Digital Library Keyword Archives
gameplay
- 22 articles or papers
Gaming DNA: On Narrative and Gameplay Gestalts
Brown Douglas
2007 DiGRA '07 - Proceedings of the 2007 DiGRA International Conference: Situated Play
This paper takes the concept of the ‘Gameplay Gestalt’ as advanced by Craig Lindley[7] as a basis for a fresh look at how games are read and designed. Disagreeing with Lindley’s assertion of gameplay over narrative, it puts forward a model of the game as a construct of authored gestalt interplay, and concentrates on the links between the physical process of playing the game and the interpretative process of ‘reading’ it. A wide variety of games are put forward as examples, and some analyses of major ‘moments’ in classic games are deconstructed. The concept of the ‘sublime’ as applicable to games is examined as is the use of gameplay and narrative to generate ‘illusory agency’, which can make a game more than the sum of its parts.
Long-term motivations to play MMOGs: A longitudinal study on motivations, experience and behavior
Schultheiss Daniel
2007 DiGRA '07 - Proceedings of the 2007 DiGRA International Conference: Situated Play
The upward trend in the sector of the digital games goes on.An evolution takes place, which is capable to go to many directions. On the one hand computer graphics become more realistic, games are more complex and the speed, as well as the distribution, of the internet increases steadily. On the other hand another trend appears: browser-games, also called MMOGs (Massive Multiplayer Online Games). Games, which are text-based or contain only few graphical content and are playable without local installation on the computer. Only an internet connection and a browser is needed to use them. These persistant online-worlds, in this special case a browser-game called "Space Merchant Realms", are the object of investigation in this work. Before the empirical analysis is proceeded, the object of investigation is defined in the sector of computer-games and online-games. Subsequently the identification of usagemotivations, gameplay experience and playing-behavior is, as well as its temporal variation, in focus. In this longitudinal research, the usage-motivations are examined with help of the Uses-and-Gratification-Approach and the gameplay-experience is examined with the flow-theory. In two waves of the questionnaire (Nt0=125; Nt1=135), which were surveyed at an interval of ten weeks, several results could be extracted. Ten game motivation factors (total variance 67,175%) and four game experience factors (total variance 58.5%) appeared by the usage of factor analysis. Based on self-evaluation of players, further statements on playing-behavior could be encountered. Moreover the variations of usage-motivations, gameplayexperience and playing-behavior after ten weeks were determined. Four of the ten motivationfactors arose (one of these significant), while six factors stayed constant. Three of the experience-factors became less important (one of these highly significant) and one remained constant. The time of usage demonstrably decreased within ten weeks. This investigation which claimes to be a kind of pilot study, is the first step into an integrated investigation of browser-games.
Exploring E-sports: A Case Study of Gameplay in Counter-strike
Rambusch Jana Jakobsson Peter Pargman Daniel
2007 DiGRA '07 - Proceedings of the 2007 DiGRA International Conference: Situated Play
In this paper, a case study of Counter-strike is presented in which cognitive, cultural, economical, and technological aspects of people’s gameplay activities are discussed. Most attention is given to Counter-strike as an e-sport – competitive gameplay which borrows forms from traditional sports. Also, methodological and theoretical issues related to the study are discussed, including issues of player-centered approaches and issues related to the crossdisciplinarily of the study, which borrows perspectives from cognitive science as well as cultural studies.
Please Biofeed the Zombies: Enhancing the Gameplay and Display of a Horror Game Using Biofeedback
Dekker Andrew Champion Erik
2007 DiGRA '07 - Proceedings of the 2007 DiGRA International Conference: Situated Play
This paper describes an investigation into how real-time but low-cost biometric information can be interpreted by computer games to enhance gameplay without fundamentally changing it. We adapted a cheap sensor, (the Lightstone mediation sensor device by Wild Divine), to record and transfer biometric information about the player (via sensors that clip over their fingers) into a commercial game engine, Half-Life 2. During game play, the computer game was dynamically modified by the player's biometric information to increase the cinematically augmented "horror" affordances. These included dynamic changes in the game shaders, screen shake, and the creation of new spawning points for the game's non-playing characters (zombies), all these features were driven by the player's biometric data. To evaluate the usefulness of this biofeedback device, we compared it against a control group of players who also had sensors clipped on their fingers, but for the second group the gameplay was not modified by the biometric information of the players. While the evaluation results indicate biometric data can improve the situated feeling of horror, there are many design issues that will need to be investigated by future research, and the judicious selection of theme and appropriate interaction is vital.
