Title: Games in General
1Games in General
2What is a Game?
- An active interest or pursuit, especially one
involving competitive engagement or adherence to
rules.
- It can provide entertainment or be used for
serious purposes such as education or training,
for example.
- Examples
- Board games, card games, athletic games,
childrens games, and video games.
3Fundamental Characteristics of Games
- All games have four common elements
- Representation
- Interaction
- Conflict
- Safety
- This is regardless of the type of game, and the
way the game is played.
4Representation
- A game is a closed formal system that represents
a subset of reality.
- A game is complete and self-sufficient.
- A game has rules, either explicit or implicit.
- A game has a collection of parts that interact
with each other, often in complex ways.
- A game attempts to recreate or simulate some
elements of reality, and allows fantasy to fill
in the rest.
5Interaction
- Some media for representing reality are static.
- E.g. photos, paintings, sculptures, etc.
- Some are dynamic and change over time.
- E.g. movies, music, etc.
- Games go even further and represent reality in an
interactive fashion.
- Players are allowed to directly affect other
players and reality itself through their actions.
6Conflict
- Conflict arises naturally from the interaction of
a game conflict need not be violent.
- The player actively pursues some goal while
obstacles prevent goals from being easily
achieved. Sources of conflict include
- Other players (including any computer agents)
- Elements of game reality (the game environment)
- Time (in the case of races, etc.)
- The players own self (in the case of puzzles,
etc.)
7Safety
- Conflict implies danger danger means risk of
harm harm is undesirable.
- A game is a safe way to experience reality.
- The results of a game should always be less harsh
than the situations the game models.
- Safety, ironically, is the one element of games
that players are willing to sacrifice to enhance
the overall experience.
8Why do People Play Games?
- There are a lot of generally accepted reasons why
people play games
- Social interaction
- Physical seclusion
- Competition
- Knowledge
- Mastery
- Escapism
- Addiction
- And others
9Why do People Play Games?
- Social interaction
- Multiplayer games allow for unique socializing
and interactions among people that are difficult
to find elsewhere.
- This can occur both within the same room, and
remotely through a network.
- This experience can also occur with only two
people, or thousands, as is the case with
Massively Multiplayer Online (MMO) games.
10Why do People Play Games?
- Physical seclusion
- While this might seem to be the opposite of
social interaction, it need not be.
- For example, in an MMO game, you can have many
players in the same virtual place, with each in
their own private physical space.
- Some people do play single player games for this
reason, but others play multiplayer games to have
an interactive experience, just in a secluded
environment.
11Why do People Play Games?
- Competition.
- Simply put, some players enjoy the thrill of
competing against other players.
- Other players in this case are typically human
(to provide sufficient challenge) but could be
driven by artificial intelligence instead.
- This is only a natural extension of the same kind
of competitive spirit found in sports, only now
in a virtual space instead.
12Why do People Play Games?
- Knowledge.
- Many of our earliest learning experiences as
children come in the form of games.
- Many examples of this can be found in the animal
kingdom as well.
- What is learned depends greatly on the particular
game in question.
- Learning could be either conscious or
subconscious, explicit or implicit.
- Some researchers theorize that all games involve
learning, in one way or another.
13Why do People Play Games?
- Mastery.
- Some players are motivated to master the game
itself, wanting to dominate the game and become
an advanced or expert player.
- This is also to prove ones self by overcoming
challenges presented within the game, for a sense
of accomplishment, satisfaction, or
acknowledgement.
14Why do People Play Games?
- Escapism.
- Players often say that they play games to escape
or withdraw from the challenges or stresses of
the real world.
- In essence, games can be a participatory means of
escape.
- They can also provide fantasy fulfillment and
exploration, allowing the player to go places and
do things they couldnt do otherwise.
15Why do People Play Games?
- Addiction.
- Some players indicate they are motivated by an
addiction a tendency to focus on one activity at
the expense of others.
- Most game developers argue they want their games
to be addictive, in that the players are given
such a compelling experience that they do not
want to stop playing. - However, one must also consider the social and
ethical ramifications when this gets carried too
far. (More on this later.)
16Why do People Play Games?
- Other reasons
- A form of therapy. Games can provide a safe
means to relax or relieve stress.
