GT CS 4455 - Chapter 1.2 Games and Society (32 pages)

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Chapter 1.2 Games and Society



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Chapter 1.2 Games and Society

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Pages:
32
School:
Georgia Tech
Course:
Cs 4455 - Video Game Design
Unformatted text preview:

Chapter 1 2 Games and Society Why Do People Play Video Games CS 4455 2 Audience and Demographics What good are demographics Are they always accurate Recent survey what stands out CS 4455 3 Audience and Demographics ESRB EC Early Childhood E Everyone E10 Everyone 10 T Teen M Mature AO Adults Only 32 different Content Descriptors CS 4455 4 Audience and Demographics ESRB 2003 Statistics 57 of games received an E rating 32 of games received a T rating 10 of games received an M rating 1 received an EC rating CS 4455 5 Audience and Demographics ESRB 2003 Statistics 2 70 of best selling console games were E or T rated 90 of best selling PC games were E or T rated Buying habits or development habits CS 4455 6 Societal Reaction to Games Misleading perception of games as being child s play Violence in video games drawing parental attention Legal Issues 1992 Night Trap Mortal Kombat Led to Senate Hearings 1993 CS 4455 7 Societal Reaction to Games Legal Issues Doom 1994 and the 1999 Columbine Massacre Shooters were known to play Doom Lawsuits were initiated against the industry but eventually dropped CS 4455 8 Societal Reaction to Games Legal Issues Grand Theft Auto GTA Vice City Haitian American Rights Groups GTA San Andreas Hot Coffee mod CS 4455 9 Societal Reaction to Games Games and Youth Violence Root of All Evil or Good Old Fashioned Fun CS 4455 10 Cultural Issues Abuse of stereotypes Shadow Warrior Foreign Diplomacy Germany The Index List of banned games China Japan controversial elements Cultural Acceptance Changing standards and thresholds CS 4455 11 Society Within Games Online Behavior The Good Everquest Weddings The Bad Addictive properties Online rivalries becoming offline rivalries Can games contribute to erratic offline behaviors The Ugly Disinhibition and deindividuation occur because of perceived anonymity Hate crimes CS 4455 12 Society Within Games Tools Moderators Communication tools Fan sites to discuss gameplay and community outside of the game CS 4455 13 The Upshot Games are an immature medium CS 4455 14 Chapter 2 1 Understanding Fun What is Fun Dictionary Enjoyment a source of amusement Important to consider underlying reasons Funativity thinking about fun in terms of measurable cause and effect CS 4455 16 Getting a handle on fun play Evolutionary roots popular Johann Huizinga Homo Ludens But different ways to proceed Play as basic desire Play as evolutionary advantage Crawford Salen Zimmerman Koster CS 4455 17 Evolutionary Roots We must look to our distant past Young mammals play to learn basic survival skills Games are organized play Human entertainment is also at its heart about learning how to survive Mating and social rules also critical to us Education Entertainment Fun is about practicing or learning new survival skills in a relatively safe setting CS 4455 18 Natural Funativity Theory Basic concept is that all fun derives from practicing survival and social skills Key skills relate to early human context but often in modern guise Three overlapping categories Physical Social and Mental CS 4455 19 Definition of a Great Game A great game is a series of interesting and meaningful choices made by the player in pursuit of a clear and compelling goal CS 4455 20 A Series of Choices in Pursuit of a Goal Interactivity Games goals and rules Toys vs games Interesting and Meaningful Choices Meaningful choices are perceived by the player as having significant consequences S Z meaningful play Actions to outcomes are descriptive and integrated CS 4455 21 A Series of Choices No choice CS 4455 22 A Series of Choices Meaningless choices CS 4455 23 A Series of Choices Infinite choices CS 4455 24 A Series of Choices Choose wisely CS 4455 25 Classic Game Structure Convexities Other terms e g Narrative spine Fractal nature CS 4455 26 A Series of Convexities Popular structure A B B B A A B A A Some freedom implementable CS 4455 27 The Concept of Flow Mihaly Csikszentmihalyi Flow The Psychology of Optimal Experience Flow is a state of exhilaration deep sense of enjoyment Usually when a person s body or mind is stretched to its limits to accomplish something difficult and worthwhile CS 4455 28 The Flow Channel Start with relatively low level of challenge to match starting skill levels Gradually increase challenge Fast enough to prevent boredom Not so fast as to induce frustration CS 4455 29 The Flow Channel Too Hard Frustrating I n c r e a s i n g D i f f i c u l t y Game Ideal ion gress o r P ulty Diffic Too Easy Boring Increasing Time and Player Skill CS 4455 30 Difficulty Increase Varies Ideal Game Difficulty Progression B B B A A B A A A Rapid Difficulty Increase B Slower Increase CS 4455 31 Story and Character Emotional association strengthen reaction Interactive story different than linear stories Murray Hamlet on the Holodeck Do don t show Don t make choices for the player Bring out character through action Gameplay Trumps Story CS 4455 32


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