A lecture in HEVGA research summer school at the University of Skövde, Sweden (Aug 21-23 2019) on Game Analysis. The focus of the lecture is in the formal analysis and some applications of it.
Bleed in, Bleed Out – A Design Case in Board Game TherapyMirjam Eladhari
Presentation of a paper at Digra 2018 Conference, Turin, Italy, July 2018.
Abstract: The table-top play situation offers unique opportunities for approaching real-world personal problems in ways where the structures inherent in the problems can be deconstructed, ex- amined, and understood. This paper presents design considerations from the ongoing devel- opment of a therapy board-game; how every-day issues can bleed in and out from framed play sessions, and how game rules in this context can benefit from being malleable. The paper also offers a tentative avenue towards how play sessions, in a combination of stances for the design of game mechanics with approaches to game mastering, can be constructed as safe-spaces, affording players to draw near deeply personal issues and find ways to support each other.
TOG: An Innovation Centric Approach to teaching Computational Expression and ...Mirjam Eladhari
Slides presenting the paper
TOG: An Innovation Centric Approach to teaching Computational Expression and Game Design
by Mirjam P Eladhari
at Teaching Games: Pedagogical Approaches - DiGRA 2019 Pre-Conference Workshop (TGPA:DiGRA2019) August 6 2019, Kyoto, Japan.
Four ways game research field approach narrativeMirjam Eladhari
Slides for presentation at NECS Conference Gdansk, 14.6.2019
"Four ways game research field approach narrative"
by Mirjam P Eladhari and Hartmut Koenitz
Re-Tellings: The Fourth Layer of Narrative as an Instrument for CritiqueMirjam Eladhari
Slides (without speaker notes) presenting the paper at the 11th International Conference on Interactive Digital Storytelling, ICIDS 2018, Dublin, Ireland, December 5–8, 2018.
DOI: 10.1007/978-3-030-04028-4_5
In book: Interactive Storytelling
Game Design Patterns Workshop - FDG2012 - Opening RemarksJose Zagal
My opening remarks for the workshop on Game Design Patterns held at the Foundations of Digital Games (FDG) Conference 2012 (June).
This is where I talked about dark patterns in game design.
Note: I removed the slides that had to do with administrative details of the workshop.
Bleed in, Bleed Out – A Design Case in Board Game TherapyMirjam Eladhari
Presentation of a paper at Digra 2018 Conference, Turin, Italy, July 2018.
Abstract: The table-top play situation offers unique opportunities for approaching real-world personal problems in ways where the structures inherent in the problems can be deconstructed, ex- amined, and understood. This paper presents design considerations from the ongoing devel- opment of a therapy board-game; how every-day issues can bleed in and out from framed play sessions, and how game rules in this context can benefit from being malleable. The paper also offers a tentative avenue towards how play sessions, in a combination of stances for the design of game mechanics with approaches to game mastering, can be constructed as safe-spaces, affording players to draw near deeply personal issues and find ways to support each other.
TOG: An Innovation Centric Approach to teaching Computational Expression and ...Mirjam Eladhari
Slides presenting the paper
TOG: An Innovation Centric Approach to teaching Computational Expression and Game Design
by Mirjam P Eladhari
at Teaching Games: Pedagogical Approaches - DiGRA 2019 Pre-Conference Workshop (TGPA:DiGRA2019) August 6 2019, Kyoto, Japan.
Four ways game research field approach narrativeMirjam Eladhari
Slides for presentation at NECS Conference Gdansk, 14.6.2019
"Four ways game research field approach narrative"
by Mirjam P Eladhari and Hartmut Koenitz
Re-Tellings: The Fourth Layer of Narrative as an Instrument for CritiqueMirjam Eladhari
Slides (without speaker notes) presenting the paper at the 11th International Conference on Interactive Digital Storytelling, ICIDS 2018, Dublin, Ireland, December 5–8, 2018.
DOI: 10.1007/978-3-030-04028-4_5
In book: Interactive Storytelling
Game Design Patterns Workshop - FDG2012 - Opening RemarksJose Zagal
My opening remarks for the workshop on Game Design Patterns held at the Foundations of Digital Games (FDG) Conference 2012 (June).
This is where I talked about dark patterns in game design.
