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A Design Approach to Game Research going beyond games for entertainment only

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Title: A Design Approach to Game Research going beyond games for entertainment only


1
A Design Approach to Game Researchgoing beyond
games for entertainment only
  • Staffan Björk

2
Games have many potential uses
3
Takeaway
  • Knowing how to create games with specific
    attributes requires knowing how to create games
  • Much of that knowledge is independent of the
    specific attributes

4
Basic facts about IPerG
University of Tampere, Nokia Research
SICS, Daydream, Interactive Institute, Gotland
University
  • Three and a half year duration
  • Budget 10 M Euro, 6 M contribution from
    commission
  • Ten partners
  • Three phases
  • Started September 1st2004

University of Nottingham, BlastTheory
Sony
Fraunhofer
5
IPerGs objectives
  • Aims
  • input to infrastructure standard for pervasive
    games, where the IPerG infrastructure forms the
    basis for a reference implementation.
  • develop tools to support rapid and commercially
    viable development of pervasive games.
  • develop pre-competitive demonstrations of
    innovative pervasive game concepts and genres.
  • develop business models as well as a design and
    evaluation framework for pervasive games.
  • Success Criteria
  • successful staging of a range of pervasive game
    prototypes.
  • successful uptake of solution packages for
    specific industrial segments, including software
    prototypes, design guidelines and suggestions for
    business approaches.
  • Wide-spread awareness about IPerGs activities in
    relevant European industry.
  • The commercial exploitation of IPerG showcase
    games.
  • The commercial exploitation of IPerG tools and
    other software components.

6
Pervasive games
  • Technology-based perspective
  • Position-based mobile games
  • Online-Onstreet Games
  • Games in an area with a complete virtual /
    physical mapping
  • Described through examples
  • Botfighters
  • Majestic
  • Can you see me now?

7
Project structure
  • Four research themes
  • Business Models
  • Design Methodology
  • Infrastructure
  • Tools
  • Several showcases
  • Crossmedia Games
  • Socially Adaptable Games
  • Enhanced Reality Live Role Playing
  • City as Theatre
  • Massive Multiplayer Reaching Out
  • Learning by Experience

8
Commission Review
Commission Review
Commission Review
Project Kick Off
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INFRASTRUCTURE
INFRASTRUCTURE
INFRASTRUCTURE
TOOLS
TOOLS
TOOLS
Tutorials
NEW BUSINESS
NEW BUSINESS
NEW BUSINESS
DESIGN EVAL.
DESIGN EVALUATION
DESIGN EVALUATION
SELF-ASSESSMANT RISK ANALYSIS
SELF-ASSESSMANT RISK ANALYSIS
SELF-ASSESSMANT RISK ANALYSIS
-Social impact report -Solution Packages -Genre
design requirements
  • Second prototypes
  • Design framework

-Design guidelines -Tech. guidelines -First
prototypes
DELIVERABLES
CROSS MEDIA
CROSS MEDIA
TELLING PERVASIVE GAME STORIES
CITY AS THEATER
CITY AS THEATER
SOCIAL ADAPTABLE
SOCIAL ADAPTABLE
MASSIVE MULTIPLAYER
MASSIVE MULTIPLAYER
TRANS-REALITY GAMING
LIVE ACTION ROLE PLAY
LIVE ACTION ROLE PLAY
-Game Prototypes -Play tests -Genre analysis
-Game Prototypes -Play tests -Genre design rec.
-Game Prototypes -Play tests -Final evaluation
report.
DELIVERABLES
9
Iterative Processes
  • Separates qualities as entertaining from other
    qualities
  • Need to look at games with explicit design goals
    not related to entertainment

10
Types of research
  • Focus on players
  • Understanding social interaction between players
  • Study how players behave during gameplay
  • Study the meaning of games to players
  • Focus on gameplay
  • Understanding game mechanics and player
    interaction with these
  • Analyzing games both during gameplay and purely
    analytically
  • Exploring new areas of the design space of games

11
Research issues and design concepts
  • Identify research issues
  • Based upon earlier research
  • Based upon identified problems
  • Based upon user studies
  • Identify potential design concepts
  • Based upon research issues
  • Based upon various design perspectives

12
Case study Socially Adaptable Games
13
Social Adaptability
  • The ability of a game system to adjust, either
    actively or passively, to changes in the social
    environment so that negative effects on gameplay
    or activities overlapping the current game and
    play sessions are minimized.

14
Rationale for the showcase
  • Acknowledge that pervasive games are not played
    in environments set up for the purpose
  • Similar problem to developing applications for
    mobile phones, PDAs, and other pervasive systems

15
Board Games
  • Augmenting existing board games
  • Hypothesis that they already have social
    adaptability
  • Using existing game removes focus from creating
    entertainment to maintaining it
  • Creating original designs
  • Exploring new parts of the design space of games

16
Steps in Phase 1
  • Complete outer loop
  • identify research issues
  • create prototypes
  • evaluate research results
  • Multiple inner loops
  • iterative design of prototypes
  • several prototypes

17
Research issues
  • Identify core issues
  • background survey
  • calm technology, social weight, interruptability,
    seamfulness, design for ambiguity, player types,
  • technology survey
  • atomic gameplay actions
  • user studies (late)
  • Analyze core issues
  • social interaction
  • functional roles, social roles, modalities,
    player types, social groups
  • changes in the magic circle
  • design experiments
  • Systemize core issues
  • guidelines

18
Research issues, cont.
  • Functional roles
  • observational, basic, dedicated, unique,
    supporting, meta
  • Social roles
  • banned, outcast, recluse, motivator, negotiator,
    mediator, helper, violator, dominator,
    exhibitionist
  • Atomic gameplay actions
  • Take OBJECT from POSITION, Place OBJECTS on
    POSITION, Give OBJECT to PLAYER/NON-PLAYER, Find
    OBJECT, Perform SKILL BASED ACTION, Randomize,
    Compute EVALUATION FUNCTION, Select OPTION from
    SET OF OPTIONS, Order PLAYER to perform TASK

19
Research issues, cont.
  • Guidelines
  • support interruptability
  • allow multiple communication channels
  • consider ambiguity
  • design for external events
  • allow modes of play based on social roles
  • minimize social weight
  • analyze intended player groups from several
    perspectives

20
Design concepts
  • Create design concepts
  • Using functional roles, social roles, game design
    patterns,
  • Analyze design concepts
  • Create design briefs
  • Systemize design concepts
  • Create design documents

21
Design concepts, cont.
22
Design concepts, cont.
23
Implementation
  • 3 selected design concepts
  • 2 completed designs
  • 1 explored from a technology infrastructure
    perspective
  • Iterative design process
  • Low fidelity prototyping

24
Implementation, cont.
25
Implementation, cont.
26
Implementation, cont.
27
Feedback to IPerG
  • Integration still in progress
  • evaluations, guidelines, methods, design tools
  • but direct input to terminology report
  • Definition of a pervasive game
  • a game that is ambiguous regarding the spatial,
    temporal, social or interaction aspects of the
    game.

28
Socially Adaptable Games Next step
  • Identify research issues for next step
  • User studies
  • Game concepts
  • Social roles
  • Functional roles
  • Gameplay Game Design Patterns
  • Technology
  • Play modes due to variable level of connectivity
  • Play modes due to variable levels of gameplay
    immersion
  • Sidekick play style
  • Different types of ambiguity

29
Thank you! Questions?
  • staffan.bjork_at_tii.se
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