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© 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Game Art and Design Unit 3 Lesson 6 Categorize.

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Presentation on theme: "© 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Game Art and Design Unit 3 Lesson 6 Categorize."— Presentation transcript:

1 © 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Game Art and Design Unit 3 Lesson 6 Categorize Game Theory

2 © 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Big Idea Knowledge of the basic skills and components of any field makes one uniquely prepared to perform at a high level in that area.

3 © 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ FUN IN GAMES

4 © 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Categories of Fun: Physical Dancing and movement. The success of the dance category in arcade games shows the basic need to have physical fun. Many games also make good use of hand-eye coordination. Players control joysticks and coordinate keystrokes to achieve a desired result.

5 © 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Categories of Fun: Physical

6 © 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Categories of Fun: Social Storytelling taps into the human desire for social interaction. Players can experience social interaction with two-player and multi-player games. Many online games use a team concept where teams can work together to solve a common problem. Example: The Sims.

7 © 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Categories of Fun: Social

8 © 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Categories of Fun: Multipurpose These games are a combination of physical, social, and mental fun.

9 © 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Categories of Fun: Mental Improving our mental skills and intelligence can be fun. These games are based on the ability to perceive and use patterns. The fun comes from the mental challenge. Music games fits into this category since music is a pattern of notes.

10 © 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Categories of Fun: Mental

11 © 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Fun in Games: Engagement Activity 3.61: think of an activity that fits into one of the categories of fun. Now think of a game for each category. What is fun? What are some characteristics of having fun? How do you feel when you are having fun? Are all games fun? Do they need to be?

12 © 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ FUN: SATISFACTION IN GAMES

13 © 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Fun in Games: Satisfaction Fun can be accomplished when a player has a feeling of satisfaction. These challenges must be beatable to be fun. Clearing – clear up a situation or set of obstacles such as clearing up blackened areas to reveal what is underneath. Collection – collect something or complete a set. Earning points is an example of a collection.

14 © 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Fun in Games: Satisfaction Creation – to build something as in building a house in Sim City. Discovery – to experience new worlds, environment, levels, or rules of play, finding a secret passageway, access code, or reveal a hidden treasure. Expectation – waiting for a reward like slot machines or scratch-off lottery tickets. Experience – to do or experience something they could not do in real life (i.e., drive a race car or fly into space).

15 © 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Fun in Games: Satisfaction Expression – self- discovery and to accept a new identity. Fantasy – use their imagination. Fellowship – be part of a team or league. Goal-completion – to earn a goal and/or points.

16 © 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Fun in Games: Satisfaction Narrative – experience a drama that unfolds over time. Obstacle – encounter a challenge and overcome it. Sensation – experience new sensations such as flying an airplane or climbing a mountain. Victory – compete alone or as part of a team and overcome an opponent.

17 © 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Fun: Power in Games Three types of Power a designer can give to a player in a game include: 1.Manipulative power (Tetris) 2.Creative power (Tycoon games, MineCraft) 3.Destructive power (FPS)

18 © 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ TYPES OF GAME BY DECISION

19 © 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Games by Decision 1.Games of skill are usually single-player games where the outcome of the game is solely a result of player choices. The player is aware of the result of every decision before it is made.

20 © 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Games by Decision 2. Games of choice are also single player games where the outcome is mostly a product of probability. 3. Games of strategy involve more than one player where competition is the main factor.

21 © 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Games of Choice Decisions under certainty Player is aware of the probability to win. For example, rolling a six on a die is a one in six probability or 17%. Decisions under uncertainty The risks or the probability of the outcomes are unknown.

22 © 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Zero-Sum Games Use competitive behavior between players resulting in only one winner. Each player has a different interest in the game and both cannot win. This is a classic win/lose scenario. Examples include: the childhood game rock, paper, scissors; chess; checkers; and most board games.

23 © 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Zero-Sum Games One winner +1 and one loser -1 = 0. The sum is 0.

24 © 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Non-Zero Sum Games Players neither win nor lose but create a situation where all can benefit. One player’s decision in the game does not necessarily affect the other players gain or losses. The Prisoner’s Dilemma is a good example. The sum is not zero – no winner and no loser.

25 © 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Non-Zero Sum Games

26 © 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ The Decision Tree Decision trees are ways to map out the possible choices involved in a game. The image is the decision tree for the rock, paper, and scissors game.

27 © 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ The Decision Tree: Activity Draw a decision tree for the prisoner's dilemma. Use your Design Journal.

28 © 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ SUCCESSFUL GAMES

29 © 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ What Makes Games Successful? There are four elements to a game’s success related to what players like the best about games. A successful game should contain parts from two or more of the elements: The Player’s experience Challenge and strategy Immersion Social experience

30 © 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ What Makes Games Successful? 1.The Player’s Experience – experience a wide range of emotions. 2.Challenge and Strategy - provide cool looking environments that provide challenge and problem solving.

31 © 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ What Makes Games Successful? 3. Immersion - players enjoy the mystery and adventure by exploration through the game and may lose themselves in the game. 4. Social Experience - experience competition, teamwork, bonding, and recognition from other players.

32 © 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Designing A Successful Game Basic game rules help define a game. If enough of the rules change, then a new game is created. Rules generally determine the basic play of the game such as turn order, actions of the players, and win conditions.

33 © 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Designing A Successful Game Player actions could include how to spend resources or move tokens. Winning might occur when a certain number of tokens are obtained, having the greatest number of tokens at the end of the game, or some relationship of game tokens (as in chess's checkmate).

34 © 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Designing A Successful Game Explicit rules Sometimes called laws, are the formal structure in a game. In non-electric games, rules are written on the instruction page. In electronic games, rules are included in the hardware and the software constraints of the game. It is important that the rules are clear and understandable.

35 © 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Designing A Successful Game Implicit rules - unwritten, unbinding rules in a game. Usually stated at the beginning of a game. For example, if a player is never found in hide and seek, a new rule is needed. “Only hide in the front yard” could be an implicit new rule. Other implicit rules could include rudeness, damaging the playing pieces, and others agreed on by the players.

36 © 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Examples of Rules Explicit rules In Monopoly Pass go and collect 200 dollars In Mario Brothers Collect coins get points Implicit rules In Monopoly No hitting In Mario Brothers No destruction of the game

37 © 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Game Play vs. Play Mechanics Game mechanics are the set of rules that provide an enjoyable game play experience. What a player does when playing the game is called game play. Basically, game play defines what the game is, while game mechanics determine what the game consists of.

38 © 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Game Play vs. Play Mechanics Game Mechanics: The goal is for the user to enjoy the game and be challenged enough to want to play again. Some game mechanics have been around for a long time while others are new and innovative. Video games have gone from basic simple designs (such as Pong) to extremely complex ones as technology and processing power have improved.

39 © 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Game Play vs. Play Mechanics Game play of a fighting or shooting game is to hit something without being hit. Other games have puzzles to solve, put a golf ball into a hole, or complete a line of patterns.

40 © 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Big Idea Knowledge of the basic skills and components of any field makes one uniquely prepared to perform at a high level in that area.

41 © 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Game Art and Design Unit 3 Lesson 5 Categorize Game Theory Images Game Art and Design Unit 3 Lesson 5 Categorize Game Theory Images clipart, Student images, and Photos by Phyllis Jones


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