May 19, 2010. Why games?  Sixty-eight percent of American heads of households play computer and video games.  How old do you think the average gamer.

Slides:



Advertisements
Similar presentations
Why Work…? When You Can Play! Yaniv Corem IBM Research – Haifa
Advertisements

Assignment 1 Postmortem. The process Developer Game Design Writers, artists, directors, animators, coders Publisher Oversight, funding, distribution Manufacturing,
CS 4730 Defining Formal Elements CS 4730 – Computer Game Design.
Game Based Learning for Information Literacy Instruction. Andrew Walsh, Academic Librarian / Teaching Fellow Twitter - andywalsh999
Your Interactive Guide to the Digital World Discovering Computers Fundamentals, 2012 Edition.
Your Interactive Guide to the Digital World Discovering Computers Fundamentals, 2012 Edition.
Game-based learning in schools - A teacher survey PhD, Cand. Psych. Simon Egenfeldt-Nielsen Assistant Professor IT-University Copenhagen CEO Serious Games.
1 Preparation for Success in Selling Learning Objectives:  Study what type of information makes up the product knowledge needed for success in selling.
AP Stats-Semester 2 Review
Driving Economic Growth with High-Tech Innovations An Overview of Today’s Video Game Industry Michael Gallagher President and CEO Entertainment Software.
THE MOBILE INTERNET: FAMILY AND SOCIETY Thursday October 30 th, 2008.
CO1301: Games Concepts Dr Nick Mitchell (Room CM 226) Material originally prepared by Gareth Bellaby.
Game Design Serious Games Miikka Junnila.
Viral Marketing and Advertising Strategies For Social Networks Presented by Jeff Ragovin Vice President Sales, Buddy Media
Introduction.  Who’s in the class?  Class structure  Introduction to content  Team and concept brainstorming.
Teaching the 21st Century Learner Roger Von Holzen Darla Runyon Northwest Missouri State University
1 Chapter 5: The F1ive Steps in Problem Analysis The five steps in problem analysis. Team Skill 1.
Taking up the gauntlet: Thoughts toward a theory of play and games Jeffrey L. Forgeng WPI/Higgins Armory Museum.
Conceptual Modeling of the Healthcare Ecosystem Eng. Andrei Vasilateanu.
Evidence As we move further into the 21st century, it becomes evident that the future of industry, education and entertainment is one in which games and.
Discovering Computers Chapter 1 Discovering Computers & Microsoft Office 2010.
1 Virtual museum exercise was not appreciated. SCOM 5056 Design Theory in Science Communication week 4: fun and games.
America’s Summit on National Parks America’s National Parks and 21 st Century Trends, Priorities, and Values: Gaining Broad Support Erik Huey Senior Vice.
Understanding “Serious” Games
 The Positive Impact of Onine Games By: Diego Morales Section:006.
Students in Today’s Schools John Bailey Director of Educational Technology U.S. Department of Education.
A discussion with: Mark Friedler, CEO Game DAILY Kate Thorp, CEO AKQA John Vail, Director Digital Media and Marketing, Pepsi Advertising to Gamers: What.
Influencing behaviour: The Doggy boxes pilot and ISM Ylva Haglund Partnerships Project Manager Consumer Food Waste Prevention.
RECAP Game Design Class Héctor Muñoz-Avila. Motivation Compelling games don’t need –the latest and best graphics –deep narrative or involved story line.
The Magic Circle and The Primary Schemas Dr. Héctor Muñoz-Avila Assigned readings: Chapters 9 and 10 (Rules of Play Book)
Defining Digital Games Presentation by Dustin Dannenhauer Dr. Héctor Muñoz-Avila Assigned readings: Chapter 8 (Rules of Play Book)
RECAP Game Design Class Héctor Muñoz-Avila. Motivation Good games don’t need –the latest and best graphics –deep narrative or involved story line –Complicated.
Technology in Early childhood education
StjohnColon.com St. John Colón. StjohnColon.com About Myself Master of Fine Arts – UCLA, Years in Video Games industry Developer, Teacher, Gamer,
Unit I: 1.2 Trends in the Game Market
Addiction? Addiction – the state of being enslaved to a habit or practice or to something that is psychologically or physically habit- forming to such.
1 Teaching for Safety Trainers. 2 OSHA Training Guidelines (OSHA )  A. Determine if Training is Needed  B. Identify Training Needs  C. Identify.
Fundamentals of Game Design, 2 nd Edition by Ernest Adams Chapter 3: Game Concepts.
For use only with Duncan texts. © 2005 McGraw-Hill Companies, Inc. McGraw-Hill/Irwin International Marketing Communication.
MIS and You Chapter 1.
Public Relations HSS 3000/5263 Sport Marketing Dr. Brian Turner.
Administrative Schedule presentations Test # 1: Feb. 20 –Covers: up to what we cover in Thursday September 15 th.
“The people transmitting their stories to the next generation aren’t priests or poets or medicine women. They’re multinational corporations. And they are.
Play. Origins of Play Johan Huizinga. Homo Ludens (1950) “Play is older than culture, for culture, however inadequately defined, always presupposes human.
Systems and Interactivity Dr. Héctor Muñoz-Avila Assigned readings: Chapters 4 & 5 (Rules of Play Book)
TIME IS THE SCARCESTRESOURCE AND UNLESS IT IS MANAGED, NOTHING ELSE CAN BE MANAGED - PETER F DRUCKER.
Digital life 101 Essential Question What is the place of digital media in our lives?
Defining games. Why even define games? Check for what is a game, what is not a game – Ok, but why? Define borders, but also define possible directions.
EST310/ISE340 Fall 2011 Tony Scarlatos
Understanding Work Teams
Systems and Interactivity Dr. Héctor Muñoz-Avila Assigned readings: Chapters 4 & 5 (Rules of Play Book)
Games in Games (and play) and science communication What we can learn from games and how we might even use games to communicate science.
Building Human Resource Management Skills National Food Service Management Institute 1 Adult Learning Principles Objectives At the completion of this module,
Following is facts from The Entertainment Software Association ( and Swedish Game Industry ( Next: video games.
2015 VCE Year 11 Business Management Units 1 & 2 Information guide.
Introduction.  Course Differences  Who’s in the class?  Class structure  Introduction to content.
Information is Changing Learning MEETING THE NEEDS OF 21 ST CENTURY LEARNERS Adam Garry, Manager of Global Professional Learning.
Beyond Linear Narrative Augusto Baal Enters Norrath Katie Whitlock.
7.2 Factors that Influence Youth Culture. Adolescence The experience of Adolescence is affected by:
Living in a Digital World Discovering Computers Fundamentals, 2011 Edition.
Able to transfer and adapt their skills Able to understand the consequences of their actions Able to use software and devices efficiently Responsible.
Dr. Bea Bourne 1. 2 If you have any trouble in seminar, please do call Tech Support at: They can assist if you get “bumped” from the seminar.
1 Chapter 1- Introduction How Bugs affect our lives What is a Bug? What software testers do?
Chapter 1 WHAT IS A COMPUTER Faculty of ICT & Business Management Tel : BCOMP0101 Introduction to Information Technology.
Questionnaire analysis Harry Hart. 1. Are you male or female? In my questionnaire I asked 15 random people for their answers. By doing this I have gained.
Chapter 5: Understanding Consumer and Business Buyer Behavior
COMP 585/585H/185H/ Serious Games
Homework Take your favorite non-digital game (e.g., monopoly). Make a critical analysis for that game with respect to these traits (you might want to read.
Objectives Overview Explain why computer literacy is vital to success in today’s world Define the term, computer, and describe the relationship between.
Elements of a System Formal system Experiential system Cultural system
Presentation transcript:

