Introduction
Who’s in the class? Class structure Introduction to content
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
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
Computer games Board games Card games Parlor games Sports games Miniatures games Role-playing games Alternative reality games
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 (Schiesel 2008)
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
games with a serious purpose beyond entertainment built for serious purpose used for serious purpose
Education Training Social change Health education Pain control Rehabilitation Business Art
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
Online gamers middle income ($35,000-$75,000) age 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 )
44%: card, puzzle, arcade, word games 25%: family-oriented games 19%: RPGs, MMOGs CAVEAT: lots of contradictory stats