1 / 7

AGENDA, 2-6-12

AGENDA, 2-6-12. Discuss “Abstraction in the Video Game” and Atari/Nintendo games Quiz Presentations Lecture/Discussion: What Is a Game? REMINDERS: 1 ST paper due on Wednesday: email to tanine.allison@emory.edu by midnight

chaela
Télécharger la présentation

AGENDA, 2-6-12

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. AGENDA, 2-6-12 • Discuss “Abstraction in the Video Game” and Atari/Nintendo games • Quiz • Presentations • Lecture/Discussion: What Is a Game? REMINDERS: • 1STpaper due on Wednesday: email to tanine.allison@emory.edu by midnight • Will need to post paper and comment on other by next Wednesday (2/15)—invitations to join website to go out soon

  2. WHAT IS A VIDEO GAME? • Graphics • Interface • Screen, speakers, input devices/controllers • Player activity • Ergotic (physical) • Diegetic activity, nondiegetic activity • Algorithm • Representation • Responses • Rules • Randomness

  3. WHAT IS A GAME? • Johan Huizinga, 1938, Homo Ludens: “magic circle” (no real-world consequences) • Roger Caillois, 1958, Man, Play, and Games: 4 categories of games (agon, alea, mimicry, ilinx), paidia vs. ludus • Marshall McLuhan, 1964, Understanding Media: popular games reveal core values of a culture, games release tension

  4. Theories of Play • Playing at, not doing • Play instinct (Jung) • “make-believe” and the genesis of the self, integration of individual in society • “expressive amplification” (Henry Jenkins)—impact of actions exaggerated for increased pleasure

  5. “MDA model” • Mechanics • Game engine, algorithm, code and rules • Dynamics • How game actually plays • Aesthetics • Emotional responses of player (sensation, fantasy, narrative, challenge, fellowship, discovery, expression, submission)

  6. 4 Major Genres of Video Games • Action • Motor skill and hand-eye coordination • Adventure • Narratives, logic and deduction, solve mystery • Strategy • High-level strategic thinking • Process-oriented • System or world, exploration, simulation

  7. JesperJuul’s “Classic Game Model” • Fixed rules • Negotiable consequences • Variable outcome • Player attachment to outcome • Player effort • Valorization of outcome

More Related