Game Art and Design Unit 3 Lesson 1 Social Game Interaction and Player Patterns International Technology Education Association.

Slides:



Advertisements
Similar presentations
Digital Game-Based Learning Why and How it Works.
Advertisements

 The Player  Objectives  Procedures  Rules  Resources  Conflict  Boundaries  Outcome.
Sport Education.
Making The Case: Business Models in Online Gaming Greg Costikyan Chief Design Officer, Unplugged Games Jessica.
Introduction.  Who’s in the class?  Class structure  Introduction to content  Team and concept brainstorming.
Anatomy of a Game CTIN 463 John Hight
What Is Sports and Entertainment Marketing?
Game Development Essentials An Introduction. Chapter 3 Game Elements what are the possibilities?
Sports and Entertainment Marketing © Thomson/South-Western ChapterChapter What Is Sports and Entertainment Marketing? 1.1 Marketing Basics 1.2 Sports Marketing.
 Advertising department in a company  The main business is not advertising. (part of business)
3.01: Recognize social game interaction. Introduction The purpose of this unit is to introduce students to the social aspect present in popular game culture.
Circle of Interactive Media  Actions, reflected in the interface  How the actions impact relevant systems  How systems produce feedback, outcomes,
Examining Marketing and Business Advanced Marketing.
Game Design EST310/ISE340 Fall 2011 Tony Scarlatos.
Business and Financial Planning. Strategic Project Plan Business Description – the purpose of the business, the product or service provided, an industry.
Serious Games and Simulations. The business of using videogames or videogame technologies for purposes other than entertainment.
© 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Game Art and Design Unit 3 Lesson 6 Categorize.
Art of Social Relation Good Social Relation is the Key to success S.Raj Kumar.
© 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Game Art and Design Unit 3 Lesson 1 Social.
Formal Elements - Players. Section C: Game design culture and play Recognize social game interaction.
Sports and Entertainment Marketing © Thomson/South-Western ChapterChapter Bell Work Please write down your favorite team/show/form of entertainment. List.
Formal Elements - Players. Players Games designed for players. Without players, games have no reason to exist. When designing a game that you need to.
Fundamentals of Game Design by Ernest Adams and Andrew Rollings Chapter 1: Games and Video Games.
What is the Foundation Stage?
DEVELOPMENT OF COMPETITIVE SPIRIT
Online Gaming and it’s History Online gaming is playing videogames with opponents through the use of networks. It all began in the early nineties. A small.
© 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Game Art and Design Unit 3 Lesson 5 Resources.
Genres of Games Pengantar Teknologi Game. Genres of Games 1.Action Games 2.Strategy Games 3.Role-Playing Games 4.Sports Games 5.Vehicle Simulations 6.Construction.
Miss Loock SHMD 119 Sport Didactics & Coaching Unit 11 1.
  Language learning is a hard task.  They constant effort is required to undesrtand language.  Well-chosen ESL games are very useful.  Games provide.
Little Gunners VSA 2-4 Year Old Program. Little Gunners The core philosophy of the Little Gunners Program is to begin training kids at a critical stage.
© 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Game Art and Design Unit 3 Lesson 3 Procedure.
Chapter 7 Event Marketing
What Is Sports and Entertainment Marketing?
Baseball Boss Run the Show Play with all of your favorite 2011 MLB players.
Identifying the Target Audience Part 2. Target Audience The target audience is the group of people for whom the game is meant. To develop an effective.
Innovation Through Creativity and Testing
Scheme of Work WeekTopic 1 Introduction: The Marketing & Marketing Mix; 7 P’s 2 The fundamental Promotion: Segmentation, Targeting, Positioning; Promotion.
Game Genres Unit 3 lesson 2. Game Genres The gaming and entertainment are divided into categories by media and ______. A media category includes such.
Things to consider when developing a game idea By Mark Jones.
Chapter 2 Computerized Entertainment and Classification 1.
Chapter 1 My Role on the Team. Chapter 1 My Role on the Team.
Chapter 1 marketing is all around us Section 1.1
COMP 585/585H/185H/ Serious Games
Marketing and the Marketing Concept 1.1
Game Art and Design Unit 3 Lesson 6 Categorize Game Theory
CHOOSE APPROPRIATE INSTRUCTION STRATEGIES AND RESOURCES
Chapter 7 Play and Game Culture. Chapter 7 Play and Game Culture.
A systematic literature review of empirical evidence on computer games and serious games Wakana Ishimaru Leo Liang.
Training of mind in Football game
What do we know from research on:
Chapter 3 evolution of the Game
Game Art and Design Unit 3 Lesson 4 Probability
Game Art and Design Unit 3 Lesson 5 Resources and Boundaries
Policies and Planning Premises: Strategic Management
The Vision To build a fundamentally-based club focusing on player skill development and creating a positive environment for players to compete and grow.
Computer Games: Digital Games Design F1R2 11
Sports in Society: Issues & Controversies
Game Art and Design Unit 3 Lesson 3 Procedure and Rules
Escape rooms to unlock the creative skills in your right brain.
Game Art and Design Unit 3 Lesson 3 Procedures and Rules
Game Art and Design Unit 3 Lesson 7 Categorize Game Genres
Game Art and Design Unit 3 Lesson 2 Objectives
CORPORATE MANAGEMENT IN ACTION - CMA
The Use of Artificial Life and Culture in Gaming As a Tool for Education Jared Witzer Frequently, presenters must deliver material of a technical nature.
The big boring complex industry I’m referring to is financial services
Game Art and Design Unit 2 Lesson 1 Skills in the Game Industry
Managerial Skills Introduction
ABCya! Alexa Mairs.
USING 4-H CURRICULUM.
Presentation transcript:

Game Art and Design Unit 3 Lesson 1 Social Game Interaction and Player Patterns International Technology Education Association

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

Social Game Interaction

Engagement Activity Introduction to formal elements: War!

