CREATIVE GAMING. Veerle Van der Sluys 16 oktober 2012

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1 CREATIVE GAMING Veerle Van der Sluys 16 oktober 2012

2 iveerle

3 Agenda Games & Play Serious Games Game layer on top of the world - GamificaSon Explore ideas

4 Who plays games? Which games?

5 DEEL 1 Games and Play

6 Sources Reality is Broken Jane McGonigal TED Talk «Gaming can make a world» Art of Game Design Jesse Schell DICE 2010 Talk «Design outside the box» Talk: Visions of Gamepocalypse Rules of Play Zimmerman and Salen Playing Video Games, MoSves, Responses and Consequences- Peter Vorderer and Jennings Bryant Playful Design, John Ferrara PLEX Cards: designing for playfullness SCVNGR Game Mechanics Flashcards

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8 DefiniSon Play «Play refers to those acsvises which are accompanied by a state of comparasve pleasure, exhilarason, power and the feeling of self- inisasve» J. Barnard Gilmore «Play is whatever is done spontaneously and for its own sake» George Santayana «Play is free movement within a more rigid structure» KaSe Salen and Eric Zimmerman

9 DefiniSon Digital Play «We define playful interacsvity as any human computer interacson that has at its core no pragmasc goals- in such situasons users are more interested in enjoying themselves than they are in achieving a specific task» Adding Playful Interac2on to Public Spaces Amnon Dekel, Yitzhak Simon, Hila Dar, Ezri Tarazi,Oren Rabinowitz,Yoav Sterman

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11 Social Swing - Thomas Laureyssens

12 DefiniSon Game (all games)

13 DefiniSon Game «Games are an exercise of voluntary control systems, in which there is a contest between powers, confined by rules in order to produce a disequilibrial outcome» Elliot Avedon and Brian Smith willfully goals conflict rules - winner and loser

14 DefiniSon Game «A game is an interacsve structure of endogenous meaning that requires players to struggle toward a goal» Greg CosSkyan InteracSve challenge - internal value

15 DefiniSon Game Playing a Game is the voluntary to overcome unnecessary obstacles Clear Goal Rules Feedback System Voluntary Reality is Broken, Jane McGonigal

16 Meaning, Play and Games «The goal of succesful game design is meaningful play» «Meaningful play in a game emerges from the relasonship between player acson and system outcome.» «Meaningful play is what occurs when the relasonships between acsons and outcomes in a game are both discernable and integrated into the larger context of the game»

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18

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20 Alternate Reality Game Disaster In My Backyard

21 Lenses of Game design ITunes app

22 The designer creates an experience «A game enables the experience, but is not the experience» The lens of Essen2al Experience

23 The game consists of elements The lens of the Elemental Tetrad AestheScs Story Mechanics Technology

24 AestheScs The art of video games, Smithsonian American Art Museum

25 AestheScs Ervaar warmte en electroshocks bij Skindeep

26 AestheScs This app is a dream machine that transforms the world around you into a dreamworld. It uses augmented sound to induce dreams through the headset of your iphone and ipod Touch. It will change your percep9on of reality.

27 AestheScs Electrified III Circumstance Tomorrow the ground forgets you were here (ism Smelab en IBBT)

28 Technology 2010

29 Technology The lens of technology

30 New Media

31 Technology The lens of technology The Innovator's Dilemma, Professor Clayton Christensen of Harvard Business School

32 The game is made for the player Demographics Age demographics Cultural issues Gender issues

33 Gender issues EmoSon Real World Nurturing Dialog and Verbal Puzzles Learning by example

34 Gender issues Mastery CompeSSon DestrucSon SpaSal Puzzles Trial and Error

35 The game is made for the player Psychographics LeBlanc s Taxonomy of Game Pleasures Bartle s Taxonomy of Player types Lens of the Player Lens of Pleasure

36 Bartle s Taxonomy of Player Types CompeSSon Challenge (DestrucSon) Fellowship Discovery test- of- gamer- psychology

37 The experience is in the Player s mind Lens of Flow

38 VNo0

39 Lenses of Game design used on serious games

40 DEEL 2 Serious Games

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43 o.com/

44 Learning Principles Gee JAMES PAUL GEE (2005) Learning by Design: good video games as learning machines, E- Learning and Digital Media, 2(1), How do good game designers manage to get new players to learn long, complex, and difficult games? There are many good principles of learning built into good computer and video game.

