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Expanded Game Experiences

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Expanded Game Experiences

  1. 1. Designing Games for Everyone: The Expanded Game Experience Model Annakaisa Kultima & Jaakko Stenros University of Tampere firstname.lastname@uta.fi Future Play 2010, Vancouver
  2. 2. Background Annakaisa Kultima, Project Manager Jaakko Stenros, Researcher University of Tampere, Finland INFIM/TRIM/Game Research Lab Games and Innovation (GaIn) SoPlay Future Play 2010, Vancouver
  3. 3. Is this how we see the game experiences? Future Play 2010, Vancouver
  4. 4. Immersion Future Play 2010, Vancouver
  5. 5. Challenge, flow? Future Play 2010, Vancouver
  6. 6. • Immersion • a collaboration between Robbie Cooper, Andrew Wiggins, Charly Smith and John Ruddy, captures the intensity of kids experiences interacting in the digital realm. • http://www.robbiecooper.org/ • http://video.nytimes.com/video/2008/11/21/magazine/1194833565213/immersion.html Future Play 2010, Vancouver
  7. 7. And that’s it? Future Play 2010, Vancouver
  8. 8. Games as part of everyday life Future Play 2010, Vancouver
  9. 9. Simultaneous activities Future Play 2010, Vancouver
  10. 10. Played by different people Future Play 2010, Vancouver
  11. 11. Transformation of Digital Play • Casual turn ~2006-2009 – Big Fish Games, Popcap, Pogo.com, Miniclip etc. – Biggest growing branch of games industry in 2008 – Kuittinen et al. 2007 “Casual Game Discussions” – Kultima 2009 “Casual Game Design Values” • Social turn ~2009-> – Facebook (MySpace, Flickr, Twitter) Zynga, Playfish, etc. – Zynga as the second biggest merchant on paypal in 2009 – 1st generation: Friends for Sale, Packrat, Mafia Wars – 2nd generation: Farmville, Restaurant City, etc. – 3rd generation: ? • Last ten years: Games on virtual worlds, party games with mimetic interfaces, etc. Future Play 2010, Vancouver
  12. 12. What do we design? & Who do we design for? Future Play 2010, Vancouver
  13. 13. We (kinda) know how to design this… Future Play 2010, Vancouver
  14. 14. But how about this? Future Play 2010, Vancouver
  15. 15. EGE • Expanded Game Experience model • Breaking out from gameplay-centric models • Overall experience, more holistic view • Affordances and thresholds of use • Design model • Widest possible audience, context sensitiveness • Heuristic model • Different game experiences • Theoretical think-piece Future Play 2010, Vancouver
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  21. 21. Thank you! Kiitos! Annakaisa Kultima Jaakko Stenros University of Tampere University of Tampere annakaisa.kultima@uta.fi jaakko.stenros@uta.fi aakoosgamelab.com jaakkostenros.wordpress.com gamesandinnovation.com gamelab.uta.fi gamelab.uta.fi uta.fi uta.fi Future Play 2010, Vancouver

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