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Game Studies Download 4.0 Ian Bogost, PhD Mia Consalvo, PhD Jane McGonigal, PhD
Today,  right now , YOU will create the official TOP 10 LIST.* * post-GDC Slideshare readers:  skip to final slide for the results
Like a study?  POWER IT UP  the top 10 list!  Send us your answer to this Q: What game title – past, present, or future – might be improved by applying the findings of this study?
Fear of failing: The many meanings of difficulty in video games Jesper Juul, MIT
 
What is the role of failure in video games?
Do players prefer games where they do not feel responsible for failing?
 
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Those who failed some liked the game the best
[object Object]
[object Object]
How can you show players the nuances of your game through failing at it?
How can you show players the nuances of your game through failing at it? Friday, 10:30-10:50 AM
Game Sound: An Introduction to the History, Theory, and Practice of Video Game Music and Sound Design ,[object Object]
 
Generativity
 
 
10 approaches to  variability in games
1.  Variable tempo 2.  Variable pitch 3.  Variable rhythm/meter 4.  Variable volume/dynamics  5.  Variable DSP/timbres 6.  Variable melodies 7.  Variable harmony  8.  Variable mixing 9.  Variable form (open) 10. Variable form (transitional)
 
How can you use musical dynamism to construct ambience through audio?
Relating the pleasures of  violent game texts Gareth Schott, U of Waikato, New Zealand
 
[object Object],[object Object],[object Object],[object Object]
 
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preservation rather than malice or cruelty
War games the most  preferable way of engaging with violence
Agency and forward movement were primary drivers
How might building in time for reflection change a player’s perception of a gameplay experience?
Video Game Spaces: Image, Play, and Structure in 3D Worlds Michael Nitsche, The Georgia Institute of Technology
 
 
rule-based mediated fictional play social spaces created computationally space on the image plane; cinematic space the space imagined by the player  the space of play itself, including the player and the videogame hardware  the space of interaction with other players/people
rule-based mediated fictional play social spaces created computationally space on the image plane; cinematic space the space imagined by the player  the space of play itself, including the player and the videogame hardware  the space of interaction with other players/people
 
 
 
 
 
 
rule-based mediated fictional play social spaces created computationally space on the image plane; cinematic space the space imagined by the player  the space of play itself, including the player and the videogame hardware  the space of interaction with other players/people
 
How can you design  for the space of play between player and machine/monitor?
Play to win or win to play? The material culture of gaming Charlie Breindahl, IT University-Copenhagen
 
Jonas Heide Smith: Do Players Seek to win?
The basic control scheme of  FIFA  (Xbox) looks like this:   Left Stick: LS -Controls your player’s basic movement. Right Stick: RS -Controls your player’s First Touch Control.   Left Trigger: LT -Secondary input. Calls in another defender when defending.   Right Trigger: RT -Sprint.   X- Lobbed Pass/Cross (hold LT and press X for Early Cross, double tap for Low Hard Cross) A- Regular Pass (hold LT and press A for a Manual Pass) B- Shoot (hold LT and press B for a Chip Shot) Y- Through Pass (hold LT and press Y for a Lobbed Through Pass)
The gaming circle The interface The game circle
So was the question wrong?  Or the approach?
Hypothesis: the motivation for participating transcends the players’ in-game goal of winning
[object Object],[object Object],[object Object],[object Object]
 
Material car culture
Players race to win    to earn credits    to modify their cars    to stand out.  Rather than playing to win, they win to play.
How can you broaden the ways players can differentiate themselves in your game?
Novices, Gamers, and Scholars: Exploring the Challenges of Teaching About Games ,[object Object]
 
 
Students are less able to talk about videogames critically
Recontextualizing
Game journaling Explicit theoretical frameworks  Writing about the same game more than once
 
Players may not have the tools necessary to experience games critically, without assistance.
But perhaps we haven't given players the tools or invitations to grasp them at deeper levels. “ Andy, I saw your mail a while back and have not ignored it, just been trying to find the time to answer it. I've avoided getting too deep into Rand in interviews, because PC Gamer isn't exactly the best forum for an Objectivist discussion...” — Ken Levine,  responding to an Objectivist Center forum member
 
The industry benefits from people able to talk about  how games matter.
The introduction of background information and (perhaps more importantly) its repetition.
How can you introduce players to the subject matter of your game  to help them reflect  on it effectively?
‘ Because it just looks cool!’ Fashion as character performance—the case of WoW Susana Tosca & Lisbeth Klastrup, IT University-Copenhagen
 
 
[object Object],[object Object]
Survey Questions
Status awareness and anxiety
Channel for playful personal expression
Inspirational fashion
[object Object],[object Object],[object Object]
How can you be more intentional about developing a fashion culture in your game?
How’s the Weather: Simulating Weather in Virtual Environments ,[object Object]
ambiance
decoration
most games don’t depict weather's effects on the world and objects in it.
 
