Game and Learn: An Introduction to Educational Gaming 8. Games and - - PDF document

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Game and Learn: An Introduction to Educational Gaming 8. Games and - - PDF document

Game and Learn: An Introduction to Educational Gaming 8. Games and Players Ruben R. Puentedura, Ph.D Emotion and the Fun of Games Four Keys to Emotion in Games (Lazzaro) game fiero curiosity Easy Hard Fun Fun open goal ended player


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Game and Learn: An Introduction to Educational Gaming

  • 8. Games and Players

Ruben R. Puentedura, Ph.D

Emotion and the Fun of Games

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SLIDE 2

Four Keys to Emotion in Games (Lazzaro)

Easy Fun Hard Fun Serious Fun People Fun player experience fiero curiosity relaxation amusement game life goal

  • pen

ended

The Four Keys

  • Hard Fun
  • Players like the opportunities for

challenge, strategy and problem solving

  • Generates emotions, experiences
  • f Frustration and Fiero
  • Easy Fun
  • Players enjoy intrigue and curiosity,

becoming immersed in games that absorb their complete attention or take them on an exciting adventure

  • Generates emotions, experiences
  • f Wonder, Awe, Curiosity, and

Mystery

  • Serious Fun
  • Players enjoy the internal

experiences in reaction to the game’s visceral, behavioral, cognitive, and social properties

  • Generates emotions, experiences
  • f Excitement, Relaxation
  • People Fun
  • Players use games as mechanisms

for social experiences of competition, teamwork, and

  • pportunities for social bonding

and personal recognition

  • Generates emotions, experiences
  • f Amusement, Schadenfreude,

Naches

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SLIDE 3

What Types of Games Do Players Like? The DGD1 Model (Bateman)

C1 C3 C2 C4 H1 H3 H2 H4

Conqueror Wanderer Participant Manager Hardcore Casual

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SLIDE 4

The Four Play Styles

  • Conqueror
  • Progress: Rapid Advancement
  • Story: Plot or Irrelevant
  • Social: Online
  • Manager
  • Progress: Steady
  • Story: Plot
  • Social: None
  • Wanderer
  • Progress: New Toys
  • Story: Character/Emotion
  • Social: Talk about what they like
  • Participant
  • Progress: Narrative
  • Story: Character/Emotion
  • Social: Offline multiplayer

Hardcore and Casual Players

  • Hardcore Players:
  • Buy and play many games
  • Enjoy longer play sessions
  • Enjoy challenge, progression,

and game mastery

  • Tolerate complex controls

because they have played many games and absorbed the skills involved

  • See game playing as a lifestyle

preference; talking about games is a social component of their lives

  • Casual Players:
  • Buy fewer games, buy popular

games, or play Hardcore friend- recommended games

  • Enjoy shorter play sessions
  • Prefer having fun, or immersion

in an atmospheric experience

  • Generally require simpler

controls (exception: C1 players)

  • See games as another time-

passing entertainment; might talk about games with Hardcore friends

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SLIDE 5

How Do Players Interact Within Games? MMORPG Player Types (Bartle)

Acting World Players Interacting

Achievers (more common) Socializers (more common) Killers (less common) Explorers (less common)

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SLIDE 6

World of Warcraft Eve Online

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SLIDE 7

City of Heroes A Tale In The Desert

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SLIDE 8

World of Warcraft

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City of Heroes

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A Tale in the Desert

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Bartle’s Types and the Games (Puentedura)

Acting World Players Interacting

Achievers (more common) Socializers (more common) Killers (less common) Explorers (less common)

Resources Cited

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SLIDE 9
  • Emotion and the Fun of Games:
  • Lazzaro, N. Why We Play Games: Four Keys to More Emotion Without Story. (2004)

Available online at: http://www.xeodesign.com/whyweplaygames.html

  • What Types of Games Do Players Like?
  • Bateman, C. and R. Boon. 21st Century Game Design. Charles River Media. (2006)
  • Bateman, C. Designing for Different Play Styles: Demographic Game Design.

(2004) Available online at: http://www.cms.livjm.ac.uk/library/GDTW2004-Publications/ChrisBateman- Designing%20for%20Different%20Play%20Styles.v1.3.pdf

  • How Do Players Interact Within Games?
  • Bartle, R. Designing Virtual Worlds. New Riders Games. (2003)
  • Bartle, R. Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDs. (1996)

Available online at: http://www.mud.co.uk/richard/hcds.htm

  • Puentedura, R.R. “Beyond World of Warcraft: the Universe of MMOGs”. NMC

Summer Conference Proceedings. (2007) Available online at: http://www.nmc.org/publications/2007-conference-proceedings

  • MMORPG Sites:
  • World of Warcraft:

http://www.worldofwarcraft.com/index.xml

  • Eve Online:

http://www.eveonline.com/

  • City of Heroes:

http://www.cityofheroes.com/

  • A Tale in the Desert:

http://www.atitd.com/

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SLIDE 10

Hippasus

http://hippasus.com/rrpweblog/ rubenrp@hippasus.com

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