- A form of exercise. Games can provide both
mental and physical exercise.
- A safe way to thumb ones nose at society and
overcome social restrictions. Examples
- You can do things in a game that you cannot or
should not do in reality.
- You can assume a role unacceptable by society or
engage in unacceptable activity.
17Why do People Play Games?
- Why not? They are fun after all
18Who Plays Games?
- To understand how to make better games, it is
good to consider the different types of players
that play games.
- Not all players are the same.
- Not all players experience the samegame in the
same way.
- Not all players play for the same reasons.
- We are going to examine geographics,
psychographics, and demographics.
19Who Plays Games?Geographics
- Geographics relate to players locations.
- A players country can affect their attitude
towards games or particular types of games or
gameplay.
- In some cases, even the particular region within
a country can have similar effects.
- Geographic effects must be taken into account
when developing and marketing games for them to
be successful.
20Who Plays Games?Geographics
- Examples of geographics issues
- Dominant hardware infrastructure.
- Consoles vs. computers?
- Wired vs. wireless connectivity?
- Dominant platform.
- Tolerance to certain types of content.
- Violence, sex, and so on.
- Use of licenses and licensed properties.
- Genre and gameplay adoption
- And many, many others.
21Who Plays Games?Psychographics
- Psychographics consists of peoples values,
attitudes, perceptions, lifestyles, and ways of
thinking.
- This can affect attitudes towards games, game
genres, and types of gameplay as well, in a wide
variety of ways.
- Consequently, psychographics must also be
considered in developing a game.
- There are several ways to look at this
22Who Plays Games?Bartles Suits
- In 1996, Richard Bartle wrote a seminal article
on the types of players who play multi-user
dungeons (MUDs) or virtual worlds.
- These games were typically Dungeons andDragons
like games consisting of numerous people playing
online at the same time.
- Early MUDs were text-based, but newer ones are
graphical. (Some people claim that MUDs
eventually led to the development of games like
Everquest.) - The same player classifications extend easily to
other kinds of video games, and games in general
as well.
23Who Plays Games?Bartles Suits
Enjoying Acting
Killers
Achievers
WorldOriented
Player Oriented
Socializers
Explorers
Enjoy Interacting
24Who Plays Games?Bartles Suits
- How are virtual worlds seen?
- Achievers see them as games. Their aim is to
improve, advance, and ultimately win.
- Explorers see them more as pastimes, with rewards
coming from discovery and furthering
understanding.
- Socializers see them as entertainment and
opportunities to communicate with others.
- Killers see them as sport, in the same way that
hunting and fishing are sports.
25Who Plays Games?Bartles Suits
- Bartle made several interesting observations
based on this classification scheme
- A game requires a healthy balance of the
different types of players to be successful.
(The exact balance depends heavily upon the game,
however.) - In many cases, games will reach an equilibrium of
player types on their own. This may or may not
be a good thing!
- The design of a game greatly affects player
types simple tuning of a game can shift the
balance of types for better (or worse).
- As players mature, they often change types or
adapt their roles in the game somewhat.
26Who Plays Games?Bartles Suits
- More achievers
- Slightly fewer socializers
- More killers
- Fewer achievers
- Slightly fewer socializers
- Fewer killers
- More explorers
- More explorers
- Slightly fewer killers
- Fewer explorers
- Slightly more killers
- More socializers
- More socializers
- More killers
- Fewer socializers
- Fewer socializers
- Fewer killers
- More killers
- Fewer achievers
- Slightly fewer explorers
- Far fewer socializers
- Fewer killers
- More achievers
- Far more socializers
27Who Plays Games?Bartles Suits
- Based on these observations Bartle deduced four
stable configurations
- Killers and achievers in equilibrium, with hardly
any socializers or explorers.
- Socializers in dominance, with everyone else only
having bit parts.
- A balance between all four types, with enough
explorers to keep killers in check.
- An empty virtual world.
- The third configuration is likely the best
prospect for a worlds longevity, with the first
and second tending towards the fourth.
28Who Plays Games?Bartles Suits
- The paper itself is a fascinating read
- Richard Bartle, Hearts, Clubs, Diamonds, Spades
Players Who Suit MUDs. Journal of MUD Research,
Volume 1, Issue 1. June 1996. Available online
athttp//www.mud.co.uk/richard/hcds.htm - Or, you can check out Bartles book Designing
Virtual Worlds, published by New Riders. (Its
in the Western library.)
