Title: Fun, Play and Games: What Makes Games Engaging by Marc Prensky (2001)
1Fun, Play and Games What Makes Games Engaging by
Marc Prensky (2001)
- Facilitated by Kristen Elmer
2WHO IS MARC PRENSKY?
- Marc Prensky is an internationally acclaimed
speaker, writer, consultant, and designer in the
critical areas of education and learning. He is
the author of Digital Game-Based Learning
(McGraw-Hill, 2001),and Don't Bother Me Mom --
I'm Learning (Paragon House 2005), the founder
and CEO of Games2train (whose clients include
IBM, Nokia, Pfizer, the US Department of Defense
and the LA and Florida Virtual Schools) and
creator of the sites www.dodgamecommunity.com and
www.socialimpactgames.com . - Marc has created over 50 software games for
learning, including the world's first fast-action
videogame-based training tools and world-wide,
multi-player, multi-team on-line competitions. He
has also taught at all levels. Marc has been
featured in articles in The New York Times and
The Wall Street Journal, has appeared on CNN,
MSNBC, PBS, and the BBC, and was named as one of
training's top 10 "visionaries" by Training
magazine. He holds graduate degrees from Yale
(Teaching) and Harvard (MBA). Â (http//www.marcpre
nsky.com/)
3Computer and videogames are potentially the most
engaging pastime in the history of mankind
(Prensky, 2001)
- Games are
- Fun, giving us enjoyment
- Play, giving us intense involvement
- Rules, giving us structure
- Goals, giving us motivation
- Interactive, giving us doing
- Adaptive, giving us flow
- Outcomes and Feedback, giving us learning
- Win States, giving us ego gratification
- Conflict/Competition/Challenge/Opposition, giving
us adrenaline - Problem-Solving, sparking creativity
- Interaction, giving us social groups
- Representation and Story, giving us emotion
4Fun The Great Motivator
- People rarely succeed unless they have fun in
what they are doing Dale Carnegie - What is fun?
- Amusement, something amusing, mockery
- Make fun of somebody or something, poke fun at
somebody or something - A cheat or trick a hoax, a practical joke
- To make fun of, or poke fun to ridicule
- On one hand fun is amusement, but on the other
- hand it is ridicule, or cheat or trick, or even
sexual - (Prensky, 2001, p. 3).
5Fun Continued
- Fun in a positive sense is not passive, and can
include a real exertion, as in sports or other
competitions - HARD FUN
- The word fun cannot mean enjoyment, pleasure,
amusement and ridicule. - This is seen in the resistance by business people
and educators to new learning approaches based on
the connection to fun. - Training and Learning can be related to the
opposite of fun, pain. - No pain, no gain!
- (Prensky, 2001, p. 4)
- Question to think about How do you define fun?
What do you associate with the word fun? How
often is training/learning viewed as positive fun
(enjoyment and pleasure) or negative fun
(painful). - Think about any of your current training or
learning experiences.
6Fun and Learning
- People with the notion that learning cannot and
should not be fun are clearly in an archaic mode
Mark Bieler - What is the relationship between fun and
learning? - Fun helps to create relaxation and motivation in
the learning process. Relaxation allows the
learner to take things in more easily, and
motivation allows them to put forth effort
without resentment.
7Play The Universal Teacher
- Play is our brains favorite way of learning
things Diane Ackerman - What is PLAY?
- Play is something one chooses to do
- Play is intensely and utterly absorbing
- Play promotes the formation of social groupings
- (Prensky, 2001, p. 6)
8Play and Learning
- Play is the original way of learning things-
Danny Hillis - How does play influence learning?
- Play has a deep biological, evolutionary
important, function, which has to do specifically
with learning (Prensky, 2001, p. 6). - Play is one of the cultural universals,
something every single culture does (Prensky,
2001, p. 6).
9Play and Work
- Great adults are driven to play too-Danny
Hillis - People often separate their career or work from
play. - Scientists or artists consider their work to be
so creative and fun that it can be seen as play. - The best trainers and teachers try to make
learning fun and playful. - The Media Lab at MIT has a research division that
investigates play and learning called the
epistemology and learning group the group
focuses - mostly on childrens learning, but many of their
play oriented constructivist - ideas are being extended to adults though
computer games such as Roller - Coaster Tycoon (Prensky, 2001, p.9).
- In an important paper when play is productive
by Starbuck and Webster, play is defined as
having 2 common elements. Playful activities
elicit involvement and give pleasure (Prensky,
2001, p. 9). - Question Is it possible to play at work and
still be productive? - What limitations/barriers can cause people to
feel like they cant - play at work?
