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Professional and ethical issues in game design

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If the objective is simply 'get as many points as possible,' then state it so. ... Describe the A.I. of the computerized opponent(s), if any. ... – PowerPoint PPT presentation

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Title: Professional and ethical issues in game design


1
Professional and ethical issues in game design
  • CDMM02 Lecture Week 4

2
Objectives of lecture
  • Recap elements of good game design
  • Understand research issues in video game design
  • Appreciate good research methods
  • Documenting the game design

3
Objective -- Describe the objective of the game.
  • If the objective is simply "get as many points
    as possible," then state it so. But if the
    objective is "rescue the princess," then that's
    another matter. In either case, give as much
    detail as possible to aid the reader in having
    some basis in understanding the rest of the
    design document as he reads on. What is the
    player's goal and why would they want to
    accomplish it? Gameplay -- Describe the way the
    game works, from beginning to end. After
    powering up (or booting), is there a title
    screen, what does it look like, is there an
    options screen, what are the choices, is there an
    animated sequence, can it be bypassed and how...

4
Background Story
  • If applicable, tell the story of the game that
    leads into the beginning of the game, and tell
    the story that unfolds during gameplay, if any
    (in the case of a puzzle game like SHANGHAI, for
    instance, this is probably unnecessary -- but it
    would be necessary for something like ALIENS VS.
    PREDATOR). What is the tone? What is the basic
    narrative? What is the "heart" of the story? Is
    it a linear story? Then, when the game begins,
    we see our hero appear in a scene. Describe the
    scene and what happens next. If nothing happens
    until the user does something, describe what the
    user's options are and what happens as a result
    of all possible actions. Keep in mind that most
    games to some extent are controlled by the user.
    The hero doesn't automatically do anything the
    user, when playing the game optimally, might
    cause the hero to do such-and-such an act, which
    would cause the computer-controlled enemy to do
    this, and the user's options are to do X and Y...

5
II. DETAILED GAME DESCRIPTION
  • Basic Concept -- What is the "high concept" of
    the game? Describe the A.I. of the
    computerized opponent(s), if any. It is sometimes
    helpful to write a "walkthrough" of the game to
    further enhance the reader's ability to visualise
    the game. What is the planned interface? What
    is the planned perspective (1st person vs. 3rd
    person)? What is the basic interactive
    structure? (e.g. Chapters vs. Great Middle
    Section, Levels, etc.). What is the "heart" of
    the gameplay? (e.g. speed, actions, style,
    continuous, turnbased, etc.? How does
    multi-player work? How difficult is the game?
    How long will it take the average player to
    complete?

6
III. OTHER ASPECTS OF THE PRODUCT DESIGN
  • Characters -- List and describe the characters
    in the game, if any. Tell something about their
    personalities and capabilities, and how they act
    in the game. Who does the player play?
    Single/multi player? Are there other key
    characters? License Exploitation -- If the
    characters are based on a license (such as in
    ALIENS VS. PREDATOR), provide some discussion of
    how the licensed characters will exploit the
    popular features of the license. World --
    Describe the scene(s) in which the action takes
    place, if applicable. In the case of an adventure
    game (such as LEATHER GODDESSES OF PHOBOS 2), the
    design document should probably be organized
    primarily by location, showing all characters and
    objects there, and indicating what events occur
    there. If locations in the game can be visited in
    any order, then list them in either the optimum
    order or in the order one might visit them if
    traveling in the simplest path. Controls --
    Describe the user interface.

7
How does the user cause all game actions to occur?
  • In the case of a cartridge game, describe all
    uses of the buttons on the controller. In the
    case of a computer game, describe which
    peripherals the game supports and how they are
    used to accomplish all game actions. Describe
    the on-screen interface (if there is a score and
    a life gauge... if there is an inventory icon and
    dialogue choices...), and how it works.
    Describe all menus in detail, and chart out the
    "shell" structure. Onscreen text messages are
    also part of the interface -- if not detailing
    all onscreen messages in this document, describe
    in general terms what they will be like.
    Graphics -- Describe the general style of the
    graphics. In the case of a game with multiple
    graphics modes, tell which one will be used.
    Whenever there are other games or products to
    which the reader can refer for a feel of the
    graphics style, it's a good idea to mention it.

