Game verbs for Change - Designing Games that Change People's Minds
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Game verbs for Change - Designing Games that Change People's Minds

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A presentation about how to design persuasive play, games for change, social impact games and experimental digital play. The method uses a linguistic approach, applying game verbs and has proven ...

A presentation about how to design persuasive play, games for change, social impact games and experimental digital play. The method uses a linguistic approach, applying game verbs and has proven succsessful via the examples provided in this slide deck.

This session outlined game design principles for creating games for change. The fundamental approach requires a thoughtful pairing of game verbs to intended social action. The session was a game design primer in creating games that offer effective play rhetoric.

Applying the heuristics of successful game design by the presenter and others, this session is supported by nearly a decade's worth of experience teaching game design.

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  • Those verbs are still a part of other game types

Game verbs for Change - Designing Games that Change People's Minds Game verbs for Change - Designing Games that Change People's Minds Presentation Transcript

  • 11:15 am – 11:30 am Game Verbs for Change Lindsay Grace (Miami University)
  • Director Persuasive Play Lab @ Miami University AIMS Games Center @ Miami University Moving to American University (Washington DC) to help start a Persuasive Play Graduate program
  • In my 10 years of teaching game design I have taught two basic principles to game designers:
  • 1. Game design is about interesting problems
  • 2. Games are about Doing
  • 1. Interesting problems 2. Doing
  • Game designs begins with: 1. Goal 2. Obstruction to goal 3. Means to achieving your goal
  • Example: Goal : Save the Princess Obstruction: Distance, Platforms, Enemies Means: Run, Jump and shoot
  • Goals
  • Goals are often best when they are familiar and easy to understand
  • Common Goals • Get to the end • Collect as many items as you can • Find an object or person • Complete a collection of items *Goals often relate to Sutton-Smith’s 7 Rhetorics of Play
  • Obstruction
  • Obstruction is often situational Your character is _______ and needs _________
  • Obstruction is often situational Your character is _______ and needs _________ hungry food
  • Obstruction is often situational Your character is _______ and needs _________ hungry food
  • Obstruction is often situational Your character is _______ and needs _________ weak strength
  • Obstruction is often situational Your character is _______ and needs _________Sad Passion
  • Obstruction is often situational Your character is _______ and needs _________troubled resolution
  • Obstruction is often situational Your character is _______ and needs _________angry revenge
  • Obstruction is often situational Your character is _______ and needs _________lonely company
  • If the obstructionis compelling we will want to play
  • If your meansis enjoyable, we will want to continue to play
  • Means = Game Verbs
  • Game Verbs Verb: Run Verb: Jump
  • Game Verbs Verb: Run Verb: Jump
  • Game Verbs Verb: Run Verb: Jump
  • Game Verbs Verb: Run Verb: Jump Verb: Shoot (earned verb)
  • Only 2 solutions to your problem: Run Jump
  • … and shoot if you are good Shoot
  • Game Verbs Verb: Run Verb: Jump Verb: Shoot
  • What’s the rhetoric to solving these problems?
  • Run, jump and shoot your way to succsess.
  • What arguments are we making about creating change and facilitating change?
  • If you want to enact change, you need to examine your verbs
  • Game Verbs Universe Run Jump Hide ShootHeal Tell Save Learn Attract Love Free EvaluateEmpathize
  • Game Verbs Universe Run Jump Hide ShootHeal Tell Save Learn Attract Love Free EvaluateEmpathize
  • Run Hide Goal: Collect Water Obstruction: Janjaweed militia
  • Game Verbs Universe Run Jump Hide ShootHeal Tell Save Learn Attract Love Free EvaluateEmpathize
  • Run Heal
  • Verbs of Political Change
  • Goal: Provide for your family Obstacle: Examining Allow Deny
  • Goal: Manage the company Plow FeedCorrupt
  • Verbs of Empathy
  • Move Blend
  • Calm
  • Verbs of Affection
  • Goal: Get to the end Obstacle: Environment Hug
  • What you allow the player to do is as important as what you don’t
  • Goal: (none – this is a toy) Obstacle: Terrorism Do NothingShoot
  • Move Wait
  • Are your verbs enticing? Interesting to players?
  • Verb: Flirt Complicated & nuanced
  • Flirt!
  • Flirt! • HEar
  • Are my verbs interesting?
  • Verbs: Shoot,Canvas, Steal
  • Verbs: Shoot,Canvas, Steal Canvas = lousy verb
  • No point in packaging grape flavored medicine
  • Don’t mask the meaning, make the meaning integral to a good experience
  • If we look at the fundamentals we can get the formula right
  • Remember: Digital game verbs are far less limited than analog verbs
  • What games verbs will you create?
  • Thank You. Questions? Lindsay D. Grace Fall 2013 – Associate Professor, American University Former: Armstrong Professor of Creative Arts Director, Persuasive Play Lab at Miami University Director, Games Center-Miami University Armstrong Institute for Interactive Media Studies LGrace.com http://www.ProfessorGrace.com @Mindtoggle