10Epistemic Games Research Group
- Epistemic games are computer games that can help
players learn to think like engineers, urban
planners, journalists, architects and other
innovative professionals - http//www.youtube.com/watch?vhKyzsEytkQc
- not just at set of technologies that were going
to set out into the world, what we are designing
is experiences-learning experiences for kids - Question What do you think about this learning
environment? Have you seen anything like this
before?
11Games Adding the Structure
- One of the most difficult tasks men can
performis the invention of good games-Carl Jung - Game is a word of many meanings and implications
- Games are a subset of both play and fun.
- Games can be negatively defined as mocking or
jesting, illegal and shady activity or positively
defined as fun and games. - Games involve rules, contest, rivalry and
- struggle.
12What makes a Game a Game?
- 6 Structural Factors in a Game
- Rules
- Goals and Objectives
- Outcomes Feedback
- Conflict/Competition/Challenge/Opposition
- Interaction
- Representation or Story
13Rules
- Rules differentiate games from other kinds of
play - Organized play (in other words, rule-based)
- Rules impose limits, forcing us to take a
specific path to reach goals and ensure that all
players take the same path - Rules make things both fair and exciting
- Rules become more important as we get older
- In computer games, rules are built in the game
- Metagaming is a term that computer game
designers use to describe not playing by the
rules, but manipulating the rules and
circumstances surrounding the game of your
advantage. - Magic, The Gathering card game was designed with
the concept of metagaming. - http//www.wizards.com/magic/TCG/newtomagic.aspx?x
mtg/tcg/newtomagic/learntoplay
14Goals or Objectives
- Goals differentiate games from other types of
play, as well as from other non-goal-oriented
games (Prensky, 2001, p. 12). - In a game, reaching your goals plays a big role
in motivating you. - The goals are often cited in the rules
15Outcomes and Feedback
- Refers to how you measure your progress against
the goals. - Feedback lets us know how we are doing in the
game. - Feedback can come in the form of a score or other
ways. - Through feedback we learn how the game works, how
to succeed, how to get to the next level and win.
- Too much or too little feedback, can lead to the
player becoming frustrated - (Prensky, 2001, p. 13)
16Conflict/Competition/Challenge/Opposition
- Refers to the problems in a game you are trying
to solve. - It is important to keep the level of challenge or
opposition in tune with the players skill level,
which is called balancing the game. - Even cooperative games involve some kind of
conflict or problem for the team to solve. - (Prensky, 2001, p. 14)
17Interaction
- Refers to 2 aspects
- The Interaction of the Computer and the Player
(Feedback) - The Inherently Social Aspect of Games
- Play promotes the formation of social groupings
- Computer games are actually bringing people into
a closer social interaction, although its not
face to face. - (Prensky, 2001, p. 15)
18Representation
- Refers to the game being about something for
example, chess is about conflict. - Representation also includes the element of
fantasy - (Prensky, 2001, p. 15)
19What is Flow?
- Mental State of intense concentration
- Difficult tasks become easy
- Whatever you are doing becomes enormously
pleasurable - In the flow state the challenges presented and
your ability to solve them are almost perfectly
matched, and you often accomplish things that you
didnt think you could, along with a great deal
of pleasure (Prensky, 2001) - Question Can you think of a time where you have
experienced this state of flow? Have video games
or computer games ever evoked this?
20Other types of Interactivity besides Games
- Toys
- Interactions that have neither goals nor
objectives - Played with, explored
- Open-ended
- Stories or Narratives
- Another possible type of computer interaction
- Example is the Living Books Series for Children
- Narratives are engaging because they stimulate
our emotions - Tools
- Interactive programs that are used to make other
things (word processor or spreadsheet) - Tools can be included in games either as an
integral part of the game play or as supplements.
21Digital Games
- Games and computers are one of the greatest
marriages out there- Eric Goldberg - Why do people prefer to play digital games?
- they take care of the boring stuff (rules,
details) - Typically faster and more responsive
- Funs things that digital games can do that other
games cannot - Capable of more, better and far more varied
graphics - Can be played with others and against the
computer - The whole world is available as potential players
- Can generate and allow huge numbers of options
and scenarios - Can deal with infinite amounts of content
- Can play at differing levels of challenge
- Can be updated instantly
- Can be customized to and by the desires of each
player - Can be modified and added to, making the player
part of a creative team - Question Would you prefer a digital game over a
traditional board game? Are there any advantages
to playing non-computerized games?