Social Game Formats Many games are played with more than one player. These games have a social aspect that allows players to interact with other players.

Social Game Formats: Types Online multiplayer Players connect home PCs to the Internet. Played by thousands of players - 24/7. Subscription-based system - players play a monthly fee. Encourage players to form groups to solve problems. The relationships formed are strong incentives for continuing the game.

Social Game Formats: Types 2. MMOGs, MMORPGs , MMORTSs and MMOFPs. MMOG - massively multiplayer online games. MMORPG - massively multiplayer online role-playing games. MMOFPS - massively multiplayer online first-person shooter games. MMORTS - massively multiplayer online real-time strategy games.

Social Game Formats: Types 2. MMOGs, MMORPGs , MMORTSs and MMOFPs biggest issue is how to balance social interaction with immersion. benefits - meet new people from everywhere. problem - player misbehavior. The Internet allows player anonymity, which could result in rude, cheating, or fraudulent behavior.

The Game Community Develops any time players get together to play. Continually changes - small as two players playing a dance game or as large as a MMOG. Developers control the boundaries with the game rules and roles.

The Game Community Evolves depending on the players’ personalities, interactions between the players, and the larger social context of the game. Similar to a convention where players drop in and out instead of a sports team where the players are constant.

The Game Community Closed and Open systems Closed - no outside exchange with the environment. Open - when the community of players continually changes.

The Game Community Metagames Games beyond the basic game, interplay that arises outside the rules. Tactics that use features outside the intended game use or that exploit errors in programming.

The Game Community Metagames Example: A player discovers that when a weapon is fired at the ground, jumping power is increased. The increased power allows him/her to overcome obstacles normally not reachable. This was not the intended purpose of the game.

The Game Community Audiences Game designers must consider the target audience when designing. To understand the makeup of the audience, researchers study demographics of a population.

The Game Community Audiences Demographics include relevant economic and social statistics. Age, gender, and income, are used to separate the audience into target groups called markets.

The Game Community Industry has divided players into two groups: Hard Core Players Have many long game sessions with frequent discussions. Are knowledgeable about the industry and usually possess all of the latest games. Desire to extend existing games creatively. Have a higher frustration level. Engage in competitions.

The Game Community Industry has divided players into two groups: 2. Casual players These are the rest of the game players who are not hard-core. Interest in playing games is limited. Tend to play games that are easier to learn and master.

The Game Community Disabilities There are many games for players with disabilities. Games can add accessibility options. Research has discovered that playing sports or fighting games helps distract children suffering from chronic pain (The Edmonton Journal, Feb 13th, 2006).

The Game Community Disabilities Games are used for cancer treatment, weight control, and improved motor coordination. Dance Dance Revolution has helped many children lose weight and gain motor development. Adding these accessibility features can increase sales as well as improved PR.

Virtual Reality VR is the simulation of reality through technology. VR can lessen dangers associated with the real, e.g., flight simulation for combat helicopter pilots. Can provide training environments where mistakes are less costly, e.g., management of nuclear power stations or chemical plants.

Player patterns

Player Patterns Games designed for players When designing a game consider How many players does the game require? How many total players does the game support? Do various players have different roles? Do players compete, cooperate, or both?

Player Patterns A game designed for one player is different than a game designed for two, four, or 10,000. A game designed for a specific number of players has different considerations than a game designed for a variable number.

Players Patterns :Roles Most games have uniform roles for all players while some have more than one role for players. In Mastermind, one player chooses to be the code-breaker, while the other chooses to be the code-maker. Role Playing Games (RPGs) have a variety of roles for players to choose.

SEVEN Major player PATTERNS

1. Single Player vs. Game Most common pattern for digital gaming (use cards to demonstrate). Includes puzzles and other game structures to create conflict (solitaire).

2. Multiple Individual Players vs. Game Multiple players compete against the game in the company of each other. Action is not directed at each other. No interaction between players. Essentially, this pattern is a single-player game played in the company of others (Race).

2. Multiple Individual Players vs. Game

3. Player vs. Player A game where two players directly compete. Classic structure for strategy games and good for competitive players. One-on-one makes competition a personal contest. The intense competition marks this pattern for focused, head-to-head play (war).

3. Player vs. Player

4. Unilateral Competition Two or more players compete against one player. Examples include tag and dodge ball. Interesting model for combining cooperative and competitive gameplay.

4. Unilateral Competition

5. Multilateral Competition Game structure in which three or more players directly compete. This pattern is what people think of when they think of multiplayer games. Board games are multilateral for between three – six players usually (Hearts-Spades).

5. Multilateral Competition

6. Cooperative Play Two or more players cooperate against the game system (Farmville). Often found in children’s board games.

7. Team Competition Game structure in which two or more groups compete. Includes soccer, basketball and charades. This game structure can provide fun for fans of the teams as well as the players (Spades).

7. Team Competition

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.

Game Art and Design Unit 3 Lesson 1 Social Game Interaction and Player Patterns images Clipart, student work, Photos by Phyllis Jones International Technology Education Association