chapter 1.2 games and society. cs 44552 why do people play video games?

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Chapter 1.2 Games and Society

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Page 1: Chapter 1.2 Games and Society. CS 44552 Why Do People Play Video Games?

Chapter 1.2Games and Society

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Why Do People Play Video Games?

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Audience and Demographics

What good are demographics? Are they always accurate?

Recent survey: what stands out?

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Audience and Demographics: ESRB

EC (Early Childhood) E (Everyone) E10+(Everyone 10+) T (Teen) M (Mature) AO (Adults Only) 32 different “Content Descriptors”

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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

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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?

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Societal Reaction to Games

Misleading perception of games as being child’s play

Violence in video games drawing parental attention

Legal Issues (1992)– Night Trap – Mortal Kombat

Led to Senate Hearings (1993)

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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

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Societal Reaction to Games

Legal Issues: Grand Theft Auto– GTA: Vice City

• Haitian-American Rights Groups

– GTA: San Andreas• “Hot Coffee” mod

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Societal Reaction to Games

Games and Youth Violence– Root of All Evil, or Good, Old-Fashioned Fun?

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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

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Society Within Games:Online 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

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Society Within Games

Tools– Moderators– Communication tools– Fan sites to discuss gameplay and community

outside of the game

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The Upshot

Games are an immature medium

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Chapter 2.1Understanding Fun

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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

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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, ….

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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

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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

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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

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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”

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A Series of Choices

No choice

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A Series of Choices

Meaningless choices

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A Series of Choices

Infinite choices

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A Series of Choices

Choose wisely

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Classic Game Structure

Convexities– Other terms (e.g., Narrative spine)

Fractal nature

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A Series of Convexities

Popular structure

Some freedom, implementable

A A A A ABB B B

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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 person’s body or mind is stretched to its limits to accomplish something difficult and worthwhile

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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

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The Flow Channel

Too Easy (Boring)

Too Hard (Frustrating)

Increasing Time (and Player Skill)

Increasing Difficulty

Ideal Game Difficulty Progression

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Difficulty Increase Varies

A A A ABB B B

Ideal Game Difficulty Progression

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Story and Character

Emotional association, strengthen reaction Interactive story different than linear stories

– Murray, Hamlet on the Holodeck “Do, don’t show”

– Don’t make choices for the player– Bring out character through action

Gameplay Trumps Story!