45 I. Empowered learners Co- design Principle: Good learning requires that learners feel like acsve agents (producers) not just passive recipients (consumers). Games: In good games, players feel that their acsons and decisions and not just or primarily the designers acsons and decisions are co- creasng the world they are in.

46 Customize I. Empowered learners Principle: Different styles of learning work for different people. People cannot be agents of their own learning if they cannot make decisions about how their learning will work. At the same Sme, they should be able (and encouraged) to try new styles. Games: Good games achieve this goal in one (or both) of two ways. In some games, players are able to customize the game play to fit their learning and playing styles. In others, the game is designed to allow different styles of learning and playing to work.

47 II Problem Solving Well ordered problems Pleasantly FrustraSng Skills as Strategies People learn and pracsce skills best when they see a set of related skills as a strategy to accomplish goals they want to accomplish.

48 System Thinking III Understanding Principle: People learn skills, strategies, and ideas best when they see how they fit into an overall larger system to which they give meaning. In fact, any experience is enhanced when we understand how it fits into a larger meaningful whole. Games: Good games help players see and understand how each of the elements in the game fit into the overall system of the game and its genre (type). Players get a feel for the rules of the game that is, what works and what doesn t, how things go or don t go in this type of world.

49 Meaning as ac2on image III Understanding Principle: Humans do not usually think through general definisons and logical principles. Rather, they think through experiences they have had. Games: This is, of course, the heart and soul of computer and video games. Even barely adequate games make the meanings of words and concepts clear through experiences the player has and acsvises the player carries out, not through lectures, talking heads, or generalises.

50 Gimme Gimme Gimme a Game

51 l Concreet lesmateriaal

52 Physical Prototype Skin Deep

53 l Play tessng Skindeep

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55 DEEL 3 GamificaSon

56 Gamifica2on is the use of game mechanics for non- game applicasons, parscularly consumer- oriented web and mobile sites, in order to encourage people to adopt the applicasons. It also strives to encourage users to engage in desired behaviors in connecson with the applicasons.

57 Game Layer on top of the world Building a Game Layer on top of the world, Seth Priebatsch

58 Game Layer on top of the world Appointment dynamic people have to do something at a certain Sme Influence and status the ability of one player to modify the behavior of another s acson through social pressure Progression dynamic a dynamic in which success is granularly displayed and measured through the process of itemized tasks Communal discovery a dynamic wherein an ensre community is rallied to work together to solve a challenge

59 Pros and cons Pawned. GamificaSon and its discontents SebasSan Deterding Playful 2010, London,

60 Pros and cons Playing video games is fun because it provides experiences of competence, self- efficacy, mastery. Conversely, not a single serious empirical study to my knowledge mensons extrinsic rewards as a crucial mosvasng factor. Raph Koster A Theory of Fun for Game Design (2005)

61 The task he has to perform on each unit that passes in front of his sta9on should take forty- three seconds to perform the same exact opera9on almost six hundred 9mes in a working day. Most people would grow 9red of such work very soon. But Rico has been at this job for over five years, and he s9ll enjoys it. The reason is that he approaches his task in the same way an Olympic athlete approaches his event: How can I beat my record? Psychologist Mihaly Csikszentmihalyi

62 DEEL 3 Explore Ideas

63 Fantasy, Simula2on, Cap2va2on

64 Compe22on, Fellowship, Submission, (Cruelty)

65 Compe22on, Challenge

66 Compe22on, Fellowship,Collabora2on, Cap2va2on, Fantasy

67 Simula2on, Challenge, Explora2on

68 Foldit Collabora2on, Explora2on, Challenge Foldit is a revolu2onary new computer game enabling you to contribute to important scien2fic research.

69 Challenge, Explora2on

70 Challenge, Fantasy, Discovery, Humor

71 Explora2on, Discovery, Challenge

72 ra2on, Discovery, Challenge

73 Humor, Sensa2on, Discovery

74 Fantasy, Discovery Tell me more

75 Explore ideas LeBlanc Taxonomy of game pleasure Lucero, A and Arrasvuori, J Plex Cards: A source of inspirason when designing f or playfulness.

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