Designing Games for Everyone:
      The Expanded Game Experience Model


                                 Annakaisa Kultima
                                 & Jaakko Stenros

                                 University of Tampere
                              firstname.lastname@uta.fi




Future Play 2010, Vancouver
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
Is this how we see
                      the game experiences?




Future Play 2010, Vancouver
Immersion
Future Play 2010, Vancouver
Challenge, flow?
Future Play 2010, Vancouver
• 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
And that’s it?




Future Play 2010, Vancouver
Games as part of everyday life




Future Play 2010, Vancouver
Simultaneous activities




Future Play 2010, Vancouver
Played by different people




Future Play 2010, Vancouver
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
What do we design?
                   & Who do we design for?




Future Play 2010, Vancouver
We (kinda) know
                          how to design this…




Future Play 2010, Vancouver
But how about this?




Future Play 2010, Vancouver
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
Future Play 2010, Vancouver
Future Play 2010, Vancouver
Future Play 2010, Vancouver
Future Play 2010, Vancouver
Future Play 2010, Vancouver
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

Expanded Game Experiences

  • 1.
    Designing Games forEveryone: The Expanded Game Experience Model Annakaisa Kultima & Jaakko Stenros University of Tampere firstname.lastname@uta.fi Future Play 2010, Vancouver
  • 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.
    Is this howwe see the game experiences? Future Play 2010, Vancouver
  • 4.
  • 5.
  • 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.
    And that’s it? FuturePlay 2010, Vancouver
  • 8.
    Games as partof everyday life Future Play 2010, Vancouver
  • 9.
  • 10.
    Played by differentpeople Future Play 2010, Vancouver
  • 11.
    Transformation of DigitalPlay • 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.
    What do wedesign? & Who do we design for? Future Play 2010, Vancouver
  • 13.
    We (kinda) know how to design this… Future Play 2010, Vancouver
  • 14.
    But how aboutthis? Future Play 2010, Vancouver
  • 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
  • 16.
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  • 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