Note: I removed the slides that had to do with administrative details of the workshop.
Slides from the 2016/2017 edition of the Video game Design and Programming course at the Politecnico di Milano. More information at http://www.polimigamecollective.org
Some of the video games developed by the students during the course are available at
https://polimi-game-collective.itch.io
GAMES USER RESEARCH: Guest Lecture in UX Design Class at Wilfried Laurier Uni...Lennart Nacke
In this talk, I describe several games user research methods from the Oxford University Press book: Games User Research. I talk about UX maturity levels of game development companies and the game design iterative development cycle and where Game UX fits into that space. I finally present several games user research methods.
Slides from the 2016/2017 edition of the Video game Design and Programming course at the Politecnico di Milano. More information at http://www.polimigamecollective.org Some of the video games developed by the students during the course are available at https://polimi-game-collective.itch.io
Game UX Summit '17: Challenges of Evaluating Player Cognition & EmotionLennart Nacke
We design games for emotional and cognitive player experiences, and tools and methods ranging from scientific questionnaires to physiological equipment allow us to do this effectively. In this talk Lennart will present successful combinations of player evaluation methods to build player profiles and personalized gameplay moments using psychological insights, specifically looking at VR horror games.
Slides from the 2016/2017 edition of the Video game Design and Programming course at the Politecnico di Milano. More information at http://www.polimigamecollective.org Some of the video games developed by the students during the course are available at https://polimi-game-collective.itch.io
Star Wars: The Old Republic (A Critical Analysis of Game Design Elements)Alexander Rybak
This presentation is meant to examine design principles in Star Wars: The Old Republic (SWTOR).These principles are taken from the Universal Principles of Design.
"Game Design: Creating Psychological Experiences" by Sherry Jones (Nov. 12, 2...Sherry Jones
Nov. 12, 2015 - This presentation on "Game Design: Creating Psychological Experiences," is created for the Metagame Book Club.
The Metagame Book Club is a free resource for K-12 and college educators and students interested in game-based learning, gamification, and game studies. Join today!
Metagame Book Club
http://bit.ly/metagamebookclub
Jonathan Foster - Designing Personality in Conversational UILavaConConference
This presentation will explore personality within conversational UI as everything from voice & tone to creating an independent identity – from the perspective of the writers who brought it to Cortana. You’ll see how it relates to the core standard voice & tone principles for products and services, and might help you answer the question, “What’s the difference between a bot and a conversation embedded in a product?
Video game design and programming course for the Master in Computer Engineering at the Politecnico di Milano. http://www.facebook.com/polimigamecollective https://twitter.com/@POLIMIGC http://www.youtube.com/PierLucaLanzi http://www.polimigamecollective.org
Politecnico di Milano, Videogiochi, Video Games, Computer Engineering, game design, game development, sviluppo videogiochi
Slides from the 2016/2017 edition of the Video game Design and Programming course at the Politecnico di Milano. More information at http://www.polimigamecollective.org Some of the video games developed by the students during the course are available at https://polimi-game-collective.itch.io
make something that makes something (that isn't a game)Gillian Smith
This talk from the 2014 procedural content generation game jam advocates for participants to think more broadly about the consequences of what they will make and encourages wild experimentation, to help us move to the future of procedural content generation.
The game jam workshop ppt Ryan MArtinez and I have used in our game jams for the EDUCAUSE Learning Initiative, and EDUCAUSE National conference workshop. Why and how to design games in a short, one-hour session (four 15-minute sections).
Slides from the 2016/2017 edition of the Video game Design and Programming course at the Politecnico di Milano. More information at http://www.polimigamecollective.org
Some of the video games developed by the students during the course are available at
https://polimi-game-collective.itch.io
GAMES USER RESEARCH: Guest Lecture in UX Design Class at Wilfried Laurier Uni...Lennart Nacke
In this talk, I describe several games user research methods from the Oxford University Press book: Games User Research. I talk about UX maturity levels of game development companies and the game design iterative development cycle and where Game UX fits into that space. I finally present several games user research methods.