 
Weather = slippery
Weather is a force humans  can't control  = opportunity to offer realism beyond graphical verisimilitude  offering instead a less predictable and more textured set of everyday experiences
How can you use weather as a tool for immersion and interest?
(Play) Ground rules: The social contract and the magic circle Stewart Woods, Curtin U, Australia
 
[object Object],[object Object]
“Victory is tertiary to socializing”
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
How could you make winning one of several goals of your game?
Learning in Context: Digital Games and Young Black Men ,[object Object],[object Object]
cultural context for young black men playing games in economically disadvantaged inner-city neighborhoods
 
(how differences in game play affect interest in science technology, engineering math)
offline social aspect
Game Talk Instructional, casual But especially competitive:  “ smart talk” or “trash talk” was the most prevalent kind of talk
Trash talk grew more important as gamers grew older
How could you add layers of player talk to enhance the social interaction among players?
[object Object],[object Object]
[object Object],[object Object]
10.  “(Play)Ground Rules: The social contract and the magic circle”  ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
9.  "Novices, Gamers, and Scholars: Exploring the Challenges of Teaching About Games” ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
8.  Game Sound: An Introduction to the History, Theory, and Practice of Video Game Music and Sound Design  ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
7.  “Play to win or win to play: The material culture of gaming”  ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
6.  “Language-GAME-Players: Relating the pleasures of ‘violent’ game texts” ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
5.  “Fear of failing: The many meanings of difficulty in video games,”  ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
4.  "How’s the Weather: Simulating Weather in Virtual Environments" ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
3.  "Learning in Context: Digital Games and Young Black Men"  ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
2.  Video Game Spaces: Image, Play, and Structure in 3D Worlds ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
1. “Because it just looks cool!” - Fashion as character performance: The Case of WoW.” ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
2009 Top 10 Game Studies Research Findings ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]

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Game Studies Download 2009 - Top 10 Research Findings

