Presentation at the Faculdade de Letras of Lisbon University discussing the definition of videogames and the role of fiction and fantasy in the player experience.
Rui PradaAssociate Professor at Instituto Superior Técnico, Universidade de Lisboa
3. ¡ An
artifact
that
promotes
an
activity
§ To
play
¡ Is
interactive
§ Players
are
proactive
§ Flow
of
events
in
the
game
relates
to
players
actions
¡ Has
constraints
§ Rules
§ Boundaries
4. ¡ Separates
the
game
world
from
the
real
world
¡ Supports
the
creation
of
fiction
5. ¡ The
fiction
supports
the
attribution
of
meaning
to
the
players’
actions
§ Consists
of
a
framework
for
interpretation
§ Translates
real
world
actions
into
game
world
(fictional)
actions
/
consequences
§ Transforms
the
player
(in
the
real
world)
▪ Emotional
impact
▪ Conveys
a
message
6. ¡ Players
pursuit
goals
¡ Players
make
meaningful
choices
§ To
achieve
the
goals
¡ Players
care
for
the
results
§ They
want
to
win
7. ¡ The
game
is
a
conceptual
artifact
in
the
mind
of
the
player
§ Supported
by
physical
and
digital
assets
¡ Any
activity
can
be
turned
into
a
game
§ If
the
player
defines
goals
within
the
Magic
Circle
8. ¡ A
conceptual
artifact
that
§ Defines
constraints
and
choices
▪ What
can
be
done
§ Supports
the
definition
of
goals
▪ What
should
be
achieved
§ Supports
the
evaluation
of
states
▪ What
is
preferable
§ Supports
the
definition
of
the
Magic
Circle
▪ Detachment
from
the
real
world
9. ¡ Science
Fiction
and
Fantasy
are
often
adopted
in
the
fiction
of
videogames
§ Players
live
in
worlds
with
magic
and
dragons
§ Learn
and
cast
spells
§ Explore
and
discover
the
universe
§ Build
spaceships
§ Discover
new
technology
§ Meet/fight
aliens
and
mythical
creatures
11. ¡ If
the
Magic
Circle
fades…
…the
game
is
about
real
life
12. ¡ The
game
is
a
means
for
the
player
to
live
an
experience
§ Impersonate
a
character
§ To
live
a
dream
¡ The
experience
is
§ Doing
§ Feeling
§ Remembering
13. ¡ Provides
satisfaction
of
needs
§ Achievement.
Achieve
milestones,
finish
tasks.
§ Power.
Have
an
impact
on
the
world,
improve
skill.
§ Affiliation.
Maintain
positive
interactions
with
others.
§ Avoidance.
Self-‐preservation,
seeking
certainty.
¡ Balance
Novelty
and
Control
14. ¡ Has
emotional
impact
§ Internal
sensations
linked
to
assessment
of
situations
§ People
have
needs
of
emotional
regulation
(to
relax
or
get
excited)
§ Regulate
engagement
(attention
and
motivation)
15. Anger& a. Fear& b. Disgust&
c.
Surprise& d. Happiness& e. Sadness&
f.
16. ¡ Supports
learning
¡ The
experience
is
ruined
if
§ There
is
nothing
to
learn
§ It
is
impossible
to
learn
(noise,
sensory
overload)
§ There
is
no
interest
in
the
things
learnt
(are
not
applied
in
the
game)
¡ Balance
guidance
and
self-‐exploration
17. ¡ Provides
pleasure
§ Sensation:
game
as
sensory
pleasure
§ Fantasy:
game
as
make
believe
§ Narrative:
game
as
drama
§ Challenge:
game
as
obstacle
course
§ Fellowship:
game
as
social
framework
§ Discovery:
game
as
uncharted
territory
§ Expression:
game
as
self-‐discovery
§ Submission:
game
as
pastime
18. ¡ The
experience
changes
over
time
§ The
player
changes
¡ Need
to
maintain
the
engagement
§ Attention
/
concentration
§ Motivation
/
interest
¡ Playing
is
a
voluntary
activity
20. ¡ A
game
is
a
communication
artifact
§ Theme
/
subject
▪ ex:
Football
§ Message
/
perspective
▪ Ex:
the
perspective
of
a
football
player
▪ Ex:
teamwork
is
important
¡ The
goal
of
the
game
is
to
provide
the
means
for
the
experience
21. ¡ Narrative
is
part
of
the
progression
of
the
experience
¡ A
game
can
be
a
good
way
to
convey
a
story
§ The
player
must
make
an
effort
to
advance
in
the
story
▪ The
player
needs
the
feeling
of
agency
§ This
enhances
the
feeling
of
participation
22. “I
want
to
tell
my
story…
…but
I
want
players
to
feel
in
control
and
live
their
own
story!”
