100% satisfaction guarantee Immediately available after payment Both online and in PDF No strings attached 4.2 TrustPilot
logo-home
Class notes

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

Rating
5.0
(2)
Sold
22
Pages
58
Uploaded on
12-12-2021
Written 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.

Institution
Course













Whoops! We can’t load your doc right now. Try again or contact support.

Written for

Institution
Study
Course

Document information

Uploaded on
December 12, 2021
File latest updated on
December 12, 2021
Number of pages
58
Written in
2021/2022
Type
Class notes
Professor(s)
Engelbrecht, h. & de wit, j.
Contains
All classes

Subjects

Content preview

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

Reviews from verified buyers

Showing all 2 reviews
11 months ago

Top recap! very clear and has clear examples to explain concepts. Thanks!

3 year ago

5.0

2 reviews

5
2
4
0
3
0
2
0
1
0
Trustworthy reviews on Stuvia

All reviews are made by real Stuvia users after verified purchases.

Get to know the seller

Seller avatar
Reputation scores are based on the amount of documents a seller has sold for a fee and the reviews they have received for those documents. There are three levels: Bronze, Silver and Gold. The better the reputation, the more your can rely on the quality of the sellers work.
nienkebreugelmans Tilburg University
Follow You need to be logged in order to follow users or courses
Sold
42
Member since
7 year
Number of followers
29
Documents
6
Last sold
11 months ago

4.6

5 reviews

5
3
4
2
3
0
2
0
1
0

Recently viewed by you

Why students choose Stuvia

Created by fellow students, verified by reviews

Quality you can trust: written by students who passed their tests and reviewed by others who've used these notes.

Didn't get what you expected? Choose another document

No worries! You can instantly pick a different document that better fits what you're looking for.

Pay as you like, start learning right away

No subscription, no commitments. Pay the way you're used to via credit card and download your PDF document instantly.

Student with book image

“Bought, downloaded, and aced it. It really can be that simple.”

Alisha Student

Frequently asked questions