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Published byAshlee Strickland Modified over 6 years ago
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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 the book first to understand these traits better) Trait 1 : immediate but narrow interactivity Trait 2: Information manipulation Trait 3: Automated complex systems Trait 4: Networked communication
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The Magic Circle and The Primary Schemas
Assigned readings: Chapters 9 and 10 (Rules of Play Book) Dr. Héctor Muñoz-Avila
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Boundaries Boundaries of play versus game (for non-digital games)
What is the difference? Same question but now for digital media Games have formal rules! can you “play” in digital media without playing the game? can you “play” in a game without playing the game?
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Boundaries of a Game When does a game begin and end?
Games create their own time and space You are “glued” into the playing experience; time “flies” Is it clear when non-digital games begin and end? And for Digital games? Magic circle: frame of game play; Separates (connects) “reality” of game and “real life”
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Why “Magic” Chess can be seen as a: Decoration in a living room
Gaming experience Pieces arrangement In a game, objects and behaviors are well defined Within the magic circle, rules have authority We learn this since childhood
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Open and Closed Systems
Games as open and closed systems Dimensions of system: Formal Experiential Cultural levels Games as: rules play: example of open and closed for the same game? culture
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Lusory Attitude Captures what the magic circle represents for the player Long monopoly game Willingness to accept unnecessary obstacles: In “real world” is an irrational thing to do In games is necessary to do Examples? Lusory attitude implies not just accepting the rules But playing the game is an end by itself
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A Conceptual Framework for Games
Possible classification: by type (RPG, RTS,…) Do you see any problems with this? Instead we are going to use schemas Schemas act as summary (rather then exhaustive) descriptions of aspects of an object or event Primary Schemas: Rules (formal) Play (experiential) Culture (context)
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Rules: Formal Schemas Rules are a key characteristic of games
Rules are formal schemas They constitute the inner organization of games Discussion: Chess Differences between two games of Chess Commonalities? Material Motivation Outcome Medium The rules!
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Play: Experiential Schema
We consider the relation rules-system Delivers a particular experience of Play What kinds of experiences? In play experiences are made explicit Social Narrative Pleasure: flow theory …
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Cultural: Contextual Schema
Shared systems of value and meaning Effects of culture in games Example? How games affect culture Example of context: OK in one country, banned in another one Sometimes players age is part of the context Social classes reflected in game Chess is part of our culture
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END of UNIT 1
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Guidelines for Test on Tuesday Feb. 24
Covers all of Unit 1 (Preface and Chapters 1 to 10) Also covers all topics discussed in class not in the book Such as Finite State Machines and the “side tracks” Closed book, no notes and no calculator! Questions will ascertain your understanding of the concepts covered (in class or book) so far Most concepts have a straightforward interpretation which I expect you to know For some situations our interpretations might be different (mine versus yours) As long as you can explain those interpretations in your write-up based on the concept’s original description, you are ok Be as clear as possible; demonstrate that you know the original descriptions
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