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Veerle Van der Sluys1 maart 2011
http://www.playandgame.beveerlevandersluys@gmail.comTwitter: iveerle
AgendaGames & PlaySerious Games“Game layer on top of the world”Explore ideas – Explore game mechanics
Whoplays games?Which games?Ideasfor games?
DEEL 1Games and Play
SourcesReality isBroken – Jane McGonigalTED Talk  « Gaming canmake a better world »Art of Game Design – Jesse SchellDICE  2010 Talk   « Design outside the box »Talk:  Visions of GamepocalypseRules of Play – Zimmerman and SalenPlayingVideoGames, Motives, Responses and Consequences- Peter Vorderer and Jennings BryantPLEX Cards: designing for playfullnessSCVNGR Game MechanicsFlashcards
http://gamesforchange.org/toolkitflash/
Definition Play« Play refers to those activities which are accompanied by a state of comparative pleasure, exhilaration, power and the feeling of self-initiative » J. Barnard Gilmore« Play is whatever is done spontaneously and for its own sake » George Santayana« Play is free movement within a more rigid structure » Katie Salen and Eric Zimmerman
Definition Play«  We define playful interactivity as any human computer interaction that has at its core no pragmatic goals- in such situations users are more interested in enjoying themselves than they are in achieving a specific task  »Adding Playful Interaction to Public SpacesAmnon Dekel, Yitzhak Simon, Hila Dar, Ezri Tarazi,Oren Rabinowitz,Yoav Sterman
http://www.youtube.com/watch?v=2lXh2n0aPyw
Imitation of every day life -  imagination -  Forgetting one’s surroundings
Definition Game (all games)http://www.youtube.com/watch?v=lpet4TJi41A
Definition Game« Games are an exercise of voluntary control systems, in whichthereis a contestbetweenpowers, confined by rules in order to produce a disequilibrialoutcome » Elliot Avedon and Brian Sutton-Smithwillfully – goals – conflictrules - winner and loser
Definition Game« A gameis an interactive structure of endogenousmeaningthatrequiresplayers to struggletoward a goal » Greg CostikyanInteractive – challenge - internal value
willfully – goals – conflict – rules - winner and loser –Interactive – challenge - internal value
Learning through Play
Learning through Play
Learning through Play
http://www.youtube.com/watch?v=cSm5NCbYbCY&feature=related
“Since the massivelymultiplayer online role-playing game firstlaunched in 2004,Playersplayed  50 billioncollectivehours – or 5,93 millionyears!” Reality is broken pg 52http://www.youtube.com/watch?v=dYK_Gqyf48Y
“Globally, the online gamercommunity – including console, PC and mobile phonegaming – counts more than4 milliongamers in the Middle East, 10 millionin Russia, 105 million in India, 10 millionin Vietnam, 10 million in Mexico, 13 millionin Central and SouthAmerica, 100 millionin Europe, 200 million in China and 183 millionin the United States.” (playon average 13h/week)fromreality is broken pg 3
http://www.youtube.com/watch?v=FcRdAfIBQJs
Learning through Play
FolditFoldit is a revolutionary new computer game enabling you to contribute to important scientific research.Eterna
http://www.mediaweek.com/mw/content_display/special-issues/gaming-special/e3if93da65e51c14c3d550b072e2e949e16http://www.youtube.com/watch?v=lXgG_oAFjYk&feature=player_embedded
Learning through Play
Learning through Play
Learning through Play
Definition Game“Playing a Game is the voluntary attempt to overcome unnecessary obstacles”Clear GoalRulesFeedback SystemVoluntaryReality is Broken, Jane McGonigal
Meaning, Play and Games« The goal of succesful  game design is meaningful play »« Meaningful play in a game emerges from the relationship between player action and system outcome. »« Meaningful play is what occurs when the relationships between actions and outcomes in a game are both discernable and integrated into the larger context of the game »
In the beginning there is the designer…withseveral (!) skillsAnthropologyAnimationArchitectureBrainstormingBusinessCinematographyTechnicalWritingCreativeWritingMathematicsCommunicationEngineeringEconomicsMusicHistorySound designPsychologyManagementPublic SpeakingVisual Arts
In the beginning there is the designer…wholistens to hisTeamAudienceGameClientself
Lenses of Game designITunesapp
The designer creates an experience« A gameenables the experience, but is not the experience »The lens of Essential Experience
The experience rises out of a gameThe Lens of SurpriseThe Lens of FunThe lens of CuriosityThe lens of Endogenous valueThe lens of Problem-solving« a gameis a problem-solvingactivity, approachedwith a playful attitude »
The game consists of elementsThe lens of the ElementalTetradAestheticsStoryMechanicsTechnology
Aesthetics
AestheticsErvaar warmte en electroshocks bij “Skindeep”
AestheticsThis app is a dream machine that transforms the world around you into a dreamworld. It uses augmented sound to induce dreams through the headset of your iPhone and iPod Touch. It will change your perception of reality.
