10. How old games are?
“The fact that play and
culture are actually
interwoven with one another
was neither observed nor
expressed, whereas for us the
whole point is to show that
genuine, pure play is one of
the main bases of
civilization.” Huizinga, 1950.
14. Digital Games
Video games (timeline of consoles, video history MMO)
Mobile games ( video snake,
photo - trends)
Location-based games* (e.g. geocatching, visions with AR)
Pervasive games* (IPerG)
ARG (Alternate Reality Games)* (experience of the Lost Ring)
* transmedia
18. System.... (in engineering)
..... is a combination of components that act jointly to
achieve a specific objective.
Ogata, K. (1987) Dynamic Systems.
Page 417
19. System lexicon (engineering)
A component is a particular unit in the function of a
system.
A system can be call dynamic when the output depends
of an input from the past. That means, systems are
changing states or moving constantly to be useful.
Example: vehicles, entertainment equipment (TV, radio),
computers.
A static system is constant. Example: buildings, bridges,
furniture.
23. Game mechanics
Game mechanics are the core of the game.
Taxonomies of game mechanics are incomplete.
Why?
a) involve objective set of rules
b) involve mental models of the players.
24. Taxonomy of Game Mechanics
suggested by Schell.
1. Space
2.Object, attribute and states
3.Actions
4.Rules
5.Skills
6.Chance
25. Game dynamics
Once players are playing the game is possible to
see the game mechanics in movement, so the
game dynamics unveil.
27. IGDA defines
Hardcore Gamer: Gamers who typically play high-action,
extremely competitive games that require a greater degree of
involvement or dexterity in order to progress.
•Core Gamer: Gamers who typically play games with a steeper
learning curve or games that require some level of deeper
involvement or complex tactical challenges.
•Casual Gamer: Gamers who play games for enjoyment and
relaxation rather than games with steep learning curves or
requiring high levels of commitment or involvement.
source here
28. Features of casual games
by Brathwaite and Schreiber
1. Easy to learn
2.Reduced complexity
3.Casual conflicts
4.Short play time
5.Lack of commitment
6.Family friendly
29. Demographics
Classification by Schell
0-3: Infant/Toddler
4-6: Preschooler
7-9: Kids
10-13: Preteen or Tween
13-18: Teen
18-24: Young Adult
25-35: Twenties and Thirties
35-50: Thirty and Forties
50+: Fifties and Up
30. Five things Males like to see in
games according to Schell
Mastery
Competition
Destruction
Spatial Puzzles
Trial and Error
31. Five things Females like to see in
games according to Schell
Emotion
Real World
Nurturing
Dialog and Verbal Puzzles
Learning by Example
37. Claude Levi-Strauss
Material things are goods to think with and good
to think with.
Bricolage as a way of combining and
recombining a closed set of materials to come up
with new ideas