Homework
This presentation is the property of its rightful owner.
Sponsored Links
1 / 13

Homework PowerPoint PPT Presentation


  • 62 Views
  • Uploaded on
  • Presentation posted in: General

Homework. Take your favorite non-digital game (e.g., monopoly). Make a critical analysis for that game with respect to these traits (you might want to read the book first to understand these traits better) Trait 1 : immediate but narrow interactivity Trait 2: Information manipulation

Download Presentation

Homework

An Image/Link below is provided (as is) to download presentation

Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author.While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server.


- - - - - - - - - - - - - - - - - - - - - - - - - - E N D - - - - - - - - - - - - - - - - - - - - - - - - - -

Presentation Transcript


Homework

Homework

  • Take your favorite non-digital game (e.g., monopoly). Make a critical analysis for that game with respect to these traits (you might want to read the book first to understand these traits better)

    • Trait 1 : immediate but narrow interactivity

    • Trait 2: Information manipulation

    • Trait 3: Automated complex systems

    • Trait 4: Networked communication


The magic circle and the primary schemas

The Magic Circle andThe Primary Schemas

  • Assigned readings:

    • Chapters 9 and 10 (Rules of Play Book)

Dr. Héctor Muñoz-Avila


Boundaries

Boundaries

  • Boundaries of play versus game (for non-digital games)

    • What is the difference?

  • Same question but now for digital media

Games have formal rules!

  • can you “play” in digital media without playing the game?

  • can you “play” in a game without playing the game?


Boundaries of a game

Boundaries of a Game

  • When does a game begin and end?

    • Games create their own time and space

      • You are “glued” into the playing experience; time “flies”

  • Is it clear when non-digital games begin and end?

    • And for Digital games?

  • Magic circle: frame of game play; Separates (connects) “reality” of game and “real life”


Why magic

Why “Magic”

  • Chess can be seen as a:

    • Decoration in a living room

    • Gaming experience

      • Pieces arrangement

  • In a game, objects and behaviors are well defined

  • Within the magic circle, rules have authority

    • We learn this since childhood


Open and closed systems

Open and Closed Systems

  • Games as open and closed systems

    • Dimensions of system:

      • Formal

      • Experiential

      • Cultural levels

    • Games as:

      • rules

      • play: example of open and closed for the same game?

      • culture


Lusory attitude

Lusory Attitude

  • Captures what the magic circle represents for the player

    • Long monopoly game

  • Willingness to accept unnecessary obstacles:

    • In “real world” is an irrational thing to do

    • In games is necessary to do

      • Examples?

  • Lusoryattitude implies not just accepting the rules

    • But playing the game is an end by itself


A conceptual framework for games

A Conceptual Framework for Games

  • Possible classification: by type (RPG, RTS,…)

    • Do you see any problems with this?

  • Instead we are going to use schemas

    • Schemas act as summary (rather then exhaustive) descriptions of aspects of an object or event

  • Primary Schemas:

    • Rules (formal)

    • Play (experiential)

    • Culture (context)


Rules formal schemas

  • Material

  • Motivation

  • Outcome

  • Medium

Rules: Formal Schemas

  • Rules are a key characteristic of games

  • Rules are formal schemas

    • They constitute the inner organization of games

  • Discussion: Chess

    • Differences between two games of Chess

    • Commonalities?

The rules!


Play experiential schema

  • Social

  • Narrative

  • Pleasure: flow theory

Play: Experiential Schema

  • We consider the relation rules-system

    • Delivers a particular experience of Play

  • What kinds of experiences?

  • In play experiences are made explicit


Cultural contextual schema

Cultural: Contextual Schema

  • Shared systems of value and meaning

  • Effects of culture in games

    • Example?

  • How games affect culture

    • Example?

  • Example of context: OK in one country, banned in another one

    • Sometimes players age is part of the context

  • Social classes reflected in game

  • Chess is part of our culture


End of unit 1

END of UNIT 1


Guidelines for test on tuesday feb 24

Guidelines for Test on Tuesday Feb. 24

  • Covers all of Unit 1 (Preface and Chapters 1 to 10)

  • Also covers all topics discussed in class not in the book

    • Such as Finite State Machines and the “side tracks”

  • Closed book, no notes and no calculator!

  • Questions will ascertain your understanding of the concepts covered (in class or book) so far

  • Most concepts have a straightforward interpretation which I expect you to know

  • For some situations our interpretations might be different (mine versus yours)

    • As long as you can explain those interpretations in your write-up based on the concept’s original description, you are ok

    • Be as clear as possible; demonstrate that you know the original descriptions


  • Login