Geschreven door studenten die geslaagd zijn Direct beschikbaar na je betaling Online lezen of als PDF Verkeerd document? Gratis ruilen 4,6 TrustPilot
logo-home
College aantekeningen

Summary lectures + Notes - Play and Game (800811-B-6)

Beoordeling
5,0
(2)
Verkocht
22
Pagina's
58
Geüpload op
12-12-2021
Geschreven in
2021/2022

Summary of the lectures from the course Play and Game at Tilburg University. It consists of the powerpoint slides and my extensive notes from the lectures.

Voorbeeld van de inhoud

Content
Lecture 1 – Introduction.........................................................................................................................4
What is a game?.................................................................................................................................4
Perspectives........................................................................................................................................5
Groups of researchers........................................................................................................................5
Lecture 2 – Game elements....................................................................................................................6
Groups of researchers........................................................................................................................6
Rules, goals and challenges:...............................................................................................................6
Mechanics..........................................................................................................................................7
Context...............................................................................................................................................8
MDA framework...............................................................................................................................10
Lecture 3 – Perception, memory, and attention...................................................................................12
Perception........................................................................................................................................12
Memory............................................................................................................................................13
Attention..........................................................................................................................................15
Lecture 4 – Serious games....................................................................................................................17
Serious games...................................................................................................................................17
More definitions...............................................................................................................................17
Benefits of (serious) games..............................................................................................................18
Challenges of serious games.............................................................................................................18
Example: America’s Army.................................................................................................................18
Serious games: Summary..................................................................................................................18
SGDA-framework..............................................................................................................................19
Lecture 5 – Motivation, emotion, and learning....................................................................................20
Context.............................................................................................................................................20
Motivation........................................................................................................................................20
Implicit motivation...........................................................................................................................20
Extrinsic motivation..........................................................................................................................20
Intrinsic motivation...........................................................................................................................21
Extrinsic and intrinsic motivation.....................................................................................................22
Emotion............................................................................................................................................22
Learning............................................................................................................................................23
Lecture 6 – Player experience (1).........................................................................................................25
Player experience.............................................................................................................................25
Usability............................................................................................................................................25

1

, (User) Player experience is the whole experience............................................................................26
Engagement......................................................................................................................................26
“Engage-ability”................................................................................................................................27
“Engage-ability” – Motivation...........................................................................................................27
“Engage-ability” – Emotion...............................................................................................................29
“Engage-ability” – Emotions, motivation, and learning....................................................................30
“Engage-ability” – Gameflow............................................................................................................31
Lecture 7 – Player experience (2).........................................................................................................32
Unified model...................................................................................................................................32
Magic circle (Homo Ludens; Huizinga, 1939)....................................................................................32
Lecture 9 – Games and culture / online toxicity...................................................................................34
Culture and Game Design.................................................................................................................34
Unconscious bias..............................................................................................................................34
Games as a cultural object................................................................................................................35
Game Culture as Subculture.............................................................................................................36
Online toxicity...................................................................................................................................37
Toxicity solutions..............................................................................................................................38
Non-Task Related-Feedback (Research)...........................................................................................40
Lecture 10 – Gamification.....................................................................................................................41
Gamification....................................................................................................................................41
Gamification according to Gabe Zichermann (2011)........................................................................42
Gamification according to Ian Bogost (2011)....................................................................................43
Models for implementation..............................................................................................................44
Gameful design.................................................................................................................................45
Lecture 12 – Evaluating the PX and serious outcomes.........................................................................48
First things first.................................................................................................................................48
Different prototype-types.................................................................................................................48
Games user research (GUR)..............................................................................................................49
Evaluation – Playtesting....................................................................................................................49
Evaluation – Observations and think aloud......................................................................................50
Evaluation – Physiological measurements........................................................................................50
Evaluation – Interviews and questionnaires.....................................................................................51
Logging, metrics, and analytics.........................................................................................................53
Heuristics..........................................................................................................................................53
Evaluating the (serious) outcomes...................................................................................................54
Lecture 13 – Playfulness.......................................................................................................................55

2

,Play...................................................................................................................................................55
Playfulness........................................................................................................................................57
Enabling playful interactions............................................................................................................57




3

,LECTURE 1 – INTRODUCTION

WHAT IS A GAME?

 Part of, and expression of culture
 Art
 Simulation
 Community
 Design material
 ...


Juul’s classic model of games:
 Various definitions, various properties of games:
- Rules
- Outcome
- Goals (and conflict)
- Interaction
- Different from “normal” life (not productive, artificial
conflicts,...)
- Not work, voluntary, relaxation
- Social
- Fiction


AUTOTELIC = Games are autotelic: You play for the sake of playing, not to reach external goals.


Four types of games (Caillois):
1. AGON (competition) = How good you are determines whether you reach the goals.
2. ALEA (chance) = Luck and randomness determine (partly) whether you reach the goals.
3. MIMICRY (imitation) = You can take on the role of something/someone else.
4. ILINX (vertigo) = Emphasis on movement/speed, the goal being to get an enjoyable feeling.


Game versus ‘play’ (Caillois, o.a.):




 Games can be played with a ludus and a paidia attitude.
 Play (paidia) can also take place without a game.
 More of this in Lecture 13.