Technology1967http://www.youtube.com/watch?v=na6NVa7F074
Technology2010
Technologyhttp://www.vimeo.com/16846162
Technology			The lens of technology
			The lens of technologyTechnologyThe Innovator's Dilemma , Professor Clayton Christensen of Harvard Business School
The lens of technologyMagnavox Odyssey,1972
The Elements support a themeThe lens of Unification
The gamebeginswith an ideaThe lens of infinite inspirationThe lens of the problemstatementLucero, A and Arrasvuori, J 2010. PlexCards: A source of inspirationwhendesigningforplayfulness.
The game is made for the playerDemographicsAgedemographicsCultural issuesGender issues
Gender issuesEmotionReal WorldNurturingDialog and Verbal PuzzlesLearningbyexample
Gender issuesMasteryCompetitionDestructionSpatialPuzzlesTrial and Error
The game is made for the playerPsychographicsLeBlanc’sTaxonomy of Game PleasuresBartle’sTaxonomy of PlayertypesLens of the PlayerLens of Pleasure
LeBlancTaxonomy of game pleasureSensationGame as sense-pleasure
LeBlancTaxonomy of game pleasureFantasyGame as make-believe
LeBlancTaxonomy of game pleasureNarrativeGame as drama
LeBlancTaxonomy of game pleasureChallengeGame as obstacle course
LeBlancTaxonomy of game pleasureFellowshipGame as social framework
LeBlancTaxonomy of game pleasureDiscoveryGame as uncharted territory
LeBlancTaxonomy of game pleasureExpressionGame as self-discovery
LeBlancTaxonomy of game pleasureSubmissionGame as masochism.LeBlancTaxonomy is not covering all  …
Bartle’sTaxonomy of Player TypesChallengeCompetitionhttp://www.gamerdna.com/quizzes/bartle-test-of-gamer-psychology(Destruction)DiscoveryFellowship
The experience is in the Player’s mindLens of Flow
http://www.youtube.com/watch?v=XoXlMK-VNo0
The experience is in the Player’s mindThe lens of needs
The game improves through iterationThe Waterfall Model
The game improves through iterationThe Spiral Model
The gameimprovesthroughiterationArtisticImpulseDoes the game feel right?DemographicsWill the intendedaudiencelikethis game enough?Experience designIs this a well-designed game?InnovationIs this game novelenough?The lens of the eightfiltersThe lens of risk mitigationThe lens of the toyBusiness and MarketingWill this game sell?EngineeringIs ittechnicallypossible to buildthis game?Social/CommunityDoes this game meet oursocial and community goals?PlaytestingDo the playtestersenjoy the game enough?
The game improves through iteration
Some Elements are Game Mechanics
Learning through Play
Mechanic 1: Space -“Magiccircle”The lens of the functionalspaceMechanic 2:Objects, Attributes and StatesThe lens of the Dynamic state
Mechanic 3: ActionsOperativeactions
ResultantactionsThe lens of Action
Mechanic 4: RulesOperational
Constitutive
ImplicitLens of Rules - Lens of Goals
Mechanic 5: Skills
Game mechanics must be in balanceFairnessSymmetrical versus Asymmetrical gamesChallenge versus SuccessMeaningfulChoicesSkill versus ChanceHead versus HandsCompetion versus CoorperationRewardsPunishment
Players play games through an interfaceThe lens of control – The lens of physical interface –The lens of virtual interface
One kind of experience is the story
One kind of experience is the storyThe Lens of the Story“GoodStories have unity”“The CombinatorialExplosion”“Multiple endingsdisappoint”
Some games are played with other players“ A multiplayer online game will take four times the effort and expenseto  create compared to a similar single player game”
Competition
Collaboration
Meetup
Exploring other people and ourselves
Lenses of Game designusedon seriousgames
DEEL 2Serious Games
Wat kunnen we LEREN van games?“Door de speler stapje voor stapje mee te nemen in het verhaal, en tegelijkertijd de complexiteit rustig op te voeren doceert de game designer de kneepjes van de game.”