Slides from the 2016/2017 edition of the Video game Design and Programming course at the Politecnico di Milano. More information at http://www.polimigamecollective.org Some of the video games developed by the students during the course are available at https://polimi-game-collective.itch.io
Game UX Summit '17: Challenges of Evaluating Player Cognition & EmotionLennart Nacke
We design games for emotional and cognitive player experiences, and tools and methods ranging from scientific questionnaires to physiological equipment allow us to do this effectively. In this talk Lennart will present successful combinations of player evaluation methods to build player profiles and personalized gameplay moments using psychological insights, specifically looking at VR horror games.
Slides from the 2016/2017 edition of the Video game Design and Programming course at the Politecnico di Milano. More information at http://www.polimigamecollective.org Some of the video games developed by the students during the course are available at https://polimi-game-collective.itch.io
Star Wars: The Old Republic (A Critical Analysis of Game Design Elements)Alexander Rybak
This presentation is meant to examine design principles in Star Wars: The Old Republic (SWTOR).These principles are taken from the Universal Principles of Design.
"Game Design: Creating Psychological Experiences" by Sherry Jones (Nov. 12, 2...Sherry Jones
Nov. 12, 2015 - This presentation on "Game Design: Creating Psychological Experiences," is created for the Metagame Book Club.
The Metagame Book Club is a free resource for K-12 and college educators and students interested in game-based learning, gamification, and game studies. Join today!
Metagame Book Club
http://bit.ly/metagamebookclub
Jonathan Foster - Designing Personality in Conversational UILavaConConference
This presentation will explore personality within conversational UI as everything from voice & tone to creating an independent identity – from the perspective of the writers who brought it to Cortana. You’ll see how it relates to the core standard voice & tone principles for products and services, and might help you answer the question, “What’s the difference between a bot and a conversation embedded in a product?
Video game design and programming course for the Master in Computer Engineering at the Politecnico di Milano. http://www.facebook.com/polimigamecollective https://twitter.com/@POLIMIGC http://www.youtube.com/PierLucaLanzi http://www.polimigamecollective.org
Politecnico di Milano, Videogiochi, Video Games, Computer Engineering, game design, game development, sviluppo videogiochi
Slides from the 2016/2017 edition of the Video game Design and Programming course at the Politecnico di Milano. More information at http://www.polimigamecollective.org Some of the video games developed by the students during the course are available at https://polimi-game-collective.itch.io
make something that makes something (that isn't a game)Gillian Smith
This talk from the 2014 procedural content generation game jam advocates for participants to think more broadly about the consequences of what they will make and encourages wild experimentation, to help us move to the future of procedural content generation.
The game jam workshop ppt Ryan MArtinez and I have used in our game jams for the EDUCAUSE Learning Initiative, and EDUCAUSE National conference workshop. Why and how to design games in a short, one-hour session (four 15-minute sections).
Judy Perry- MIT Scheller Teacher, Education Program LabSeriousGamesAssoc
“Informal Learning Using Augmented Reality Games”
How can augmented reality (AR) games played on smart phones extend informal educational opportunities? What challenges arise when you put digital learning experiences in typically low-tech environments? See what happened during recent pilot projects at zoos, nature centers and living history museums who used MIT STEP lab’s TaleBlazer AR platform.
How can we use games in the classroom? Don't use them because they're "cool with the kids" (that's a recipe for chocolate coated brocolli), instead used them because they're sophisticated, challenging digital simulations.
Teaching Game Design to Teach Interaction DesignChristina Wodtke
All educators seek the magic trinity of attention, comprehension, and retention. For interaction design educators, the struggle to achieve these goals is even greater. Hopeful designers enter the field with lofty aspirations, yet they still need to learn the fundamental principles of design and build the core skills of an interaction designer. While keeping design students engaged is undoubtedly a challenge, there is a medium that allows students to internalize the fundamentals of design by experiencing them.
Games.
Games have become ubiquitous in our culture. They are inherently engaging. Some are good and some are… not. By teaching design students how to design games, educators expose their students to the basics of interaction design in ways that the students can experience themselves. Concepts like affordance, skill building, storytelling, and emotion become real rather than just conceptual. Altering the parameters of their games helps students feel the effect these concepts have on their games.
This method has the potential to improve interaction design education across the board by ensuring that design graduates have internalized the fundamentals by the time they are ready to enter the field. What’s more, any design educator can learn to teach interaction design by teaching their students how to design games. After all, it’s fun!
