Introducing Applied Ludology: Hands-on Methods for Game Design Research


Published on

My presentation in the international conference of the Digital Games Research Association in Tokyo, September 27th 2007. This talk outlines the results of my Ph.D. project, 1998-2007.

Published in: Entertainment & Humor, Design
  • Be the first to comment

No Downloads
Total views
On SlideShare
From Embeds
Number of Embeds
Embeds 0
No embeds

No notes for slide

Introducing Applied Ludology: Hands-on Methods for Game Design Research

  1. 1. introducing applied ludology hands-on methods for game design research Aki Järvinen www.gameswithoutfrontier
  2. 2. manuscript
  3. 3. ludology is no method
  4. 4. abundance of descriptiveness
  5. 5. need for systematics
  6. 6. need for commensurability
  7. 7. call for practical, concrete application of ludological concepts
  8. 8. ‘ludo-psychology’
  9. 9. unifying theory
  10. 10. solutions in games without frontiers
  11. 11. typologies, categories, templates
  12. 12. ‘rapid analysis methods’
  13. 13. game design research
  14. 14. for students & teachers
  15. 15. game analysis boot camp
  16. 16. ‘100+ games project’
  17. 17. Asteroids Rummy games: Ta g Doom Gin, Canasta Croquet Space Invaders Paintball Magic the Black Jack Dance Dance Soccer Gathering Petanque Revolution Ice Hockey Mastermind Diner Dash Animal Crossing Basketball Frequency Nintendogs The Sims Ice Skating Wo r l d o f Bowling MS Flight Ta b l e t o p R P G s Warcraft Halo Simulator Te x a s H o l d ' e m Modern Art Hundred meter Tr a c k & F i e l d Poker Bridge (Contract sprint Roulette Carcassonne Bridge) Deal or No Deal Slot machine Go SimCity Who Wants to be Rush Hour Jigsaw puzzles Missile Command a Millionaire 14/15 Puzzle Te t r i s FallOut Singstar Rubik's Cube Botfighters Rez Mancala Hex Lotto Silent Hill Darts Myst Legend of Zelda Chu-Chu Rocket Mario Kart ICO series Bomberman Rock Paper Zork SSX Half-life Scissors Final Fantasy Te k k e n s e r i e s Grand Theft Auto Pokemon series Civilization III Lost Cities Billiards Ticket to Ride Scratch ticket Max Payne Boxing Da Vinci Code Manga Manga! Puzzle Bobble Backgammon Ricochet Robot Bejeweled, Zoo We r e w o l f / M a f i a Fantasy leagues Monopoly Keeper L a b y r i n t h Wo o d e n Connect-4 Snakes & Ladders Breakout Maze Scrabble Pac-Man Arkanoid Qix Fox & Geese Pong Skeet Loop Lord of the T i c - Ta c - To e Super Monkey Tw i s t e r Rings: Boardgame Tr i v i a l P u r s u i t Ball Hopscotch Draughts / Pictionary Tu g o f W a r Bingo Checkers Alias Sudoku Bonnie's Risk Chess Niagara Bookstore Starcraft Uno Zuma Snake Cribbage Solitaire Musical Chairs Flow Dominoes (Windows) Ye n g a
  18. 18. components environment information game theme game mechanics elements rule set players contexts
  19. 19. theor y of player experience
  20. 20. moods, emotions, pleasures, enjoyment, pretense
  21. 21. emotions as valenced reactions to events, agents, or objects
  22. 22. adapting the OCC model
  23. 23. self / other / system
  24. 24. key concepts
  25. 25. psychology of goals
  26. 26. the road to attaining goals is beset by emotions
  27. 27. Accomplish Gain Information Accumulate Gain Ownership Alignment Guard Capture Herd Collection King of the Hill Conceal Last Man Standing Configuration Match Connection Nur ture Contact Outplay Deliver y Overcome Discard Race Eliminate Reconnaissance Enclosure Rescue Evade Stealth Exploration Sur vive Gain Competence Tr a v e r s e
  28. 28. game mechanics as verbs
  29. 29. Accelerating / Decelerating Information-seeking Aiming & Shooting Jumping Allocating Manoeuvring Arranging Motion Attacking / Defending Moving Bidding Operating Browsing Pe r fo r m i n g Building Placing Buying / Selling Po i n t - t o - p o i n t M ove m e n t Catching Powe r i n g Choosing Sequencing Composing Sprinting / Slowing Conquering Stor ytelling Contracting Submitting Controlling Substituting Conversing Ta k i n g Discarding Tr a d i n g Enclosing Tr a n s f o r m i n g Expressing Upgrading / Downgrading Herding Vo t i n g
  30. 30. cognitive, physical & psychomotor abilities
  31. 31. Ideational Fluency Induction Language Naming Facility development Quantitative Reasoning Associational Ve r b a l ( P r i n t e d ) Fluency language Memor y Span comprehension Expressional Fluency Associative Memor y Lexical knowledge Wo r d F l u e n c y Meaningful Memor y Reading Sensitivity to Visual Memor y comprehension Problems Visualization Special Reading Originality / Spatial Reasoning comprehension Creativity Closure Speed Reading Decoding Figural Fluency Closure flexibility Reading Speed Figural Flexibility Pe r c e p t u a l S p e e d Cloze ability Sensor y Ability Hearing Acuity Spelling ability Ability to attend Hearing Acuity Foreign Language Cognitive Style (phonemic) Profiency Static strength Speech Synthesis Phonetic Coding Gross body Speech Sound Grammatical Equilibrium Discrimination Sensitivity Choice Reaction General Sound Foreign Language Time Discrimination Aptitude Reaction Time Sound Frequency Communication Speed of Limb Discrimination ability Movement Sound Intensity/ Listening Ability / Wrist-finger Speed Duration Comprehension Discrimination Multilimb Oral Production coordination Musical sensitivity Oral Style Finger Dexterity Resistance to Writing Ability Stimulus Distor tion Manual Dexterity Sequential Reasoning Te m p o r a l T r a c k i n g
  32. 32. player ability sets
  33. 33. model of gameplay dynamics
  34. 34. analysis methods
  35. 35. Example: identifying eliciting conditions for suspense
  36. 36. suspense as a compound emotion of hope + fear + uncer tainty
  37. 37. model of suspense elicitation in games
  38. 38. next step: online analysis tools
  39. 39. infinite online database
  40. 40. a teaching aide
  41. 41. OTHER PAGES Analysis Search Help Teacher summary query pop-up UI from any page results admin method method login selection view screen IGE METHOD: pages 3 to 5 Identify Identify Identify Identify Identify Identify Identify Interface Theme Players Contexts Compo- Environ- Informa- nents ments tion Summa- rize & Start Add Notes GGM METHOD Identify Define Summa- Link Mec- Identify & Game Game rize & hanics Categorize Mecha- Start Mech. Add to Goals Goals nics Relations Notes IEC METHOD Analyse Analyse Define Select Identify Identify Identify Proxim. Proxim. Game Emotion Uncer- Fear Hope to End to Victory Sequ- type tainty Condition Condition ence Summa- TBA in rize & phase2! Start Add Notes PAS METHOD TBA in Identify Construct Choose phase2! Uncer- Player from Start tainty Ability GGM Factors Set Analyses IGR METHOD TBA in Summa- Identify Identify Identify Identify phase2!! rize & Start Motiv. & Goals & Feedback Outcome Add Gratif. Means Rhetoric Rhetoric
  42. 42. 2007 . 12 . 10
  43. 43. http://www.gameswithoutfrontier http://www.slideshare .net/ gameswithoutfrontiers