May 19, 2010

Why games?  Sixty-eight percent of American heads of households play computer and video games.  How old do you think the average gamer is?

Digital games  Average game player is 35 years old and has been playing games for 12 years.  Average age of the most frequent game buyer is 39 years old.

Digital Games  Sixty-three percent of parents believe that games are a positive part of their children’s lives.  Eighty-four percent of all games sold in 2008 were rated "E" for Everyone, "T" for Teen, or "E10+" for Everyone 10+.  How many gamers do you think are women?

Digital Games  Forty percent of all game players are women.  Women over the age of 18 represent a significantly greater portion of the game- playing population (34%) than boys age 17 or younger (18%).

Digital Games  In 2009, 25 percent of Americans over the age of 50 played video games, an increase from nine percent in  Forty-nine percent of game players say they play games online one or more hours per week.  Thirty-seven percent of heads of households play games on a wireless device, such as a cell phone or PDA, up from 20 percent in 2002.

Games  26 — Number of months it took Activision's “Guitar Hero” franchise to generate more than $1 billion in North American retail sales.

Games  7 million -- Number of units sold of Rock Band and Rock Band 2 video games across all varieties of consoles.

Games in Education  100 to 135 — Number of Global Fortune 500 companies that will have adopted by 2012 gaming for learning purposes, according to The Apply Group.  4 million — Number of people to play Food Force in the game's first year, according to the United Nations World Food Programme.

Games  As of today, 503 educational institutions worldwide were listed on as having video game design and development courses available.

Games and Health  765 — Number of West Virginia schools installing the Dance Dance Revolution game as part of the state's physical education curriculum.

Games and Workplace  According to a study by the Entertainment Software Association, 70 percent of major employers utilize interactive software and games to train employees.

