What is a Game? ETEC 544 IP4 DE LA PENA

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What is a Game? ETEC 544 IP4 DE LA PENA por Mind Map: What is a Game? ETEC 544 IP4 DE LA PENA

1. Sutton-Smith

1.1. We decide games

1.2. Games reflect evolution of society

1.3. games as finite, fixed, and goal oriented

1.4. different forms

1.4.1. Social

1.4.2. Solitary

1.4.3. Physical

1.4.4. Theoretical

1.5. Neitzsche

1.5.1. Danger and Diversion

1.6. Jung

1.6.1. Play with objects it loves

2. Mead

2.1. social activity and communication

2.2. "make believe"

2.3. one role at a time

2.4. games as social mirrors

2.4.1. learning to belong

2.4.2. learning different roles

2.4.3. learning rules

2.4.4. allowing personality to develop

3. Jenkins

3.1. New form of popular art

3.2. artists of the century: game designers

3.3. Seldes

3.3.1. Aesthtics of great art

3.4. Lively art

3.5. Jenkins vision

3.5.1. design and aesthetics are crucial

4. Formal Definitions

4.1. Partlett

4.1.1. an ends and a means

4.1.2. games always has a winner

4.2. Quests

4.2.1. allow for exploration than a fixed setting

4.3. Suits

4.3.1. game rules are inhibiting (hinders)

4.3.2. people seek out rigid and restrictive structures

4.3.3. Monopoly

4.3.3.1. amassing wealth and ruining opponents

4.3.3.2. a game of skill

4.4. Crawford

4.4.1. Four features

4.4.1.1. Representation

4.4.1.2. Interaction

4.4.1.3. Conflict

4.4.1.4. Safety

4.4.2. Salen and Zimmerman

4.4.2.1. games are systems

4.4.2.2. games have quantifiable outcomes

4.4.2.3. artificial conflict

4.4.2.4. Jesper Juul

4.5. Online role playing games

4.5.1. set personal goals

4.5.2. no one way to win

4.5.3. World of Warcraft

4.5.4. Grand Theft Auto

5. Pragmatic Definitions

5.1. Meier

5.1.1. a good game is a series of interesting choices

5.2. Action games

5.2.1. Super Mario Brothers

5.2.1.1. lack of choice

5.2.2. a focus on players reflexes

5.2.3. a focus on players coordination skills

5.3. Hunicke, LeBlanc, and Zubek

5.3.1. MDA

5.3.1.1. Mechanics

5.3.1.2. Dynamics

5.3.1.3. Aesthetics

5.3.1.3.1. Sensation

5.3.1.3.2. Fantasy

5.3.1.3.3. Narrative

5.3.1.3.4. Challenge

5.3.1.3.5. Fellowship

5.3.1.3.6. Discovery

5.3.1.3.7. Expression

5.3.1.3.8. Submission

5.3.1.4. MDA Limitations

5.3.1.4.1. Design over Gameplay

6. Wittgenstien

6.1. Luck vs Skill

6.2. Family Resemblances

6.2.1. Game A-B-C

7. Huizinga

7.1. The Magic Circle

7.2. Chess Rules as Magic Circle

7.3. Castranova

7.4. Real World Consequences

7.4.1. Time

7.4.2. Affects Mood

7.4.3. Communication for Media

7.4.4. Affects Behaviour

7.4.5. Affects the outside world

7.5. Malaby

7.6. Juul

7.6.1. The Three Frames

7.6.2. Differentiate games from nongames model

8. Caillois

8.1. Four Qualities of Play

8.1.1. Competition

8.1.2. Chance

8.1.3. Imitation

8.1.4. Vertigo

8.2. Classification of games

8.2.1. Paidia

8.2.2. Ludus

8.3. Sandbox activity

8.3.1. Unspoken rules

8.4. Video Games

8.4.1. Rules enforced by a computer

9. McLuhan

9.1. Reflection of Culture

9.2. Dramatic Models

9.2.1. release of tension

9.3. Underexplored idea

10. Bateson

10.1. meta-communication

10.2. Alternate Reality Games

10.2.1. No big interest

11. Issue of Genre

11.1. How to define a games genre

11.2. Wolf

11.2.1. Interactivity for defining

11.3. Aarseth

11.3.1. evaluated on a series of variables

11.3.2. Genres are arbitrary

11.4. Genre labels

11.4.1. need to be based on same criteron

12. Genre system

12.1. games criteria

12.2. Action Games

12.2.1. motor skill and hand-eye coordination

12.3. Adventure Games

12.3.1. requires deep thinking

12.3.2. requires great patience

12.4. Strategy Games

12.4.1. based on games of war

12.4.2. real-time strategy

12.4.3. close relation to action games

12.4.3.1. winning is based on balancing large numbers of interdependent variables

12.4.3.2. paying attention to other players choices and strategies

12.5. Process-Oriented Games

12.5.1. Made for entertainment purposes

12.5.2. Character explores

12.5.3. Character manipulates an ever-changing world

12.5.3.1. SimCity

12.5.3.2. Player is in charge of a world

12.5.4. Lack of standard or consistent criteria

12.5.5. Simulation Games

12.5.5.1. mimic real-world experiences

12.5.5.1.1. flight simulator

12.5.5.1.2. gran tourismo