29Who Plays Games?Four Keys to More Emotion
- In 2004, XEODesign released a report entitled
Why We Play Games.
- In this report, they discuss their findings from
a field study of gamers on their experiences and
emotions during gameplay.
- In the end they found four pathways or keys to
more emotion in a game without story.
- Each key corresponds closely to a type of
player.
- Interestingly enough, they found that the most
successful and best selling games possessed
gameplay catering to at least three of the keys.
30Who Plays Games? Four Keys to More Emotion
- Hard fun.
- Emotions are drawn from meaningful challenges,
strategies, and puzzles.
- This caters to players who play to overcome
obstacles in their way to derive a feeling of
accomplishment.
- By providing challenges to the player, the player
experiences a satisfying level of frustration
balanced by a sense of triumph over adversity.
31Who Plays Games? Four Keys to More Emotion
- Easy fun.
- Other players focus on the sheer enjoyment of
experiencing the game activities.
- In this case, there is less focus on achieving
and success.
- Instead, the game immerses the player in a world
that inspires curiosity, awe, wonder, and a
desire to explore the world and all that it has
to offer.
32Who Plays Games? Four Keys to More Emotion
- Altered states.
- Players using this key play to change from one
mental state to another. For example, to relieve
stress, avoid boredom, clear their minds, and so
on. - In this case, suitable interactions and gameplay
elements are required in thegame world external
to the player tocreate the altered state
internal to theplayer.
33Who Plays Games? Four Keys to More Emotion
- The People Factor.
- In this case, the game creates opportunities for
player competition, cooperation, performance, and
spectacle.
- In this case, enjoyment is derived from playing
with or against others.
- Players using this key see games as mechanisms
for social interaction.
34Who Plays Games? Four Keys to More Emotion
- There are quite a few similarities to their
findings and Bartles observations, although
there are some differences too.
- An abstract of this report, as well as the
complete document can be found athttp//www.xeo
design.com
35Who Plays Games? Casual versus Hard-Core
- A common way of classifying players is to lump
them into one of two categories casual or
hard-core.
- This was studied in more detail by Ernest Adams,
followed by Scott Kim, and then again by Adams
and Barry Ip.
- In their latest work, Ip and Adams identify 15
factors for classifying players as casual or
hard-core, and develop methods for computing a
players gamer dedication to produce a scale
of classification instead of simply two
categories.
36Who Plays Games? Casual versus Hard-Core
- Hard-core gamers are (taken from Kim)
- Technologically savvy.
- Have the latest high-end computers/consoles.
- Willingness to pay (also by Adams).
- Prefer violent/action games.
- Prefer games that have depth and complexity.
- Play games over many long sessions (also by
Adams).
37Who Plays Games? Casual versus Hard-Core
- Hard-core gamers (taken from Adams)
- Hunger for gaming-related information.
- Discuss games with friends/bulletin boards.
- Play for the exhilaration of defeating (or
completing) the game.
- Are much more tolerant of frustration.
- Tend to be engaged in competition with him or
herself, the game, and other players.
38Who Plays Games? Casual versus Hard-Core
- Other factors by Ip and Adams
- Age at which first started playing games.
- Comparative knowledge of the industry.
- Indications of early adoption behaviour.
- Desire to modify or extend games in a creative
way.
39Who Plays Games? Casual versus Hard-Core
- Based on these factors, Ip and Adams compute a
gamer dedication score.
40Who Plays Games? Casual versus Hard-Core
- Ip and Adams are continuing their work.
- Looking into formal studies to validate their
methods and analyses.
- Using gamer dedication as a metric to improve
games (or game marketing).
- More details can be found athttp//www.gamasutr
a.com/features/20020605/ip_pfv.htm
41Who Plays Games?VALS Psychotypes
- The Values, Attitudes, and Lifestyles Survey
(VALS) was developed by the Stanford Research
Institute.
- VALS analyses the consumer market into eight
segments associated with different motivations
(ideals, achievement, and self expression) as
well as access to resources. - See http//www.sric-bi.com/VALS to test yourself!
