Chapter 1.2 Games and Society - PowerPoint PPT Presentation

About This Presentation
Title:

Chapter 1.2 Games and Society

Description:

Play Video Games? CS 4455. 3. Audience and Demographics. What good are ... Violence in video games drawing parental attention. Legal Issues (1992) Night Trap ... – PowerPoint PPT presentation

Number of Views:48
Avg rating:3.0/5.0
Slides: 33
Provided by: ccGa
Category:
Tags: chapter | games | society | video

less

Transcript and Presenter's Notes

Title: Chapter 1.2 Games and Society


1
Chapter 1.2Games and Society
2
Why Do People Play Video Games?
3
Audience and Demographics
  • What good are demographics?
  • Are they always accurate?
  • Recent survey what stands out?

4
Audience and Demographics ESRB
  • EC (Early Childhood)
  • E (Everyone)
  • E10 (Everyone 10)
  • T (Teen)
  • M (Mature)
  • AO (Adults Only)
  • 32 different Content Descriptors

5
Audience and Demographics ESRB 2003 Statistics
  • 57 of games received an E rating
  • 32 of games received a T rating
  • 10 of games received an M rating
  • 1 received an EC rating

6
Audience and Demographics ESRB 2003 Statistics
(2)
  • 70 of best-selling console games were E or T
    rated
  • 90 of best-selling PC games were E or T rated
  • Buying habits or development habits?

7
Societal Reaction to Games
  • Misleading perception of games as being childs
    play
  • Violence in video games drawing parental
    attention
  • Legal Issues (1992)
  • Night Trap
  • Mortal Kombat
  • Led to Senate Hearings (1993)

8
Societal Reaction to Games
  • Legal Issues Doom (1994) and the 1999 Columbine
    Massacre
  • Shooters were known to play Doom
  • Lawsuits were initiated against the industry, but
    eventually dropped

9
Societal Reaction to Games
  • Legal Issues Grand Theft Auto
  • GTA Vice City
  • Haitian-American Rights Groups
  • GTA San Andreas
  • Hot Coffee mod

10
Societal Reaction to Games
  • Games and Youth Violence
  • Root of All Evil, or Good, Old-Fashioned Fun?

11
Cultural Issues
  • Abuse of stereotypes (Shadow Warrior)
  • Foreign Diplomacy
  • Germany (The Index List of banned games)
  • China, Japan (controversial elements)
  • Cultural Acceptance
  • Changing standards and thresholds

12
Society Within GamesOnline Behavior
  • The Good
  • Everquest Weddings
  • The Bad
  • Addictive properties
  • Online rivalries becoming offline rivalries
  • Can games contribute to erratic offline
    behaviors?
  • The Ugly
  • Disinhibition and deindividuation occur because
    of perceived anonymity.
  • Hate crimes

13
Society Within Games
  • Tools
  • Moderators
  • Communication tools
  • Fan sites to discuss gameplay and community
    outside of the game

14
The Upshot
  • Games are an immature medium

15
Chapter 2.1Understanding Fun
16
What is Fun?
  • Dictionary
  • Enjoyment, a source of amusement
  • Important to consider underlying reasons
  • Funativity thinking about fun in terms of
    measurable cause and effect

17
Getting a handle on fun/play
  • Evolutionary roots popular
  • Johann Huizinga, Homo Ludens
  • But different ways to proceed
  • Play as basic desire?
  • Play as evolutionary advantage?
  • Crawford, Salen/Zimmerman, Koster, .

18
Evolutionary Roots
  • We must look to our distant past
  • Young mammals play to learn basic survival skills
  • Games are organized play
  • Human entertainment is also at its heart about
    learning how to survive
  • Mating and social rules also critical to us
  • Education Entertainment
  • Fun is about practicing or learning new survival
    skills in a relatively safe setting

19
Natural Funativity Theory
  • Basic concept is that all fun derives from
    practicing survival and social skills
  • Key skills relate to early human context, but
    often in modern guise
  • Three overlapping categories
  • Physical, Social, and Mental

20
Definition of a Great Game
  • A great game is a series of interesting and
    meaningful choices made by the player in pursuit
    of a clear and compelling goal

21
A Series of Choices in Pursuit of a Goal
  • Interactivity
  • Games goals and rules?
  • Toys vs. games?
  • Interesting and Meaningful Choices
  • Meaningful choices are perceived by the player as
    having significant consequences
  • S/Z meaningful play
  • Actions to outcomes are descriptive and
    integrated

22
A Series of Choices
  • No choice

23
A Series of Choices
  • Meaningless choices

24
A Series of Choices
  • Infinite choices

25
A Series of Choices
  • Choose wisely

26
Classic Game Structure
  • Convexities
  • Other terms (e.g., Narrative spine)
  • Fractal nature

27
A Series of Convexities
  • Popular structure
  • Some freedom, implementable

28
The Concept of Flow
  • Mihaly Csikszentmihalyi
  • Flow The Psychology of Optimal Experience
  • Flow is a state of exhilaration, deep sense of
    enjoyment
  • Usually when a persons body or mind is stretched
    to its limits to accomplish something difficult
    and worthwhile

29
The Flow Channel
  • Start with relatively low level of challenge to
    match starting skill levels
  • Gradually increase challenge
  • Fast enough to prevent boredom
  • Not so fast as to induce frustration

30
The Flow Channel
31
Difficulty Increase Varies
32
Story and Character
  • Emotional association, strengthen reaction
  • Interactive story different than linear stories
  • Murray, Hamlet on the Holodeck
  • Do, dont show
  • Dont make choices for the player
  • Bring out character through action
  • Gameplay Trumps Story!
Write a Comment
User Comments (0)
About PowerShow.com