22Game Taxonomy- Categories of Games
- Circa (2000) computer games fall into 8 genres
- Action Games (Super Mario, Sonic, PacMan, Missle
Command, Doom, Quake, Duke Nukem, Half-Life) - Adventure Games (Zork, Myst, Riven, Zelda, the
Ocarina of Time) - Fighting Games (Mortal Kombat, Virtua Fighter)
- Puzzle Games (Tetris, Devil Dice)
- Role Playing Games (Ultima, EverQuest)
- Simulation Games (Sim City, The Sims)
- Sports Games
- Strategy Games (Civilization, Roller Coaster
- Tycoon)
- Which genre do you prefer? It can be
- Challenging to try a game you may not
- think your good atyou may surprise
- yourself!
23Computer Game Design
- Game designers have a better take on the nature
of learning than curriculum designers- Seymour
Papert - Game Designers are
- Not just nerds with ponytails and t-shirts
- They are the most talented and creative people of
our generation! - Are often unknowns
24The Principles of a Good Game Design
- Computer-based training designers could learn a
lot from the people who build computer games-
Bob Filipczak - 6 Elements found in every successful game
throughout history - Balanced
- Creative
- Focused
- Character
- Tension
- Energy
-
25Other Important Digital Game Design Elements
- Processes used to create good games include
- A Clear Overall Vision
- A Constant Focus on the Player Experience
- A Strong Structure
- Highly adaptive
- Easy to learn, hard to master
- Stays within the flow state
- Provides frequent rewards, not penalties
- Includes Exploration and Discovery
- Provides mutual assistance thing helps solve
another - Has an interface that is very useful
- Includes the ability to save progress
26Eye Candy vs. Game Play
- The distinction between the way a game plays and
how it looks - Games gradually become more and more graphically
detailed - Some games dont have complicated graphics, but
they have a good rule structure (they are
considered classic games, Tetris)
27Digital Game Preferences Culture and Individuals
- Some people are very specific in the types of
games that they like, while others like more of a
variety. - Games are extremely age and culture specific.
- We often gravitate to the games we learned at an
impressionable age. - Knowing as much as possible about your intended
audience is crucial to successful game design. - (Prensky, 2001, p. 26).
28Digital Games and Age
- Adults and Games
- Adults sometimes shy away from learning new games
- Involves too much effort and practice
- Embarrassed to not be good at something
- Old hand-held games from the 70s are being sold
for (Frogger and Ms PacMan) - http//www.freefrogger.org/welcome.html
- http//www.pacmangame.info/ms_pacman.html
- Age is no barrier to learning and playing
computer games - When one realizes what a particular game is about
there is a big aha - Question What has been stopping you from trying
a new game? Have you ever experienced a aha
moment? What made you want to learn a new game or
try something new on the computer?
29Digital Games and Violence
- Theres so much comedy on television. Does that
cause comedy in the street?- Dick Cavett - There are violent games, but games in of
themselves are not violent - The vast majority of digital games are not
violent at all, including the best sellers (Sim
City, The Sims, Roller Coaster Tycoon, Tetris,
Myst and Riven) - Action/fighting games are only one of the 8
genres of video and computer games
30Digital Games and Gender
- There has been a huge rise in the number of
computer games designed for girls. - There are more girls that are interested in
computer games than there were in the 80s. - There are lots of girls who like fighting and
role playing adventure games. - It is generally accepted that there is more women
playing computer games, the dispute is how much
are they playing and how fast. - (Prensky, 2001, p. 29)
31The Language of Digital Games
- Every medium of communication has its own
language - There are sometimes shortcuts that we have to
learn for a certain medium - There is also a language or rhetoric of
computer games - Digital Game Players Know
- You build things by clicking on an icon and
dragging it to where you want it to go. - You move people by selecting them and clicking
them to where you want them to go. - There are hidden combinations of keys that do
interesting things. - There are hidden surprises commonly known as
Easter Eggs for you to find. - There is almost always more then one way to do
something. - You may have to try something many times before
it works. - You can look up cheat codes on the internet.
- Games can always be saved and reloaded later.
-
32Final Thoughts from Marc Prensky
- Barriers, Barriers, Barriers
- What needs to be done?
- Moving the Curriculum into the 21st Century!
- http//www.youtube.com/watch?vhmoVs4GYXUY
33References
- Prensky, M. (2001). Fun, Play and Games What
Makes Games Engaging. Digital Game-Based
Learning. Retrieved May 4, 2009, from
http//tinyurl.com/6l3amq