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LTMS 531 Week 2: Play, Flow, Fun, Platforms and Pitch


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This course focuses on applying game and simulation design strategies to increase context, motivation, engagement and learning outcomes. Character development, narrative, user interface, game play, game balancing, principles of level design and feedback in games and simulations will be applied as students design a game or simulation to achieve a learning goal. The differences and similarities between game and simulation concepts, genres and worlds will be examined as will game and simulation intricacies for specific groups and game production and management.

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LTMS 531 Week 2: Play, Flow, Fun, Platforms and Pitch

  1. 1. LTMS 531: Designing Games & Simulations Class 2
  2. 2. Review Setting Expectations & Establishing the Foundation • Course Information • Simulations vs. Games • Serious Games vs. Entertainment Games • Instructional Design & Game Design
  3. 3. 1. What were some of the player elements clearly present in the game you played and the game you found? 2. How were those player elements represented and how effectively were they represented?
  4. 4. 1. Which player type are you? 2. Were you surprised with the results and why?
  5. 5. Player Types Achievers • prefer to gain "points," levels, equipment and other concrete measurements • go to great lengths to achieve rewards that confer them little or no gameplay benefit simply for the prestige of having it. Explorers • players who prefer discovering areas, creating maps and learning about hidden places • feel restricted when expected to move on in a certain time frame, as that does not allow them to look around at their own pace. • find joy in discovering an unknown glitch or a hidden easter egg. Socializers • gain the most enjoyment by interacting with other players, and on some occasions, computer- controlled characters with personality • The game is merely a tool they use to meet others in- game or outside of it Killers • thrive on competition with other players, and prefer fighting them to scripted computer- controlled opponents
  6. 6. Player Stats Bartle Number of Times Taken 796, 576 Most Common Result Explorer Most Unique Results Socializer ESA Average age 30 Gender 55% Male; 45% Female Multiplayer 62% play games with others
  7. 7. Chapter
  8. 8. Designing for Engagement Fun Theory
  9. 9. Flow Theory Mihály Csíkszentmihályi (pronounced chick-sent-me-high-ee)
  10. 10. Flow: Tense and release
  11. 11. Flow Theory
  12. 12. Platforms & Environments • Analog –Tabletop –Physical • Digital –Arcade/café –Console –Computer –Online –Handheld
  13. 13. Serious Game Design Document
  14. 14. Serious Game/Simulation Pitch
  15. 15. LTMS 531: Designing Games & Simulations 1. Create your game pitch