Title: Chapter 1.2 Games and Society
1Chapter 1.2Games and Society
2Why Do People Play Video Games?
3Audience and Demographics
- What good are demographics?
- Are they always accurate?
- Recent survey what stands out?
4Audience and Demographics ESRB
- EC (Early Childhood)
- E (Everyone)
- E10 (Everyone 10)
- T (Teen)
- M (Mature)
- AO (Adults Only)
- 32 different Content Descriptors
5Audience 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
6Audience 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?
7Societal 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)
8Societal 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
9Societal Reaction to Games
- Legal Issues Grand Theft Auto
- GTA Vice City
- Haitian-American Rights Groups
- GTA San Andreas
- Hot Coffee mod
10Societal Reaction to Games
- Games and Youth Violence
- Root of All Evil, or Good, Old-Fashioned Fun?
11Cultural 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
12Society 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
13Society Within Games
- Tools
- Moderators
- Communication tools
- Fan sites to discuss gameplay and community
outside of the game
14The Upshot
- Games are an immature medium
15Chapter 2.1Understanding Fun
16What is Fun?
- Dictionary
- Enjoyment, a source of amusement
- Important to consider underlying reasons
- Funativity thinking about fun in terms of
measurable cause and effect
17Getting 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, .
18Evolutionary 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
19Natural 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
20Definition 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
21A 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
22A Series of Choices
23A Series of Choices
24A Series of Choices
25A Series of Choices
26Classic Game Structure
- Convexities
- Other terms (e.g., Narrative spine)
- Fractal nature
27A Series of Convexities
- Popular structure
- Some freedom, implementable
28The 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
29The 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
30The Flow Channel
31Difficulty Increase Varies
32Story 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!