4

,PERSPECTIVES

 GAME = Structure and technology, how these determine the player experience.
 PLAYERS = How games are used in the real world, effects on players.
 CULTURE = How culture affects games and vice versa, subcultures related to games.


GROUPS OF RESEARCHERS

 FORMALISTS = Focus on the games themselves or related philosophical questions (film studies) –
Categorization, reasoning.
 SITUATIONISTS = Focus on the players and culture (context and variation, ‘real’ experiences).


Further subgroups within formalists:
 NARRATOLOGY = Games as a way to tell stories.
 LUDOLOGY = Games as a collection of rules (gameplay).




5

, LECTURE 2 – GAME ELEMENTS

GROUPS OF RESEARCHERS

 Formalists: Focus on the games themselves or related philosophical questions
(film studies) – Categorization, reasoning.
 Situationists: Focus on the players and culture (context and variation, ‘real’
experiences).




RULES, GOALS AND CHALLENGES:

RULES = Define the space, objects, passage of time, consequences of actions. E.g.: Giving people a soccerfield
and a ball only, given that they don’t know soccer they won’t know what to do

 Gives you a framework to work with, how to work towards goals.
 Passage of time: Does the game have real world time or not? E.g.: Complete this task in 15
minutes/game about the different times, completing a task will bring you to the Middle Ages
 Consequences: Damage/morality. E.g.: GTA, if you drive your car against something it will look
damaged and be slower + Killing civilians will lower your morality score



1. OPERATIONAL RULES (in the GDD): Required to be able to play the game.
2. BASIC, “CONSTITUATIVE” RULES: Underlying, often logical/mathematical rules on which the
operational rules are based.
3. RULES OF CONDUCT: Often unwritten. E.g.: Sportsmanship, cheating




- Facilitate goals, progress/development, challenge.



 “REAL” RULES = If the game looks really much like real life, functions and looks like real life, we
assume that it works in a similar way as real life works. E.g.: Assassin’s Creed
 ARTIFICIAL RULES = Rules that we create in order to create a game, from objects that not necessarily
have that inherent function within themselves.



GOALS =
 The reason for players to play the game.
 Achievable but challenging.
 Can be determined by the game, or by the player themselves.
 There are a lot:


6

Documentinformatie

Geüpload op
12 december 2021
Bestand laatst geupdate op
12 december 2021
Aantal pagina's
58
Geschreven in
2021/2022
Type
College aantekeningen
Docent(en)
Engelbrecht, h. & de wit, j.
Bevat
Alle colleges
€6,48
Krijg toegang tot het volledige document:

Verkeerd document? Gratis ruilen Binnen 14 dagen na aankoop en voor het downloaden kun je een ander document kiezen. Je kunt het bedrag gewoon opnieuw besteden.
Geschreven door studenten die geslaagd zijn
Direct beschikbaar na je betaling
Online lezen of als PDF

Beoordelingen van geverifieerde kopers

Alle 2 reviews worden weergegeven
1 jaar geleden

Top samenvatting! heel overzichtelijk en heeft duidelijke voorbeelden om begrippen uit te leggen. Bedankt!

4 jaar geleden

5,0

2 beoordelingen

5
2
4
0
3
0
2
0
1
0
Betrouwbare reviews op Stuvia

Alle beoordelingen zijn geschreven door echte Stuvia-gebruikers na geverifieerde aankopen.

Maak kennis met de verkoper

Seller avatar
De reputatie van een verkoper is gebaseerd op het aantal documenten dat iemand tegen betaling verkocht heeft en de beoordelingen die voor die items ontvangen zijn. Er zijn drie niveau’s te onderscheiden: brons, zilver en goud. Hoe beter de reputatie, hoe meer de kwaliteit van zijn of haar werk te vertrouwen is.
nienkebreugelmans Tilburg University
Bekijk profiel
Volgen Je moet ingelogd zijn om studenten of vakken te kunnen volgen
Verkocht
42
Lid sinds
7 jaar
Aantal volgers
29
Documenten
6
Laatst verkocht
1 jaar geleden

4,6

5 beoordelingen

5
3
4
2
3
0
2
0
1
0

Recent door jou bekeken

Waarom studenten kiezen voor Stuvia

Gemaakt door medestudenten, geverifieerd door reviews

Kwaliteit die je kunt vertrouwen: geschreven door studenten die slaagden en beoordeeld door anderen die dit document gebruikten.

Niet tevreden? Kies een ander document

Geen zorgen! Je kunt voor hetzelfde geld direct een ander document kiezen dat beter past bij wat je zoekt.

Betaal zoals je wilt, start meteen met leren

Geen abonnement, geen verplichtingen. Betaal zoals je gewend bent via iDeal of creditcard en download je PDF-document meteen.

Student with book image

“Gekocht, gedownload en geslaagd. Zo makkelijk kan het dus zijn.”

Alisha Student

Bezig met je bronvermelding?

Maak nauwkeurige citaten in APA, MLA en Harvard met onze gratis bronnengenerator.

Bezig met je bronvermelding?

Veelgestelde vragen