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Games in General

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Title: Games in General


1
Games in General
2
What 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.

3
Fundamental 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.

4
Representation
  • 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.

5
Interaction
  • 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.

6
Conflict
  • 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.)

7
Safety
  • 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.

8
Why 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

9
Why 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.

10
Why 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.

11
Why 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.

12
Why 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.

13
Why 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.

14
Why 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.

15
Why 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.)

16
Why 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.

17
Why do People Play Games?
  • Why not? They are fun after all

18
Who 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.

19
Who 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.

20
Who 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.

21
Who 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

22
Who 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.

23
Who Plays Games?Bartles Suits
Enjoying Acting
Killers
Achievers
WorldOriented
Player Oriented
Socializers
Explorers
Enjoy Interacting
24
Who 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.

25
Who 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.

26
Who 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

27
Who 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.

28
Who 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.)

29
Who 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.

30
Who 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.

31
Who 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.

32
Who 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.

33
Who 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.

34
Who 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

35
Who 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.

36
Who 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).

37
Who 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.

38
Who 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.

39
Who Plays Games? Casual versus Hard-Core
  • Based on these factors, Ip and Adams compute a
    gamer dedication score.

40
Who 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

41
Who 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
43
Who 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.

44
Who Plays Games?Myers-Briggs Type Indicator
45
Who 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
46
Who 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.

47
Who 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.

48
Who 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.

49
Who 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.

50
Who 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.

51
Who 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.

52
Who Plays Games? Flow and Optimal Experience
Anxiety
DegreeofChallenge
FlowChannel
Boredom
Degree of Skill
53
Who 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?

54
Who Plays Games?Demographics
  • The demographics of players include statistic
    information including
  • Gender
  • Age
  • Income level
  • Education level
  • Marital status
  • Ethnicity
  • And so on.

55
Who 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.

56
Who 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.
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