Play – experience and pleasure second order design
COSC 4126 play - meaning Experience definitions an event lived through – “I just drove home in the storm - that was quite an experience.” participation that provides practical knowledge – “He has experience with several versions of linux.” apprehension of something through senses or in the mind – “If you spin around fast, you will experience vertigo.”
COSC 4126 play - meaning Experiencing video games – Sutton-Smith, visual scanning – visual perception of screen, parts and whole 2.auditory input – listening for game event sounds and signals 3.motor response – physical manipulation of game controls 4.concentration – focus on play 5.learning patterns – becoming familiar with game structure perception action cognition
COSC 4126 play - meaning Experience he missed… 6.Emotional response to meaning 7.Social interaction with other players
COSC 4126 play - meaning Experience as part of game system input – from game output output – to game input internal decision-making process designing “experience” is second-order design
COSC 4126 play - meaning Core mechanic dominant repeated play activity examples Donkey Kong – joy stick plus jump button to maneuver Quake – move, aim, fire, manage resources tag – chase and tag, evade baseball – large collection of skills and strategies
COSC 4126 play - meaning Core mechanic of Breakout an Atari 2600 classic descendant of first video game, pong move paddle left and right to intercept ball bouncing around the game space goal: remove bricks by hitting with ball two screens to clear
COSC 4126 play - meaning Core mechanic of Breakout creation of meaning: breakout physics side and brick bounces ‘reflect’ intuitively paddle has five reflecting surfaces to be ‘learned’ skills to acquire tactics to learn breakout – get ‘above’ bricks early cleanup – hit final few bricks vertically
COSC 4126 play - meaning Variations on the core mechanic 1.timed play minimize time to clear two screens 2.Breakthru bounce goes through bricks
COSC 4126 play - meaning More variations 3.steering paddle effects ball in flight 4.stick paddle ‘catch’ and release ball from paddle 5.invisible bricks appear when one is hit 6.(12) combinations of variants
COSC 4126 play - meaning Extensions of Breakout Atari Super Breakout sequel many levels more than one ball in play descending bricks Nintendo Alleyway gaps in brick wall – more frequent breakout distinct ‘hit’ sounds during breakout progression of behaviour by level other variations – complex bricks that take several hits to eliminate
COSC 4126 play - meaning Centipede Complex decision making space invaders style game core mechanic – move and shoot horizontal + limited vertical movement (20%) ‘single shot’ firing – one shot on screen at once targets five elements with distinct behaviour objects interact, some threaten shooter feedback loops in population behaviour means decisions are tradeoffs
COSC 4126 play - meaning So why is this fun? Constraint L.S. Vygotsky, 1976: “Play continually creates demands on the [player] to act against immediate impulse, i.e., to act on the line of most resistance.” pleasure delayed and constrained is pleasure enhanced, S & Z, p
COSC 4126 play - meaning Constraint and... rules – restrict play, enhance pleasure by inefficiency free play – rules restrict the space of activity and ‘resist’ play lusory attitude – self control by acceptanc eof aritificial system stylized behaviour – dramatic, ritualistic sense of belonging
COSC 4126 play - meaning So why is this fun? Autotelic Mihaly Csikszentmihalyi,1991 (Chicks send me highly) games are (mainly) non-utiliatarian games provide their own intrinsic and artificial goals
COSC 4126 play - meaning Types of pleasure, LeBlanc, 1999 examples? sensation – game as sense-pleasure fantasy – game as make-believe narrative – game a drama challenge – game as obstacle course fellowship – game as social framework discovery – game as uncharted territory expression – game as self-discovery submission – game as masochism
COSC 4126 play - meaning Types of ‘coginitive arousal’, Apter, 1991 examples? exposure to arousing stimulation fiction and narrative – character identification challenge exploration negativism – rule breaking cognitive synergy – imaginative play facing danger – risk within magic circle
COSC 4126 play - meaning Others from ‘play’ definition Callois challenge, risk, mimicry, vertigo Sutton-Smith concentration, visual scanning, audio, actions, learning patterns
COSC 4126 play - meaning Flow - Csikszentmihalyi