Games and Workplace  In 2008, the Hilton Garden Inn introduced the first interactive training game for the hospitality industry. Ultimate Team Play places employees in a virtual hotel interfacing with customers and fielding typical guest requests.

Games and Advertising  1 billion — Expected market, in dollars, for in- game advertising by end of 2010, according to Nielsen Media Research.

Games and Advertising  The presidential campaign of Barack Obama used in- game advertising by purchasing virtual billboards in the game Burnout Paradise.  The Obama campaign was the first in American politics to utilize advertising within a video game.

Games and Play  Games as a subset of play  Play as a subset of games

What is play?  Play doesn’t come just from the game itself, but from the way that players interact with the game in order to play it.  “[Play is] a free activity standing quite consciously outside “ordinary life” as being “not serious,” but at the same time absorbing the player intensely and utterly. It is an activity connected with no material interest, and no profit can be gained by it. It proceeds within its own proper boundaries of time and space according to fixed rules and in an orderly manner. It promotes the formation of social groupings, which tend to surround themselves with secrecy and to stress their difference from the common world by disguise or other means.” Huizinga.

Play  But this doesn’t differentiate between games and play. Doesn’t ask what are their differences.  We will come back to play as a dramatic element on Friday.  “Game designers do not directly design play. They only design the structures and contexts in which play takes place, indirectly shaping the actions of the player.” Salen and Zimmerman.  Chris Crawford, author of “The Art of Computer Game Design” identified four elements of play:  Representation – games are closed formal systems that subjectively represent a subset of reality. Game is complete and self-sufficient as a structure.  Interaction – Audience can explore, interact with system.  Conflict – All games have conflict. Arises naturally from interaction with game. Obstacle prevent player from easily achieving goals.  Safety – Games provide psychological experience of conflict and danger but player is not really exposed to these things in the physical world. A safe way to experience reality.

So … what is a game?  What are some features of games?

Games  Closed or open, formal systems  Represents subset of reality – 3d objects that look like people are meant to represent people, for example. Rules mimic real life possibilities.  Contest/outcome

Games Zimmerman/Salen: “A game is a system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome.

Exceptions? Role playing games Puzzles

Is this a game?

How about this? Text Rain

How about this? PacManhattan

Games By formal, we mean: – Has a structure made of rules, procedures, etc.

Formal System Objects Attributes Relationships Environment

System: Chess

Open vs. Closed

Open vs. closed Three schema for looking at games Rules (Formal) – closed Play (experiential) – open and closed Culture (contextual) - open

Lusory Attitude WHAT IS IT?

The Magic Circle What is it? Johann Huizinga, Homo Ludens

Traits of Digital Games Immediate but narrow interactivity (Limitations help shape space of possibility) Information manipulation (can learn rules as you go!) Automated complex systems (black box syndrome) Networked communication

Player Experience  As a game designer, you are the architect of the players’ experience. You make the game playable. You create the interactivity.  Games as “Carefully constructed piece of theater” – Beck and Wade  “It’s about building a potential experience, setting all the pieces in place so that everything’s ready to unfold when the players begin to participate.” - Fullerton

Potential Experience - Choice  Scribblenauts Scribblenauts

Rand Miller on Design  (9:21).  Myst:  Robyn and Rand Miller began work in 1991, and released Myst in Sept  Was the best-selling PC game of all time until The Sims in  Its sequel, Riven, was released in  Uru was released in 2003.

Player Experience  Design process  First, Set player experience goals.  “Players will have the freedom to pursue the goals of the game in any order they choose.”  “Players must complete tasks for which they have no instructions”  Forget the features. What do you want your player to go running into the next room about?  Five Minutes to Kill Yourself Five Minutes to Kill Yourself

Create Concepts and Prototypes  Another key component is to deliver to the player an experience he or she can use and will like.  You can’t give the player what he or she wants if you don’t ask what he or she wants  You need to playtest your game. Player feedback allows you to see the interactivity in action, judge what is working and what is not working. You made the game. Of course you know how to use it. But does everyone else?

Iteration  Iteration simply means you will design, test, and evaluate over and over again. You iterate before you reiterate.

Anatomy of a choice  Anatomy of a choice:  What happened before the player was given the choice (internal event) Addresses the state at which point a choice must be made. Addresses the context in which a choice is made.  How is the possibility of choice conveyed to the player? (external event) Are there buttons? Empty spaces? How does the user know he or she can make a choice, and what that choice could be?  How did the player make the choice? (internal event) Mechanism. Button? Enters text?  What is the result of the choice? How will it affect future choices? (internal event) How does the action influence outcome immediately and later in the game?  How is the result of the choice conveyed to the player? (external event) Does something blow up? Is a space now filled and can’t be used later? Provides context for the next choice that needs to be made.