  • 1. Game Studies Download 4.0 Ian Bogost, PhD Mia Consalvo, PhD Jane McGonigal, PhD
  • 2. Today, right now , YOU will create the official TOP 10 LIST.* * post-GDC Slideshare readers: skip to final slide for the results
  • 3. Like a study? POWER IT UP the top 10 list! Send us your answer to this Q: What game title – past, present, or future – might be improved by applying the findings of this study?
  • 4. Fear of failing: The many meanings of difficulty in video games Jesper Juul, MIT
  • 5.  
  • 6. What is the role of failure in video games?
  • 7. Do players prefer games where they do not feel responsible for failing?
  • 8.  
  • 9.
  • 10. Those who failed some liked the game the best
  • 11.
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  • 13. How can you show players the nuances of your game through failing at it?
  • 14. How can you show players the nuances of your game through failing at it? Friday, 10:30-10:50 AM
  • 15.
  • 16.  
  • 18.  
  • 19.  
  • 20. 10 approaches to variability in games
  • 21. 1. Variable tempo 2. Variable pitch 3. Variable rhythm/meter 4. Variable volume/dynamics 5. Variable DSP/timbres 6. Variable melodies 7. Variable harmony 8. Variable mixing 9. Variable form (open) 10. Variable form (transitional)
  • 22.  
  • 23. How can you use musical dynamism to construct ambience through audio?
  • 24. Relating the pleasures of violent game texts Gareth Schott, U of Waikato, New Zealand
  • 25.  
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  • 29. preservation rather than malice or cruelty
  • 30. War games the most preferable way of engaging with violence
  • 31. Agency and forward movement were primary drivers
  • 32. How might building in time for reflection change a player’s perception of a gameplay experience?
  • 33. Video Game Spaces: Image, Play, and Structure in 3D Worlds Michael Nitsche, The Georgia Institute of Technology
  • 34.  
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  • 36. rule-based mediated fictional play social spaces created computationally space on the image plane; cinematic space the space imagined by the player the space of play itself, including the player and the videogame hardware the space of interaction with other players/people
  • 37. rule-based mediated fictional play social spaces created computationally space on the image plane; cinematic space the space imagined by the player the space of play itself, including the player and the videogame hardware the space of interaction with other players/people
  • 38.  
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  • 40.  
  • 41.  
  • 42.  
  • 43.  
  • 44. rule-based mediated fictional play social spaces created computationally space on the image plane; cinematic space the space imagined by the player the space of play itself, including the player and the videogame hardware the space of interaction with other players/people
  • 45.  
  • 46. How can you design for the space of play between player and machine/monitor?
  • 47. Play to win or win to play? The material culture of gaming Charlie Breindahl, IT University-Copenhagen
  • 48.  
  • 49. Jonas Heide Smith: Do Players Seek to win?
  • 50. The basic control scheme of FIFA (Xbox) looks like this:   Left Stick: LS -Controls your player’s basic movement. Right Stick: RS -Controls your player’s First Touch Control.   Left Trigger: LT -Secondary input. Calls in another defender when defending.   Right Trigger: RT -Sprint.   X- Lobbed Pass/Cross (hold LT and press X for Early Cross, double tap for Low Hard Cross) A- Regular Pass (hold LT and press A for a Manual Pass) B- Shoot (hold LT and press B for a Chip Shot) Y- Through Pass (hold LT and press Y for a Lobbed Through Pass)
  • 51. The gaming circle The interface The game circle
  • 52. So was the question wrong? Or the approach?
  • 53. Hypothesis: the motivation for participating transcends the players’ in-game goal of winning
  • 54.
  • 55.  
  • 57. Players race to win  to earn credits  to modify their cars  to stand out. Rather than playing to win, they win to play.
  • 58. How can you broaden the ways players can differentiate themselves in your game?
  • 59.
  • 60.  
  • 61.  
  • 62. Students are less able to talk about videogames critically
  • 64. Game journaling Explicit theoretical frameworks Writing about the same game more than once
  • 65.  
  • 66. Players may not have the tools necessary to experience games critically, without assistance.
  • 67. But perhaps we haven't given players the tools or invitations to grasp them at deeper levels. “ Andy, I saw your mail a while back and have not ignored it, just been trying to find the time to answer it. I've avoided getting too deep into Rand in interviews, because PC Gamer isn't exactly the best forum for an Objectivist discussion...” — Ken Levine, responding to an Objectivist Center forum member
  • 68.  
  • 69. The industry benefits from people able to talk about how games matter.
  • 70. The introduction of background information and (perhaps more importantly) its repetition.
  • 71. How can you introduce players to the subject matter of your game to help them reflect on it effectively?
  • 72. ‘ Because it just looks cool!’ Fashion as character performance—the case of WoW Susana Tosca & Lisbeth Klastrup, IT University-Copenhagen
  • 73.  
  • 74.  
  • 75.
  • 78. Channel for playful personal expression
  • 80.
  • 81. How can you be more intentional about developing a fashion culture in your game?
  • 82.
  • 85. most games don’t depict weather's effects on the world and objects in it.
  • 86.  
  • 87.  
  • 89. Weather is a force humans can't control = opportunity to offer realism beyond graphical verisimilitude offering instead a less predictable and more textured set of everyday experiences
  • 90. How can you use weather as a tool for immersion and interest?
  • 91. (Play) Ground rules: The social contract and the magic circle Stewart Woods, Curtin U, Australia
  • 92.  
  • 93.
  • 94. “Victory is tertiary to socializing”
  • 95.
  • 96. How could you make winning one of several goals of your game?
  • 97.
  • 98. cultural context for young black men playing games in economically disadvantaged inner-city neighborhoods
  • 99.  
  • 100. (how differences in game play affect interest in science technology, engineering math)
  • 102. Game Talk Instructional, casual But especially competitive: “ smart talk” or “trash talk” was the most prevalent kind of talk
  • 103. Trash talk grew more important as gamers grew older
  • 104. How could you add layers of player talk to enhance the social interaction among players?
  • 105.
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