42 42
43Who Plays Games?Myers-Briggs Type Indicator
- The Myers-Briggs Type Indicator (MBTI) is built
upon four pairs of traits considered to be
complementary.
- All eight traits are present in all people, to
various degrees.
- Each person is categorized into one of sixteen
types depending on their tendencies in the
pairings of traits, although each person can draw
upon all eight traits in different situations.
44Who Plays Games?Myers-Briggs Type Indicator
45Who Plays Games?Myers-Briggs Type Indicator
- ISTJ Trustee
- ISFJ Conservator
- INFJ Author
- INTJ Scientist
- ISTP Artisan
- ISFP Artist
- INFP Questor
- INTP Architect
- ESTP Promoter
- ESFP Entertainer
- ENFP Journalist
- ENTP Inventor
- ESTJ Administrator
- ESFJ Seller
- ENFJ Pedagogue
- ENTJ Field Marshall
Conceptual Summaries of the Sixteen Myers-Briggs
Types
46Who Plays Games?Myers-Briggs Type Indicator
- Myers-Briggs types can have many implications on
game design
- How games are played (E vs. I)
- Learning and problem solving (S vs. N)
- Overall motivation (T vs. F)
- Goal orientation and structure (J vs. P)
- Challenge versus fun (TJ vs. FP)
- And so on
- For a good discussion refer to 21st Century Game
Design by Bateman and Boon.
47Who Plays Games? Flow and Optimal Experience
- Psychologist Mihaly Csikszentmihalyi conducted
interesting research into what he called flow
or optimal experience.
- The main idea is that in certain mental states we
feel a complete an energized focus on an
activity, accompanied by a high level of
enjoyment and fulfillment in what we do. - As such, flow is typically defined as the
experience of devoting total concentration
effortlessly upon a task.
48Who Plays Games? Flow and Optimal Experience
- Csikszentmihalyi identified seven characteristics
of the flow experience.
- The subject undertakes an activity they believe
they can complete.
- The subject can focus their concentration
completely on the activity.
- The activity has clear goals.
- The activity has direct feedback.
49Who Plays Games? Flow and Optimal Experience
- Characteristics (continued)
- The subject experiences a sense of effortless
involvement such that worries and concerns seem
to vanish.
- The subject feels that they are in control of the
activity.
- Subjective experience of time is altered.
- Not all characteristics need to be present for
flow to be experienced, but they are common
traits of a flow experience.
50Who Plays Games? Flow and Optimal Experience
- People that study games recognize these traits as
common to playing games.
- Consequently, a state of flow can be correlated
with a highly enjoyable and immersive gameplay
experience.
- As a result, to provide an enjoyable game
experience, a game should strive to place the
player in an optimal experience or provide a
framework that makes it more likely to occur.
51Who Plays Games? Flow and Optimal Experience
- A central idea to the psychology of optimal
experience is the flow channel.
- When a subject faces challenges for which they
have insufficient skills, they experience
anxiety.
- When a subject faces challenges for which their
skills are excessive, they experience boredom
instead.
- The key to reaching the flow channel where an
optimal experience is achieved is to balance
challenge and skill.
52Who Plays Games? Flow and Optimal Experience
Anxiety
DegreeofChallenge
FlowChannel
Boredom
Degree of Skill
53Who Plays Games? Flow and Optimal Experience
- The concept of flow has very important
implications on good game design.
- Games must strive to balance the challenge they
provide to the player playing the game.
- How can this be done when every player brings
different skills, experiences, and tolerances to
the game?
- How does the game cope and adjust difficulty as
expected player skill increases, especially when
the rate of increase varies?
54Who Plays Games?Demographics
- The demographics of players include statistic
information including
- Gender
- Age
- Income level
- Education level
- Marital status
- Ethnicity
- And so on.
55Who Plays Games?Demographics
- Understanding demographics can provide valuable
information on the target audience and market for
your game.
- Also, if you intended to target a game to a
particular audience, demographic information on
that audience can help you tune gameplay to meet
the needs and wants of that audience.
56Who Plays Games?Demographics
- Demographics can influence games in many ways
- Interface design.
- Story elements such as plot and characters.
- Pace of action.
- Target level of difficulty.
- Multiplayer and online support.
- Appropriateness of content.
- And so on.