Problems with edutainment todayLittle intrinsic motivationNo integrated learning experienceDrill-and-practice learning principlesSimple gameplayInferior graphics and technology
LearningPrinciplesGeeJAMES PAUL GEE (2005) Learning by Design: good video games as learning machines, E-Learning and Digital Media, 2(1), 5-16. “How do good game designers manage to get new players to learn long, complex, and difficult games?”“There are many good principles of learning built into good computer and video game.”
I.  Empowered learners Co-designPrinciple:  Good learning requires that learners feel like active agents (producers) not just passive recipients (consumers).   Games:  In good games, players feel that their actions and decisions—and not just or primarily the designers’ actions and decisions—are co-creating the world they are in.
Learning through Play
I.  Empowered learners CustomizePrinciple:  Different styles of learning work better for different people. People cannot be agents of their own learning if they cannot make decisions about how their learning will work. At the same time, they should be able (and encouraged) to try new styles. Games: Good games achieve this goal in one (or both) of two ways. In some games, players are able to customize the game playto fit their learning and playing styles. In others, the game is designed to allow different styles of learning and playing to work.
II Problem SolvingWell–orderedproblemsPleasantlyFrustratingSkills as Strategies“People learn and practice skills best when they see a set of related skills as a strategy to accomplish goals they want to accomplish. “http://www.youtube.com/watch?v=8xPUdFaraoQ
III UnderstandingSystem ThinkingPrinciple:  People learn skills, strategies, and ideas best when they see how they fit intoan overall larger system to which they give meaning.  In fact, any experience isenhanced when we understand how it fits into a larger meaningful whole.Games:  Good games help players see and understand how each of the elements in thegame fit into the overall system of the game and its genre (type).  Players get a feel forthe “rules of the game”—that is, what works and what doesn’t, how things go or don’tgo in this type of world.
III UnderstandingMeaning as action image  Principle:  Humans do not usually think through general definitions and logical principles.  Rather, they think through experiences they have had.Games:  This is, of course, the heart and soul of computer and video games.  Even barely adequate games make the meanings of words and concepts clear through experiences the player has and activities the player carries out,  not through lectures, talking heads, orgeneralities.
Gimme Gimme Gimme a Game
Concreet lesmateriaalPhysical Prototype “Skin Deep”
Play testing “Skindeep”http://vimeo.com/9527183
Learning through Play
DEEL 3Gamification
“Gamification is the use of game mechanics for non-game applications, particularly consumer-oriented web and mobile sites, in order to encourage people to adopt the applications. It also strives to encourage users to engage in desired behaviors in connection with the applications.”
The blueprintThere‘s an activity you want your users to do (like checking in). You give them points for performing the activity. For a certain amount of points or certain activities, they earn extras – badges, levels –, and you throw in a leaderboard to create competition.
Game Layeron top of the worldBuilding a Game Layeron top of the world, Seth Priebatschhttp://www.youtube.com/watch?v=Yn9fTc_WMbo&feature=related
Game Layeron top of the worldAppointmentdynamic“people have to do something at a certain time”Influence and status“the ability of oneplayer to modify the behavior of another’sactionthroughsocialpressure”Progressiondynamic“a dynamic in whichsuccess is granularlydisplayed and measuredthrough the process of itemizedtasks”Communaldiscovery“ a dynamicwhereinanentirecommunity is rallied to worktogether to solve a challenge”
Pros and consPawned. Gamification and itsdiscontentsSebastian Deterding (@dingstweets)Playful 2010, London, 24.09.2010
Pros and cons“Playing video games is fun because it provides experiences of competence, self-efficacy, mastery. Conversely, not a single serious empirical study to my knowledge mentions extrinsic rewards as a crucial motivating factor.”Raph KosterA Theory of Funfor Game Design (2005)
“ The taskhe has to performoneach unit that passes in front of his station shouldtakeforty-threeseconds to perform – the same exact operationalmostsixhundredtimes in a workingday. Most peoplewouldgrowtired of suchworkverysoon. ButRico has been at this job for over fiveyears, and hestillenjoys it. The reason is thatheapproacheshistask in the samewayanOlympicathleteapproacheshisevent: Howcan I beat my record?”PsychologistMihalyCsikszentmihalyi

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Learning through Play