ltms 531 week 2: play, flow, fun, platforms and pitch
DESCRIPTION
This course focuses on applying game and simulation design strategies to increase context, motivation, engagement and learning outcomes. Character development, narrative, user interface, game play, game balancing, principles of level design and feedback in games and simulations will be applied as students design a game or simulation to achieve a learning goal. The differences and similarities between game and simulation concepts, genres and worlds will be examined as will game and simulation intricacies for specific groups and game production and management.TRANSCRIPT
LTMS 531: Designing
Games & Simulations Class 2
Review
Setting Expectations &
Establishing the Foundation
• Course Information
• Simulations vs. Games
• Serious Games vs.
Entertainment Games
• Instructional Design &
Game Design
1. What were some of the player elements clearly present in the game you played and the game you found?
2. How were those player elements
represented and how effectively were they represented?
1. Which player type are you?
2. Were you surprised with the results and why?
Player Types A
chie
vers
• prefer to gain "points," levels, equipment and other concrete measurements
• go to great lengths to achieve rewards that confer them little or no gameplay benefit simply for the prestige of having it.
Exp
lore
rs
• players who prefer discovering areas, creating maps and learning about hidden places
• feel restricted when expected to move on in a certain time frame, as that does not allow them to look around at their own pace.
• find joy in discovering an unknown glitch or a hidden easter egg.
Soci
aliz
ers • gain the most
enjoyment by interacting with other players, and on some occasions, computer-controlled characters with personality
• The game is merely a tool they use to meet others in-game or outside of it
Kill
ers • thrive on
competition with other players, and prefer fighting them to scripted computer-controlled opponents
Player Stats
Bartle
Number of Times Taken
796, 576 Most Common Result
Explorer Most Unique Results
Socializer
ESA Average age
30 Gender
55% Male; 45% Female Multiplayer
62% play games with others
Chapter
Designing for Engagement Fun Theory
Flow Theory
Mihály Csíkszentmihályi (pronounced chick-sent-me-high-ee)
Flow: Tense and release
Flow Theory
Platforms & Environments
• Analog
–Tabletop
–Physical
• Digital
–Arcade/café
–Console
–Computer
–Online
–Handheld
Serious Game Design Document
Serious Game/Simulation Pitch
LTMS 531: Designing
Games & Simulations
1. Create your game pitch