Situations of Play: Patterns of Spatial Use in Videogames
McGregor Leigh Georgia
2007 DiGRA '07 - Proceedings of the 2007 DiGRA International Conference: Situated Play
Gameplay always occurs somewhere. Any discussion of situated play therefore should consider the actual spaces in which we play. Yet everyday real space is also deeply embedded in the games themselves. Videogames take patterns of spatial use from reality and situate them in their spatial structure. This paper explores these "situations of play" and their implementation in representational video game environments, seeking to understand game space through its connection to real space. But because play does not exist in isolation from its surroundings this paper takes into account the way videogames are situated in the world. How game space is presented, from screen-mediated game to pervasive games, affects how the patterns of spatial use are implemented. Game space also feeds back into real space, where their intersection forms what can be termed as played space. To understand the transfer of patterns from reality to games this paper examines games as spatial constructs, arguing that game space is architectural. Investigating the nexus between architecture and games, and using architecture as a tool to unpack spatial conditions in videogames, this paper explores how games are structured by their spatial qualities.
Game Graphics Beyond Realism: Then, Now, and Tomorrow
Masuch Maic Röber Niklas
2005 DiGRA '05 - Proceedings of the 2005 DiGRA International Conference: Changing Views: Worlds in Play
Photorealism is one of the most quoted aspects of nowadays games. However, realistic game graphics is not the only style desirable. This paper surveys the many graphical styles used in past and current games, analyzes graphical aspects of computer games and discuss the use of realism with respect to game graphics. We show several examples and make references to current research, encouraging game developers to experiment with alternative, more artistic rendering styles, such as non-photorealistic rendering.
A public place of their own. A Fieldstudy of a Game Café as a Third Place
Jonsson Fatima
2010 DiGRA Nordic '10: Proceedings of the 2010 International DiGRA Nordic Conference: Experiencing Games: Games, Play, and Players
This article investigates the meaning and function of the game café as a ‘Third place’ for boys and young men who play games in a game café. As there has been relatively little focus on game cafés in Western Europe as compared to studies of game cafés in Asia this paper examines the meaning and function of a game café in Sweden. This is achieved through an ethnographic study of a game café in central Stockholm. The author argues that the game café functions as a public place of their own. This means that for this group the game café is an escape from the moral judgments and parental restrictions and control at home. It also provides young men with a local hang out to maintain, negotiate and establish relationships with friends, peers and like minded through gaming. This place is a rather restricted third place which fosters interaction within a homogenous community of people of the same gender and age group. Therefore the game café shares more similarities with a sport club than a traditional café.
Exploring anonymity in cooperative board games
Linderoth Jonas
2011 DiGRA '11 - Proceedings of the 2011 DiGRA International Conference: Think Design Play
This study was done as a part of a larger research project where the interest was on exploring if and how gameplay design could give informative principles to the design of educational activities. The researchers conducted a series of studies trying to map game mechanics that had the special quality of being inclusive, i.e., playable by a diverse group of players. This specific study focused on designing a cooperative board game with the goal of implementing anonymity as a game mechanic. Inspired by the gameplay design patterns methodology (Björk & Holopainen 2005a; 2005b; Holopainen & Björk 2008), mechanics from existing cooperative board games were extracted and analyzed in order to inform the design process. The results from prototyping and play testing indicated that it is possible to implement anonymous actions in cooperative board games and that this mechanic made rather unique forms of gameplay possible. These design patterns can be further developed in order to address inclusive educational practices.
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.
Narrative Friction in Alternate Reality Games: Design Insights from Conspiracy For Good
Stenros Jaakko Holopainen Jussi Waern Annika Montola Markus Ollila Elina
2011 DiGRA '11 - Proceedings of the 2011 DiGRA International Conference: Think Design Play
Alternate Reality Games (ARG) tend to have story-driven game structures. Hence, it is useful to investigate how player activities interact with the often pre-scripted storyline in this genre. In this article, we report on a study of a particular ARG production, Conspiracy For Good (CFG), which was at the same time emphasising the role of strong storytelling, and active on-site participation by players. We uncover multiple levels of friction between the story content and the mode of play of live participants, but also between live and online participation. Based on the observations from the production, we present design recommendations for future productions with similar goals.
