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GDCV / GDSS1845 Class 04 (2019A)

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Conceptualization and theory of flow

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GDCV / GDSS1845 Class 04 (2019A)

  1. 1. GDCV1845/SS1845 – Videogames and arts Class 04 Conceptualization of a game
  2. 2. Class 04 Schedule Ideas of flow and creativity Best memorable events Mind map exercise Your game ideas
  3. 3. Dramatic elements Why a game is fun to play ?
  4. 4. Dramatic elements Dramatic elements in game I. Challenge II. Play III. Traditional dramatic elements in drama & film • Premise • Character • Story • World Building • The Dramatic Arc
  5. 5. Mihaly Csikszentmihalyi Challenge Tasks that are satisfying to complete, with just the right amount of work to create a sense of accomplishment and enjoyment.
  6. 6. Challenge Individualized Dynamic – changes over time Mihaly Csikszentmihalyi
  7. 7. Joy How people enjoy themselves Which types of activities make them happy Mihaly Csikszentmihalyi
  8. 8. Confront tasks we have a chance of completing. Mihaly Csikszentmihalyi
  9. 9. Mihaly Csikszentmihalyi Must be able to concentrate on what we are doing
  10. 10. Mihaly Csikszentmihalyi Clear goal
  11. 11. Mihaly Csikszentmihalyi Immediate feedback
  12. 12. Deep but effortless involvement that removes from awareness of the worries and frustrations of everyday life Mihaly Csikszentmihalyi
  13. 13. Sense of control over their actions Mihaly Csikszentmihalyi
  14. 14. Concern for the self disappears, yet the sense of self emerges stronger after the experience is over. Mihaly Csikszentmihalyi
  15. 15. Sense of the duration of time is altered Mihaly Csikszentmihalyi
  16. 16. Video, Flow Theory
  17. 17. i. Intrinsically rewarding ii. Clear goals, and a sense of progress iii. Clear and immediate feedback iv. Match of challenge and skill v. Intense focus on the present Theory of Flow
  18. 18. i. Game playing experience is itself enjoyable ii. Video games usually have clear goals and clear progress iii. Video games usually have real-time feedbacks iv. Well received games usually have a well-balance game play v. People usually have in intense focus on the game they are playing Theory of Flow
  19. 19. An activity balances a person between challenge and ability, frustration and boredom, to produce an experience of achievement and happiness. Theory of Flow
  20. 20. Theory of Flow
  21. 21. Flow occurs most often within activities that are goal- directed and bounded by rules … that could not be done without the proper skill… For a person who has the skills but is not completely assured of the outcome, a task is challenging. Challenge vs. skill
  22. 22. Skills – Tony Hawk Pro Skater
  23. 23. When all of a person’s relevant skills are needed to cope with the challenges of a situation, that person’s attention is completely absorbed by the activity. People become so involved in what they are doing that the activity becomes spontaneous, almost automatic; they stop being aware of themselves as separate from the actions they are performing. Action and awareness
  24. 24. Action and awareness – Metal Gear Solid 3
  25. 25. Clear goals and feedback – Bowling game
  26. 26. You are not aware of other problematic life situations. It becomes a world unto its own, significant only to itself. Once you are in the situation, it is incredibly real, and you are very much in charge of it. It becomes your total world. Concentration on the task at hand
  27. 27. Concentration – Asteroids
  28. 28. Only when a doubtful outcome is at stake, and one is able to influence that outcome, can a person really know she is in control. Paradox of control
  29. 29. Paradox of control – Civilization
  30. 30. There is no room for self-scrutiny. Because enjoyable activities have clear goals, stable rules, and challenges well matched to skills, there is little opportunity for the self to be threatened. Loss of Self-Consciousness
  31. 31. Loss of Self-Consciousness
  32. 32. The Transformation of Time
  33. 33. And the Flow carry on
  34. 34. Exotelic: we do things not because we enjoy them but to achieve some goal. Autotelic: we do things only to enjoy the experience they provide. Experience becomes and end
  35. 35. Start grouping and start conceptualizing your game Workshop

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