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T E O R I A D E L A D I V E R S I Ó
Narrativa de Videojocs
1. Quin lloc ocupen els videojocs en la nostra
cultura?
 Entreteniment dins la cultura
 Es busca millorar la ludicitat
2. Què ens diverteix dels videojocs i per què ens
diverteix?
 Experiència del videojoc
 No s’espera res a canvi
3. PLAY vs GAME
 PLAY:
 Format lliure, expressiu
 Implica i estimula la curiositat, allibera el desig d’esbrinar
 Un mateix condiciona els propis límits de la seva història
 GAME:
 Regles i objectius
 Solucionar un problema de forma lúdica
3. PLAY vs GAME
3. PLAY vs GAME
 Johan Huizinga, cercle màgic
 Connecta el món real i el fictici
 Es travessa quan es juga
 S’anul·len les regles del món real i s’accepten les del món fictici
 Kapp
 D’un joc es poden treure resultats mesurables (no relacionades
directament amb el món real)
 Un joc pot provocar respostes emocionals al jugador a través
dels seus resultats
3. PLAY vs GAME
 Conclusió
 Diversió = conjunt de tots els elements interactius que
provoquen una resposta al jugador
 Diversió = resultat superior a la suma de les seves parts
4. Elements del Joc
 Werbach & Hunter
 Dinàmiques (emocions, narrativa, restriccions...)
 Mecàniques (reptes, competició, recompensa...)
 Components (nivells, equip, punts...)
 Teixes
 Mecàniques (mecàniques + components de W&H)
 Dinàmiques (formes d’usar les mecàniques, comportaments)
 Estètica (respostes emocionals)
 Kapp
 No diferencia elements de jocs i mecàniques
 Només enfocat en l’ensenyament
4. Elements del joc
 Jugadors ≠ dissenyadors
 Jugador: estètica > dinàmica > mecànica
 Dissenyador: mecànica > dinàmica > estètica
5. Bucles d’activitat
 Accions que provoquen motivacions per seguir
jugant
5.1 Bucles d’implicació
 Teixes i Werbach & Hunter
 Motivació per fer alguna cosa
 Acció causada per la motivació
 Feedback que provoca novament la motivació
 Mario Herger
 Motivació o emoció
 Crida a l’acció
 Participació del jugador
 Feedback o recompensa
5.2 Bucles de progressió
 Fases:
 Descobriment
 Incorporació
 Apuntalament
 Final del joc

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Teoria de la diversió

  • 1. T E O R I A D E L A D I V E R S I Ó Narrativa de Videojocs
  • 2. 1. Quin lloc ocupen els videojocs en la nostra cultura?  Entreteniment dins la cultura  Es busca millorar la ludicitat
  • 3. 2. Què ens diverteix dels videojocs i per què ens diverteix?  Experiència del videojoc  No s’espera res a canvi
  • 4. 3. PLAY vs GAME  PLAY:  Format lliure, expressiu  Implica i estimula la curiositat, allibera el desig d’esbrinar  Un mateix condiciona els propis límits de la seva història  GAME:  Regles i objectius  Solucionar un problema de forma lúdica
  • 5. 3. PLAY vs GAME
  • 6. 3. PLAY vs GAME  Johan Huizinga, cercle màgic  Connecta el món real i el fictici  Es travessa quan es juga  S’anul·len les regles del món real i s’accepten les del món fictici  Kapp  D’un joc es poden treure resultats mesurables (no relacionades directament amb el món real)  Un joc pot provocar respostes emocionals al jugador a través dels seus resultats
  • 7. 3. PLAY vs GAME  Conclusió  Diversió = conjunt de tots els elements interactius que provoquen una resposta al jugador  Diversió = resultat superior a la suma de les seves parts
  • 8. 4. Elements del Joc  Werbach & Hunter  Dinàmiques (emocions, narrativa, restriccions...)  Mecàniques (reptes, competició, recompensa...)  Components (nivells, equip, punts...)  Teixes  Mecàniques (mecàniques + components de W&H)  Dinàmiques (formes d’usar les mecàniques, comportaments)  Estètica (respostes emocionals)  Kapp  No diferencia elements de jocs i mecàniques  Només enfocat en l’ensenyament
  • 9.
  • 10. 4. Elements del joc  Jugadors ≠ dissenyadors  Jugador: estètica > dinàmica > mecànica  Dissenyador: mecànica > dinàmica > estètica
  • 11. 5. Bucles d’activitat  Accions que provoquen motivacions per seguir jugant
  • 12. 5.1 Bucles d’implicació  Teixes i Werbach & Hunter  Motivació per fer alguna cosa  Acció causada per la motivació  Feedback que provoca novament la motivació  Mario Herger  Motivació o emoció  Crida a l’acció  Participació del jugador  Feedback o recompensa
  • 13. 5.2 Bucles de progressió  Fases:  Descobriment  Incorporació  Apuntalament  Final del joc