8
Research into video games and violence
  • There is very little research on the positive
    aspects of video or computer games
  • Why?
  • The following study demonstrates some of the
    issues and also shows good research methodology

9
Richard Coyne Mindless repetition Learning from
computer games Design Studies Volume 24, Issue
3 , May 2003, Pages 199-212
  • Conservative moralists so often see this
    revisiting of ethical issues (about displays of
    violent and erotic imagery, or the amplification
    of materialism) as a progressive liberalisation,
    a loosening of standards.
  • But on closer examination, insofar as there is a
    liberalisation it constitutes a developing
    recognition of the complex play between value
    systems, institutions, socio-political contexts,
    the roles of the mass media and the culture of
    the contemporary video game generation.
  • It is also a recognition of the play element in
    human affairs, and in design

10
What makes video games effective?
  • (1) a clear goal almost all video games are
    goal-oriented that is, they have a clear and
    specific goal that children must try to reach
    (e.g. capturing the princess, reaching a
    destination),
  • (2) adequate level of complexity, not too low but
    not too high well-designed games are highly
    challenging and are rarely totally mastered,
  • (3) high speed most video games have a much
    faster speed than traditional mechanical games,

11
Beyond Nintendo design and assessment of
educational video games for first and second
grade students
  • Ricardo Rosas , , a, Miguel Nussbaumb, Patricio
    Cumsillea, Vladimir Marianovb, Mónica Correaa,
    Patricia Floresa, Valeska Graua, Francisca
    Lagosa, Ximena Lópeza, Verónica Lópeza, Patricio
    Rodriguezb and Marcela Salinasa

Computers Education Volume 40, Issue 1 ,
January 2003, Pages 71-94
12
  • The main objective of this study was to evaluate
    the effects of the introduction of educational
    videogames into the classroom, on learning,
    motivation, and classroom dynamics. These effects
    were studied using a sample of 1274 students from
    economically disadvantaged schools in Chile

13
continued
  • (4) incorporated instructions in most video
    games, children understand instructions while
    playing the game and do not need to read
    instructions,
  • (5) independence from physical laws video games
    normally do not follow the physical laws of the
    universe objects can fly, spin, change shape or
    color as they please, and
  • (6) holding power they capture players'
    attention and continue to do so as the game
    builds a microworld with its own rules and
    regulations (Malone Provenzo and Turkle).

14
Motivation
  • Students were more motivated to learn when using
    video games
  • In general, children from all EG classes reported
    that the gaming time seemed for them too short.
    Teachers shared this opinion, and reported that
    the games turned out to be so motivating that
    students developed a greater interest in learning
    and even a higher motivation in attending school
    itself.

15
Conclusion to study
  • Table 5. Analysis of variance for posttest math,
    with pretest math as a covariate
  • Plt0.01. MATHPREPretest Math
    GROUPIntervention Group EGExperimental group
    ICInternal control ECExternal control.
  • the type of intervention had a significant effect
    on posttest Math scores, controlling for pretest
    ability.
  • Planned comparisons showed there was a
    significant difference between means for children
    in the experimental schools (either experimental
    or internal control classes) and the external
    control group, but no mean differences were found
    between the experimental and internal control
    groups.

16
Role and impact of imagesresearch Playing Doom
  • The effects of exposure to violent video games
    on automatic associations with the self were
    investigated in a sample of 121 students. Playing
    the violent video game Doom led participants to
    associate themselves with aggressive traits and
    actions on the Implicit Association Test. In
    addition, self-reported prior exposure to violent
    video games predicted automatic aggressive
    self-concept, above and beyond self-reported
    aggression. Results suggest that playing violent
    video games can lead to the automatic learning
    of aggressive self-views.

17
  • Journal of Adolescence Volume 27, Issue 1 ,
    February 2004, Pages 41-52 Video Games and
    Public Health      Exposure to violent
    video games increases automatic aggressiveness
  • Eric Uhlmann , , a and Jane Swansonb
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