Narrative-Driven Recommendation for Casual Leisure NeedsMarijn Koolen
Many information needs for leisure (book, films, games, music) are highly complex and cover many different relevance aspects. This is an investigation into the nature of human-directed, natural language statements of casual leisure needs across four domains, and a discussion of their implications of conversational search and recommendation systems.
An overview of the Gaming in Families project given at Futurelab's research insights day, April 29th 2010 in London.
Mary Ulicsack & Sue Cranmer, Futurelab
"Prototyping Immersive Game Design as Interactive Fiction" by Sherry Jones (N...Sherry Jones
November 19, 2015 - This is a presentation on creating Interactive Fiction (IF) works as initial prototypes for large scale games. This presentation is created for the Metagame Book Club - Track 1 - Games & Psychology track. The presentation includes the live webcast recording.
Also featured in this video is Ross Moreno, the Leader Writer for 4th Axis Games (indie game studio).
The Metagame Book Club is a K-12 and College professional development institution that offers free webinars, discussions, live chats, and other interactive activities on the topics of game-based learning, game studies, gamification, and games in general.
Interested in joining us? Visit our website here:
The Metagame Book Club
http://bit.ly/metagamebookclub
- Course description and assignments (slides 3-10)
- Game system design
-- Game elements (slides 12-29)
-- Hints for design (slides 30-32)
- References + reading list (slides 33-34)
Presentation of the learning game "Kill it or grow it".
http://vbn.aau.dk/en/publications/kill-it-or-grow-it(a2a13900-a0de-462a-ada2-29f8c8c0f68c).html
Learning Analytics Design in Game-based LearningMIT
Summary: The workshop will deal with the problematic of designing learning analytics in games for learning, it makes special emphasis on the process and the design side, and will prepare assistants to start facing this or similar analytical challenges in the future.
- Methodology: It will be an active workshop where the instructor will do short introductions, present step-by-step examples and then participants will work in their own designs in groups, with the support of the instructor. We finalize by sharing with the rest of the class to see different designs for different games and constructs.
- Intended audience: Will definitely be interesting for anyone working around learning analytics, games for learning and alternative assessment methods. But anyone can enjoy this workshop as it will be dynamic and scaffolded. No requisites needed.
My level design intro course lecture: assignment description
Video at slide 16: https://youtu.be/w_x5wI3PNZA
Video at slide 25: https://youtu.be/OPIwVcOe3k0
Over view to a book about research methods edited by Petri Lankoski and Staffan Björk (2015). http://press.etc.cmu.edu/content/game-research-methods-overview
Slides introduces Escape package that is developed for teaching Unity. The package contains building blocks for a simple first person sneaking game.
Contents:
- Introduction to prefabs in package
- Level design assignment
Download the Unity package:
http://www.mediafire.com/download/2t49ajxl6n7xq3z/escape_new.unitypackage
Slides revised Mar 23, 2015.
The course intro for level design course with an introduction to some surrealist methods and development project aiming to use those those techniques. This is part of an experiment in design teaching to extend student design understanding outside of tradition methods.
The slides contains the course intro, instructions to a development assignment and description of prefabs that are offered for the project (the Unity Project will be available later after I I fixed all the details and removed assets that I cannot redistribute).
A lecture on game system design. Introduction to concepts for describing and discussing designs with examples. Some notes about evaluating game system behavior.
2024.06.01 Introducing a competency framework for languag learning materials ...Sandy Millin
http://sandymillin.wordpress.com/iateflwebinar2024
Published classroom materials form the basis of syllabuses, drive teacher professional development, and have a potentially huge influence on learners, teachers and education systems. All teachers also create their own materials, whether a few sentences on a blackboard, a highly-structured fully-realised online course, or anything in between. Despite this, the knowledge and skills needed to create effective language learning materials are rarely part of teacher training, and are mostly learnt by trial and error.
Knowledge and skills frameworks, generally called competency frameworks, for ELT teachers, trainers and managers have existed for a few years now. However, until I created one for my MA dissertation, there wasn’t one drawing together what we need to know and do to be able to effectively produce language learning materials.
This webinar will introduce you to my framework, highlighting the key competencies I identified from my research. It will also show how anybody involved in language teaching (any language, not just English!), teacher training, managing schools or developing language learning materials can benefit from using the framework.