¡ Games
and
Interactive
Storytelling
24. ¡ The
game
world
is
often
populated
with
characters
§ Player
characters
§ Non-‐player
characters
▪ Scripted
▪ Autonomous
¡ Challenge
and
opportunity
for
Artificial
Intelligence
25. ¡ Characters
are
part
of
the
fiction
§ Create
the
social
dimension
of
the
game
world
§ Support
the
progression
of
the
experience
▪ Narrative
¡ Need
autonomy
to
support
the
players’
agency
26. ¡ The
autonomous
synthetic
characters
must
be
believable
§ To
present
a
good
experience
§ To
avoid
breaking
the
fiction
¡ Believability
§ Coherent
behaviour
§ Meet
the
expectations
of
players
▪ Present
surprises
in
a
believable
way
27. ¡ “The
Illusion
of
Life”
¡ “Leading
the
audience
to
a
suspension
of
disbelief”
¡ Is
a
balance
of
the
qualities
of
the
character
§ With
the
context
31. ¡ People
assign
“human-‐like”
characteristics
to
synthetic
characters
¡ “Human-‐like”
characters
must
present
human
qualities
§ Intentionality
§ Emotional
behaviour
§ Personality
§ Ability
to
adapt
to
the
social
context
§ Engage
in
long
term
relations
33. ¡ Believable
group
dynamics
¡ Personality
§ Five
Factor
Model:
OCEAN
¡ Position
in
the
group
¡ Balanced
dynamics
of
attraction
35. ¡ Potential
force
towards
change
§ beliefs,
behaviour
¡ Influence
and
resistance
¡ Different
sources
§ Reward
§ Coercion
§ Legitimate
§ Referent
§ Expert
37. ¡ Identity
Model
§ Layered:
personal,
social
(group
memberships)
§ Dynamic:
salience
=
accessibility
x
fit
▪ Others
(out-‐group),
theme
¡ Influence
on
behaviour
§ Moral
references
§ Intergroup
relationships
§ Filter
perception
and
atributions
▪ Emotional
appraisal
§ Bias
on
decision
making
▪ Social
dilemmas:
prisoner’s
dilemma
39. ¡ Social
Interaction
Dynamics
§ Social
Importance
▪ Claim
▪ Confer
¡ Cultural
traits
§ Individualism/collectivism
§ Power
distance
§ Uncertainty
avoidance
§ Masculinity/femininity
§ Long
term/short
term
orientation
§
Indulgence/restraint
41. ¡ Physical
embodiment
and
face
to
face
interaction
¡ Verbal
and
non-‐verbal
behaviour
§ Gaze,
attention
¡ Emotional
Appraisal
§ Luck,
social
relations,
state
of
the
game
¡ Recognizes
and
remembers
players
and
past
experiences
¡ Plays
different
social
roles
§ Helper,
dominator
43. ¡ Videogames
are
part
of
our
culture
§ MoMA
acquired
14
videogames
for
their
collection
¡ Videogames
support
(and
rely
on)
the
creation
of
fiction
¡ Synthetic
characters
are
often
part
of
the
experience
§ Should
be
autonomous
to
support
the
agency
of
the
player
¡ Autonomous
characters
must
be
believable
§ Show
human-‐like
(balanced)
qualities