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

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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 1 Social."— Presentation transcript:

1 © 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Game Art and Design Unit 3 Lesson 1 Social Game Interaction and Player Patterns

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™ SOCIAL GAME INTERACTION

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™ Engagement Activity Introduction to formal elements: War!

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™ 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.

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™ Social Game Formats: Types 1.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.

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™ 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.

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™ 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.

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™ 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.

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™ 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.

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

12 © 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 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.

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™ 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.

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™ 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.

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™ 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.

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™ The Game Community Industry has divided players into two groups: 1.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.

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™ 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.

18 © 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 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 13 th, 2006).

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™ 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.

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™ 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.

21 © 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ PLAYER PATTERNS

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™ 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?

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™ 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.

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™ 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.

25 © 2011 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ SEVEN MAJOR PLAYER PATTERNS

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™ 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).

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™ 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).

28 © 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™ 2. Multiple Individual Players vs. Game

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™ 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).

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™ 3. Player vs. Player

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™ 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.

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™ 4. Unilateral Competition

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™ 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).

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™ 5. Multilateral Competition

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

36 © 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™ 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).

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™ 7. Team Competition

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™ 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.

39 © 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Game Art and Design Unit 3 Lesson 1 Social Game Interaction and Player Patterns images Clipart, student work, Photos by Phyllis Jones


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