Title: Play
1Play experience and pleasure
2Experience
- definitions
- an event lived through I just drove home in
the storm - that was quite an experience. - participation that provides practical knowledge
He has experience with several versions of
linux. - apprehension of something through senses or in
the mind If you spin around fast, you will
experience vertigo.
3Experiencing video games Sutton-Smith, 1986
- visual scanning visual perception of screen,
parts and whole - auditory input listening for game event sounds
and signals - motor response physical manipulation of game
controls - concentration focus on play
- learning patterns becoming familiar with game
structure
perception action cognition
4Experience he missed
- Emotional response to meaning
- Social interaction with other players
5Experience as part of game system
- input from game output
- output to game input
- internal decision-making process
- designing experience is second-order design
6Core mechanicdominant repeated play activity
- examples
- Donkey Kong joy stick plus jump button to
maneuver - Quake move, aim, fire, manage resources
- tag chase and tag, evade
- baseball large collection of skills and
strategies
7Core mechanic of Breakoutan Atari 2600 classic
- descendant of first video game, pong
- move paddle left and right to intercept ball
bouncing around the game space - goal
- remove bricks
- by hitting with
- ball
- two screens to
- clear
8Core mechanic of Breakout
- creation of meaning
- breakout physics
- side and brick bounces reflect intuitively
- paddle has five reflecting surfaces to be
learned - skills to acquire
- tactics to learn
- breakout get above bricks early
- cleanup hit final few bricks vertically
9Variations on the core mechanic
- timed play
- minimize time to clear two screens
- Breakthru
- bounce goes through bricks
10More variations
- steering paddle
- effects ball in flight
- stick paddle
- catch and release ball from paddle
- invisible bricks
- appear when one is hit
- (12) combinations of variants
11Extensions of Breakout
- Atari Super Breakout sequel
- many levels
- more than one ball in play
- descending bricks
- Nintendo Alleyway
- gaps in brick wall more frequent breakout
- distinct hit sounds during breakout
- progression of behaviour by level
- other variations complex bricks that take
several hits to eliminate
12CentipedeComplex decision making
- space invaders style game
- core mechanic move and shoot
- horizontal limited vertical movement (20)
- single shot firing one shot on screen at once
- targets
- five elements with distinct behaviour
- objects interact, some threaten shooter
- feedback loops in population
- behaviour means decisions are tradeoffs
13So why is this fun? Constraint
- L.S. Vygotsky, 1976
- Play continually creates demands on the player
to act against immediate impulse, i.e., to act on
the line of most resistance. - pleasure delayed and constrained is pleasure
enhanced, S Z, p.330
14Constraint and...
- rules restrict play, enhance pleasure by
inefficiency - free play rules restrict the space of activity
and resist play - lusory attitude self control by acceptanc eof
aritificial system - stylized behaviour dramatic, ritualistic sense
of belonging
15So why is this fun? Autotelic
- Mihaly Csikszentmihalyi,1991
- (Chicks send me highly)
- games are (mainly) non-utiliatarian
- games provide their own intrinsic and artificial
goals
16Types of pleasure, LeBlanc, 1999examples?
- sensation game as sense-pleasure
- fantasy game as make-believe
- narrative game a drama
- challenge game as obstacle course
- fellowship game as social framework
- discovery game as uncharted territory
- expression game as self-discovery
- submission game as masochism
17Types of coginitive arousal,Apter, 1991
examples?
- exposure to arousing stimulation
- fiction and narrative character identification
- challenge
- exploration
- negativism rule breaking
- cognitive synergy imaginative play
- facing danger risk within magic circle
18Others from play definition
- Callois
- challenge, risk, mimicry, vertigo
- Sutton-Smith
- concentration, visual scanning, audio, actions,
learning patterns
19Flow - Csikszentmihalyi