Play experience and pleasure
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Play – experience and pleasure. second order design. Experience. 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.”

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Experience
Experience

  • 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.”

COSC 4126 play - meaning


Experiencing video games sutton smith 1986
Experiencing 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

COSC 4126 play - meaning


Experience he missed
Experience he missed…

  • Emotional response to meaning

  • Social interaction with other players

COSC 4126 play - meaning


Experience as part of game system

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Experience as part of game system

  • input – from game output

  • output – to game input

  • internal decision-making process

    designing “experience” is second-order design

COSC 4126 play - meaning


Core mechanic dominant repeated play activity
Core 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

COSC 4126 play - meaning


Core mechanic of breakout an atari 2600 classic
Core 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

COSC 4126 play - meaning


Core mechanic of breakout
Core 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

COSC 4126 play - meaning


Variations on the core mechanic

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Variations on the core mechanic

  • timed play

    • minimize time to clear two screens

  • Breakthru

    • bounce goes through bricks

COSC 4126 play - meaning


More variations

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More 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

COSC 4126 play - meaning


Extensions of breakout
Extensions 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

COSC 4126 play - meaning


Centipede complex decision making
CentipedeComplex 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

COSC 4126 play - meaning


So why is this fun constraint

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So 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

COSC 4126 play - meaning


Constraint and
Constraint 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

COSC 4126 play - meaning


So why is this fun autotelic

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So 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

COSC 4126 play - meaning


Types of pleasure leblanc 1999 examples
Types 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

COSC 4126 play - meaning


Types of coginitive arousal apter 1991 examples
Types 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

COSC 4126 play - meaning


Others from play definition
Others from ‘play’ definition

  • Callois

    • challenge, risk, mimicry, vertigo

  • Sutton-Smith

    • concentration, visual scanning, audio, actions, learning patterns

COSC 4126 play - meaning


Flow csikszentmihalyi
Flow - Csikszentmihalyi

COSC 4126 play - meaning


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