BurgerTime: A Proceduralist Investigation


Treanor Mike Mateas Michael
2011 DiGRA '11 - Proceedings of the 2011 DiGRA International Conference: Think Design Play

This paper explores the foundations and implications of interpreting videogames as representational procedural artifacts. Where previous work established a method of proceduralist readings, one which emphasizes the representational power of a game’s rules, to interpret videogames intentionally imbued with meaning, this study attempts to apply the method to a game that seemingly resists interpretation: the classic arcade game BurgerTime. Interpreting BurgerTime provided a challenge to the proceduralist perspective that required investigating its outer limits and assumptions. In the end, a comprehensive reading is achieved by considering the gameplay of expert players: those who understand the rules of a game the most.

 

Problem Based Game Design – Engaging Students by Innovation


Reng Lars Schoenau-Fog Henrik
2011 DiGRA '11 - Proceedings of the 2011 DiGRA International Conference: Think Design Play

At Aalborg University’s department of Medialogy, we are utilizing the Problem Based Learning method to encourage students to solve game design problems by pushing the boundaries and designing innovative games. This paper is concerned with describing this method, how students employ it in various projects and how they learn to analyse, design, and develop for innovation by using it. We will present various cases to exemplify the approach and focus on how the method aspires for innovation in digital entertainment and games.

 

Beyond the digital divide: An ecological approach to gameplay


Linderoth Jonas
2011 DiGRA '11 - Proceedings of the 2011 DiGRA International Conference: Think Design Play

This paper outlines a framework for understanding gameplay from the perspective of ecological psychology. According to this perspective, gameplay can be described in terms of perceiving, acting on and transforming the affordances that are related to a game system or to other players in a game. Challenges in games have an emphasis on perceiving suitable actions and/or performing suitable actions, often with emphasis on one aspect. For example, in many board games, strategy games and puzzle games, the challenge is to perceive appropriate affordances while in many sports, multiplayer shooter games, racing games, etc. the challenge is to use appropriate affordances. From this follows that the ecological approach to gameplay overrides the division of games as being digital and non-digital games.

 

Making sense of game-play: How can we examine learning and involvement?


Iacovides Ioanna Aczel James Scanlon Eileen Woods Will
2011 DiGRA '11 - Proceedings of the 2011 DiGRA International Conference: Think Design Play

It has been argued that there is a need for more “rigorous research into what players do with games (particularly those that don’t claim explicit status as educational), and a better understanding of the thinking that is involved in playing them.” (Squire, 2008, p.167). This paper introduces a set of methods developed to explore these issues via a multiple case study approach, including; game-play observation, cued post-play interview, the collection of physiological data and the use of gaming diaries over a three week period. An examination of the strengths and limitations of the approach adopted is presented with reference to two particular methodological issues (i) how to identify breakdowns and breakthroughs that occur during game-play; (ii) how to identify learning occurring beyond game-play. The paper will conclude by emphasising the importance of taking both micro and macro level experiences into account when it comes to capturing learning and involvement within this context.

 

Framework for Designing and Evaluating Game Achievements


Hamari Juho Eranti Veikko
2011 DiGRA '11 - Proceedings of the 2011 DiGRA International Conference: Think Design Play

This paper presents a framework for evaluating and designing game design patterns commonly called as “achievements”. The results are based on empirical studies of a variety of popular achievement systems. The results, along with the framework for analyzing and designing achievements, present two definitions of game achievements. From the perspective of the achievement system, an achievement appears as a challenge consisting of a signifying element, rewards and completion logics whose fulfilment conditions are defined through events in other systems (usually games). From the perspective of a single game, an achievement appears as an optional challenge provided by a meta-game that is independent of a single game session and yields possible reward(s).

 

Games and machinima in adolescents’ classrooms


Lacasa Pilar Martínez Rut Méndez Laura
2011 DiGRA '11 - Proceedings of the 2011 DiGRA International Conference: Think Design Play

This presentation identifies innovative educational practices when commercial video games, combined with other new or traditional technologies are present in the secondary education classrooms. The major goal of the project was to generate new knowledge about how to design scenarios, using commercial video games as the starting point, which may contribute to the development of new literacies when students work with specific curriculum contents. Our data has been analyzed exploring the machinima productions in order to analyze the relationships between the video productions, the game and, the gamers’ perspective about his/her own activity. To examine these strategies several dimensions have been considered in order to compare different approaches to machinima.

 

Preventing a POX Among the People? A Design Case Study of a Public Health Game


Flanagan Mary Seidman Max Belman Jonathan Punjasthitkul Sukdith Downs Zara Ayoob Mike Driscoll Alicia
2011 DiGRA '11 - Proceedings of the 2011 DiGRA International Conference: Think Design Play

The POX: Save the People game was developed to address some of the core concepts included in curricular frameworks for Science Literacy in the USA. This paper documents our design research, design approach, and prototyping process.

 

Participatory Game Design to Engage a Digitally Excluded Community


Lochrie Mark Coulton Paul Wilson Andrew
2011 DiGRA '11 - Proceedings of the 2011 DiGRA International Conference: Think Design Play

This paper explores issues around using a Participatory Design of a Location Based Game (LBG) developed as part of a project to connect young people (11-19 years old) in Lancaster and Manchester by exploring issues surrounding place and their sense of belonging within their community. Both these communities were chosen, as they are representative of particular socio-economic conditions that have led them to be considered digitally excluded. The results highlight issues researchers face when working with such a group and the importance of building trust and being sensitive to the lives of the participants.

 

Of discs, boxes and cartridges: the material life of digital games


Toivonen Saara Sotamaa Olli
2011 DiGRA '11 - Proceedings of the 2011 DiGRA International Conference: Think Design Play

So far the field of game studies has mostly bypassed the everyday meanings attached to the material manifestations of digital games. Based on qualitative survey data, this article examines what kind of personal and collective values are attached to the physical copies of games, including the storage medium and packaging. The results show how materiality resonates with the reliability and unambiguity of ownership. Furthermore, games as physical objects can have a key role in the project of creating a home, receiving their meaning as part of a wider technological and popular cultural meaning structure. Finally, collecting associates games with more general issues of identity, sociability and history. Through storing and organising games and having them on display, gamers position themselves as part of game culture, gather subcultural capital and ensure the possibility for nostalgia.

 

Player Communities in Multiplayer Online Games: A Systematic Review of Empirical Research


Warmelink Harald Siitonen Marko
2011 DiGRA '11 - Proceedings of the 2011 DiGRA International Conference: Think Design Play

Numerous researchers have written about the social dynamics of player communities in multiplayer online games. Following a systematic review of refereed empirical research publications from 2000-2010, this article synthesizes the key methods and concepts researchers have used to study and characterize player communities, as well as the aspects and operationalizations they have concentrated on. The analysis shows that qualitative approaches have been more popular than quantitative. The concepts used to characterize player communities were often not clearly defined or overlapped in meaning. Yet they revealed a prevalence of micro (groups or teams), meso (guilds or organizations) and macro (communities and networks) perspectives. Eighteen different aspects and operationalizations of player communities were identified. Six of these were clearly most popular, i.e. social structuring, rationale, culture & social norms, used ICTs, number of members and time of existence. The article concludes with several perspectives and suggestions for future research.