want.
Self and Identity January 11, Definitions Self – the process of reflexivity that emanates from the interplay between the “I” and the “me” Self-concept.
Mr Beaumont A group is defined as: Two or more individuals interacting with each other To be defined as a groups people must also: Be interdependent.
Start Game? Choose Character: Immersive Game Narrative and Female Gamer Identity Presented by Kate Coleman & Lyndsey Raney 24 April 2013.
Leadership 1. Leadership 2 Types of Leadership Style 3.
What is cohesion? What different types of cohesion are there? 4.3- Cohesion.
La creatività. Percorsi d’invenzione settembre 2007 Environmental Education and Creativity: a Project Proposal for Primary Education Alessandra Cavallo.
C.C.C.P Caribbean Coaching Certification Program.
T HE G REENLANDIC EDUCATIONAL EXPEDITION TO D ENMARK - Cultural capitals and struggles for incoming students.
Assessing the impact on intercultural competencies when engineering students solve problems in multicultural teams Lars Peter Jensen, Associate Professor,
Assessing the impact on intercultural competencies when engineering students solve problems in multicultural teams Lars Peter Jensen, Associate Professor,
‘There is somebody wiser than any of us, and that is everybody.’
From a Seminar at Copenhagen University College of Engineering
Classic Career Theory: Part 3
Reflecting Meaning Basic Skills.
Intro to Sociology.
Adlerian Therapy.
GAMBLER’S RUIN in a FAIR GAME
1st4sport Level 3 Certificate in Coaching Tennis
Reading 19 Cognitively skilled organizational decision making:
Exploring Identity and Belonging
DIALOGUE FOR BUILDING COMMUNION IN THE MISSION
Presentation transcript:

A PRACTICAL GUIDE TO WINNING AND LOSING HOW PLAYERS DEAL WITH SHAME, GLORY, AND EACH OTHER GAME LECTURE JONAS HEIDE SMITH

AGENDA THE THEORY OF WINNING AND LOSING THE REALITY OF PLAY WHAT YOU NEED TO DO

WHAT DO PLAYERS WANT? 1: A Challenge 2: To socialize 3: A dynamic solitary experience 4: Bragging Rights 5: An emotional experience 6: To explore 7: To interact RICHARD ROUSE TO WIN?

HOW DO PLAYERS BEHAVE? “[letting] the objective guide our behaviour in the game [is] the basic transaction we make with Games” “Gamers’ own thinking about styles of play and the identities they underwrite are a conflation of design characteristics and emergent culture of the context of the MMOG they inhabit, situated within the myriad of contexts they themselves encounter with others, with some configurations of constructs evoked for sense- making in some social/material contexts, other configurations evoked in order to explain others. They are therefore complicated and necessarily messy.” GREG COSTIKYAN CONSTANCE STEINKUEHLER

HOW DO PLAYERS BEHAVE? Rational Player model (Game-centered approach) Active Player model (Player-centered approach) Game design Game studies

GOALS Ultimate Proximate OBJECTIVE GOALSSUBJECTIVE GOALS

AGENDA THE THEORY OF WINNING AND LOSING THE REALITY OF PLAY WHAT YOU NEED TO DO

A STUDY OF PLAYER BEHAVIOUR Mashed: Drive to Survive Champions of Norrath Fifa 2004 Fully competitive Semi-cooperativeFully cooperative

A STUDY OF PLAYER BEHAVIOUR

Player 1: ()... Sådan! Nu ved jeg hvordan man gør. Det er bare r1 lige så snart I har et våben. Player 2: (kigger på sin controller) Player 1: Bare den her (viser knap på controller) Player 2: Okay Player 3: Hvad så bruger man det? Player 1: Så bruger man sit våben Player 2: Det synes jeg ikke fungerer () Player 1: () Player 3: Nå det virkede meget fint, nå okay Player 1: He. Arrh come on (ærgerlig, læner hovedet tilbage). Pis. Jeg glemmer hele tiden det der fucking sving. Observation of model- contradicting behaviour Statistical test of relationship between code and game Reflections on code function and particular instances 3 types of test

Do players want to win? Yes, but fairly Victory should not be a consequence of information assymetry

Magic circles?

How do you win and lose? Previous research suggests: Conspicuous self-handicap Goal redefinition

How do you win and lose?

My research supports the idea that: Losers become very frustrated

SUPERIOR PLAYERS Play to win Nobility handicap Visible sacrifice Concrete handicap

How do you win and lose? Rational play is mitigated by verbal communication.

But the ”game contract” defines the inter- player relationship

What have we learned? Players understand and accept objective goals Players seek a level playing field Winners may handicap themselves Losers may lose interest (or redefine the game goals)

AGENDA THE THEORY OF WINNING AND LOSING THE REALITY OF PLAY WHAT YOU NEED TO DO

Study the dynamics of goal redefinition Study the effects of group size Study the effects of competitiveness (vs. casualness) Study how player perceptions match player behaviour Study the effects of gender distribution

WHAT YOU NEED TO DO Design interesting handicaps for superior players Design interesting activities for inferior players

Thanks for your attention