Macroeconomics- Movie Location
This will be used as part of your Personal Professional Portfolio once graded.
Objective:
Prepare a presentation or a paper using research, basic comparative analysis, data organization and application of economic information. You will make an informed assessment of an economic climate outside of the United States to accomplish an entertainment industry objective.
Unit 8 - Information and Communication Technology (Paper I).pdfThiyagu K
This slides describes the basic concepts of ICT, basics of Email, Emerging Technology and Digital Initiatives in Education. This presentations aligns with the UGC Paper I syllabus.
A workshop hosted by the South African Journal of Science aimed at postgraduate students and early career researchers with little or no experience in writing and publishing journal articles.
Acetabularia Information For Class 9 .docxvaibhavrinwa19
Acetabularia acetabulum is a single-celled green alga that in its vegetative state is morphologically differentiated into a basal rhizoid and an axially elongated stalk, which bears whorls of branching hairs. The single diploid nucleus resides in the rhizoid.
Introduction to AI for Nonprofits with Tapp NetworkTechSoup
Dive into the world of AI! Experts Jon Hill and Tareq Monaur will guide you through AI's role in enhancing nonprofit websites and basic marketing strategies, making it easy to understand and apply.
Executive Directors Chat Leveraging AI for Diversity, Equity, and InclusionTechSoup
Let’s explore the intersection of technology and equity in the final session of our DEI series. Discover how AI tools, like ChatGPT, can be used to support and enhance your nonprofit's DEI initiatives. Participants will gain insights into practical AI applications and get tips for leveraging technology to advance their DEI goals.
Synthetic Fiber Construction in lab .pptxPavel ( NSTU)
Synthetic fiber production is a fascinating and complex field that blends chemistry, engineering, and environmental science. By understanding these aspects, students can gain a comprehensive view of synthetic fiber production, its impact on society and the environment, and the potential for future innovations. Synthetic fibers play a crucial role in modern society, impacting various aspects of daily life, industry, and the environment. ynthetic fibers are integral to modern life, offering a range of benefits from cost-effectiveness and versatility to innovative applications and performance characteristics. While they pose environmental challenges, ongoing research and development aim to create more sustainable and eco-friendly alternatives. Understanding the importance of synthetic fibers helps in appreciating their role in the economy, industry, and daily life, while also emphasizing the need for sustainable practices and innovation.
2. Me…
Petri Lankoski, HEVGA Research Summer School 2019
• Game analysis
• Game design research
• Game character design
• Games as fictions
• Emotions
• Character engagement
• Empathy / sympathy /
antipathy
• Interpretation
• Alignment
• Embodiment
• Game research methods
3. ● Formal analysis of gameplay
● Using formal analysis to compare games
● Formal analysis and narration
Today’s agenda
Petri Lankoski, HEVGA Research Summer School 2019
4. Formal analysis framework
Petri Lankoski, HEVGA Research Summer School 2019
• Components
• Actions
• Player actions
• Component actions
• System actions
Primitives
Goals
Lankoski & Björk, 2015
8. “We see this in the game X, hence all games
have this effect”
Petri Lankoski, HEVGA Research Summer School 2019
9. ● Questions as follows can be addressed using formal analysis
● How X is similar or different to A, B, and C
● If a set of games share much features, one has grounds to
extrapolate ones findings to that set of games
● Note: representation matters
Example: Comparing games
Petri Lankoski, HEVGA Research Summer School 2019
10. Elder Scrolls: Skyrim Nethack
Walk x x
Look at to direction x
Sprint x
Jump x
Sneak x class-dependent
Wield or sead a weapon x x
Wear clothes or armor x x
Attack or shoot x x
Active, use, and pick up x x
Cast a spell x x
Dying Game ends. Player can continue from the last save Game ends. All progress is lost; chance that
character remains remain (including its items) and
can be found in a later play session
Comparing component actions
Petri Lankoski, HEVGA Research Summer School 2019
11. ● Time
● Component action in Nethack
● Time advances when player makes an action
● System action in the Elders Scrolls: Skyrim
● Time advances independently
Comparing actions
Petri Lankoski, HEVGA Research Summer School 2019
13. ● In many ways, the games are similar
● Notable differences that shape the experience
● Representation of the game world and characters
● Time
● Permadeath vs no permadeath
● Combat requires different types of skills and thinking
● Tactical vs switch skill
● Behaviors will be similar because of actions
● (micro-level behaviors differ)
Comparing games
Petri Lankoski, HEVGA Research Summer School 2019
14. Elders Scroll V: Skyrim World of Warcraft
Petri Lankoski, HEVGA Research Summer School 2019
These are similar and different
15. In terms of your research, it is important to think how form of
studied games influence play behaviors and experience
Not all games are equal
Petri Lankoski, HEVGA Research Summer School 2019
?
16. Formal analysis and narration
Petri Lankoski, HEVGA Research Summer School 2019
18. Shopping mall toilet, after a cut-scene introducing Douglas (a private investigator)
1. I tried to move Heather back to corridor where Douglas is waiting. Heather refuses "That
weird old detective is out there, so I am not leaving.” Player action – character action
disparity
2. Heather looks at a symbol on mirror when near Character action triggered proximity of an
object
3. Heather comments when looking at the mirror "I don't like mirrors. [...]” Player action –
contextual character action
4. When acting on the mark on the mirror "That mark on this mirror... It looks so familiar
somehow. [...]" Save screen appears Player action – contextual character action
5. Action on small window at the back of the ladies room starts a cut-scene where Heather
climbs out through the window. Note that climbing action is an action that is not always
available.
...
Example: Notes for formal analysis
Petri Lankoski, HEVGA Research Summer School 2019
19. ● Cut-scenes
● Player actions do not influence the game state
● Player actions – Component actions
● Player actions are translated to the component actions
● Pressing thump stick forward makes the PC move forward
● Guiding the PC to exit the the toilet prompts the PC refusal
● Component actions are represented (like in every game)
● Goals are only implied
● Survive
● Find out what happened in the PC’s childhood
Example: Silent Hill 3
Petri Lankoski, HEVGA Research Summer School 2019
20. We have some insights on how the Silent Hill 3 works in rather
low level
So what?
Petri Lankoski, HEVGA Research Summer School 2019
21. How game events are interpreted?
● Event Index model
● Time
● Space
● Entity
● Causation
● Motivation
● (e.g., Zwaan, 2016)
Petri Lankoski, HEVGA Research Summer School 2019
● Person schema
● Body
● Perceptual activity and self-
awareness
● Intentional actions
● Emotions
● The ability to use language
● Persistent traits (e.g., personality)
● (e.g., Smith, Engaging characters)
Game interpretation is a form of story comprehension!
22. ● Game events are information used in story comprehension
● Components = entities
● Character entities are the most interesting ones
● Intentions <= intentional actions <= actions
● Actions are regulated by a game
In order to play: primitives and goals needs to be represented!
How game events are interpreted?
Petri Lankoski, HEVGA Research Summer School 2019
23. Narrative = a specific kind of interpretation of causally linked events with
entities with intentions
Narration = all kinds of information feeding the narrative
Petri Lankoski, HEVGA Research Summer School 2019
24. All characters
● Perceivable features
● What is told about characters
● Cut-scenes
● How other characters react to the character
actions
● (Other sources)
PC
● Goals
● Tells about intensions
● Possible and impossible actions
● What are made possible and what are
left impossible
● what is hard or easy
● Predefined functions
● How actions are executed (speed, style,
strength, etc.)
● Voice over narration
Petri Lankoski, HEVGA Research Summer School 2019
theory + form => character narration
26. ● Single point of view
● Vs e.g., Fahrenheit where the player is not always confided to what the PC is perceiving
● Journey to the PC’s childhood memories
● Silent Hill is a metaphor
● But the game takes her literally back to her childhood
● Detective structure
● Finding out what happened in the past
● Horror effect
● Sympathy with the PC vs antipathy
● “Monsters? They look like monsters to you?”
Narration in Silent Hill 3
Petri Lankoski, HEVGA Research Summer School 2019
28. ● Look at the games you (or one of you in your group) are using in their studies
● Analyze the features
● What are implications of those features in terms of generalizing your findings?
Groupwork
Petri Lankoski, HEVGA Research Summer School 2019